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Solus

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Everything posted by Solus

  1. Awesome!! That's exactly what I've hoped to do!! Have you seen the 3D Studio .rtm importer and exporter plugins ? You can import the vehicle's animation, then the end frame of the get in animation, then export them so you can make the in between animations with the vehicle loaded in OFPAnim. That's how I made mine. The plugins are in a post somewhere on these forums I think, but I don't know if the link is dead. You also need a OFP solder model file for max that someone posted in the thread. If you can't find it I could send them to you if you want. GoosemanXP: Thanks! william1: Good to hear it's working! Odjob: Are you sure the name was "damage.sqs" exactly ? Because I don't think there's anything named that in any of my stuff, so maybe it's a problem with something else, or you could provide more info about the error. Try reading the SLX Wounds readme for implementing it alone. The only thing I can think of that might cause a similar error is when people or dismembered body parts catch fire, they exec SLX_GL3\SLX_Dmg_Fuel.sqs, but only if GL3 is running. Maybe it has something to do with that ? supershooter: WOW. That was extremely cool ! The shovel guy was funny, did you have to give that to him ? Smiley_Nick: Thanks, the WGL config is done, I just need to upload the 1.02 update. 343rdBadger: You are probably being pushed by the wind on a windy day, try flying in the opposite direction you are getting pushed in to stay steady. Shashman: Cool, so it looks like it's working well for you ?
  2. Thanks for the mirror Jimboob, Lt.Chris, and gol-clan.net! Sky packs: Just extract all of the files of the other sky pack's newdata folder into the @SLX NewData folder and run the installers. I just tried it with the Laumax sky pack and it works flawlessly. Make sure you didn't overwrite the installer .bat files in the @SLX folder with the other sky pack ones or it won't work. If you overwrote them just re extract the original SLX Replacement Pack installers over them and try again. The WGL config is coming along nicely, the error I had was a boneheaded misspelling of WGL's rucksack weapon. I'm adding the supersonic cracks and islands now. FFUR and other mod's explosions: GL3 makes ALL shots ricochet, but the behaviours are controlled by defining types of things in the SLX_GL3_Settings.sqf. That means that all explosives such as rockets and tank HEAT shells will ricochet if they are not defined in the SLX_Explo array. All default explosives are defined in there already. Since FFUR uses a lot of different classes they are not defined, so they ricochet. So to fix it someone needs to go through and add all FFUR explosive ammo to an array and add that to SLX_Explo in the SLX_GL3_Settings.sqf. It would be very helpful if someone could post an array with all the FFUR and other mod's explosive ammo defined so other people could add that to their SLX_GL3_Settings.sqf's. Tracers: Since there are a lot of weapons with tracers on them in FFUR you could just try making entire sides have tracers in the SLX_GL3_Settings.sqf. There are commented out settings for it already there, so just comment out the other tracer ones and uncomment the ones with the sides. Someone could also add all FFUR tracer weapons to the tracer arrays and post that here so everyone could use it. Edit: Zeinger: Sorry, I hoped you would see it in my post to Kroky several posts back that deals with that question. You can change the islands back by opening the config.cpp and finding the line "SLX MOD : Grass island example." and uncomment the old island then comment out the grass one. Then do the same for the other island.
  3. Universal: The update is only for overwriting some of the old files, it is not stand alone. Please reextract the original release then extract the update content on top of it, then use the installer. To run with FFUR backup the FFUR config.bin, then copy the @SLX\mod configs\ffur2006\bin\SLX light effects config\config.cpp to the FFUR2006\bin folder and then run OFP with -mod @SLX;FFUR. 343rdBadger: The SLX FFUR config.cpp's are not designed to be converted to bin. You can run them just as .cpp or follow the advice I gave to william1 above. Try removing the enum sections then putting quotes around anything that cpp2bin gives an error on and it might work.
  4. Thanks for all the replies everyone! I forgot to mention last time that you need to run the install.bat again after you put the update stuff in the @SLX folder. I changed the name of the CraterOnVehicle model so that if it doesn't install right it'll just have a model error instead of the huge craters on everything. About using other sky packs: Please read the replacement pack readme in the @SLX folder, it has some more info on using it with other sky packs. Basically just copy their stuff into the NewData folder and run the installer and it should work. Porting to other mods: I also forgot to mention that you need to add the PreLoadAddons and PreLoadBanks SLX sections so you don't get an error when it loads stuff. I'll add this to the original post and readme. subroc: Yes, GL3 can be used as a stand alone script in a mission! Please read the readme in the @SLX\readmes folder for more information. Berliner19: Try using the update installers. jackass888: Thanks! Kin Hil: 1. Sounds like a bug that I heard of from ECP, maybe it's the ECP grenades ? 2. The NewData folder holds all the replacement files, it is used by the installers. It should be in the @SLX mod folder when you extract it. 3. The SLX_GL3_Settings.sqf is for setting up options of GL3 and SLX Wounds. It should be in the @SLX mod folder. 4. Tracers are on the default machine guns. 5. Yes, the update is just some updated files that are to replace the old ones. paragraphic l: 1. Yeah, that's intended. The only workaround for AI's I can think of is to just make them throw it farther in a future update. 2. That's from the garrison script when all units are dead, it's been plaguing me for a long time. It's the only common error message that GL3 has I think. There are other error messages sometimes but those are from CoC artillery. I'm not sure if it's a problem with how GL3 uses them or with their own scripts. Kroky: I'm going to look into the slowdowns in a future update. For now if you're using FFUR use the light config in the mod configs folder, like jackass888 said. The NVG optics have two layers that you look through, the binocular scratches layer and the noise layer, maybe it has something to do with that. Read the readme to see about changing the skies. You can change the islands back by opening the config.cpp and finding the line "SLX MOD : Grass island example." and uncomment the old island then comment out the grass one. Then do the same for the other island. low light: Thanks! That's a great writeup of what GL3 and everything is like to experience! The bullet holes are very hard to see, try shooting someone and looking at the air at the height you shot them at, that's why they're so hard to see. I'm going to try getting WGL working today, but I might just do the CSLA mod first since I have to investigate some crashes with WGL when dropping ruck magazines. william1: You could try removing the enum sections then putting quotes around anything that cpp2bin gives an error on and it might work. froggyluv: Thanks! The error messages might be from the CoC arty that is spawned near ammo trucks. Not sure if it's a problem with GL3 or not. For vietnam mod/missions SLX Melee has a machete, so you could try playing around with that. For vietnam skies, just use the same technique as using other sky packs. sweofp: GL3 is enabled by default for everything in the @SLX mod config and the other mod configs. Read the readme and the above for adding it to other mods.
  5. Here's the update: SLX Mod Update 1.01 657 KB Changes: Removed ninja addon dependancy. Made pistols much less likely to be selected by AI's. Installers for non HWTL users. Changed CraterOnVehicle model. Added FFUR configs. The FFUR config doesn't have the vehicles or bullet holes, those are only in the default @SLX mod config. The vehicles are still available in the editor though, under SLX Vehicles. Edit: Shashman: To install mod configs, first backup the other mod's original config.bin or config.cpp in their bin folder, then copy the SLX config to their bin folder and then run OFP with -mod @SLX;Mod
  6. V.P.: Are there any similar circumstances with the crashes, anything you can repeat reliably ? The crazy AI's are probably from them trying to help a wounded person or maybe there's an AI script trying to move them somewhere. I think putting them in stealth or telling them to stop for a moment will keep them from trying to help a wounded person, then you can order them to go where you want. Freshman, mickuzy: Thanks. The update after next will have a WGL config. KyleSarnik: Thanks, maybe the bayonets could have sniper scopes on them. BlackKnight777: Thanks for trying it out. Odd about the huge bullet holes. So you have the new sky working but not the small bullet hole model ? Maybe the installer didn't finish doing the data3d.pbo and you only got the data.pbo stuff. Try running the installer .bat again maybe. I wonder if that crash is related to the missing models you have, try that situation again after you get them working and see if you can repeat it. Shashman: The bullet holes in the Ural's cover is just a damage texture and not the actual bullet holes. The real bullet holes should be very small and hard to see. If you're sure you've get the mod all installed correctly then shooting at the back cover of a Ural should tear it up after a few magazines, or shoot it with a rocket. Are you running any mods other than @SLX ? Only the default machine guns(M60, PK) can set things on fire by default. Explosive ammo can also set things on fire, like the Vulcan or Shilka guns. There is a 20% chance of a shot attempting to set something on fire and the thing has to meet certain conditions like being at least 10% damaged and be less than 4 meters from the impact point. Some objects are very strong and won't get damaged enough to get caught on fire directly. To set grass on fire make sure you shoot near the center of the grass patch first to damage it enough, then make sure that the impact effects are close to the center of the bush and try waiting a while for some of the old bullet hit craters to fade out so they don't interfere as much with the nearestObject search. Setting things on fire is supposed to be kind of rare so it's a little hard to do intentionally.
  7. dnalor, supershooter: Looks like you'll have to do it manually for the moment, I'll include a non HWTL install.bat in the next update soon. To manually do it try using PboX to unpack the original data.pbo and data3d.pbo, then copy all the stuff from the @SLX\NewData folder into each unpbo'd folder, then pbo the folders back up and put them in the @SLX\dta\ folder. Make sure you back up your original pbo's in case they get overwritten. Zeinger: Almost done, adding bullet sounds and the grass islands. Chapman2424: I've got CSLA downloaded and I'll have the config in another update. I'm going to release the FFUR config, SLX config with no ninja requirement, and no HWTL installers in the first update. KyleSarnik: Heh, that gives me a good idea, maybe I can get the binoculars to be the first item after the item slot melee is done slashing so you'll have binoculars in hand again. The script already gets the item slot to the be first so that it shows up, so you're not whacking people with your binoculars. All that has to be done is to reverse it. william1: I'll look into it. punishment: Either he didn't run install.bat or it's the possibly the HWTL error, in that case you can try the manual install from above. Edit: FFUR config is done and seems to be working well. Both settings configs are set up but theres a bug that crashes the game when an armor unit is in the mission. It's going to take a while to figure out how to fix it.
  8. Thanks for all the replies everyone ! supershooter, dnalor: Sorry I didn't mention that, it only converts the files in the HW T&L folder. After you have run the install.bat you should have two new .pbo's in your @SLX\dta\HWTL\ folder, try cutting and pasting them to your @SLX\dta\ folder and try running the OFP with the mod again to see if that works. edit: Metal Heart got there before me, but yeah you can install them manually if it doesn't work the first way.
  9. Thanks everyone ! XCess: 1. After getting "healed" you are only barely above being critically wounded, you've lost a lot of blood and your entire body is really strained so it's going to be really hard to aim and walk. Which basically means that you are about at half damage to about all of your body parts, including your arms, which decreases your aiming stability the more damaged they are, and your legs, which I think might cause a limp but I'm not sure, and the wounded animations have a large "duty" setting which is what reduces your stamina while sprinting. So after you finish playing all those wounded animations you are really, really, tired out and your aim will suffer much more than if were sprinting that whole time, which also decreases your aiming stability. So to get rid of it you could just get yourself to an actual healing thing, like a medic, hospital tent, or ambulance, and get healed, that will take care of maybe half of your aiming problems. For the being tired part, you could just lay down and rest for a while, or I think I heard of an OFP bug that restores your stamina when getting in a vehicle, so you could try that too. 2. This is a compromise between the AI's going too slow in the dragging vehicle, the speed of the AI's animation while in it, the speed of the player's animation while in it, and the ground roughness. I tried to make it work well in most situations but of course it's not going to be perfect in everything. Perhaps a different dragging vehicle could be created for players and one for AI's at some future update that would fit more situations better. 3. It makes one sound of dragging, the "noise" sound, and another for the "engine" sound, which is heavy breathing, since they are hauling someone along with them(sometimes at high speeds ). 4. That is caused by the way OFP uses the AddAction command. It would probably be ridiculously difficult to change. When you use the drag option on yourself it tries to run the AI helper script to make sure someone is coming to help you, although it's hard to tell if it is or isn't sometimes. 5. This is intentional, it is the number of magazines you have left. I would have hidden it completely but then I realized that it I could hide only the active number of bullets, so I did that instead. You can change this back to the way it was by just deleting the resource.cpp in the bin folder, it is the only change in the file. 6. I will add the pistol ammo defines in the next config updates and modify the ranges and use probabilities so they won't use them too much. 7. That's from the scripts setting your squad from combat mode "Red" which is "Engage at will" and behaviour "Stealth" or "Danger" (which makes units take cover behind objects using the OFP AI) to combat mode "Yellow" which is to stay in formation and "Open fire". I might consider disabling this but it might give the player's group a harder time against enemy groups that are trying to use cover. I'll look into maybe having an option to disable it at some future update. 8. Heh, those were for testing, I'll remove them in the next update. You can disable them by turning off rifle tracers mode in your options. 9. I'll ignore it then since I've already written so much. Thanks for your comments! Serial Killer: Thank you and OFP.info for the mirror !! Metal Heart: I figured that even though it is unpolished it's still fairly playable and with ArmA so close there really isn't that much time to spend polishing it even further. It might as well be enjoyed while it can be, even if it's not perfect. The supersonic crack is a little weird to hear at first, but if you watch some war videos and listen close it might start to make sense. It really clicked with me when I was watching a documentary where there was a convoy of some soviet style vehicles driving through a corner in a city, leaving after a ceasefire or something, and then a whole bunch of staticy crackling started happening which I thought might just be poor video and audio quality, and then I realised what it was... gunfire, lots and lots of it raining down from the buildings at the the leaving convoy... Although I'm still not sure if it's correct or not, perhaps Dslyecxi would know. OFP seems to make the sound higher pitched the more in front of the bullet you are, so in front of it is more like a "snap" and to the side it's medium pitch, like a "crack" and near the back it's even lower pitched. Kroky, V.P.: I'm installing FFUR 2.5 right now to get the config so there's a very high chance that it will be done and working as close to 100% as it's gonna be within the next few hours. de la rocka: Thank you ! I might make some stuff for ArmA, time will tell. Although most of this stuff should hopefully not be too difficult to convert, since ArmA apparently seems to not be too different from OFP. If I don't port it them maybe someone else will. supershooter: Thanks, that would be really cool ! william1: Yes, the default radar is "magical" and tanks, APC's, and aircraft could see any vehicle at any height or direction, even behind them, at the maximum radar range. This has been intentionally disabled. Anti aircraft vehicles should still have radar though, but perhaps some addons that should have radar do not, but I think the gameplay benefits outweight some of the drawbacks.
  10. KeyCat: Ah, sorry about your name !! I'll correct it immediately. And yes, I'll make sure to list Toadlife there with you, he's in the other credits in the readme as well, and I'll update my post tomorrow with all credits for everything. R0adki11: Thanks ! XCess, punishment: I'll remove the old one now so there's only the one working one up there.
  11. D@nte: Thanks! Smiley_Nick: Thanks, it'll be interesting to hear if any of the GL3, wounds, or melee scripts work. Those ones I think will have the most trouble, but most of the other stuff besides that should work in MP, although the vehicle get in animation scripts might not work all the way due to locality issues or something. It would be really cool if the swords and other melee stuff in SLX Melee work, so you could check that out too. "removeAllWeapons this; this addMagazine {SLX_Sword_Anim}; this addWeapon {SLX_Sword_Anim}" theres also some melee units in the editor which will either work better or worse than a regular GL3 init'd unit since their event handlers haven't been messed with in a while. Kroky: My FFUR download is almost done and I will add the effects tomorrow, so you could wait until then or keep trying on your own. Just search for "EventHandler" and wherever you see an "init="_this exec {\FFUR\stuff.sqs}";" or whatever add ";_this exec {\SLX_GL3\SLX_Init_GL3.sqs};" on the end so it looks like this: "init="_this exec {\FFUR\stuff.sqs}";_this exec {\SLX_GL3\SLX_Init_GL3.sqs};"
  12. Smiley_Nick: Thanks! The replacement stuff should work fine with absolutely any mod, and GL3 and SLX Wounds should work with almost any mod, including WGL. I've got WGL installed right now so I'll add the effects and take a look before heading off to bed. The WGL config will be included in the next update as well, although none of the effects have been developed or tested in MP so it's only good for SP for now. A future update might have at least limited MP compatibility. Universal: The included config has a lot of extra stuff added that the FFUR config overwrites. You should try out the default @SLX config a little to check out all the effects. There is more info on the first post about adding the effects to another mod's config if you want to try doing it yourself before the next update.
  13. Universal, try switching around the -mod stuff. It sounds like @SLX is overriding the FFUR config and resource cpp's and you're getting only the @SLX stuff. To fix it just switch the things around: if it's -mod FFUR;@SLX try -mod @SLX;FFUR or the other way around, and it should work then. The next update will have an FFUR config with all effects.
  14. Hi Xawery, thanks for your reply! It sounds like you forgot to run the install.bat in the @SLX mod folder, it installs all of the replacement stuff which includes the AK74 optics and the new smaller CraterOnVehicle model so that's why that stuff was happening. As for the ricochet, are you using rifle tracers mode ? There will be an option to disable ricochets or visible ricochets in an update so these problems will go away. That crash sounds bad, can you give some more information about it ? What mission, where did you try to save at ? Maybe it has something to do with missing the replacement stuff, so you could try again after installing it and see if the crash reoccurs. Universal: Thanks for your reply, but could you tell me which part didn't work ? I'll take another look at John's stuff and see how it installs, it might work.
  15. XCess: Thanks, I'll upload them there after I try uploading the mod somewhere else. Group Link 3 can be enabled either way, which also inits SLX Wounds with dragging, etc. The GL3 init is built in to the config.cpp just like ECP so it's always on in every mission. There's more written about it in the readme, but in short here's how to add it to any mod: Just add the init event handler to the AllVehicles class. Here's how it looks in the default config: class AllVehicles:All { icon="unknown_move"; // SLX ADD : Event handler for GL3. class EventHandlers { Init="_this exec {\SLX_GL3\SLX_Init_GL3.sqs};"; }; // SLX ADD : Vehicles don't get funky vertex deformed on destruction anymore. destrType=DestructMan; }; And for something that already has init event handlers like ECP or FFUR just add that little line on the end like this example from the included ECP config: #define ECP_EH_INIT "IF (format[{%1},ECP_path] == {scalar bool array string 0xfcffffef}) THEN { ECP_path = {\ECP_Effects\}; _this exec (ECP_path+{ECPinit.sqs});{_c = _x camcreate [0,0,0]} foreach [{ECP_MKII},{ECP_M61},{ECP_M67},{ECP_F1},{ECP_RGO},{ECP_RDG1},{ECP_ANM8},{ECP_ANM83},{ECP_ M18Red},{ECP_M18Green}]}; _this exec (ECP_path+{init.sqs}); _this exec {\SLX_GL3\SLX_Init_GL3.sqs};" So basically just add "_this exec {\SLX_GL3\SLX_Init_GL3.sqs}" to an init event handler and you're good to go. Also be sure that all classes that inherit from the AllVehicles class either don't have an init event handler or have the GL3 init added to them. Zuku1: Thanks for your comments! I think the jumping out of tanks is caused by the "_unit doMove _pos" command that I used in some of the scripts, one place was the bounding overwatch script, but I think I fixed that one by making it "vehicle _unit doMove _pos" so that the vehicle they were in would go there instead of the tank crews jumping out then getting ordered back in and I haven't gone through and changed all the others to take that fix into effect. The bug is probably from them trying to go help a wounded person. An update will have all doMove commands using the vehicle _unit doMove and more checks to make sure people in vehicles aren't called for help. All munitions are affected by wind, even grenades, watch which direction and smoke or dust is blowing, that's the direction your grenade will fly in depending on how strongly the wind is blowing. For the grass getting flattened, it's because it has the view blocking geometry all over it and is set to destruct type tent, so the tanks knock it all down when they touch it. The grass is meant to be kind of a placeholder, I was hoping it would inspire others to make better grass. I like that the grass is destroyable since it adds to the complexity when all that concealment can be taken away from explosives or burning or run over by tanks and when it's destroyed the scenery kind of changes and makes everything more dynamic. A fix would be to make smaller patches of grass but then you need more objects to cover a larger area so it's kind of a trade off between how much grass and concealment there is with how odd it looks when it's flattened. For the choppers handling different, that's either from the rotor tilt setting in the config(watch closely when you pull back and you might see the blades move a little) or from the cross wind that GL3 uses on aircraft. The more the wind is blowing the more the aircraft is pushed in the direction. Flying into the wind will slow you down and flying with the wind will give you more speed. If you are trying to hover in a helicopter the wind will keep blowing you around, the auto hover feature in OFP will try and hold you steady but can only correct for so much, then you will start blowing away in the wind so you have to correct for it manually and steer the chopper into the wind to stay in the same spot. For the armor on people I tried to increase it just enough to make wounding more likely while still keeping them easily killed, a one hit kill head shot with most pistols is what I tested the armor for. Kroky: Thanks for more comments! The config.cpp is commented with "SLX MOD" and "SLX ADD" like in the AllVehicles example above so all of those things could be easily searched for and replaced in any other mod's config. The "mod" ones are modifications of existing variables with the commented out old ones above and the new ones below, and the "add" ones are additions to the class with the new parts below. Just search the SLX config.cpp for "SLX" and then search the other mod config for the changed setting and copy the changes. Some parts might be a little confusing, like the guided missiles and carl gustav section, but most should hopefully be fairly understandable. Edit: Here's a new download link, see if it works for you: Download There's a little box in the middle right side to enter the confirmation code, then you can download.
  16. Shashman, BlackKnight777, and XCess: If you really want it now you could try registering there for free, you might have to wait until I can get another mirror though, sorry. battle hampster: Thanks for your comments! Yes, the default BIS units aren't so bad when paired with all the effects, graphics aren't that noticable compared with more complex gameplay. Sniper Skull: Are you serious ? Because if you are... Although they say a picture is worth a thousand words, so you could try downloading the pictures if you want. :] I will try and put them up somewhere so they can be directly linked to. Kroky: Hmm, I'm not sure of what might be causing that, I'll download the latest FFUR and see if I can reproduce it and find out what's wrong. Did you modify the config at all or just add ;FFUR in the -mod list ?
  17. Sanctuary: Whoops ! I totally forgot about that! I was going to comment that out before release with a note that it was an option to enable. I'll release a little patch with most excess comments in GL3 deleted and configs with that part commented out so it's not required anymore. (Although the quick dive is extremely useful when you're getting shot at and need to get behind cover quickly.) Thank you for your comments and link to the ninja addon! Kroky: There are still a few bugs with the taking captives part since it was kind of added on almost as an afterthought. Perhaps I will release an update with some work on that area. It's kind of hard to test that situation since you have to get wounded and not killed and then wait for them to come get you. What's supposed to happen is that they take you captive and you have to try and escape from them or wait until another friendly squad takes them out so you can keep fighting. I think the bug is caused by when they see you for just a second when you're between getting healed and being taken captive and they see you as an enemy and lock on to you, but when you get taken captive they are still targeting you and sometimes they fire. I think it might be fixable by putting a view blocking box around the captive so the AI can't see them while they're being taken captive, the same thing is done when people get wounded so they don't keep killing wounded people as often. I'm sure there are bugs like that all over the place but I wanted to release sometime before ArmA, so it's not perfect but most things should work for most regular situations. :] As for slowdowns, is it when there's a lot of explosions and smoke in the air ? It's probably all the transparency being calculated, there's not much that can be done about that without affecting the look of things. One solution is to just have less particles and another is to have less transparency by making more stuff opaque and reducing any fade times. I might try some more tweaks to see if I can improve speed if it's possible. Shashman: Hopefully the OFP.info mirror will be up soon, or maybe some kind person will be able to download and host it somewhere. :] Zuku1: Do you mean the dirt debris effect ? It's supposed to be dirt getting kicked up when the bullet hits, maybe it's too opaque, or ? The tracer effect is ricochets from weapons with BIS "laser" tracers. You can enable GL3 tracer ricochets on the weapon by defining the weapon, magazine, or ammo type you were using in the tracers array in SLX_GL3_Settings.sqf and the ricochet will be different. Or you could put the weapon, magazine, or ammo in the explosives array and it won't ricochet but will still catch things on fire.
  18. Hi, thanks for your comments! I tried to make everything as "generic" as possible so it could be applied to just about anything with as few OFP CWC specific stuff as possible. The only thing I can think of that would stick out especially would be the "shouting" that squads do when they perform stuff but that's easily modified by just redirecting the path to a mission folder and replacing the defines in the script. To do that, just extract SLX_GL3.pbo into a /users/userName/missions/missionName.intro/SLX_GL3/ and open up shout.sqs then modify the "_RUS_XXXXX = ["rusXX"]" stuff with similar sound files from whatever mod you're using. Then open up SLX_GL3_Settings.sqf in the @SLX mod folder and change the path setting to point to your mission folder. The same thing applies for SLX_Wounds, it has it's own shout.sqs but they should be the same so you could just copy the other over, and make sure SLX_Wounds_Path at the end of the settings sqf is changed too. You could also define specific ones that the mod uses and then put those together in the defines under the appropriate sections, but that's a little more work. So basically you could easily change the east shouts to german or vietnamese or whatever the mod you're using has. Also I haven't really cleaned up all of the scripts so there's probably a lot of commented out junk lying around, just ignore that stuff.
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