Added New Mods and Profiles Folders

This is a complete rebuild of the modpack, with all new mods and updates for 1.5.3 of Anomaly.
This commit is contained in:
2025-01-14 05:07:53 -05:00
parent 85c665b107
commit 376b4b9689
21217 changed files with 546254 additions and 0 deletions
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![config_defaults]
path_sound_on = $nosound
path_sound_off = $nosound
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; **** DO NOT MODIFY THIS FILE ****
;
; This file loads all of the others that store
; various general settings, and definitions for
; how sound effects are loaded. It will load any
; files in this folder that are named in the pattern
; "rfcfg_<name>.ltx".
;
; If compatibility with another addon requires you
; to make changes, modify or add the individual
; rfcfg files instead, not this one.
#include "rfcfg_*.ltx"
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[config_sfx_bgnoise]
; The following line MUST point at a valid functor or no background static will play
sfx_functor = item_radio.sfx_background_noise
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[config_sfx_gsm]
sfx_path = catspaw
sfx_filename = nerfs_cellnoise
sfx_max = 12
insert_silence = 8 ; insert this many entries of silence also
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[config_sfx_chatter]
; Cut content from Anomaly, here for compatibility only
; To enable, see rfsrc_cut_content.ltx
sfx_filename = talk_
sfx_path = detectors\RF\talk
sfx_max = 33
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[config_defaults]
path_default_noise = detectors\RF\noise
path_default_beep = detectors\RF\beep_02
path_sound_on = detectors\RF\on
path_sound_off = detectors\RF\off
rf_scan_time = 5000 ; time in ms between RF signal scans
rf_min_gap = 400 ; minimum time in ms between beeps so the sound doesn't get spammed
rf_min_flash_time = 100
rf_freq_max = 999 ; just a default, MCM will override this if installed
tb_beep = detectors\tb_detector_radio_beep
indicator_file = rax_rf_indicator.xml
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[config_sfx_emission]
sfx_filename = noise_emission_
sfx_path = detectors\RF\emission
sfx_max = 8
; The following line must point at a valid functor
sfx_functor = item_radio.sfx_emission
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[config_sfx_psy]
sfx_path = catspaw
sfx_filename = nerfs_psynoise
sfx_max = 15
insert_random = 5 ; insert this many entries of random noise also
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; Random radio noise
; This table of sounds is also used to populate certain other
; sound effect tables, to inject random noise into their rotation
[config_sfx_random]
sfx_path = detectors\RF\random
sfx_filename = random_
sfx_max = 13
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; Added by NERFS
; Aside from adding electrical and psy anomalies to the
; list of objects that the RF receiver can pick up, this
; file also serves as an example of how to add your
; own signal sources.
[class_anom_electro_s]
exact_match = true
; The above flag tells NERFS that it should match more
; than just the clsid--it needs an exact match for some
; other field. Currently supported are section and RFID
; (for tagged stashes in the RF_stashes list).
match_by = section
clsid = zone_mbald_s
; A base entry with the clsid (class ID) must be present,
; it is the first criteria the script looks for.
dist = 25
; Range of the signal
snd = func
; Sound effect, or func if calling a functor
; Valid (default) sound effects are:
; noise: background static
; rfid_beep: stash signal
; random: random noise, default anomalous signal
; emission: emission noise
; chatter: stalker radio chatter
; gsm: cellular RF interference
; psy: different-sounding interference for psy
; silence: exactly what it says
; See the rfcfg_*.ltx files for sound effect defs
func = item_radio.sfx_random_noise
; If snd = func, the script will instead call this
; functor and use the value it returns as the path
; to the sound effect to use e.g.:
; detectors\\RF\\noise
[rfss_zone_mine_electric]
match_key = true
match_by = section
; Once it matches the clsid, if exact_match is true the
; script then searches for a record that is keyed by
; the value in said field.
section = zone_mine_electric
; In this case, if it matches clsid.zone_mbald_s, it
; then checks to see whether there is a source entry
; with a section of "zone_mine_electric"
dist = 25
snd = func
func = item_radio.sfx_random_noise
freq = 491
; If it finds that match, it uses these values instead.
; If it doesn't, it assumes this is not a valid source.
[rfss_zone_mine_electric_weak]
; And then because the section must be an exact match,
; repeat for any variants.
match_key = true
match_by = section
section = zone_mine_electric_weak
dist = 25
snd = func
func = item_radio.sfx_random_noise
freq = 491
[rfss_zone_mine_electric_average]
match_key = true
match_by = section
section = zone_mine_electric_average
dist = 25
snd = func
func = item_radio.sfx_random_noise
freq = 491
[rfss_zone_mine_electric_strong]
match_key = true
match_by = section
section = zone_mine_electric_strong
dist = 25
snd = func
func = item_radio.sfx_random_noise
freq = 491
[class_tesla_anomaly]
; Same for this one. If it matches clsid.zone_torrid_s,
; it checks whether the anomaly's section is equal to
; "fireball_electric_zone"
exact_match = true
match_by = section
clsid = zone_torrid_s
dist = 25
snd = func
func = item_radio.sfx_random_noise
[rfss_fireball_electric_zone]
match_key = true
match_by = section
section = fireball_electric_zone
dist = 25
snd = func
func = item_radio.sfx_random_noise
freq = 522
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; RF interference from GSM-750, 810, 850,
; and 900 cellular signals given off by
; the PDAs of nearby stalkers
;
; If you don't want this feature, you can
; safely delete this file or comment it out.
[rfint_gsm_noise]
clsid = script_stalker
dist = 50
snd = func
func = item_radio.sfx_gsm_noise
freq = 762,810,869,915
action = item_radio.new_stalker_contact
variance = 15
; The first time a stalker comes into range while
; the player has the RF Receiver out, NERFS will
; assign their PDA a frequency by picking one of
; the comma-separated bands listed in freq, then
; randomizing it +/- 1 to N, where N is the value
; above in variance.
;
; Variance has no effect on any other signal.
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; Base signal source classes - don't edit this unless
; you need to add new classes of artifact/stash box
; that NERFS isn't recognizing. This should almost
; never be necessary.
[class_artifact]
exact_match = true
match_by = section
clsid = artefact
dist = 50
snd = func
func = item_radio.sfx_random_noise
action = item_radio.signal_active_artifact
[class_script_artifact]
exact_match = true
match_by = section
clsid = artefact_s
dist = 50
snd = func
func = item_radio.sfx_random_noise
action = item_radio.signal_active_artifact
[class_inventory_box]
exact_match = true
match_by = rfid
clsid = inventory_box
dist = 70
snd = rfid_beep
action = item_radio.signal_stash_rfid
[class_inventory_box_s]
exact_match = true
match_by = rfid
clsid = inventory_box_s
dist = 70
snd = rfid_beep
action = item_radio.signal_stash_rfid
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; CUT CONTENT
; These definitions are in the vanilla script, but are
; normally commented out. They may not work and I can't
; support them.
;[psysucker]
;clsid = psysucker_s
;dist = 150
;snd = func
;func = item_radio.sfx_random_noise_psy
;freq = 67
;[karlik]
;clsid = karlik_s
;dist = 150
;snd = func
;func = item_radio.sfx_random_noise_psy
;freq = 244
; Disabled by default. For picking up nearby stalkers,
; see rfsrc_cellnoise.ltx.
;
;[stalkers]
;clsid = script_stalker
;dist = 150
;snd = func
;func = item_radio.sfx_radio_chatter
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; Vanilla RF signal sources
; All of these should behave precisely as they do in vanilla Anomaly
; If you want to add new signal sources, don't edit this file
; Instead, make your own rfsrc_yourname.ltx file and add them there
; See rfsrc_anomalies.ltx for an explanation of the fields
; Artifacts
[rfss_af_ring]
section = af_ring
dist = 50
snd = func
func = item_radio.sfx_random_noise
freq = 23
action = item_radio.signal_active_artifact
[rfss_af_electra_flash]
section = af_electra_flash
dist = 50
snd = func
func = item_radio.sfx_random_noise_psy
freq = 124
action = item_radio.signal_active_artifact
[rfss_af_electra_moonlight]
section = af_electra_moonlight
dist = 50
snd = func
func = item_radio.sfx_random_noise
freq = 57
action = item_radio.signal_active_artifact
[rfss_af_black_spray]
section = af_black_spray
dist = 50
snd = func
func = item_radio.sfx_random_noise_psy
freq = 89
action = item_radio.signal_active_artifact
[rfss_af_full_empty]
section = af_full_empty
dist = 50
snd = func
func = item_radio.sfx_random_noise_psy
freq = 236
action = item_radio.signal_active_artifact
[rfss_af_ice]
section = af_ice
dist = 50
snd = func
func = item_radio.sfx_random_noise_psy
freq = 178
action = item_radio.signal_active_artifact
[rfss_af_soul]
section = af_soul
dist = 50
snd = func
func = item_radio.sfx_random_noise_psy
freq = 302
action = item_radio.signal_active_artifact
[rfss_af_compass]
section = af_compass
dist = 100
snd = func
func = item_radio.sfx_random_noise
freq = 285
action = item_radio.signal_active_artifact
[rfss_af_death_lamp]
section = af_death_lamp
dist = 200
snd = func
func = item_radio.sfx_random_noise_psy
freq = 321
action = item_radio.signal_active_artifact
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; Vanilla RF signal sources
; All of these should behave precisely as they do in vanilla Anomaly
; If you want to add new signal sources, don't edit this file
; Instead, make your own rfsrc_yourname.ltx file and add them there
; See rfsrc_anomalies.ltx for an explanation of the fields
; Psy Mutants
[controller]
clsid = controller_s
dist = 150
snd = func
func = item_radio.sfx_random_noise_psy
freq = 145
[burer]
clsid = burer_s
dist = 150
snd = func
func = item_radio.sfx_random_noise_psy
freq = 106
[poltergeist]
clsid = poltergeist_s
dist = 150
snd = func
func = item_radio.sfx_random_noise_psy
freq = 219
[psy_dog]
clsid = psy_dog_s
dist = 150
snd = func
func = item_radio.sfx_random_noise_psy
freq = 190
[psy_dog_phantom]
clsid = psy_dog_phantom_s
dist = 150
snd = func
func = item_radio.sfx_random_noise_psy
freq = 197
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; **** DO NOT MODIFY THIS FILE ****
;
; To customize signal sources, create a file
; named "rfsrc_<yourname>.ltx" and place it
; in this folder. NERFS will attempt to load
; any file named in that pattern.
;
#include "rfsrc_*.ltx"