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10 comments

  1. KrsKlvn
    KrsKlvn
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    Good thing i played the ps4 version frist and didn't fcae this bug then. Thanks for the fix buddy, Prey is one of my fav games ever. 

    It's strange that i didn't hear anything about this bug before i start playing the steam version myself. It seems not everyone experiences this bug and i wonder what's the prob.
    1. Latelistener
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      Originally I thought it was introduced by Mooncrash, but just to be sure I looked for some footage made on PS4 back in 2017. And yes, it was already there. It's not a bug, more like an unwanted behavior. My only guess is that people didn't notice or didn't care enough to complain.
  2. SuperQuail
    SuperQuail
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    Oh thank god!!
  3. YeulEmeralda
    YeulEmeralda
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    Although I really appreciate your work this kinda stuff should have been caught and fixed by the developer. But if memory serves the PS4 launch was a disaster and I guess they were too busy with fighting that fire (and the game selling poorly probably didn't help).
    1. Latelistener
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      I honestly have no idea how it wasn't caught by QA or QC or even for some time after launch. It's actually even present in Mooncrash, but less noticeable due to its sort of roguelite design. Unfortunately, it seems like most of the Prey team left Arkane soon after its release, so there was no one left to fix it.
  4. Aranath
    Aranath
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    You are my hero! This bug made Prey completely unplayable for me after one-and-a-half playthroughs before it manifested suddenly and forced me stop.

    Thank you so much!
  5. HautdenLukas
    HautdenLukas
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    If you'd like a fix that only removes the sounds, but leaves the animations in place - I just created one. The sound definitions in "Libs\EntityArchetypes\arkgameplayarchitecture.xml" are just for show. I found out that the real sounds are defined in the animation events.

    Feel free to download my patch here and upload it on Nexus as version 1.3. I hope I didn't miss any containers. A quick run through the lobby and simulation labs was quiet, as it should be.
    1. Latelistener
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      Much appreciated. I've uploaded the new version and mentioned you in the credits.

      I didn't upload your archive as I had to triple check and remake everything myself. I found "Bathroom_Stall_A" in your archive, which I think is a door and not a container. Other than I've made a list of containers I've edited in the previous version and apparently, 2 are missing in the animations folder and 2 do not have .animevents files. I've tested the briefcase and I think those don't even have any sounds, so it should work as before, but with animations.

      Missing:
      objects/environment/props/neodeco/chest_a
      objects/environment/props/universal/box_cardboard_set_a

      No .animevents:
      objects/environment/props/neodeco/briefcase_neodeco_a
      objects/environment/props/universal/crate_c

  6. mrbetadine
    mrbetadine
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    I salute you. This has been a complaint from me for an otherwise amazing game. Thanks for fixing it!
  7. HautdenLukas
    HautdenLukas
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    Since I started to play this game, I was wondering where these sounds came from. I always thought that I stepped onto something or a mimic was around. Somehow it added to the "What was that?!" chill factor. I just wished there was a different "fix" for this bug. Thanks for adding the demo video. It demonstrates the problem nicely.

    SHOCK and Real Lights Ultra users beware - this mod is incompatible and needs a merged patch, as they all modify "Libs\EntityArchetypes\ArkGameplayArchitecture.xml".

    Technical background that I found:
    There is an "open" and a "close" animation. When you look at a container, so it shows the contents, it plays the "open" animation. If you leave at least one item in the container, it will play the "close" animation when you turn away. If you empty the container, it will remain open. Problem is when you load a savegame, all containers will be loaded in their default state, which is "closed". Once you look in their direction, the game is forced to update their state and plays the "open" animation, which produces the sound. Very bad coding...