So months ago I made a sound descriptor with a sound that I did NOT want to go mute when I did mute "all" sounds via a script.
This sound descriptor was made with NONE as the category.
So when I did this in a script:
allsounds.Mute() ; <--- in the properties allsounds was set to _AudioCategoryMaster
All the game sounds would mute EXCEPT for my sound with the category of "none".
As of last week this was working fine. But today or in the last few days (update?) the DEV changed this so that "NONE" would also now mute along with the category I set in the properties.
I had to create my own sound category and set my descriptor to this custom category for my script to work as intended again.
I understand why these changes are made but I wish they were not "stealth" changes.
In my perfect world there would be a web page were such changes were announced by Bethesda. It took me more that an hour to track that down and find a way to fix it.
