I hated the mutant footstep sounds, so I replaced them. Also includes a DLTX file to silence rat footsteps.
Install with MO2, make sure the sound files are not being overwritten.
Should be compatible with basically everything. Using it with a HIGHLY modified GAMMA build right now.
Requires DLTX (modified exes) for the rat changes and Footsies compatibility to work. Even if you have vanilla anomaly without the modified exe's, the sound replacement part of this mod WILL still work.
Changelog
1.5
- Lowered volume of the hoof steps slightly, they were a bit loud in 1.4 for my preference. They are still louder and more bassy than 1.3
- Added force deletion of the footsies entries for the chimera, and adjust the cycles on chimera walk parameters. There were simply too many audio cues causing chimeras to sound like a train or helicopter. This removes that effect.
- Added extended configs for poltergeist_build_step_params for dynamic mutants. Previously this creature did not play any sounds at all while running.
- Added optional "Accessibility" module which replaces the sounds with amplified versions (using OGG comments) for the hearing impaired.
1.4
- Extended the rat footstep tables to make sure that rats are silent with footsies installed
- Amplified and adjusted hoof sounds
- Revised all OGG comments to boost hoof sounds and increase audible distance. Regular mutant steps increased to 25m, hoof steps increased to 50m and possibly 60m on asphalt.
- Change big mutant boar in dynamic mutants dltx to use the large footstep type
1.3
- Created heavier variants of the footstep sound effects to replace the "hoof" type to create a heavier footstep type. This is still different from the "large" step which psuedogiants use, that is untouched.
- Updated OGG properties - medium steps can now be heard from 20 meters, and hoof steps (heavy steps) can be heard from 30, and possibly 40 meters on asphalt.
- Assigned hoof material type to the chimera and boar.
- Added DLTX file to assign hoof footsteps to larger mutants from the Dynamic Noctornal Mutants mod for native compatibility. If you do not use that mod, this will have no effect on you.
1.2
Double checked the ogg comments, they were classified as attack instead of step.
Copied the vanilla comment values over to the new audio files to avoid any possible issues.
1.1
- Fixed ogg errors thanks to aorushome
- Added DLTX file to guarantee compatibility with Footsies mod. Forces most mutants to use the new footsteps, while bipedal mutants like zombies, bloodsuckers, and fractures have human footsteps.
Should be loaded AFTER Footsies (if you have that installed.)
Sounds sourced from this recording: Freesound.org
у всех мутантов такой звук?
Not all mutants, only the ones which use the "medium" mutant sounds. Psuedogiants and such have a set of larger footstep sounds. I am about to upload a new version which sets bipedal mutants (zombies, bloodsuckers, etc) to use human footsteps also.
Please make sure to get the new version, especially if you use FOOTSIES mod.
Какие моды на Body Health System? как на видео
Body Health System Realism Overhaul
Well it's something I thought about doing for a while but never actually done. Glad someone took the initiative to do it. Would love to see if you managed to make different sounds for medium and big size mutants
nonetheless it's a great edit for the game, it will definitely change the experience
thank you
Literally took less than an hour haha. I was thinking about adding some large and small footsteps, to have some slightly different sounds for tushankos and chimeras. I might try to do that next week when I'm off work again.
Such an improvement. Thank you.
Pretty sure he's just using Enhanced GUI Moddb.com for everyone asking about his HUD, it's a great mod highly recommend it! If you're using GAMMA make sure to disable the "No old ammo in wheel" mod or your Companion Wheel will be a solid blue.
Hey man, nice work, you forgot to fix the ogg errors, here:
Drive.google.com
Here the tool (SAVandT) for further selfhelp:
Metacognix.com
Thank you. What was the problem? Just printing errors to console?
yep and maybe npc behaviour due to missing or wrong sound settings. An NPC hearing mutant steps over long range like a rifle shot for example.
Gotcha I'm about to upload the new version with a DLTX fix to make sure Footsies is also compatible.
basically the main issue (in theory) will be the console being spammed with error logs.
absolute worse case scenario it just breaks some minor **** with the Alife/if you don't give the sound proper properties, like how far it can be heard, how loud it is, etc then the game will assign default values which again depending on what it is, that will be perfectly fine or could just bust stuff up / lead to some weird minor bugs.
Like i don't worry too much about .ogg comments if its music but any sort of sound coming from an NPC in game, whether it be shooting, walking, dying, etc should have proper ogg comments just to be safe and avoid those potential issues : p
if you're unsure of what to set it to i'd go look at the vanilla sound files and just copy there settings/comments
Just checked, had to update the comments to be the same as vanilla sounds.
Really love your work, but can i have a small request? Can you add the volatile footstep sound from dying light for bloodsucker or chimera? I played dying light once and the volatile footstep sound really scary
If you can provide a high quality sound file, then I can try. Only issue is that it seems I am not able to make any custom footstep types without crashing the game. So I will have to see if there are any available material types to use.
Took me a quite long time but i finally managed to get the sound effect. But the problem is i don't know where to send you. Let me know if i can send you somehow. Thank you again
edit: on second thought, i think the sound will suit chimera perfectly since bloodsucker only make their breathing noises while camouflaging instead of running and making heavy footstep sounds
You can just upload it to Google drive or something and past a link here if you want
ok, i will send you through dm
Is, let say, 'technically', better to put it before or after Footsies?
It must be loaded after footsies or else footsies will overwrite the new footstep sounds.
Yes, in fact, as I thought. Footsies is an important mod (not hearing a mutant or NPC running 3, 4 mt. away was disheartening), however the sound of its footsteps is really not very seductive (that's a euphemism ^^); if your mod improves them as it seems this mod becomes a absolute must have of the game ^^
Frankly I'm surprised nobody has done this already, at least I couldn't find anything like this on moddb. It only took me like, 2 hours of work. I'm sure someone more experienced in sound design could do even better but I'm pretty happy with how these sound.
Is this compatible with TBs angry chimera growls?