7 Days to Die

7 Days to Die

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Sixx Jul 4, 2023 @ 7:34am
Looking for some Mods that change/lower Soundes
Hey everyone :)

hope someone has an idea or can help me

I'm looking for 3 mods that change some special sounds.


On the one hand the sound that sounds when you loot nests, garbage, boxes etc and they then disappear. Instead of the loud "bang" noise, a soft "pfffft" or something like that would be enough. Or the existing sound 80% quieter. I don't understand why "create" such a stupid loud sound!

Then we have my very special friend the Spider Zombie. The lack of loud screeching is really driving me mad. Normally zombies react aggro to the player.. but here I get extremely aggro when I hear this zombie 😬. As soon as I see or hear it, I turn off the system sound completely. You may not understand it, but it really annoys me 💀.
It's bad if you can't find it or can't get to it and it screeches for minutes. V LOL. I don't want to take it out of the game entirely, there's a mod for that

Here, too, I would like the sound to be 80-90% quieter or completely off.

The same goes for the screamer

Does anyone have an idea or a mod ready?

Thanks for helping
Sixx
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Showing 1-8 of 8 comments
CatPerson Jul 4, 2023 @ 7:54pm 
You used to be able to delete/comment out specific sounds from the sounds.xml file, like when one Alpha made the female running/panting/jumping noises unbearable and I did that so she would be silent. I'm guessing there's mods that are doing that sort of thing still, since you mention it.

But for *altering* sound bits themselves, I think those sounds are in some compressed resources/file pack, thus not easily accessible (I mean to non-modding types who have no clue/programs necessary for such) - you'd have to unpack, find/alter individual sounds, and repack. And patches might (or might not) mean having to redo.

eg, you can learn how and what tools are needed to do yourself (tools needed can change depending on game) or request it of any modders here/you know, and hope.
Last edited by CatPerson; Jul 4, 2023 @ 7:55pm
Aki87 Jul 4, 2023 @ 8:10pm 
I also would like a mod that reduces / removes some of the looting sounds. Seriously hurts my ears due to the sound balance when using "Take All" from containers
Sixx Jul 5, 2023 @ 8:33am 
Originally posted by CatPerson:

Hello. Thanks for the explanation. So the sound files are actually packed. You can't get there easily. This is going to be difficult

I have adapted the Sound.xml for myself as far as possible. I found the Spider Sound and reduced it a lot. I won't know if it will work until I find such a beast.

Unfortunately, I can't identify the said sound that occurs when the container is closed and then bursts away. At least what I adjusted because I thought it might be have no change. I have to search again.
Everything is well sorted in the Sound.xml, but if you don't know exactly what the name is, it's really complicated. Especially since you can't always change and just load the game, change it again, etc..
seven Jul 5, 2023 @ 10:27am 
To modify or add sounds would be more difficult, but another way is to change materials, or the sounds linked to certain actions.

Let's change the birdnest looting sound. The first problems is that the nest material is Mwood_weak and the sound of wood being destroyed can be loud. So, change it to cloth in blocks.xml

<block name="cntBirdnest"> <property name="Class" value="Loot"/> <property name="LootList" value="birdNest"/> <property name="IndexName" value="quest_feather"/> <property name="Material" value="Mcloth"/> ...

Now after you pull the items out the nest will destroy with a softer sound.


The second problem is if you use the loot all hotkey. Doing a take all uses a louder sound, I guess to punish players that want to loot fast. So, we'll switch that sound to something else, like close_garbage. Find the node in sounds.xml and just substitute close_garbage for takeall1 in the ClipName property.

<SoundDataNode name="takeall1"> <AudioSource name="Sounds/AudioSource_Interact"/> <Noise ID="2" noise="11" time="4" muffled_when_crouched="0.5"/> <AudioClip ClipName="Sounds/UseActions/close_garbage"/> <LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0.01"/> </SoundDataNode>

Now if you do a loot all again you get a quieter poof. This only changes what you hear. By leaving the noise and other values unchanged you still get the punishment.


The first part you would have to do for each loot container you want to change. The second I believe will take care of all the loot alls.
CatPerson Jul 5, 2023 @ 1:29pm 
Originally posted by seven:
Let's change the birdnest looting sound.
Ahh, that's a good idea, very sensible. Find/pick an existing sound that doesn't annoy/could work and switch them out. Nice suggestion/possible solution. My brain sadly doesn't go in radial - or whatever one would call it - thought process directions very often, especially these days.
Sixx Jul 5, 2023 @ 1:46pm 
Originally posted by seven:
To modify or add sounds would be more difficult, but another way is to change materials, or the sounds linked to certain actions.

Thank you very much. i try this and it works good for me.
I would not have come up with this idea at all. basically you don't even know if you don't deal with it.

The sounds are packed or not? or is there a possibility to listen to the sound files?
CatPerson Jul 5, 2023 @ 2:06pm 
Originally posted by Sixx:
The sounds are packed or not? or is there a possibility to listen to the sound files?
Looking around more, they are definitely packed. I've seen people post about altering the ambient track and having to download a resource.assets file to replace the original with, that sort of thing, and the mod not working with anything but a specific alpha version or two. You'd also have to play with EAC disabled if you care about such.

Looking in the game directory the only visible one is for Music (very brief wav files) and they may have changed the resources name - could be the resources.resource one now.

I've unpacked assets from other games before - mostly curiosity, I'm not an major modder sort - but since you often need multiple or different tools for different games I don't bother much anymore. :)

Since this is a Unity game I'd guess a version of UABE (asset bundle extractor) is what some use, but different versions of that might not work with different game versions and ... well, no clue. :)
Last edited by CatPerson; Jul 5, 2023 @ 2:06pm
seven Jul 5, 2023 @ 3:10pm 
Yes the sounds are packed into some unity asset file. In A20 and maybe previous versions the sounds, along with many other things, were in resource.assets. UABE could extract the sounds, or change pointers so you could mute sounds (like those obnoxious night time "stingers"). That file isn't used anymore, and I'm not sure where the sounds are, maybe data.unity3d but it's a format UABE can't read. I could figure out how to use the old file but I don't know much about working with unity.
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Date Posted: Jul 4, 2023 @ 7:34am
Posts: 8