Project Zomboid

Project Zomboid

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[B42/41] Reactive Sound Events
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30.782 MB
Apr 30, 2023 @ 1:10pm
Dec 21, 2024 @ 3:45am
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[B42/41] Reactive Sound Events

In 2 collections by JulianFVM
Reactive World
162 items
No Way Out - Vanilla+ Modlist
140 items
Description
What if sound events (meta events) were adaptable to your playstyle, weather, time of day and other variables? This mods makes that possible.



Reactive Sound Events
Description:
Vanilla sound events lack a bit. After so many years, hearing the same dog bark or gunshot may be a bit boring. Besides, these are completly random. What if we could make these events have a reason? If it's night time, maybe someone is dying to the zombies right? Well, with this mod, that's happening and you'll hear it!

This mod is part of my mod collection, which goal is to enhance the core mechanics of the game without straying too far from its original essence. Check it out!.


Mod Content:
51 new sound events for you to listen. These events come in different types:
  • Animal Sound Events (6)
  • Gunfight Sound Events (12): Survivors fighting zombies or other survivors;
  • Gunshot Sound Events (11): Survivors firing their gun;
  • Screaming Sound Events (5): Survivors screaming out of control;
  • Vehicle Crash Sound Events (5): Vehicle accidents;
  • Weather Sound Events (8)
  • Zombie Sound Events (4): More frecuent at night.
These events have what I call "preferences", these are moments where a type of sound event is more frecuent. These preferences are:
  • Weather: Normal or extreme;
  • Time of day: Day or night;
  • Player Playstyle: Passive, aggresive or passive-aggresive;
  • World Age (NEW): As the world evolves, certain events lose probability (and others get even more);
  • Player Location (NEW): Depending where the player is, events lose or gain priority.
For more information, check GitHub[github.com].


Compatibility:
  • EVERY MOD is compatible (haven't found any incompatibilities);
  • Other mods that add events (like Random Sound Events) are COMPATIBLE, and both work on their own, so tweak settings to avoid overlaps;
  • Built for SP, AKA I don't play MP;
  • If you started a world with this mod enabled, and the mod updated, don't worry, it's save compatible.
Planned Features:
  • Add save compatibility with already created saves; DONE
  • Rework sounds completely (normalize volume, remove unwated sounds); DONE
  • Separate Weather Events: Make it so weather events can happen on their own if certain conditions are met, without interfering the other events; DONE
  • Player Reactions: Waking up, panic; DONE (in 2.0)
  • Adding more preferences; DONE (in 2.0)
  • WIP Event Scenes: For example, if a gunfight is triggered, generate a scene where a couple of survivors died and left some loot up for grabs; WIP


Credits:
  • The Indie Stone, for making this beautiful game;
  • SonidosparavideosSINCOPYRIGHT, Sound Effects Library: Tema, Sound Effect, squareal from freesound.org and STALKER Anomaly Developers, for the sounds;
  • Project Zomboid content creators in general. They brought me back to the game.




Also check out:


Workshop ID: 2969551071
Mod ID: ReactiveSoundEvents
Popular Discussions View All (1)
23
Jun 20, 2024 @ 11:17pm
PINNED: Bug/Error Reporting
JulianFVM
259 Comments
1unjaimedel83 23 hours ago 
Sorry to read about your arm. I hope you make a full recovery. Take care.

Is it just me or the majority of the times zombies ignore the sound events? Even when they react to them, there's only a few that do. Most of them just stand idle. I have the sandbox mod option to make zeds hear the sounds checked. I read other people getting swarmed, but it hasn't happened to me.
10 of Hearts May 22 @ 2:33pm 
I'm pretty sure this is the mod that killed a great run I had. Somehow, after one of the screaming sound events, every single zombie in the area knew exactly where I was and they swarmed me. Not sure if I was just unlucky and it got localised on me or if some events actually cause the zombies to immediately know where the player is?
A bit butt hurt but it happens. Probably won't remove this.

Take care of yourself!
Kovac May 18 @ 7:33pm 
I hope you recover fast brother!!!
Threadrag May 5 @ 10:07am 
hey, what does “miscelleaneous events” mean in the sandbox settings? do you have an example?
Rusty #DopeRust May 5 @ 1:46am 
@JulianFVM, sorry to hear that, hope you get a fast recovery.

Cheers.
JulianFVM  [author] May 5 @ 1:13am 
Hey everyone,
Just a quick note to let you know I recently suffered a serious arm fracture and had surgery. Because of this, I won't be able to provide support or updates for my mods for quite some time (next year at least). Thanks for understanding, and I hope to return when I'm fully recovered.
hpnn May 4 @ 7:38am 
this mod just kinda sucks not gonna lie the sound effects are like really obvious stock sounds that all sound like they're 2 meters away from you and it just sucks
Havoc Apr 30 @ 8:42pm 
sandbox options don't seem to change behavior of the mod. I got woken up in a panic from some sound event and those options are off.

Looking at the mod structure it looks like all the files were placed in common but I believe they are expected in the 42 folder. At least based on how other mods file structures are for build 42 anyway. I'm not certain this would be the cause, but maybe?

Build 42 mod update method documented here https://steamcommunity.com/sharedfiles/filedetails/?id=3391657438
ChipR Mar 7 @ 2:06pm 
sandbox option doesn't work, youd still hear a certain event sound even if you disabled it
drshahramanvariazar Feb 28 @ 10:38am 
week one compability?