Footstep mod that increases NPC and mutant step volume, distance, frequency and changes some sounds. Your instincts will finally be rewarded.
Made for Anomaly 1.5.2 DLTX. Should work on other versions as well but it was not tested.
Ever wonder how a dude in an exoskeleton can sneak up on you without making a sound, or a 100kg+ boar just rammed his fangs up your ass with 0 sound? Look no more, this mod should fix all your problems.
v2:
- 1.5.2 Fractures crashed the game when twisting their ankles in unnatural ways, LegsCount has been changed from 4 to 2, now they walk straight-ish and Xray is happy again.
- Support for earlier versions dropped, I am too lazy to check but it probably still works unless LegsCount is different in m_fracture.ltx
v1:
- All footsteps should be audible from a bit further away, but the engine seems to limit them to about 25m and I don't know how to increase that further.
- NPC footsteps have been made louder, there should hopefully be less cases where people manage to sneak up on you through various terrain with full gear.
- All mutants now produce footsteps during most of their actions (other than the controller because he seems bugged since SoC). Their footsteps were normally silent during attacking, turning and various other actions, resulting in them being stealthy ninjas 75% of the time. (Modified version of Reddit.com )
- Most mutants now share footsteps with human NPCs, meaning they will make different sounds depending on the surface, and also use your sound mods' files if you decide to delete stuff from this mod in sounds/material. The volume has been adjusted depending on the size of the mutant and turned down if they're a predator. Chimera and lurker footsteps are a bit buggy so they can still sneak up on you. Bloodsucker footsteps have been made quieter, but at least they're not noiseless like in vanilla.
- The pseudogiant has new, custom footsteps, also his clap is a bit more explosive now. They've been drinking gasoline. (sounds/material/large and sounds/footsies/giant)
Extra credits:
To edit .ogg files properly you need SAVandT Metacognix.com
finally no more ninja boars.
> but the engine seems to limit to about 25m
Isn't that dictated by the ogg-comment on each sound in the game?
Normally yes but, I changed the .ogg comments properly with SAVandT. Originally I wanted all of the sounds to be slightly audible even at 60-100 meters and that's what I put it to. In-game, all the footstep sounds cut off at around 25m no matter what comment you put in the .ogg. You can still hear mutant sounds, all other sounds after that but only footsteps seems to be completely silent after that. It's either an old problem from vanilla games or the Anomaly devs set this in the engine somewhere.
I believe Anomaly devs set it to 25m bc of sound stability/performance issues. It was part of a workaround for sound issues back in the day.
(buried)
oh my, nice girl (but fingernails are sucks)
these claws are retracted! She's a Kitty!
(buried)
I don't understand at anime, every even eared.. "kitty" still a girl for me.
(buried)
what's there to understand... this cute fury will calmly cut you into ribbons if she doesn't like something very much....
(buried)
let her try, I'll ask my banana friends to kill her
oh here it was the last banana i was looking for
(buried)
oooh no, again someone found me and again one stupid ******* downvoting me
(buried)
ay look, we under attack! BANANAS, I'M SUMMONING YOU!
i didn't downvote tbh i was just making a joke
save banana kingdom better! we should defend bananas
Nice :)
Hey, is it compatible with "Decreased Bush Hearing Distance" addon? Both affect .ogg files of bushes.
Moddb.com
You can download both and check yourself or even take a wild guess, no. Besides, I don't think that mod works as advertised, it changes human NPC bush sounds, not actor bush sounds. Pretty sure everyone that uses that mod is on placebo or downloaded other disgusting stealth mods.
Out of curiosity is the Stealth mod itself disgusting in your opinion?
The entire stealth gameplay element in all games ever created is trash
Yeah, but then playing as an Stealth Archer in Skyrim wouldnt be so funny.
HITMAN III would like to have word with you.
And so does Thief II: The MeNtal Age
being able to speedrun a game doesn't make it bad :)
Point is the most efficient and most fun way to play is always going loud instead of waiting behind a box for a few minutes to let someone pass.
only if you already know the maps by heart lol
Do NPC's make less footstep noise when they are in that low-crouch sneak mode?
Probably, but it should be louder now I hope. I only tested mutants yesterday, gonna play a bit today and see if anyone sneaks up on me.
I managed to hear a guy that was sneaking up to me while I was scoped in. Without this mod I think I would have become swiss cheese. I think it works pretty well.
TY!!
So for those running a modpack that uses a sound overhaul like Soundscape Overhaul, what would be the correct install procedure? Just load after that? Or delete the sound files in this mod?
1.Uninstall Soundscape Overhaul because it's garbage.
Not really considering it removes annoying fake mutant sounds and there is no other mod that does that.
Not very kind to insult other mod creators work either.
Michikos soundrevamp, i think that's the name
It also removes 90% of the game's classic ambience and is overrated as ****, I turned it off and the game sounds way better.
What about footsteps addon and exos footsteps addon? Are compatible?
Download and find out
it works great
So, it is working (yeah, i saw the Pseudogiant completely obliterate my ear drums in the Red Forest and thought it was pretty rad) but i don't feel a great difference at all. I guess it's just skill issue on my part.
edit: stuff like cats and pseudodogs still don't make a single audible noise at the grass out in the opening, for example. . .
They do make sound but they're usually so fast they bypass the 25m footstep limit and some of their animations might still be missing footstep sounds since I don't know the names of 100% of the animations in the game, just copied what I found.
The mod is really good and makes the game much better, are you going to work on it further?
There's not much to work on if it works already and further updates would require way too much effort. To fix the 25m limit I'd have to be an Anomaly dev or get lucky with some config. To put more footsteps on all animations I'd have to know the animation names which are also hidden somewhere in the engine or maybe some file I don't know about. Basically a ton of reverse engineering and searching all of the game files for a needle.
Understandable, I did now know how complex the problem for the animation and range are.
Does Soundscape Overhaul really disable the classic ambience? i've been trying to make my game more OGs and i din't know this at all...
A lot of distant roars and mutant sounds which SO disables are a part of this ambience.
Which parameters do I need to edit in the .ltx files?
Only the Step Events?
When I tried that I didn't notice any change. When a cat approached me it's steps were completely silent and the only thing I noticed is that the lags I get take longer.
sauce?
would it be possible to have a version of this for stalker EFP 3.0?
if you don't know of it its a modpack for stalker anomaly that tries to improve it in its own way if I'm not mistaken. I'm not very well versed with standard anomaly but it seems to have significantly made things more immersive (or so I think), along with 230+ mods that I have no idea if anomaly includes by default (sorry didn't mean to make it sound like I'm advertising something here)
I CAN FINALLY HEAR SOMEONE SNEAK UP BEHIND AND WIPE OUT OF MY ***
FEET!!!