Mods / Simple Footsteps
Author: WickedSchnitzel
Side: Both
Created: Apr 21st 2023 at 10:00 PM
Last modified: Mar 1st at 8:50 PM
Downloads: 21185
Follow Unfollow 255
Latest file for v1.19.4:
simplefootsteps_1.1.7.zip
1-click install
This mod is outdated. Please use https://mods.vintagestory.at/simplefootstepsredux instead.
This mod has originally been created for v1.16 by Axsolus. I just compiled it, patched some more creatures to be compatible and fixed it to work with v1.18+
If you notice any sound fx on creatures that should not have any (e.g. fish), please report. I'd need the creature name and mod name then.
If you do report an dll mod, it should be compatible with the latest VS release. I'll not add support for outdated code mods.
Thanks to Axsolus for allowing me to upload this updated version of his mod.
This mod is outdated. Please use https://mods.vintagestory.at/simplefootstepsredux instead.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.7 | 5415 | Mar 1st at 8:50 PM | Show | simplefootsteps_1.1.7.zip | Install now | |
v1.1.6 | 1851 | Feb 8th at 4:04 PM | Show | simplefootsteps_1.1.6.zip | Install now | |
v1.1.5 | 576 | Feb 4th at 5:24 PM | Show | simplefootsteps_1.1.5.zip | Install now | |
v1.1.4 | 461 | Feb 2nd at 10:26 AM | Show | simplefootsteps.zip | Install now | |
v1.1.3 | 123 | Feb 2nd at 7:47 AM | Show | simplefootsteps.zip | Install now | |
v1.1.2 | 733 | Jan 28th at 7:38 AM | Show | simplefootsteps.zip | Install now | |
v1.1.1 | 303 | Jan 27th at 12:15 PM | Show | simplefootsteps.zip | Install now | |
v1.1.0 | 882 | Jan 16th at 10:12 AM | Show | simplefootsteps.zip | Install now | |
v1.0.9 | 346 | Jan 12th at 8:20 PM | Show | simplefootsteps.zip | Install now | |
v1.0.8 | 4518 | Aug 14th 2023 at 2:29 PM | Show | simplefootsteps.zip | Install now | |
v1.0.7 | 695 | Aug 6th 2023 at 7:09 AM | Show | simplefootsteps.zip | Install now | |
v1.0.6 | 199 | Aug 5th 2023 at 9:06 PM | Show | simplefootsteps.zip | Install now | |
v1.0.5 | 1913 | Jul 1st 2023 at 7:41 PM | Show | simplefootsteps.zip | Install now | |
v1.0.4 | 1892 | Apr 25th 2023 at 1:41 PM | Show | simplefootsteps.zip | Install now | |
v1.0.3 | 536 | Apr 23rd 2023 at 1:36 PM | Show | simplefootsteps.zip | Install now | |
v1.0.2 | 293 | Apr 22nd 2023 at 9:09 PM | Show | simplefootsteps.zip | Install now | |
v1.0.1 | 331 | Apr 22nd 2023 at 1:14 PM | Show | simplefootsteps.zip | Install now |
the frogs from Hieronymus's frogs mods make swimming noises and while i guess that's fine, it is absurdly loud when there are several of them. they're so small i'm not sure the swimming noises are really all that necessary
All the fish from the NA Catfish mod need to be patched in. Right now they are making footstep sounds.
I think the sea snails from Creatures and Critters (using this unofficial patch) are making foot steps sounds - but still thank you for this mod 👌
I am wondering if there is a way to have the footsteps from horses in Feverstone Wilds continue even after you mount them. Is that something that is possible?
I may add support for Feverstone Wilds once it gets updated. It's for 1.18 and throws some errors.
The Spiders from Feverstone Wilds should be quiet when walking too.
The Scorpions from Feverstone Wilds probbly shouldn't be making a walking sound.
alright, i'll add the version number to the zip name next time.
yeah but i can't tell if i need to overwrite it, and i delete the old one when i do it, also it has issues with others dowbloading the fiule when joining. It's much easier for me to check my version number, if its old delete it and add the new one. but if you cant or dont want to its your mod but your almost the only mod out there with out version numbers and it makes managing a server very hard
Just downloaded this and it says in the mod page (in game) that it's asking for 1.18.0 when I'm on 1.19.3, the mod page (here) says 1.19.3 by the 1 click install
Does it still work for 1.19.3 and can I ignore that warning or?
The version number is set inside the modinfo.json within the archive, both the game and moddb are getting it from there. i was talking about how the zip itself is named.
Hey, WickedSchnitzel
Just FYI, by leaving the version numbers out of the file, you prevent the Mod DB from being able to use the 1-click Install feature. Because the new versions are the same name, the game thinks the mod is already downloaded and won't update it.
Because it was nothing important. I just deleted some patch entries for an entity that is part of the CoB server pack. Does not affect anyone else.
There's no changelog for the .2 release.
it's intentional that the zip is named the same with every version, so that the new version does overwrite the old one. else you would have hundred different versions of one mod inside your mods folder after a while. you can open the zip and check the modinfo.json
is there a way to add a version number to the namr of mod files so i can tell what version i actually have?
WickedSchnitzel So the audio is bound only to the animation? Couldn't the audio file be "swapped" by some trigger? The game knows when the entity is and when it isn't in water, after all. I don't know how modding looks like in VS, and I don't have a clue how this mod works, just asking and throwing around ideas.
Would probably only be possible if animals had a swimming animation, but they don't. They try to 'walk' out of water by default.
Done (depends on the 'getoutofwater' attribute)
WickedSchnitzel Would it be possible to disable the footsteps/change them to swimming sounds when in water? Just had a hare "walk" in ocean, and it was a pretty immersion-breaking thing, especially for a mod that exists nearly 100% for immersion. Really liking it, other than that, so it would be a pity if it was unavoidable.
(Still on 1.18)
I tested the mod with 1.19.1, and most mods seem to be working. I did notice that chickens don't seem to make any sound, but wolves, hears, and deer seem to work fine.
Is it possible to make the mounted Feverstone Horses to keep their footstep sound when ridden? Or does that not sound right with their speed?
Edit: The mod manager says that the mod asks for 1.18.0.
I see. This mod currently has support for Kreatures and Kritters - Vintage Story Mod DB only. But i will add support for the other version of C&C as well.
The Salamander in Creatures and Critters (Unoffical) sound pretty loud. Not sure if they should be sounds at all tbh.
yeah it's the right versions; there's always the chance I was hearing a different small animal nearby when I saw a snake
Primitive Survival's snakes and vipers are patched already, the same goes for the snails from the Kritters mod. I just tested it and i did not hear any footstep sounds. Make sure you are using the mod with the correct game version.
Hydromancerx VaelophisNyx
The Garden Snails and Slugs in Creatures and Critters (Unoffical) sound like they have feet too.
Primitive Survival's snakes sound like they have feet
This feels like a step towards hunting of they type you find in monster hunter.
Can anyone confirm if this works using v.1.19pre?
I think it's a cute addition to the overall game, I'll live with a bit of imperfection.
It's from Rogue House's. This mod is not 100% compatible to most server packs, that do alter npcs.
Could have come from either or both, Rogue House Additions and Primative Survival.
From what mod was the trout please Cookieie
Yes, it was trout. I am guessing your mod does not alter other modded fish?
What fish? A modded one? Cookieie
This is brilliant. I play primarily with the Villages Mod and so many, many villagers in one place - It gets a bit noisy, but realistic. So far the only thing I have noticed is the fish have foot step sounds. I just think of it as them sucking rocks and tossing them. Thanks for this brilliant mod.
Hopefully this feature is implemented later.
There's a changelog right above this comment section.
What is new?
Yanazake
That was my first thought too but for some reason I can't even find where they are. Where can I find them? There aren't even any audio files in the files you download so I'm not exactly sure how it works. I just assumed it reuses sounds from the game as footstep sounds.
Antar
You can just replace or edit the .ogg file in the mod, I lowered the volume on mine.
Can there be an option for the original drifter footsteps? I tried this updated version of the mod and the new drifter sounds drive me crazy. I sadly wouldn't want to use it with the current sound.
I found a slight incompatibility with the Kreatures and Kritters mod. That mod adds chicken behaviors to make them eat crickets and it shuffles the paths in aitasks, which results in this mod making the chicken silently scoot all over whenever they do their sitting animation.
I couldn't figure how to make a compatibility thingie so I just removed all them extra behaviors on my end (they're extremely situational and not super noticeable), so anyone running this mod with any Creatures and Critters version might want to either remove the chicken entries from silent-creatures.json in this mod or remove the extra aitasks for chickens in the vanillacceateachother.json patch in the C&C mod.
Or you can live with the scooting chickens, it's kind of amusing (though it makes them hunting them with range weapons trickier because they'll unpredictably shoot off in random directions at full speed if they haven't been alerted).
Also I don't know if the cob mod has a seasnail as well, but in the silent-creatures.json there's only that cob:entities/water/seasnail.json entry so the C&C one still gets footsteps (that one is game:entities/water/seasnail.json).
I guess theres nothing i can do about it, except disabling footsteps for these creatures with no swimming anim completely. Maybe i'll do for the smaller ones at least, like rabbits & racoons, but i am not sure yet. I mean, these should get a swimming anim anyway. But i'll add patch entries for the creatures & critters mod.
@WickedSchnitzel By running on water I mean that there's no swimming animation for creatures: ie chase a rabbit into the water and it will "swim" by playing its running animation in the water. With this mod enabled, this results in the footsteps sound when they're technically swimming. I tried disabling every other mod and creating a new world with just this mod to double check, and chasing some rabbits and foxes into water resulted in footsteps while I swam after them into a lake (but chickens did not! it's odd).
You are saying creatures that "run on water". What creatures do you mean? All vanilla creatures should be fine. Can only be from a mod then. Are these from the "Creatures and Critters" mod as well? mcnostril
Not sure how fixable it is since the creatures don't seem to swim rather than "run on water" but creatures in water still make footsteps sounds.
As for mods, I've been trying out the unofficial fix of Creatures and Critters and it seems a lot of critters in there have footstep sounds when they probably shouldn't. Two that I noticed for sure were the Grasshoppers (it was kind of spooky, like an army of unseen people running in the bushes) and the Crawfish (they were even in water when I heard those).
EDIT: Yeah I think basically anything that isn't a fish from that mod. I was looking at snails and slugs and they're also playing rather fast footsteps (at least they're faint). There also appears to be another unofficial version for 1.18, but I don't think either of them changes creatures IDs or whatever (they both have the sounds on critters).
Amazing, now I can hear the looming death of two horns sneaking up on me.
Realism it's perfect