Project Zomboid

Project Zomboid

139 ratings
Random Sound Events: TLOU Ambience
   
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File Size
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5.556 MB
12 Feb, 2023 @ 1:40am
16 Feb, 2023 @ 9:15am
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Random Sound Events: TLOU Ambience

In 1 collection by JulianFVM
TLOU Mod Collection
199 items
Description
Random Sound Events: TLOU Ambience
An ideal sound pack for an apocalyptic world like TLOU. Containing 49 sounds from the TLOU games, varying from zombies to gunfights!.

This mod REQUIRES Random Sound Events by konijima



Description:
Meta events in the game are cool, but after a couple of playthroughs they may get repetitive. I saw the opportunity to add some immersion to the game, so I did! Adding a total of 49 sounds from the TLOU games, you can immerse some more into the apocalypse, and feel that there're other survivors fighting for their lives out there (when NPCs come out, it's going to be even more immersive!).

This mod is part of my mod collection, which goal is to re-create the world we see in TLOU. Check it out!.

Mod Content:
  • A total of 49 unique sounds from the TLOU games;
  • 5 Random Sounds Events modules:
    • Ambient (Day): Contains 7 ambient events from the TLOU games (they can play at all times except from 7pm to 6am);
    • Ambient (Night): Contains 7 ambient events from the TLOU games (they can play only at night);
    • Explosions: Contains 6 explosions from the TLOU games (they can play at all times except from 0am to 6am);
    • Gunfights: Contains 11 gunfights (some vs Zombies) from the TLOU games (they can play at all times except from 4am to 7am);
    • Screaming People: Contains 6 screaming events from the TLOU games (they can play at all times except from 4am to 7am);
    • Screaming People (Night): Contains 6 screaming events from the TLOU games (they play only at night);
    • Survivors: Contains 7 survivors' sounds from the TLOU games (they can play at all times except from 0am to 6am);
    • Zombies: Contains 5 zombie sounds from the TLOU games (they can play only at night).
  • You can enable/disable the modules you want to use at any time;
  • Changeable sandbox options (By default, all modules start at day 0 and never end);
  • Zombies are attracted to sounds, so be careful!.
Help! This doesn't work:
  • Make sure you are subscribed to Random Sound Events by konijima;
  • Make sure you are subscribed to my mod;
  • Make sure you ENABLED both Random Sound Events and at least ONE module from Random Sound Events: TLOU Ambience;
  • You can change at which rate meta events happen in sandbox settings (under the Random Sound Events tab). These settings are in-game minutes.
Planned Features:
  • NEW MODULE: Ambient sounds (people using stuff, windows breaking, etc); DONE
  • MORE SOUNDS: A couple more sounds for each module;
  • Next update will come whenever I have time to do it;


My other mods:



Support me:
[ko-fi.com]
Credits:


Workshop ID: 2932287207
Mod ID: RandomSoundEvents_TLOUAmbientDay
Mod ID: RandomSoundEvents_TLOUAmbientNight
Mod ID: RandomSoundEvents_TLOUExplosions
Mod ID: RandomSoundEvents_TLOUGunfights
Mod ID: RandomSoundEvents_TLOUScreamingPeople
Mod ID: RandomSoundEvents_TLOUScreamingPeopleNight
Mod ID: RandomSoundEvents_TLOUSurvivors
Mod ID: RandomSoundEvents_TLOUZombies
29 Comments
Klaarturo 10 Jan @ 3:06am 
Hello, it seems that the original creator of Random Sound Events is not showing any signs and it's a mod that I used to love using. It doesn't look like the mod is going to be updated for the B42 and that's a real shame, is there any chance you could update the mod?
im chinase 5 Aug, 2024 @ 3:35am 
Why a nuclear attack is ineffective
grumpy bear 31 May, 2023 @ 5:53am 
Pretty great mod in concept but I found myself getting irritated by the fifth repeat of Joel and Ellie punching a wardrobe in my ear within a day.
xKilroyx 3 May, 2023 @ 10:51am 
This sounds great will give this a try!
a person 22 Feb, 2023 @ 4:56pm 
this gose well with my suburb survivors mod!
JulianFVM  [author] 21 Feb, 2023 @ 3:00pm 
@Nain, hey Nain: Sounds play always, it doesn't matter if you ticked the "disable fear" or "disable waking up" options. The script checks those options right after playing the sound. So that's just impossible, check if you ticked the "disabled" option by mistake, either in one of my modules or on the RSE sandbox options.
Nain 21 Feb, 2023 @ 2:24pm 
Looks like if I tweak the sandbox option to not get the panic attack and the character scream the sounds dont play at all, will change midgame if it remains like this
Meakin 20 Feb, 2023 @ 9:43pm 
Thanks! I just hope they'll take the time to listen to some rando on the internet lol. Considering they may have no interest in going through with that, if it's within your capabilities, a new, better version of RSE would, well, just be better for everyone that's already using RSE!

I should learn how to mod PZ myself but I have zero experience and don't know where to even start learning lol
JulianFVM  [author] 20 Feb, 2023 @ 6:43am 
@Meakin, actually that's a very good idea tbh. Yes, it's doable and actually a better way to handle the events (or make them vanilla-like). However, I'm in no position to edit @konijima,'s mod. I use the API that RSE provides. I could create a new mod, but it would actually be just a better version of RSE without even requiring it. You could reach out to the original mod author and tell him this though, surely he's going to love the idea!
Meakin 19 Feb, 2023 @ 9:37pm 
@JulianFVM Just an idea; but is it possible to create a "double-trigger", where first, a far away (and unfortunately inaudible) sound is played which is the sound the zeds hear, and then in direct response to that sound, a local sound (within twenty metres of the player) plays with *only the player* being able to hear it? That sounds quite achievable if the triggers can be connected.

I think most people, if they understood how the current mod works, would be pretty unhappy with it and would much prefer it to act like the vanilla meta events. Thanks for your time!