Left 4 Dead 2

Left 4 Dead 2

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Revised Mob Rules [VScript]
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Game Content: Sounds, Scripts
File Size
Posted
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1.801 MB
6 Nov, 2024 @ 7:32pm
21 Mar @ 5:14pm
6 Change Notes ( view )

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Revised Mob Rules [VScript]

In 1 collection by BOT Jon Doe
Revised Collection
2 items
Description
Brief Mod Description
A very simple Vscript & music replacement mod that raises the volume of the Mob Rules track, while dynamically lowering the threshold needed to trigger it; according to the game's difficulty.

中国人 mod 描述 / Chinese Mod Description
Written by botian

原版游戏中当你被超过一定数量的小丧尸围攻时会有类似特感控人的音乐,这个数量跟music_dynamic_attack_CI_num这条控制台代码有关,原版默认值30,这个mod修改了这条控制台指令的数值及其所触发的音乐文件,作者应该是觉得这个音乐文件的音量太小,且这个值为30时太难触发,所以增大了音量,并把该指令数值从30降低到8~22,使这个音乐从几乎听不到的变得更加常见(原版要被被8个小丧尸围殴,这个mod改成只需2~6个)。

What's 'Mob Rules' and Why?
Left 4 Dead's dynamic soundtrack selection is superb and wonderfully mixed in-game. Largely thanks to the hands-on approach of the music director. However, there has remained one track that has always personally bothered me. It's a track I'm sure most players are not even aware off due to how rare and difficult it is to clearly hear. When surrounded by 8 or more common infected simultaneously attacking the player. A specific 'terror' track kicks in, meant to encapsulate the player's oncoming demise; similar in nature to the special infected's attacking tracks. The problem? Due to how loud a mob of angry commons beating you to death tends to be, makes it almost impossible to hear. I'm not sure why Valve left it so inaudible in the first game, and it was disappointing to hear it left unaddressed in the sequel.

Other factors also contribute to the track's infrequency. The sheer number of commons needed to trigger it will, most of the time kill you long before you get a chance to hear it on anything higher than normal.

Why Is This Important?
It's a vital track that signals the appropriate danger of a player who's currently being swarmed by commons. The DPS of which, can easily outpace some specials on advance and expert. When a player hears this track, it communicates the dire situation. You're either about to die or desperately need to be saved by your teammates. This is particularly important for players who are pinned and/or blinded by bile, who cannot fend for themselves.

It's well understood that the horde themes are not just a single track, but rather layered compositions. The intensity of which, swells and calms in tandem with the amount and proximity of commons, attacking the player; mirroring the ebb and flow of combat if you will. In this respect, mob rules can be considered the final piece of this compositional crescendo. Conveying heightened states of danger has always been an integral part of the game's musical identity. So should the horde be attributed this designation when appropriate.

What Exactly Has Been 'Revised'?
Like I said, it's a simple mod, nothing complicated. Firstly, the game will now adjust its 'music_dynamic_attack_CI_num' CVAR (console variable) value, according to the difficulty you're playing on. The track should now begin to play at a more reasonable point. By default, Valve sets it to 30! across the board (sweet Jesus). Below I've listed each difficulties new configuration.

Difficulty |ConVar |Approximate Threshold Valve's Default |30 |Hit by 8 common infected New Easy |22 |Hit by 6 common infected New Normal |15 |Hit by 4 common infected New Advanced |12 |Hit by 3 common infected New Expert |8 |Hit by 2 common infected

With the infected split between four survivors, each difficulty was individually decided. Based on what a typical player of that skill level, would realistically face. Taking into account a horde's damage output, to match their respective threat at each level. Remember: the infected counted, must be actively hitting the player; not just merely in close proximity to you. And when you're blindsided by a hunter or jockey in the middle of a horde, you can be sure the music will add to the overwhelming moment; as it was originally intended to do.

The second modification is a quick and dirty amplification to the audio file 'mobrules.wav' by 5 dB (decibels). If you're curious to the location of this file here's the directory path:

Left 4 Dead 2\left4dead2\sound\music\terror\mobrules.wav

Why Not Make It Louder?
Alas, there's only so much an edit like mine can do. While I could in theory, amplify it even further. For those of you not familiar with audio mixing, excessive amplification 'clips' the audio, distorting it in a rather unpleasant or more often amusing manner (see below for a good example).

Coach's violently loud Friendly Fire lines when he gets shot by anyone by Volatile Dweevil

My 5 dB tweak is already enough to cause clipping issues, but thankfully the noise of the horde in-game and other accompanying music, largely drown out any perceptual distortion. I admit it's far from ideal, but I consider it an acceptable compromise.

The Track Stops Playing When Incapacitated Why?
A strange choice by Valve I'll admit, but yes, this is normal behaviour dictated by the music manager system. Unfortunately, I'm not aware of any method to get around this limitation, nor is such a change within the scope of this mod.

Will This Work Online?
Yes and no. Music is handled client-side, meaning the modified track will retain its increase in volume even in dedicated servers. Unfortunately, the lowered common infected threshold, will default back to the regular value on anything other than single-player/local servers.

If you are hosting a server on the other hand, the benefits are reversed. Players who do not have the mod already installed, will only hear the track at regular volume. The track will however, trigger at the lowered common infected threshold.

Potentially Conflicting Mods
Due to the workshop's character/word limit this section has now been moved on over to the mod's discussions page and pinned. Here is a helpful link.

Addendum
The gnarly thumbnail art is from Left 4 Dead's 'The Sacrifice' comic (part 3, page 43), In case anyone's curious (you should give it a read if you haven't already!)[www.l4d.com]

Mods Featured in the Demonstrative Video:
Popular Discussions View All (5)
3
14 Nov, 2024 @ 11:35am
PINNED: Schizo Speculation (you can skip this)
BOT Jon Doe
1
28 Apr @ 4:19pm
PINNED: Version 3 Update Release Notes: 16 Nov @ 800am
BOT Jon Doe
1
12 Nov, 2024 @ 10:43pm
Investigating Left 4 Dead 1 & 2's Audio Footfall Fidelity
BOT Jon Doe
93 Comments
SHiFT_DeL3TE 28 Apr @ 4:17pm 
I never knew this track even existed until I stumbled upon this. I got a little sad when I saw that this track stops playing when you are incapacitated which I think it should play anyways because you're probably gonna die when this track is playing and thats pretty appropriate imo.
ChickenChucker96 4 Mar @ 12:15pm 
MOB RULES, MOB RULES!!!
WHOOP-WHOOP-WHOOP-WHOOP-WHOOP!!!!
Anti 9 Jan @ 4:53am 
finally, the horde's grab theme
Zacko 22 Dec, 2024 @ 12:48am 
Thank you Jon, i appriciate it!
BOT Jon Doe  [author] 21 Dec, 2024 @ 2:59am 
No , you cannot use this mod with custom music. But not all custom music mods replace such a niche track. That’s as specific as I can be without knowing what music mod, you’re specifically referring to I’m afraid.

Zacko
I'm confused, so i can use it with custom music? If so how? like more specific
Zacko 20 Dec, 2024 @ 2:56pm 
I'm confused, so i can use it with custom music? If so how? like more specific
BOT Jon Doe  [author] 19 Dec, 2024 @ 12:48pm 
In case you missed the 'Potentially Conflicting Mods' discussion thread I'll repeat it here:

"Music overhauls that intend to replace every track in the game, are guaranteed to conflict if they also have a substitute for 'mobrules.wav'. "

If you're still unsure about a specific music mod, you could link the one you had in mind. I'd be happy to manually check myself and give you a definitive answer.

Zacko
Does it work with custom music mod?
Zacko 19 Dec, 2024 @ 12:14pm 
Does it work with custom music mod?
Ronin 18 Dec, 2024 @ 5:45pm 
cool mod, the video was hella entertaining
Legoshi's Lover 23 Nov, 2024 @ 3:11am 
I agree with Mob Rules being sooooo low, but what about Enzymicide? The music of the Spitter's acid when you are in it. Because of the spit damage noise being so loud, along with survivors screaming "get out of this goo", the music gets hella drowned out. Hell I think even the normal Spitter acid theme is pretty low, but Valve only has a few musics like this in the game, everything else is pretty well balanced.