Project Zomboid

Project Zomboid

Random Sound Events ANARCHY
56 Comments
Burkanx  [author] 25 Dec, 2024 @ 4:14pm 
@Klaarturo

I do not believe I would be able to do that since there will probably be code that has changed in the Random Sound Events Framework due to PZ launching into a new build. I do not know how to code. Hopefully the dev of Random Sound Events updates the mod or someone in the community with coding knowledge reuploads Random Sound Events and updates it for the future build.

I am currently myself still am using B41 as 90% of the mods I use are not supported for B42 and I use 750+ mods all-together.
Klaarturo 25 Dec, 2024 @ 11:05am 
@Burkanj

I see, sorry for the mistake. It seems that the Random Sound Events mod is not going to be updated because the creator hasn't given any sign since Build 42 was released. Would there be any chance for you to update it (giving all credits to him, of course)?
Burkanx  [author] 19 Dec, 2024 @ 10:45am 
@Klaarturo

If i'm not mistaken: this mod should be fine on it's own. The fate of Anarchy depends on if it's dependency (BASE MOD) Random Sound Events gets updated for B42 as my mod depends on Random Sound Events to function.
Klaarturo 19 Dec, 2024 @ 7:44am 
Hopefully this mod will be updated for Build 42, it is one of my favorite mods. Please, when possible, I would love you to update it :)
exactly what you need to ues with bandits day one
Burkanx  [author] 14 Jul, 2024 @ 6:56am 
@null
Yes, once the cutoff day is reached: all sounds from this mod in particular stop playing.
If you'd prefer the sequence to last more than the default set of days: you can extend the period in the configuration.
null 13 Jul, 2024 @ 8:23pm 
Like no more explosions, car sirens and shootings?
null 13 Jul, 2024 @ 8:23pm 
Question, does the mod stop causing sound events once it passed the maximun day end?
Quilboar 2 Jun, 2024 @ 8:52pm 
Incredibly underrated, must have tbh
blackhawk700 1 Apr, 2024 @ 11:15pm 
It still works as intented btw in case anyone else pops on by, really adds to the immersion at the start and I always play day 1
blackhawk700 1 Apr, 2024 @ 11:14pm 
Appreciate it!
Burkanx  [author] 1 Apr, 2024 @ 12:28pm 
My default setting personally is to have the min and maximum frequency timer set to 1 in-game minute and the starting day is day 0, end day is day 2. So, for two in-game days and nights (depending on what time you start) You will hear the world around you burning. I play with 2 hour day/night cycles so the whole catastrophe lasts 4 hours on my end.
blackhawk700 1 Apr, 2024 @ 8:33am 
Sweet man thanks! gonna give it a try on my small server with friend too! a buddy last played with it two years ago and loved it. What settings do you prefer for the main mod ( the frequency )
Burkanx  [author] 30 Mar, 2024 @ 11:27pm 
@blackhawk700, As of several months ago, since I last played: Yes this submod still works ingame as intended. It's my #1 used mod on my own co-op hosts with friends. If something breaks, i'd fix this asap as I use this mod too. I use this all the time.
blackhawk700 30 Mar, 2024 @ 8:41pm 
still working? surprised no one has commented
Burkanx  [author] 13 Oct, 2023 @ 5:46pm 
@eaglefire No problem! Enjoy it man.
Der Tatortreiniger 12 Oct, 2023 @ 8:39am 
Using it for my dedicated server. Thanks, buddy! Greetings from the largest German PZ server
Burkanx  [author] 12 Oct, 2023 @ 7:52am 
@eaglefire Yes, it sure is.
Der Tatortreiniger 7 Oct, 2023 @ 3:44am 
is this mp playable
Burkanx  [author] 13 Sep, 2023 @ 8:01am 
@Crim You may if you'd like. Just go into the sandbox settings to change the start day and end day.
Crim 12 Sep, 2023 @ 4:08am 
Could I make it start on day 6 in game?
Captain Tofu 10 Aug, 2023 @ 12:52pm 
I can enable this mod in the list, but there are no options in the menu to adapt. Neither for this nor for random sound events
无奈的小风龙 1 Aug, 2023 @ 6:53am 
Suitable for urban areas
Wolfgang 21 Jun, 2023 @ 11:07pm 
perfect for a house start in louieville, sounds just like the projects late night
Burkanx  [author] 13 Jun, 2023 @ 4:50pm 
lmao no prob bud
enjoy the chaos!
deadnoise12 13 Jun, 2023 @ 3:13am 
I can confirme, it sounds like detroit hell on earth outside. Thx
Burkanx  [author] 12 Jun, 2023 @ 7:46pm 
@deadnoise12
MIN (minutes) cooldown: 1.0
MAX (minutes) cooldown: 1.0

That was for the video I believe. I could be wrong.
By default settings when first subscribed: the Anarchy should end after the first two in-game days.

Hope this helps.
deadnoise12 12 Jun, 2023 @ 4:07pm 
Very nice mod fits the "first-day" mood very well. Quick question, what settings did you use in your videos? I'm trying to make the sounds play more frequently but I can't figure out the settings.
xKilroyx 30 Apr, 2023 @ 12:28am 
Nice these mods are just what PZ needs to dial it in.
Gisbert 31 Mar, 2023 @ 2:57am 
Very very immersive! Thank you.
I use this for the beginning of every run.

@SpokenPlague
Sirens are part of the main mod, you can deactivate everything in sandbox settings.

"Random Sound Events" in general should be configurated for personal taste.
It's not a "plug&play-nobrainer".
SpokenPlague 22 Mar, 2023 @ 4:45am 
Don't really understand the sirens though. Doesn't fit too well
< NA127:I2P {↑13%📈} > 2 Mar, 2023 @ 12:07am 
What a great idea! This mod makes it very believable that you're in the middle of an early-stage apocalypse. It gives the atmosphere a more alive and chaotic feel.
SpicyMexicanSauce 27 Jan, 2023 @ 6:57pm 
These event mods will go so hard once NPCs are added back
Postal 24 Jan, 2023 @ 4:09am 
So running this for 9 days on a fresh start every 15 minutes with the gunfire packs in Louisville has been absolutely insane and gives you a real sense that SHTF!
Absolutely fantastic work on this! Really going to set the tone once it all stops on day 10.
Burkanx  [author] 22 Jan, 2023 @ 8:12pm 
@FenFenScreeScree

Actually, I used Lowpass filter for many of the samples. Now, when it comes to sirens, I tend to tread very lightly with the amount of application via Lowpass otherwise the Siren tones will heard as if from the perspective indoors, heard through the walls, windows..etc. There wasn't as much as I could do with those samples in that matter. Same with some of the horn samples-especially ones that had engine audio combined into it already.

And, with the chaos. I never thought too much of man vs man with the sample library I setup. It's pretty much for the initial infection of panic, catastrophe.. besides the riot/protesting audio.. Generic audio. The gunfire heard from the library is simply people expressing their 2nd amendment rights purging the undead lol
FenFenScreeScree 21 Jan, 2023 @ 8:55pm 
Also, another thing I'd recommend doing is, in audacity, use the Low-Pass Filter (under EQs and filters), set to 1500hz and 24db rolloff, to make things actually sound more distant. I would also like to mention that all of the thing that are like... in your face with the loud fire engines and police sirens and whatnot, are really jarring and could honestly do with some muffling/distancing.
FenFenScreeScree 21 Jan, 2023 @ 8:52pm 
Actually I could email you a clip that I just made in Audacity if you'd like. It's about 30-40 seconds, it's basically a gunfight in a crowded area, lots of screaming and exchanges of both semi and automatic fire.
Burkanx  [author] 21 Jan, 2023 @ 3:57pm 
@FenFenScreeScree

I've given thought into blending the current samples together. Haven't attempted as of yet.
I still need to create more car crash samples.. It takes a lot of editing and time to create those to sound just right. Thanks for the suggestion.
FenFenScreeScree 21 Jan, 2023 @ 1:26pm 
Another example, a shooting starts, a car crashes, and then suddenly MULTIPLE people are firing. Next thing you know, you've got a full fledged war on your hands as civilian protesters decide that they don't want to comply with what they view as a violation of their rights. A militia starts attacking cops and NG, and of course they return fire, and it's an absolute bloodbath.

Just a few ideas of how I think it'd really go down in such..
FenFenScreeScree 21 Jan, 2023 @ 1:26pm 
If you want to make things feel a little more real, see if you can blend some of the sounds together. For instance, when there's a shooting, maybe have it sound as though two or more people are shooting at each other, as if people are getting into a gunfight over supplies that'll soon become scarce. Even better, the moment these shootings start, add in screams of panic, as no doubt unarmed bystanders in urban areas would be fleeing for their lives.

Another example, during one of the crowd/riot events, have police shouting into megaphones, then tear gas deploys, and then suddenly someone screams and gunfire breaks out. Things devolve into chaos, cops try to contain the situation but they can't.
Burkanx  [author] 11 Jan, 2023 @ 9:32pm 
@[❤]RainbowGryphon

Well, If you're going by Zomboid lore logic: This entire sound library is unrealistic as it uses sounds recorded in real life and doesn't use any samples from the Project Zomboid sound library.

Vanilla Zomboid has the city of Louisville. Now there are many other cities via mods on the workshop such as RavenCreek to which, this soundlibrary was made for.
ɆⱠ ₲Ɽł₣Ø❥42Ø 11 Jan, 2023 @ 9:19pm 
The last one that is sounds of cars, didnt really got my convinced. Theres no city and driven cars to get those sounds, so unrealistic.
I liked the other ones tho
ilkankus 1 Jan, 2023 @ 6:10am 
I see. I hope you do a seperate one for military based sounds. I wish to see a tutorial from you too haha.
Burkanx  [author] 29 Dec, 2022 @ 11:22am 
@ilkankus I have considered adding aircraft and military samples to the Anarchy library. What stops me: The Expanded Helicopter Events mod fills that void with audio sourced from an actual encounter: Helicopters/jets traveling about. May add Military infrantry/mechanized infrantry samples.. hear stuff like tanks/humvees/convoys etc-maybe. Now you already hear explosions in Anarchy though the cause of the detonations is up to your imagination. (ppl need to learn how to not crash into gas stations and jackknife fuel trucks lol)
ilkankus 29 Dec, 2022 @ 11:01am 
Do you plan on making another mod like this? Maybe after outbreak-themed but with jets, bombs, and more military stuff.
Burkanx  [author] 29 Dec, 2022 @ 10:52am 
@ilkankus Unfortunately from what I gathered about: No there is not a tutorial to make a Random Sound Events supporting mod. I had to teach myself. It took a bit to figure it out. Making samples is the easy part. Coding them in the LUA so the game can detect them was the confusing part. The RSE mod page doesn't give much detail on how to make your own work. Just a hint or two.
ilkankus 29 Dec, 2022 @ 8:14am 
is there a tutorial for how to make a similar mod?
umrylmz 29 Dec, 2022 @ 1:28am 
@Acid Green. F Rabbitt's Advanced Volume Enabler mod might help you there, without having to temper with the mod files. It allows you to adjust the level of every sound in game, even the ones added by the mods, if I'm not mistaken. But if these sounds are working like vanilla meta sounds and attract zombies you won't be able to hear the sound cues. Though you can decrease the volumes of the ones you don't like enough to still take them as cues, but also to a degree they won't bother you. Happy surviving!
Burkanx  [author] 28 Dec, 2022 @ 11:06am 
@Acid Green. You should be able to though just know once I update this and I'm actually working on some new additions right now: the sounds you removed will be re-added through any updates.
And, when I update there may be several more updates minutes to hours between the first to tweak the samples to sound just right.
Acid Green 28 Dec, 2022 @ 10:51am 
can i modify which sounds go (emergency vehicles) and which sounds stay? (gunfire)