Latest Version: MVBN.1.49 Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible _______________________________________________________________________
_______________________________________________________________________ PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION _______________________________________________________________________ Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours. On that note:
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As I am constantly needing to reply to questions on my mods with "As noted in the ReadMe...", and "As noted in the mod description...", if you do post a question that is already clearly answered on the mod page or in the mod ReadMe file(s): A) your question will be ignored B) your question will be removed C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse. _________________________________________________________________________________________________________________ As I am used to re-writing information: To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods. _________________________________________________________________________________________________________________
I've made 3 merged patches which all include this mod. People could do this themselves, but as I'm sure you're aware: most of them don't know how. It's also quite time consuming to do, so I want to provide more casual modders with 3 easy-to-use presets.
I'd like your permission to publish said patches here on Nexus, under the title: "Increased Immersion and Difficulty".
If you want, I can disable endorsements and/or add you to the editing permissions. I'll hyperlink credits to you throughout the description.
There are 2 other authors from whom I have requested permission: Fear, and TomAnyone. Fear has already agreed, and I believe it is likely TomAnyone will also agree.
If you refuse, I will remove your mod from all 3 merged patches before publishing.
Regardless of your answer to this request: thank you, I was so tired of that same banging sound.
I apologize to you and other users of this mod for not already including a compatibility file for Night Runner Mode by ||Fear||. It is a very well-made and popular mod and I've been adding compatibility files to several other mods I've made so they could work with it without needing to do any manual merging. However, I failed to upload one for this mod and quite a few others of mine. I'll try to get some time to finish adding NRM compatibility files to my mods.
As for your question, I appreciate that you have asked and would like to have my mod specifically noted as being inluded in your mod as the source for this change being made to the official file in your mod. However, this mod doesn't really contain anything custom, unique or of my own creation; it merely adds the volume attribute to the two enemy sounds in the official file and sets them to be zero.
As this mod is kind of a basic or generic change to an official game file and isn't one of my more involved mods that include custom-scripted files and created items, you could make the slight change to the official sound file yourself and then have your mod note that it has viral alert sounds disabled. While "viral alert sounds disabled" works, I think "Mute Viral Banging Noise" is quite descriptive and unmistakably references that specific (abhorrent) sound that everyone is familiar with as what is muted.
I don't think attributing me or referencing my mod as being the source or inspiration for you making this change to the file yourself is necessary unless you would go the route of choosing to include my exact files with the 'branding' banner and change notations included in them.
If that is the route you desire to go, yes, you may include my 'branded' files in your mod. If you do include my exact mod files, I would appreciate your offer of just including a mention someplace that notes that my change/mod is included or is the inspiration for that change in your mod - disabling endorsements and/or adding me to the editing permissions is absolutely not at all necessary.
I'm glad this change to make that sound muted is of such great use to everyone. That sound truly is completely game-ruining to me and was one of the first things I looked to fix when I started modding Dying Light. Thank you for looking to add this change that my mod already makes to being in your mod as well and for offering to reference this as the source/inspiration for the change!
Renaming the file would be why it does not work. You cannot rename files as a way to get the same file from two mods to load. Only one mod's version of a file can be used at one time.
I already noted in the included README file that is also on the logs tab for this mod that mods that alter the same file need to be manually merged together in order for the mods to both be used. I guess you did not bother reading it.
You must either choose only one mod to use, or you must manually combine the changes that both mods make to the file into a single file. You then use that combined version in your Data3.pak file.
If you want to use more than one mod that both alter the same file, you need to open both mod files up in Notepad alongside each other. You then compare both files alongside each other to see what changes each one makes to the file. You then copy the change present in one file over into the other in the same place. When all changes are in one file you use that one combined version.
As I recommend in my README file, the free WinMerge program is great for viewing the two files next to each other to see all of the differences at once and for quickly sending the changes from one file over to the other. https://winmerge.org/
This goes for all mods in Dying Light. If more than one mod alters a file, you must either choose to use only one of the mods, or you must manually combine the changes each mod makes to the file into the same file that you then use. You don't just rename the file and assume the game will automatically recognize this new file with a different name and somehow load the contents of that file alongside the official file that is properly named...
Hmm, i think this doesnt mute the ambient viral banging and screaming? I am using the sound control mod and i am still hearing those noises and want to get rid of them. any suggestions? direct me to the line of code to change?
Hi. If you are using my Sound Control Mod in its default configuration or configured it to mute viral banging in its selective version, it will work properly and this mod is not needed at all.
If you had added in this mod to your pak file that already had my sound control mod in it, this mod's file version will overwrite that mod's file version. As both mods make different changes to the sound file, it will essentially result in breaking both mods as changes that should be in the file for one mod aren't there and it will break other sound files that the mod alters.
Hi. I'm glad it helps! As far as I am aware, mods do not prevent getting achievements at all. I don't think I've seen that mentioned being a problem at all in the past 6/7 years. You should be able to play with this and/or other mods without achievements being affected.
What a relief... I love those viral's sound effects, they're terrifying, but only at first ! Used with parsimony, it would be pretty cool, but being constant, even with zero zombie around, it really start to be annoying...
I wanted to comment also to thanks you for your work, StinVec : From what I saw you're always updating, always answering, politely, patiently, with complete and precise answer ! La crème de la crème of modders ! Kudos
Hi. All files inside of Data0.pak should not be modded directly. Files should be copied out of it and then you modify the copy of the file and put it into Data3.pak in the same directory structure.
This mod alters the 'data\scripts\audio\hdr_snd_groups.scr' file. I note inside of my modified version of the file that it is modified by my mod: //////////////////////////////////////////////////// File Modified By: //////////////////////////////////////////////////// Mute Viral Banging Noise Mod //////////////////////////////////////////////////// Created By: StinVec //////////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034
I also note every change I make to the file and mark them with my name and my mod's name to show what my mod changed and what it normally is: ////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec Volume(0.00)////////////////////// Default=0.50 //////////////////////////////////
I don't know what changes you've made to your version of the file, but you can open your version and my version side-by-side. You can then search my file for my name "StinVec" or my mod's name "Mute Viral Banging Noise" to find every change my mod makes and then copy over my change to the same place in your existing file.
The free WinMerge program (https://winmerge.org/) is a very useful program for jumping to differences between two files (ALT+UP or DOWN) and then you can send the difference from one file over to the other easily (ALT+LEFT or RIGHT).
Otherwise, if you are using Notepad++ (https://notepad-plus-plus.org/downloads/) to view the files where you can see the line numbers in the file, the only two changes I make are one lines 6917 in the "infected_upset_alarmed_exterior" code block and 6935 in the "infected_upset_alarmed_interior" code block to change their "Volume" setting to 0.
GroupProperties() { ////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec Volume(0.00)////////////////////// Default=0.30 ////////////////////////////////// Bus(13) ReverbSendLevel(0.80) } }
To just quickly make the same change to your file that this mod makes, just open your existing file and search (CTRL+F) for these two SoundGroup names and then change the Volume attribute to being 0.
Hi. I will do what I can to try to help get it to work for you.
1) Did you install only the mod's Data3.pak file from the download into your game installation's "DW" folder? 2) The current game version is 1.35.0 and the last time the mod needed to be updated for compatibility was the 1.30.0 update. This means that the mod is compatible with any version of the game between 1.30.0 and the current 1.35.0 game version. If your game is an older game version than 1.30.0 then you might consider updating your game to allow it to be compatible with it. 3) Are you certain that the screams and that banging kind of metal scraping sound when they are alerted are still playing for you? 4) Lastly, did you add any other mods into the Data3.pak file along side this mod? If so, perhaps one of hem alters the same audio file and adding it had overwritten this mod's version of the file. If two mods alter the same file they are not compatible with each other without manually copying over the changes that one mod makes to the file into the other mod's version of the file.
You're welcome! I hope this mod helps you to more thoroughly enjoy your bombs and guns blazing playthrough! I like to use firearms often when I play and I always play using headphones, so for me I am unable to play this game at all without muting those sounds.
It may just be me, but firing off a whole clip will end up causing non-stop banging and screaming playing back to back for at least 8-10 minutes for me. It seems that doing something that triggers virals and those sounds to play will cause them to be queued endlessly. So if I shoot a gun for only a few seconds then I suffer through several minutes of non-stop banging and screaming even if I just stand in place and do nothing after shooting that gun for a few seconds. It's as if each bullet fired during the 5 seconds of shooting caused another instance of the sounds to queue. They're just so horrible to me.
So even when testing my mods I make sure to drop this one into the pak file I'm testing as even a few seconds to a few minutes of hearing the banging and screaming while testing is too much for me anymore.
Sorry. I wanted to say a little more than just "You're welcome", but ended up mini-ranting on how bad I think those noises are. I just really do not like them.
31 comments
Compatibility: Officially released Steam v1.49.x (all versions .0 through .8) (and GoG/Epic Equivalent) Compatible
_______________________________________________________________________
_______________________________________________________________________
PLEASE ACTUALLY READ THE README FILE AND MOD DESCRIPTION
_______________________________________________________________________
Asking basic questions that are not only already answered, but PLASTERED all over the mod and its files wastes not just my time, but yours.
On that note:
A) your question will be ignored
B) your question will be removed
C) you will be banned from access to all of my content
Repeated posts asking already-answered questions will likely also lead to removal of not just the question(s), but also of the ability for the poster to download or even see any of my mods on Nexus.
I already put the effort in to writing the information out clearly and in multiple locations. Being too lazy to bother reading any of them and going right to asking a question that is literally answered an inch above where the question is being written has no excuse.
_________________________________________________________________________________________________________________
As I am used to re-writing information:
To summarize: Anyone who asks a question/makes a statement/reports an issue that is already answered in the ReadMe file or clearly noted in the mod description will have their question ignored, outright deleted, and or simply blocked from even being able to see/download any of my mods.
_________________________________________________________________________________________________________________
I've made 3 merged patches which all include this mod.
People could do this themselves, but as I'm sure you're aware: most of them don't know how.
It's also quite time consuming to do, so I want to provide more casual modders with 3 easy-to-use presets.
I'd like your permission to publish said patches here on Nexus, under the title: "Increased Immersion and Difficulty".
If you want, I can disable endorsements and/or add you to the editing permissions.
I'll hyperlink credits to you throughout the description.
There are 2 other authors from whom I have requested permission: Fear, and TomAnyone.
Fear has already agreed, and I believe it is likely TomAnyone will also agree.
If you refuse, I will remove your mod from all 3 merged patches before publishing.
Regardless of your answer to this request:
thank you, I was so tired of that same banging sound.
I apologize to you and other users of this mod for not already including a compatibility file for Night Runner Mode by ||Fear||. It is a very well-made and popular mod and I've been adding compatibility files to several other mods I've made so they could work with it without needing to do any manual merging. However, I failed to upload one for this mod and quite a few others of mine. I'll try to get some time to finish adding NRM compatibility files to my mods.
As for your question, I appreciate that you have asked and would like to have my mod specifically noted as being inluded in your mod as the source for this change being made to the official file in your mod. However, this mod doesn't really contain anything custom, unique or of my own creation; it merely adds the volume attribute to the two enemy sounds in the official file and sets them to be zero.
As this mod is kind of a basic or generic change to an official game file and isn't one of my more involved mods that include custom-scripted files and created items, you could make the slight change to the official sound file yourself and then have your mod note that it has viral alert sounds disabled. While "viral alert sounds disabled" works, I think "Mute Viral Banging Noise" is quite descriptive and unmistakably references that specific (abhorrent) sound that everyone is familiar with as what is muted.
I don't think attributing me or referencing my mod as being the source or inspiration for you making this change to the file yourself is necessary unless you would go the route of choosing to include my exact files with the 'branding' banner and change notations included in them.
If that is the route you desire to go, yes, you may include my 'branded' files in your mod. If you do include my exact mod files, I would appreciate your offer of just including a mention someplace that notes that my change/mod is included or is the inspiration for that change in your mod - disabling endorsements and/or adding me to the editing permissions is absolutely not at all necessary.
I'm glad this change to make that sound muted is of such great use to everyone. That sound truly is completely game-ruining to me and was one of the first things I looked to fix when I started modding Dying Light. Thank you for looking to add this change that my mod already makes to being in your mod as well and for offering to reference this as the source/inspiration for the change!
MVBN may only be a simple edit, but you still deserve the credit for doing so.
You cannot rename files as a way to get the same file from two mods to load.
Only one mod's version of a file can be used at one time.
I already noted in the included README file that is also on the logs tab for this mod that mods that alter the same file need to be manually merged together in order for the mods to both be used. I guess you did not bother reading it.
You must either choose only one mod to use, or you must manually combine the changes that both mods make to the file into a single file. You then use that combined version in your Data3.pak file.
If you want to use more than one mod that both alter the same file, you need to open both mod files up in Notepad alongside each other.
You then compare both files alongside each other to see what changes each one makes to the file.
You then copy the change present in one file over into the other in the same place.
When all changes are in one file you use that one combined version.
As I recommend in my README file, the free WinMerge program is great for viewing the two files next to each other to see all of the differences at once and for quickly sending the changes from one file over to the other.
https://winmerge.org/
This goes for all mods in Dying Light. If more than one mod alters a file, you must either choose to use only one of the mods, or you must manually combine the changes each mod makes to the file into the same file that you then use. You don't just rename the file and assume the game will automatically recognize this new file with a different name and somehow load the contents of that file alongside the official file that is properly named...
I am using the sound control mod and i am still hearing those noises and want to get rid of them.
any suggestions? direct me to the line of code to change?
Thanks for your work! <3
If you had added in this mod to your pak file that already had my sound control mod in it, this mod's file version will overwrite that mod's file version. As both mods make different changes to the sound file, it will essentially result in breaking both mods as changes that should be in the file for one mod aren't there and it will break other sound files that the mod alters.
Only use one of the two mods at the same time.
Will this mod stop me from getting achievements btw?
Much thanks !
What a relief... I love those viral's sound effects, they're terrifying, but only at first !
Used with parsimony, it would be pretty cool, but being constant, even with zero zombie around, it really start to be annoying...
I wanted to comment also to thanks you for your work, StinVec : From what I saw you're always updating, always answering, politely, patiently, with complete and precise answer ! La crème de la crème of modders ! Kudos
Where should I look to change audio in scripts when I unpack file ??
I already have other mine modded DATA.0
but I wanna add only mute to viral by myself in scrpits. Still cant find it when I unpack files.
This mod alters the 'data\scripts\audio\hdr_snd_groups.scr' file. I note inside of my modified version of the file that it is modified by my mod:
//////////////////////////////////////////////////// File Modified By:
//////////////////////////////////////////////////// Mute Viral Banging Noise Mod
//////////////////////////////////////////////////// Created By: StinVec
//////////////////////////////////////////////////// https://www.nexusmods.com/dyinglight/users/21896034
I also note every change I make to the file and mark them with my name and my mod's name to show what my mod changed and what it normally is:
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.50
//////////////////////////////////
I don't know what changes you've made to your version of the file, but you can open your version and my version side-by-side. You can then search my file for my name "StinVec" or my mod's name "Mute Viral Banging Noise" to find every change my mod makes and then copy over my change to the same place in your existing file.
The free WinMerge program (https://winmerge.org/) is a very useful program for jumping to differences between two files (ALT+UP or DOWN) and then you can send the difference from one file over to the other easily (ALT+LEFT or RIGHT).
Otherwise, if you are using Notepad++ (https://notepad-plus-plus.org/downloads/) to view the files where you can see the line numbers in the file, the only two changes I make are one lines 6917 in the "infected_upset_alarmed_exterior" code block and 6935 in the "infected_upset_alarmed_interior" code block to change their "Volume" setting to 0.
SoundGroup("infected_upset_alarmed_exterior")
{
Sound("infected_upset_high_level_00")
Sound("infected_upset_high_level_01")
Sound("infected_upset_high_level_02")
Sound("infected_upset_high_level_03")
Sound("infected_upset_low_level_00")
Sound("infected_upset_low_level_01")
GroupProperties()
{
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.50
//////////////////////////////////
Bus(13)
ReverbSendLevel(0.60)
}
}
SoundGroup("infected_upset_alarmed_interior")
{
Sound("infected_upset_high_level_int_00")
Sound("infected_upset_high_level_int_01")
Sound("infected_upset_high_level_int_02")
Sound("infected_upset_low_level_int_00")
Sound("infected_upset_low_level_int_01")
GroupProperties()
{
////////////////////////////////// Mute Viral Banging Noise Mod - by StinVec
Volume(0.00)////////////////////// Default=0.30
//////////////////////////////////
Bus(13)
ReverbSendLevel(0.80)
}
}
To just quickly make the same change to your file that this mod makes, just open your existing file and search (CTRL+F) for these two SoundGroup names and then change the Volume attribute to being 0.
would love if you could combine both these mods , would help me out immensely my dude
https://www.nexusmods.com/dyinglight/mods/382?tab=description
and
https://www.nexusmods.com/dyinglight/mods/116
and this
https://www.nexusmods.com/dyinglight/mods/185
would appreciate it
p.s also if youve got discord id like to add you
1) Did you install only the mod's Data3.pak file from the download into your game installation's "DW" folder?
2) The current game version is 1.35.0 and the last time the mod needed to be updated for compatibility was the 1.30.0 update. This means that the mod is compatible with any version of the game between 1.30.0 and the current 1.35.0 game version. If your game is an older game version than 1.30.0 then you might consider updating your game to allow it to be compatible with it.
3) Are you certain that the screams and that banging kind of metal scraping sound when they are alerted are still playing for you?
4) Lastly, did you add any other mods into the Data3.pak file along side this mod? If so, perhaps one of hem alters the same audio file and adding it had overwritten this mod's version of the file. If two mods alter the same file they are not compatible with each other without manually copying over the changes that one mod makes to the file into the other mod's version of the file.
Those sounds are probably the only real gripe I have with the game, so thank you so much for saving my sanity.
It may just be me, but firing off a whole clip will end up causing non-stop banging and screaming playing back to back for at least 8-10 minutes for me. It seems that doing something that triggers virals and those sounds to play will cause them to be queued endlessly. So if I shoot a gun for only a few seconds then I suffer through several minutes of non-stop banging and screaming even if I just stand in place and do nothing after shooting that gun for a few seconds. It's as if each bullet fired during the 5 seconds of shooting caused another instance of the sounds to queue. They're just so horrible to me.
So even when testing my mods I make sure to drop this one into the pak file I'm testing as even a few seconds to a few minutes of hearing the banging and screaming while testing is too much for me anymore.
Sorry. I wanted to say a little more than just "You're welcome", but ended up mini-ranting on how bad I think those noises are. I just really do not like them.