#🦶🏻🥾Dynamic Footsteps

66 messages · Page 1 of 1 (latest)

ripe narwhal
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“Immerse yourself into Europa's atmosphere with every step.”

Dynamic Footsteps is a module of the Lua-based mod Collective Tweaks. This overhauls Barotrauma’s movement audio, replacing the game’s two default footstep sounds with a fully reactive, highly detailed system.

✨Features include..
👣Distinct footstep sounds for every type of footwear: Bare Feet, Sneakers/Boots, Formal Shoes, Metal Boots, and Exo Boots.
⛰️Surface-based Audio reacting to the exact ground you walk on: Metal, Metal Grate, Glass, Ice, Stone, and Dirt. (😅 Barotrauma doesn't have a lot of floor variety yet..)
🧥Equipment Ambience: Clothing rustles, chainmail rattles, and iron plates clatter.
🪨Exosuit weight emphasized by Screenshake through each massive stomp.
🏃🏻‍♂️Movement-based Volume Scaling: Crouching, Walking, and Running all sound appropriately different.

For the best experience, I strongly recommend using this alongside Soundproof Walls.

Collective Tweaks: https://steamcommunity.com/sharedfiles/filedetails/?id=3371730848
Soundproof Walls: https://steamcommunity.com/sharedfiles/filedetails/?id=3153737715

potent zodiac
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peak

hollow wigeon
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nice!
Is this a feature of collective tweaks? not a standalone mod huh?

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Mechsuit feels badass holy

ripe narwhal
ripe narwhal
hollow wigeon
ripe narwhal
hollow wigeon
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woah

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nice

ripe narwhal
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If anyone has sounds/games they'd like to suggest, I'd love to hear them. (That pun wasn't deliberate.) I currently need noises for Sneakers and the Exosuit on various ground materials.

steel cradle
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i feel like soundproof walls and this should be a toggleable setting in vanilla

ripe narwhal
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Absolutely. Features like these are essential for making games immersive.

They'd have to create their own sounds, though, and that takes time. I don't know if they have a Foley Stage/Chamber in their studio.

arctic verge
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smh

ripe narwhal
arctic verge
ripe narwhal
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Is this.. dissatisfactory?

ripe narwhal
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LLM? Is this a person in the community? Or is that short for Large Language Model?

😄 I spoke like this long before Generative AI was even a thing. I assure you, I am not a robot..

rustic stream
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wish this was a lua mod, id always run it

ripe narwhal
swift salmon
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Man my reading comprehension is poor, for the last few days I was looking for "Dynamic Footsteps" on the workshop, but I see it's "Collective Tweaks" (litterly written up top saying this is a module of)

I'm not sure if I want the other tweaks, like the armor durability, as I really don't want to keep crafting new armors or sitting at a half used set of armor not knowing will that be enough for the next fight or can I tough it out.

also since this is Lua will the exosuit changes affect other modded exosuits? Like Broverhaul adds some other Exos

swift salmon
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answered my own Q by testing about exos

ripe narwhal
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🤔 I.. think this is the third complaint I've received about Feature Bloat now. I'd like to ask: Is Configuration not common, nor expected, in Barotrauma's modding community? Do developers shoe-horn too many ideas into their projects, and allow no room for leeway?

I've had multiple people assume that every feature in the mod will be forced upon them with no exceptions. Although, to be fair, I haven't declared in the Description of CT that everything is optional. I'll fix that in a minute.

swift salmon
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due to most mods being XML and more or less something can only get an override once. It's really easy for conflicts or breaks to happen, so then a patch mod is needed to manually "combine" both overrides into a 3rd override for said item/affliction/whatever.

And I saw it was configurable, but I sort of do like the idea of armor being more effective, but I also don't want to add yet another maintenance task to my gameplay (mainly due to it mostly being me solo, or like 1-2 friends, bots ain't going to do that busy work for me, or drive the sub)

So when there's a mod that's doing 20 different things, and some stuff isn't configurable or is high level configurable (on/off) you see a feature that's interesting, but it comes with unchangable things that are not desirable (for the given user)

It's also why if you check the workshop, you'll see "This Mod that does thing, but this thing of it is reduced/removed/increased"

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like I have my own private version of the mod "Different Humans" I like the mod overall, but I don't care for the Pouch, lowered base vitaility, and less hotbar space. But the damage modifiers, the fight for your life, and crawling in said state is cool.

Pretty much said mod is great, but I have to make my oen adjustments to fit my groups needs

swift salmon
ripe narwhal
ripe narwhal
ripe narwhal
# swift salmon if it feels personal it's not, and I don't think it is just Barotrauma's modding...

Oh, no, I'm not offended. Just confused. But considering how most mod developers are when it comes to Configuration, it's starting to make more sense to me..

About 5 years ago, I recall there being a particular "Item Durability" mod for Terraria. Someone politely asked if there's a way to turn the mod on/off in-game, and they were met with a disingenuous, dismissive reply saying nothing more than "just disable the mod"..

🙄 It's frustrating when talented people give such a poor example of how you're supposed to interact with those using your creations, and the "modularity" of its features..

swift salmon
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I have that as well, I thought I had some conflict with "Ammo Penetrates corpses" and Lethaltrauma, but I found that wasn't the issue. I was still "shooting" human corpses, but the code as checking if the teamid was 0 (so creatures) So i think I'll turn Lethaltrauma on again, as it was really great for tweaking the numbers for that right feel. But with the Different Humans, increasing the Head dmg multiplier is also something I want, so can probably combine the two

swift salmon
# ripe narwhal Oh, no, I'm not offended. Just confused. But considering how most mod developers...

Yeah configuration is "rare" at least from what I saw in terms of Barotrauma but I think it's just the limits of the XML modding system, LUA for sure can be more dynamic and configurable since it's code, but most cases that isn't even done (Barring some of the better mods like Soundproof walls, etc, that include it)

I guess if added a way for armor to be repaired or regenerate would be great. I'd hate to have to remake a new exosuit because it got shot too many times (As I'm pretty sure it doubles as armor)

And I also don't want to create yet another mod to support the playthrough, not a complaint of your mod. I'm sure other players would be delighted to have a use for all that ballstics fiber laying around and they have 5-12 sized lobbies to just have a dedicated armorer

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Since I'm trying to find mods or create them if I need to (rather find them) if there's means to reduce how much crap we need to have as more items == more lag/performance drop, even if stored.

But having better footsteps is quite cool, and the other features are interesting, and I'd hate to just turn it all off except 1

ripe narwhal
# swift salmon Yeah configuration is "rare" at least from what I saw in terms of Barotrauma but...

Functional Armor is on hold, unfortunately.. I discovered an extremely severe bug that I can't fix. I scoured the script up-and-down for many hours one day, and many more the next. I found nothing. (But yes, options to repair or regenerate Armor are planned. I think it is a complaint, and a very valid one too; Always having to craft new armors is too "linear" in gameplay. I dislike it at times as well, as it doesn't fit every gameplay loop. Alternatives are necessary.)

About the bug.. I don't know when or even how it happened, but Armor stopped protecting against Gunshot Wounds. Every other Affliction is covered. The main purpose of creating that script was so NT players have a contingent in firefights, so they wouldn't have to undergo a Field Surgery every time they get shot.. Now that's gone.

I won't rant about how much that ruined my day and my motivation to work on stuff for this game, but I'll reveal it was very devastating for me, personally.. I put a lot of time and effort into that feature, only for it to suddenly break later on.

I don't know when I'll have the time to re-write it.

ripe narwhal
swift salmon
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I need to see why progression in the main gamemode starts to make things chug (might be unavoidable?) but items for sure, I believe it's also how stacks work. a Stack of 8 isn't "This item, but an INT for how many are piled up" it's "This item, with 8 others (or more) sitting in the same slot.

Which is why I also avoid stacksize mods. But I did come across this Item IO mod, which does the former. Lets you just turn items into number values in a special crate

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so if a sub has several lockers, which is like idk 100 slots of storage, items can stack to 32, that's 3200 items, all with their own unique data, which also has to be update via network

ripe narwhal
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Really? That's very interesting. I had thought Project Zomboid was one of the only games to practice the "Multi-Item Slot" idea.

swift salmon
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overall it's nice concept because you can know if something is stackable, it won't lose it's custom data. But then you run into too much unique data. Toss in that some stuff has SEs and conditionals and the like, get a lot of those and not only the server/host CPU chuging from calcs, but also networking if those need to send anything.

If you're mindful it's honestly not a big deal, it's only really a problem if you don't know about it, and become the ultimate loot goblin

ripe narwhal
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Well, this is a pretty bad issue. Thank you for telling me about it. I'd grab everything I could.. No wonder everything's so laggy by the end of the game.. I hope there will eventually be a fix.

swift salmon
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I see others mention progression, I don't know if that's like "how many levels you've visited" (nodes on the map) or missions completed.

I was peaking at a save with the online save editor and saw stuff like "mission history" but didn't want to muck with anything, at least not with the main lobby's save.

If the fix is just writing a script for the Save Editor to run and clear out "old history" then I might go about that

arctic verge
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it is nice to see but its not common cuz some modders r EVIL

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/j

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spent a moderate amount of time making one of my mods configurable but it takes a lotta time to make large xml mods configurable

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without knowing lua

hybrid compass
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yeah configuration options are such a hassle to put in, mods like soundproof walls have like 5k lines of code in their menu file

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great mod btw, though I do agree the features should be split into their own standalone mods since they are each so unique. much more convenient for the user and basically guarantees better marketing and reach for yourself. maybe you could have them all in a "Collective Tweaks" collection on steam

arctic verge
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the config doesnt seem to be configurable on dedicated servers

thorny kayak
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Do you know if this mod will detect the S.A.F.S exosuit as an exosuit? Or will it require a patch?

swift salmon
ripe narwhal
ripe narwhal
ripe narwhal
# hybrid compass great mod btw, though I do agree the features should be split into their own sta...

Well, I don't know.. I'm trying to mold Collective Tweaks into the Quark (https://quarkmod.net/), (https://www.curseforge.com/minecraft/mc-mods/quark) of Barotrauma; A massive collection of many small tweaks that improve the overall experience of this game.

You are absolutely right about it improving the Marketing for the content. Dynamic Footsteps would easily become one of the most popular mods on the Workshop, as we're all tired of hearing the "CLP! CLP!" noise when running around our Submarines.

🫤 But.. I'm hesitant to do that because I value Convenience for the End User above most other aspects. We all have massive Mod Lists, and I noticed a session takes longer to load when you have so many mods enabled. (Large modpacks also just look clunky.)

ripe narwhal
ripe narwhal
thorny kayak
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Ok cool 🙂

ripe narwhal
ripe lance