Mods / Salty & Proto's Temporal Symphony

Tags: #Cosmetics #Graphics #Other #Tweak
Authors: prototype464, SaltyWater
Side: Both
Created: May 31st at 9:15 PM
Last modified: Sep 10th at 2:34 PM
Downloads: 21968
Follow Unfollow 577

Recommended download (for Vintage Story 1.21.0 - 1.21.1):
TemporalSymphony_2.2.1.zip  1-click install


 

Introducing: Temporal Symphony! A temporal ambient overhaul which aims to increase immersion and tension surrounding temporal storms and temporal ambients.

If you were looking for an "Immersive Temporal Storms" / "No Chat Warnings" mod, this is it! :)

- Salty's Temporal Symphony

  • Replaces the vanilla "Temporal Storm is Approaching / Imminent" warnings in chat with audio-visual cues. The sound of the earth's gears turn, as reality distorts before you.
  • The "Approaching" warning is quieter and a little subdued but if you're not AFK you'll notice it most of the time. You shouldn't miss an "Imminent" warning.
  • If the config option BellWarnings is set to true, during the "Approaching" warning, a distant bell tolls once, twice, or three times depending on if it's a Light, Medium, or Heavy storm.
  • Music is faded out and stopped on both "Approaching" and "Imminent".

 

(Most effects are configurable!)

- If you're looking to test your config values, showcase the mod, prank your friends, or just want to see the effects, you can use the /tempcall (approaching / imminent) command to force a warning.

- (All options listed in the config file are client-sided!)

- Proto's Sound Tweaks

  • Temporal Stability Ambience
    • This ambience comprises of 3 sounds which layer on top of each other. Temporal storms give you all the effects of having zero temporal stability, being in one or standing in a rift will play all three. I wanted to make the ambience feel beefier / more threatening and to put you more on edge.
    • tempstab-drain plays when at 65% stability or lower, and comprises of a quieter, unsettling tone with some notable sounds here and there. I have made it creepier and added a quiet distorted violin.
    • tempstab-low plays when at 35% stability or lower, and comprises of an ominous groaning / grinding noise. I have added a slower, even more distorted violin, and also added a low background rumble.
    • tempstab-verylow plays when you are in or entering the rustworld (20% stability or lower), and comprises of a shepard tone that sounds like an engine winding down or gears turning. I added a droning sound used in ULTRAKILL's P-2 "weezer room" which I muffled and pitched down.
  • Rift Sound
    • Pitched down the sound effect to make it more intimidating. Added the droning sound I used in tempstab-verylow but pitched even further down.
  • Drifters
    • Using my own voice and some editing magic I added some throaty groans to the drifter sounds so they are more intimidating and less goofy.
    • All of the sounds have been made a little quieter and are lower in pitch, so they are at least somewhat less annoying when they goon at your windows all. freaking. night. long.
    • The aggro sounds are now distinct from the idle sounds, so you can better tell when they actually want to kill you vs. torture you with all that damn racket.
  •  Bell
    • "Alarm" sound now has the sounds of the bell's spine mechanisms, adding to tension
    • "Hurt" sound has an added bell ring to make it more satisfying
    • "Death" sound is shortened and made less bassy
    • "Listen" sound is beefier and more audible
  • Hail
    • Hail's volume was reduced a bit because it's too loud

 

(All custom sound effects take the vanilla sound effects and add onto them, no sounds are completely, totally changed!)

- Bellhead Shivers

 

NOTICE: Finding the config file
You can find the mod's config file by pressing Win + R > typing %appdata% > going to VintagestoryData > ModConfig > TemporalSymphonyConfig.json
Path: C:\Users\username\AppData\Roaming\VintagestoryData\ModConfig\TemporalSymphonyConfig.json

NOTICE: Sound Tweaks Config (or lack thereof)
The "sound tweaks" work like any mod that overwrites vanilla assets. If there are any sounds you don't like, you can delete them from the mod's files. There isn't a way to add an option to make this a config yet, unfortunately.

 

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
2.2.1
1.21.0 - 1.21.1
6182 Sep 8th at 4:03 AM TemporalSymphony_2.2.1.zip 1-click install

- Fixed BellWarnings default not being set to "true"
- Adjusted rift sound effect

2.2.0
1.21.0 - 1.21.1
1504 Sep 7th at 2:02 AM TemporalSymphony_2.2.0.zip 1-click install

- Update to 1.21, drop support for 1.19.8 and 1.20.x
- BellWarnings now set to "true" by default
- If BellWarnings is set to "true", a bell now tolls when a temporal storm is waning
- No longer use hacky method of manipulating client config music slider to fade music during warnings, use proper API methods
  - Due to a limitation, Approaching no longer mutes and unmutes the music, instead just fading it out and stopping it entirely, as that was only made possible by the hacky method
- Removed embedded DLLs

- (Disabled by default) Added dynamic music during temporal storms that changes between a "calm" and "combat" variant when rust creatures are nearby
  - (To enable, set "TemporalStormMusic" to "true" to in the mod's config)
  - "DetectRadius" can be used to adjust the distance from enemies that the music changes, setting this to lower values than 16 may cause the music to change too often
  - Music: Dead Heat Pulse by Heaven Pierce Her, from the ULTRAKILL soundtrack in the level 0-E (the maurice room sucks)
- Merged the "Bellhead Shivers" mod (with permission from CreativeRealms), uses a custom sound effect and an adjusted spawning table
  - (If you'd like to disable this feature you can do so using ConfigLib)

- Tweaks to Approaching / Imminent sound effects, mainly volume and bass
- Tweaks to the bell warning sound effect, more audible
- Tweaks to drifter sound effects, mainly volume
- Tweaks to rift sound effect, details more audible


NOTICE: Finding the config file
You can find the mod's config file by pressing Win + R > typing %appdata% > going to VintagestoryData > ModConfig > TemporalSymphonyConfig.json
Path: C:\Users\username\AppData\Roaming\VintagestoryData\ModConfig\TemporalSymphonyConfig.json

NOTICE: Sound Tweaks Config (or lack thereof)
The "sound tweaks" work like any mod that overwrites vanilla assets. If there are any sounds you don't like, you can delete them from the mod's files. There isn't a way to add an option to make this a config yet, unfortunately.

2.1.1
1.19.8 - 1.20.12
10886 Jul 18th at 9:27 PM TemporalSymphony_2.1.1.zip 1-click install
  • Fixed an uncommon crash when entering a world while a temporal storm is active, caused by trying to play a sound before the sound engine has finished initializing
  • Imminent warning now stops music entirely rather than fading it out and back in
  • Reduced FunnyMode's multipliers to reduce framerate issues while active
  • Music Frequency slider no longer gets stuck on Rarely after a warning
  • Approaching warning now correctly fades music
  • Updated comments in the config

 

(YOUR CONFIG FILE WILL RESET THIS UPDATE)

2.1.0
1.19.8 - 1.20.12
139 Jul 18th at 4:35 PM TemporalSymphony_2.1.0.zip 1-click install
  • Added improved drifter sounds
  • Increased volume on the storm warning sound effects so they're more easily heard and distinguishable
2.0.0
1.19.8 - 1.20.12
2577 Jul 13th at 1:10 AM TemporalSymphony_2.0.0.zip 1-click install

- Proto's Sound Tweaks has been replaced with Salty & Proto's Temporal Symphony! The old mod has been merged into this one. See the mod page for more information!
- Initial Release

1.0.5
1.19.8 - 1.20.12
34 Jul 6th at 8:08 PM ProtoSoundTweaks_1.0.5.zip 1-click install
  • Added improved bell sounds
  • Tweaked the background sounds in tempstab-low to be slightly more audible
1.0.4
1.19.8 - 1.20.12
233 Jun 16th at 5:59 AM ProtoSoundTweaks_1.0.4.zip 1-click install
  • Removed new effect from tempstab-verylow, stood out from the other sounds too much
  • Finally, finally fixed the audio clipping issue. Learned about zero crossings.
1.0.3
1.19.8 - 1.20.12
65 Jun 15th at 12:22 AM ProtoSoundTweaks_1.0.3.zip 1-click install
  • Adjusted the volume on some of the sounds in the temporal ambience
  • Added a low pass filter (limits higher frequencies) to some sounds to make them more pleasing to the ears
  • Added another effect to tempstab-verylow (taken from an apprehension engine)
1.0.2
1.19.8 - 1.20.12
174 Jun 4th at 7:48 AM ProtoSoundTweaks_1.0.2.zip 1-click install
  • Reduced the volume of the vanilla hail.ogg sound, friends and I tended to have a common complaint about it. Fixed!
  • Modified the rift sound effect
1.0.1
1.19.8 - 1.20.12
84 May 31st at 9:16 PM ProtoSoundTweaks_1.0.1.zip 1-click install
  • Initial Release (1.0.0)
  • Changed "Overhaul" to "Tweaks" in the mod name as it's more fitting of the mod's content (or lack thereof atm)
  • Removed the "Side:" line from modinfo.json so the mod installs to clients when used on servers

105 Comments (oldest first | newest first)

💬 Calibri, 4 hours ago

in server (last stable version) vanilla, effects don't work. But maybe it's server side problem, because in local game all work

💬 prototype464 , 23 hours ago

Calibri

Yes. 

💬 prototype464 , 23 hours ago (modified 22 hours ago)

El_Neuman

I would prefer duplicates of Temporal Symphony not be created, at least when it's not necessary.

I'll remove the drifter sounds in the next patch (coming in the next few days) due to too much complaints about them, they'll be reuploaded into a seperate mod.

💬 prototype464 , 23 hours ago

xXx_Ape_xXx

As noted below that's just been caught and will be fixed in the next patch! Thanks.

💬 Calibri, 1 day ago

working on server or not?

💬 El_Neuman, 1 day ago (modified 1 day ago)

prototype464

Can I create and a patch on vs mods, based on your mod, that restores the original sounds and configure my server to download it automatically?

Or, it'' be great if you could create a second version of the mod with the original sounds, allowing players to choose between them.

💬 xXx_Ape_xXx, 1 day ago (modified 1 day ago)

Several patches have the wrong file path:

Patches with wrong path
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/deep.json: File game:shapes/entity/land/shiver/deep.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/surface.json: File game:shapes/entity/land/shiver/surface.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/nightmare.json: File game:shapes/entity/land/shiver/nightmare.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 10 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 11 in temporalsymphony:patches/shapes/deepsplit.json: File game:shapes/entity/land/shiver/deepsplit.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.444 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/tainted.json: File game:shapes/entity/land/shiver/tainted.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/bellhead.json: File game:shapes/entity/land/shiver/bellhead.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/corrupt.json: File game:shapes/entity/land/shiver/corrupt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 0 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 1 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 2 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 3 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 4 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 5 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 6 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 7 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 8 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found
18.9.2025 17:39:57.445 [VerboseDebug] Patch 9 in temporalsymphony:patches/shapes/stilt.json: File game:shapes/entity/land/shiver/stilt.json not found

 

Correct path should be:  game:shapes/entity/lore/shiver/

 

Using latest version: 2.2.1

💬 prototype464 , 1 day ago (modified 21 hours ago)

Thanks to CreativeRealms I've been notified that the Bellhead Shivers feature isn't actually working in the current mod version due to using an old file path, this will be fixed in the next patch!

Some new features are coming alongside that fix, so stay tuned :)

💬 prototype464 , 2 days ago

El_Neuman

NOTICE: Sound Tweaks Config (or lack thereof)
The "sound tweaks" work like any mod that overwrites vanilla assets. If there are any sounds you don't like, you can delete them from the mod's files. There isn't a way to add an option to make this a config yet, unfortunately.

💬 El_Neuman, 2 days ago

Hi, I really love this mod, but I’m not a big fan of the sounds you added — specifically the drifters, they sound like someone trying to start up a chainsaw :DDD
I’d be endlessly grateful if you could add a config option that allows disabling the patching of certain sounds <3

💬 Emptynox, 4 days ago

Absolutely lovely sounddesign. Cudos to you guys.

This should be implemented vanilla imo.

Keep it up!

💬 Fasrin, Sep 13th at 9:33 PM

Love the transition from calm to storm, though the calm pause before the storm kinda throws me off. All in all, awesome mod for immersion.

 

💬 Setmose, Sep 12th at 9:50 AM

As someone who doesn't do horror games super well, this mod is the worst..

downloads immediately 

💬 prototype464 , Sep 12th at 9:22 AM (modified Sep 12th at 9:23 AM)

tRead

Correct! The audio-visual warnings replace the text-based warnings (for "Approaching" and "Imminent"). The effects are more intense on an "Imminent" warning.

You can actually turn the text-based warnings back on by setting "ChatSilencerEnabled" to "False" in the config.

💬 tRead, Sep 12th at 12:55 AM

Grimald Hopefully Accessibility Tweaks mod can mitigate the particular issues that stress you.

💬 tRead, Sep 11th at 11:45 PM

Just checking, after testing in 1.21.1:
There are 2 brief warnings before the actual storm?  Just, non-text-based?  The effects come and go, until the actual storm arrives as usual?

💬 prototype464 , Sep 11th at 6:14 PM

Thanks MischievousCloud!

Whispers when rust creatures are nearby would be an interesting addition...

💬 MischievousCloud, Sep 10th at 9:35 PM

My server absolutely loves this addition and so do I!!! This mod really brings the rigth amount of horror theme that the base game lacks. I like the idea of these eldritch horrors and what not, but it always felt kind of bland once you got used to it. This is such a fresh addition and really gets me in the mood to try to fight out storm rather than just ignore them and sleep through them.

I love this and would love to see more like this! Maybe even some new sounds or whispers when drifters are nearby. I want to feel like there is a real threat in this world.

💬 prototype464 , Sep 10th at 2:48 PM (modified Sep 10th at 3:03 PM)

Grimald

My brother in Christ, this game has human spiders. The deepest caves are veiled under an oppressive fog not even light may repel. 95% of humanity went extinct because of a temporal cataclysm merging an eldritch hellworld into the known world.

Sorry to hear that it caused you to lose sleep, but the whole point of this mod is to increase immersion / "the fear factor". Horror in games / movies for brief periods out of one's session, and one's day, won't cause heart issues. The heart was designed to change pace and if one has heart issues they should turn the stressful features of this game off or not play on servers where they don't have a choice to do so.

Keep in mind this mod was designed like Cave Symphony in that there is a widened scope, there are more features intended than just the revamped warnings. Thank you however for the idea to split the mod into a version that only has the audio / visual warnings, we may consider it, but it's unlikely.

(Reminder that you can remove the audio files (and we'd have provided a config if it was possible)! See the bottom of the mod page)

💬 TerrorFlynn, Sep 9th at 1:49 PM

Since my server members got cranky over the sound changes to the rifts and mobs, removing the files for mobs from the mod file solved the issue.

💬 Grimald, Sep 9th at 6:03 AM

Would you kindly consider forking to only have warning sound/visual cues before storms and no other sound?

 

I understand that as mod author you have your VisionTM, but for some people (like me) this is too spooky, and you might be too young to know this from experience, but there is real danger to being too spooked out (heart conditions etc.), also just generally, being too stressed out isnt great longterm. Changed rift sound when I played on server with this mod was too much for me and I couldn't sleep for example, same for all creatures sounds. 

Would you consider having a fork of just sound/visual cue to storm? Great mod and work btw, but bit much.

💬 TheRealFlynn, Sep 9th at 5:23 AM

Blacklands 100% agree. Also using DDR

💬 ElusiveEnigma, Sep 8th at 5:27 PM

Just want to do a shout out to your videos there, proto and Salty. That's damn fine work showcasing the impressive features y'all added here. Keep it up!

💬 prototype464 , Sep 8th at 4:14 PM (modified Sep 8th at 4:14 PM)

Trampek Please see "Sound Tweaks Config (or lack thereof)" at the bottom of the mod page (or 2.2.0's changelog)! You can use ConfigLib to disable the Bellhead Shivers feature.

💬 Trampek, Sep 8th at 4:10 PM

hello, 

any chance to get separate mod or other configs so i could use only changes to temporal storms and temporal ambients and nothing else ? 

💬 Blacklands, Sep 8th at 8:49 AM (modified Sep 8th at 8:51 AM)

I also like the drifter sound changes, for what it's worth. To be fair, I'm also using Darce's Drifter's Redone, which makes at least the non-surface drifters look somewhat more intimidating and even more "flesh and metal amalgamation monstrosity" like, so the sounds fit pretty well! And the default sounds are so goofy, honestly I'd take any improvement, lol.

💬 TheRealFlynn, Sep 8th at 5:50 AM

i love the drifter sounds. they sound like engines whirring up to speed.

💬 prototype464 , Sep 8th at 4:07 AM (modified Sep 8th at 4:11 AM)

BellWarnings default fixed, and rift sound adjusted!

For now, the drifter sounds will remain. More feedback is required. Aggro sounds too much? The sound itself being different too jarring? Would like to try improving this.


The intention behind the reworked drifter sounds was to make them more intimidating, as along with their current model and movements, they're hard to take seriously. I wanted to keep as much of the original as possible, while giving them more of a "grunt" / heavier sound. I'd like to think I've done that, but if some folks are being bothered by something about it, I'll gladly tweak it. I have a feeling it's the aggro sounds, from the originals those are what changed the most. I didn't like that the aggro and idle sounds were so similar, and the aggro sound being distinct just made sense.

💬 prototype464 , Sep 8th at 3:26 AM (modified Sep 8th at 4:11 AM)

The_Revisionist

- "Adjusted spawn table" is in reference to Shiver Tweaks, I pretty much just tweaked the spawn table from that mod. I think I increased the time between spawns, added corrupt locusts, and something else I forget.
- The open jaws feature from Shiver Tweaks was in Bellhead Shivers and survived the merger
- Climbable Shivers was removed during the merger, correct. Seemed like it was a little janky, and it impacted gameplay too much. Plus it didn't make sense since there's Shiver Tweaks for that, anyway. Bellhead Shivers was always just meant as a revision of that particular feature of Shiver Tweaks.

Salty sent me the patched mod .dll with the fix for the BellWarnings default, so I'll tweak the rifts sound for you before I upload it!

💬 prototype464 , Sep 8th at 3:23 AM

AnryuShaDari Vherkin Yeah that's a false positive

💬 The_Revisionist, Sep 7th at 11:09 PM

So regarding the new shiver content:
- What does the adjusted spawning table do?
- What is the "jaw toggle" setting in the config exactly?
- The original Bellhead Shivers mod's description says that it's possible to turn off the ability of shivers to climb - has their ability to climb been removed from the merged version or only the setting to toggle it?

💬 The_Revisionist, Sep 7th at 11:04 PM

prototype464 Thanks for confirming my questions regarding the mod config.

I think what you described regarding splitting the mod is fair - I do agree that the ambient effect sounds are within the scope of "temporal symphony". I think they're pretty cool, the only thing I don't like so much is the screams in rifts.
And to be fair, I don't mind the new drifter sounds too much, but it's quite an opinionated personal preference imo, and as the mod is both for server & client, I don't want to force players to need to use them (or manually remove them from the mod) when they join my server and the game downloads the mod for them.

Will the new shiver changes be part of temporal symphony or the new mod with the drifter sounds?
To be honest I'm a little bit confused about what this part of the mod does, I'll ask some questions about it in another comment.

💬 Vherkin, Sep 7th at 9:42 PM

I used BitDefender (Another anti-virus) to scan this file.
I confirm it is a false positive by Windows Defender if you have it.

There no way other anti-virus wouldn't pick-up a 4 years old menace if it was in it.
Damnit Windows defender.

💬 Vherkin, Sep 7th at 9:24 PM (modified Sep 7th at 9:28 PM)

Same, mod give me a Trojan warning from Windows defender.
It is probably a false positive, it happen quite often, but here we go:

Trojan:Script/Wacatac.C!ml
file: C:\Users\xbesl\Downloads\TemporalSymphony_2.2.0.zip

webfile: C:\Users\xbesl\Downloads\TemporalSymphony_2.2.0.zip|https://moddbcdn.vintagestory.at/TemporalSymphony_2.2_90e64f62250b48b983ffee6f345e5e48.zip?dl=TemporalSymphony_2.2.0.zip|pid:15088,ProcessStart:134017532136138738



https://www.microsoft.com/en-us/wdsi/threats/malware-encyclopedia-description?name=Trojan%3AScript%2FWacatac.C!ml&threatid=2147749377

Edit: With a bit more research:

Spoiler

Seems like a case of "The Windows Defender that cried Wacatac."

Yes the parallel to the famous children's story is intended here.

The heuristics are so oversentitive that it's been known to find Wacatac.h!ml in non text files, flag most drm removal programs as Watacac.B!ml, and even flag freshly compiled software that isn't signed. And sometimes even when it IS signed.

The detection is worse than useless, because it's much more likely to be a false positive than a real detection. It's to the point where people will deliberately make sure their malware gets flagged as Watatac by windows defender just so people will bypass the obvious false positive and run it instead of uploading it to virustotal, because windows defender will not scan it for further malware if you bypass the Wacatac detection.



 

 

💬 AnryuShaDari, Sep 7th at 8:47 PM

Mod keeps popping as a Trojan when attempting to download, got around it but I also couldn't find anything about that in the comments here?

💬 prototype464 , Sep 7th at 6:06 PM (modified Sep 7th at 7:11 PM)

The_Revisionist

I've asked Salty about the BellWarnings default, he'll double check that sometime today.

I believe all the settings in the config are client-sided, the mod requires server-side so it can mute the chat warnings and trigger the effect for all players.

Edit: He confirmed it's set to true by default as of 2.2.0, and that all the values in the config are client-sided.
Edit2: It appears the BellWarnings config is bugged, Salty is currently looking into it

 

As for splitting the mod, the reason why Proto's Sound Tweaks and Temporal Symphony were combined is because the sound effects I made for Temporal Symphony have a lot of layover with what I did with Proto's Sound Tweaks.

Since the drifter sounds seem to be unpopular for a few people, I think I'll put them into their own mod. I'd also made some bowtorn sound tweaks that didn't turn out too well, but I haven't been able to test them since I can't put them in this mod, so a different mod is actually a good idea.

Regarding the other sound tweaks (ambients, rift, bell, etc.) though, those will likely be staying as they're part of the mod's vision. I'm open to adjusting whatever sound effects you've got feedback for.

💬 The_Revisionist, Sep 7th at 5:48 PM

prototype464 Thanks for looking into the possibility for splitting the functionality of the sound tweaks and the temporal symphony. I just feel like they're very different mods addressing different things - so some people might not want both.
In the meantime, is there still a download link somewhere for downloading the version that only includes the temporal symphony? It would be easier to have just that installed instead of having to manually edit the mod and send a cusom mod zip to everyone joining my server.

💬 The_Revisionist, Sep 7th at 5:32 PM

Are the settings client or server side? I.e. if I change them, do they only affect my game or also people who have the mod and join my server?

💬 The_Revisionist, Sep 7th at 4:39 PM

prototype464 The changelog says "BellWarnings now set to "true" by default", but for me it still defaults to "false". (I deleted the old config files before installing the new version of the mod, so they're freshly generated.)

💬 prototype464 , Sep 7th at 12:07 PM (modified Sep 7th at 12:09 PM)

Blacklands It's compatible! To avoid conflicts though, I'd install ConfigLib and disable Shiver Tweaks' implementation of Bellhead functionality. I'm not sure how the game handles having both mods active at the same time, but it's likely whatever is loaded second is what gets used.

💬 Thy_Dungeoneer, Sep 7th at 12:05 PM

Is there a way to disable the creature changes? We enjoy the storm changes a lot, not so much the creatures sadly. 

 

💬 Blacklands, Sep 7th at 9:18 AM (modified Sep 7th at 9:21 AM)

prototype464

If "Bellhead Shivers" is now merged into this, will this mod conflict with "Shiver Tweaks" now? Should we disable the Bellhead Shivers functionality from this mod if we're using Shiver Tweaks?

EDIT: Or would it be better to remove Shiver Tweaks? I mainly got it for the shiver climbing and the bellhead functionality.

💬 TheRealFlynn, Sep 7th at 6:40 AM

I absolutely love this mod and highly recommend it. Compared to the vanilla line of text in chat, there just is no comparison. The sounds are epic. The vibe is epic. Well done!

💬 Delfite, Sep 7th at 4:52 AM

prototype464 After unzipping the mod, removing the original ZIP file, and disabling the sounds I didn't want to hear by moving them to their own folder, everything works the way I want it to now. Thank you for the info.

💬 prototype464 , Sep 7th at 2:20 AM

Aceolu Delfite The_Revisionist

I brought up the possibility of a config toggle for the sound tweaks with Salty and unfortunately there's no functionality for that with the tools available at the moment.

In the meantime, if you don't like a sound, you can just remove it from the mod's files. Help with finding them can be found at the bottom of the mod page or the 2.2.0 changelog.

Thanks for your feedback! :>

💬 The_Revisionist, Sep 6th at 10:28 PM

SaltyWater Would it be possible to disable the sound tweaks and just use the Salty's Temporal Symphony part?

💬 Delfite, Sep 6th at 3:32 PM

I love this mod, pretty much everything about it makes Temporal Storms more interesting. However, there are some things about it I would like to configure/disable, but can't because of how the mod is built. While the rising Shephard Tone from ULTRAKILL's Weezer Room is great and all, I don't think it fits very well with this mod. The rising tone is meant to indicate a greater challenge is approaching, like you're about to fight a boss, but the "boss" in this case isn't the right one, hence why I would like the option to disable just that sound effect. I would also like the option to use the default enemy sounds, because as interesting as the new ones are, I still prefer the vanilla sounds. Everything else about the mod is cool though, I just wish I could configure it more.

💬 JebDude, Sep 3rd at 8:59 PM

prototype464 personally i think the drifter deep groaning noise sounds a little out of place but most other sounds are fine.

💬 prototype464 , Sep 3rd at 4:49 PM (modified Sep 4th at 1:49 PM)

Cc8tv Nepveux Hey! I was out for a week so I wasn't around when 1.21 came out. They added a new feature to the API which lets Salty and I add a feature idea we had a little while ago but without the jankiness, that's currently being worked on.

I'm also working on revising all of the mods' sounds, mainly volume-wise, since there's been a trend of complaints about sounds being hard to hear. I'm also tweaking the drifter sounds. :>

💬 prototype464 , Sep 3rd at 4:45 PM (modified Sep 3rd at 4:46 PM)

Aceolu

If there is a way to make it so the mod doesn't replace certain sounds I wouldn't personally know how to, it works like how any audio or texture mod replacement works which afaik can't be configured without something custom made specially.

I can however tweak the Drifter sounds, I'm actually in the middle of tweaking all the sounds right now. Could you let me know what you don't like about the drifter sounds and I could take a crack at improving them?

💬 NeonPai, Aug 31st at 5:48 PM (modified Aug 31st at 5:49 PM)

For anyone wondering if it works in 1.21 Yes it does! The warnings of storms work perfectly! Drifters seem to be just a lil quieter then usual, mainly compared to other creatures. I have my entity volume down to 80% but their noises are very cool! Maybe a volume setting in the config would be nice. Bell sounds awesome. Good work as always Salty. And Good Job Prototype!

💬 Aceolu, Aug 31st at 9:25 AM (modified Aug 31st at 9:25 AM)

Would it be possible to add a config for the new sounds replacing the old ones? I really like the Bell change, and I'm fine with the Rifts, but I really really do not care for the new drifter sounds

💬 osayra, Aug 30th at 11:57 PM

one of my favorite mods, looking forward to the update :)

💬 MightyN0ob, Aug 30th at 5:50 PM

This mod is fantastic, though I can't seem to get the Bells to toll despite the config being set to true.
Currently on a dedicated server with a group of friends. Is there another command, or have I just missed something? 

💬 Cc8tv, Aug 30th at 11:52 AM

SaltyWater very excited for when its out my friends keep complaining i keep adding more mods to the world but this one is essential once it releases XD

💬 Nepveux, Aug 29th at 11:42 PM

Do i have to wait for the update or will this work on the new version?

 

💬 SaltyWater, Aug 29th at 11:29 PM

Cc8tv

Heey!!

Yep it will! And very soon! The mod is already build, just need a few more testing since we're implementing a new feature ^^

Thanks for the support! 

💬 Grenegade, Aug 28th at 10:59 PM

This one is a no brainer for my playthroughs, reminds me a lot of an emissions tweak for STALKER. My first temporal storm caught me off guard, the deep rumbling & sky turning red is on point for that "something very bad is coming" feel. I also appreciate the other sound tweaks, I tend to build into mountain sides so there's always some cave or other nearby I can't light up.

 

💬 Cc8tv, Aug 28th at 2:48 PM

Will the 1.2 update be 1.21 and would it be somewhat soon. I can't wait for this mod to update 

💬 prototype464 , Aug 26th at 7:26 AM

@Zackreaver There isn't currently a way to adjust the volume of the sounds individually, but I let Salty know about adding that as part of the 1.2 update coming soon!

💬 prototype464 , Aug 26th at 7:25 AM

@KVarn Could you please provide a log of the error you get when crashing?

💬 KVarn, Aug 22nd at 5:41 PM

For some reason this mod is crashing my game. As soon as I try to change my characters class at character creation it auto crashes. If added after game creation, it crashes upon the world loading. Its possible that there was a mod conflict, but I was unable to determine it without several hours of work, so I figured I would see if anyone else had found mods that conflicted with this one. Any information would be appreciated, thanks for any support.

💬 Roughgalaxy, Aug 21st at 4:22 PM

This must be the mod RubixRaptor is using in his series. it freaked the whole server out! Adding this to my followed list for 1.21 100% This is cool.

💬 Zackreaver, Aug 19th at 4:13 AM

Hey love the mod, but the audio from the mod feels a bit quiet.

 

Know how I can increase the volume so I can hear it better in game?

 

I have all the volumes maxxed out except for music.  If it's tied to music volume then it's very quiet compared to all the other music tracks.

 

I didn't notice anything in the mod settings about audio volume, only intensity of the fog, shaking, and stuff like that.

 

I also enabled bellwarnings but couldn't hear the bell, probably same issue, can't figure out why it's so quiet.

💬 prototype464 , Aug 6th at 10:51 PM

You'll have to go to the mod's config and set BellWarnings to "true", it's disabled by default Sneezingprince

💬 Sneezingprince, Aug 5th at 4:43 PM

Love the mod, so far I can confirm the changes for the temporal warnings and the rift/drifter sounds work too, but I can't hear any bells so far. I got the first warning - no bells. Went to sleep and the temporal storm started while I was asleep so I wonder if I did something to prevent it from being heard

💬 Cc8tv, Aug 3rd at 10:06 PM

I've not even played with this yet but this looks like a reaally cool mod i cant wait to scare the heck outta my friends when a temporal storm arrives

💬 Rythillian, Aug 2nd at 5:02 PM

Very clever!

💬 BrotherActivus, Jul 29th at 10:29 PM

Would be a very cool if the heavy storm's bell sound has a very very small chance to trigger 13 bells instead of 3 as an easter egg to the Skaven. (There are no man-sized rats under the Empire, why are you asking?) 

💬 prototype464 , Jul 29th at 1:46 PM (modified Jul 29th at 1:46 PM)

Yep it's both client and server sided, client side stuff is the custom sounds and most config options, server-side is the chat warning removal (as well as the config to re-enable it if you wish)

💬 Darcy, Jul 28th at 5:39 PM

If playing multiplayer, is this required by both the server and client? I know the other symphony mods are clientside only, but because this has more mechanical involvement, I want to make sure I set it up correctly!

edit: I'm a dingdong and missed where the "Side" notifier was on the top of the page, my bad gang. Anyway, thanks for the awesome mod! I'm so excited to play with it!

💬 prototype464 , Jul 28th at 2:50 PM

Thank you MisLead!

(Reminder that the config option was renamed to "BellWarnings")

💬 prototype464 , Jul 28th at 2:50 PM

DrinknDrive2007 See if it works yourself! :>

💬 DrinknDrive2007, Jul 28th at 4:43 AM

Would you think this would be compatible with the 'Temporal Tempest Light' mod?
https://news.kalataka.ru/show/mod/26400

💬 MisLead, Jul 27th at 8:32 PM

Hello! To anyone wanting more indepth explanation of how to enable the "Bell Warning"

On your desktop hit Windows + R, type %appdata%, hit Enter. That'll take you to a folder called "Roaming" in File Explorer. You'll scroll near the bottom and go into VintagestoryData. Then go into ModConfig. Open TemporalSymphonyConfig with Notepad, look for "EnableBells" and set that to "true". Done!

💬 DarkThoughts, Jul 23rd at 5:33 PM

I always wondered why they never did something similar to the Stalker intermission warnings instead of the chat message. They honestly should really add this to the game.

💬 FamiliarFeline, Jul 20th at 3:57 PM

Now I just need a Temporal Storm overhaul that's like Temporal Tempest but less intense on the server and players in it(holy nuts it's laggy), also that hopefully has less rifts but possibly "Bigger" ones.

💬 RoxieB, Jul 20th at 6:02 AM

This mod is the only reason I still have temporal storms activated. Incredible work, makes me run in panic whenever I get a warning to hide out in my bunker.

💬 prototype464 , Jul 18th at 9:28 PM

@Squambles Crash is fixed! Have fun :>

💬 prototype464 , Jul 18th at 4:44 PM

@Vari_Ares I tested the mod on my end with my usual kit of mods and also with no mods, the config gets generated when you load into a world but not if you just load into the main menu.

@Whiskey_bizz Temporal Symphony doesn't do anything with the wind ambient sounds, and without any logs I can't help you any further than that. Sounds like it's another mod doing that though.
Edit: Salty even triple-checked to make sure it isn't Temporal Symphony doing anything! <3

@Squambles Turns out it was a simple issue with a simple fix, the mod is trying to play a sound before the sound engine initialized. It'll be fixed in 2.1.1 along with several other bugfixes.

💬 Squambles, Jul 17th at 7:21 PM

prototype464 Thank you very much, Ill check back later!

💬 prototype464 , Jul 17th at 12:14 PM

@Squambles Mkay so I'm unsure what exactly is causing that as it's above my paygrade, however I have sent it to Salty and he'll have a look sometime soon. Thank you!

💬 Squambles, Jul 16th at 11:38 PM

Here are the 2 log files you asked for, thank you for looking into this! https://pastebin.com/StdkS9Wx https://pastebin.com/QcT3FKnb prototype464

💬 prototype464 , Jul 16th at 8:04 AM

@Squambles @Whiskey_bizz @Varo_Ares Could you please provide your client-crash.txt and client-main.txt log files?

Just put them in pastebin (link) and send it, I'll have a look!

💬 Antar, Jul 16th at 2:13 AM

Another genius mod! The more sound design to the game, the better! I love the tolling of the bells to signify the strength. The end is nigh!!!

💬 Whiskey_bizz, Jul 15th at 7:52 PM

I seem to be having a bug where wind ambiance sounds are looping and stacking indefinately while running the mod. after about 30 minutes the sounds are obnoxiously loud and even play after exiting to the title screen.

💬 Squambles, Jul 15th at 6:46 PM

I added this mod to a server I have with a friend of mine. But im encountering a pretty bad bug/crash though, When a temporal storm is coming and I try to join the server the game crashes. Any ideas as to what could be causing this issue? thanks!

💬 Vari_Ares, Jul 15th at 12:20 PM

Hi, I don't find a file of the mod in the "Mod Config" folder, where can I change the Bell sound to put it in "True" mode please ?

💬 Vari_Ares, Jul 15th at 10:53 AM

To be honest... this should be in Vanilla. <3

💬 NotSoRants, Jul 14th at 6:08 AM

i need an underwater symphony mod now with all these immersive sound mods coming in T0T so good

💬 prototype464 , Jul 13th at 10:09 PM

@Wandour Join the VS Discord, head to this message link:
https://discord.com/channels/302152934249070593/302152934249070593/1322846281814769724

The worldgen settings text file can be found here:
https://discord.com/channels/302152934249070593/302152934249070593/1322847530626580593
(Just copy the whole file and you can paste in-game while on the world settings screen)

(Pls credit me if you share it! <3 )

💬 Wandour, Jul 13th at 1:46 PM

damn, can you share your world gen in the video? it's so facinating

💬 JustaKobold, Jul 13th at 6:15 AM

damnit fine... i shouldnt get any more mods but like what am i supposed to do when something this fantastic comes out... actually i can probably get rid of the one that gives me the bar telling me how long till the temporal storm gets here so i guess its fine...

💬 Michaloid , Jul 12th at 10:25 AM

Oh, that's a shame. Yeah it would be swell if the temp storms could be messed with.

💬 prototype464 , Jul 12th at 4:33 AM

Yeah so to explain what's been going on the past few days, I had an idea for a couple easter egg features to add. One of them was "FunnyMode" which would apply a multiplier to a couple of the effect modifiers, and as the title suggests it's quite funny. Easy enough. The second was for an "ULTRAKILL_Mode" which would change some of the sound effects and put some custom music on during temporal storms. The problem is the temporal storm system (more specifically the sound handling part of it) was never meant to be modified and everything is set to private. Salty and I have concluded to just can this feature if he still can't find a way by tomorrow because the amount of time its taken compared to the rest of the mod is kinda crazy. It was just idea for a funny ULTRAKILL reference that some people might actually enjoy using but we didn't expect it to be difficult to implement.

I think he's started seeing Dave in the walls.

Anyway, mod should be out tomorrow or the day after. We're getting a logo assembled for it and then I'll be making a trailer / feature showcase.

💬 Michaloid , Jul 10th at 6:00 PM

m00n It's having trouble auto-downloading because it's still drafted.

💬 m00n, Jul 10th at 9:19 AM

for some reason this is having trouble autodownloading its looking for pst_1.0.5.zip and failing instead of ProtoSoundTweaks_1.0.5.zip when mods download through the server autodownloader file name issue? awesome mod tho :P

💬 prototype464 , Jul 4th at 2:16 AM

Yep! It'll likely happen sometime in the coming week. Salty and I talked about it and figured a merge would be a good idea since my mod only really targeted temporal audio and there's some shared sounds being used. Goes along with his other two "Symphony" mods too.

💬 Michaloid , Jul 3rd at 11:50 PM

Oh! You're actually merging the Salty's temporal storm tweak onto here? I thought it would be a separate mod entirely.

💬 prototype464 , Jun 4th at 7:46 AM

@catwithbenefits

That's an interesting idea... I'll look into it. Thanks!

💬 prototype464 , Jun 4th at 7:45 AM

@Rythillian

Thanks for the notice, but I'm aware of that! :>

💬 Rythillian, Jun 3rd at 8:13 PM

The file you uploaded contains no creature sounds in the creature folder.

💬 catwithbenefits, Jun 3rd at 6:19 PM

Currently the sound of them is more annoying than frightening, and they're in general a very goofy looking / acting mob, aside from the whole stoning you thing. I'm still thinking about how I'll tweak it, but the plan is to make them sound more threatening

I haven't used this mod yet, but just a suggestion. I am in agreement with your feelings on Drifters. Since they ostensibly used to be people, I feel like they should make strange muttering sounds a la the game's musical instrument voice theme, just very discordant and warped sounding. Like a hurdy gurdy, apprehension engine, or yaybahar. Anyway, looking forward to trying this out when I get back into VS. I like where your mind's at with this!

💬 prototype464 , Jun 3rd at 12:45 AM

@LunaGore
"For sound previews, have a look inside the mod's files. A trailer / showcase for the mod will be made when it's more feature complete."

I realized "Overhaul" probably speaks of a larger mod though, so I've changed that part of the name to "Tweaks" instead.

💬 LunaGore, Jun 1st at 1:15 AM

Do you have examples of the changed sounds?

 (edit comment delete)
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