Mods / Simple Footsteps Redux

Tags: #Creatures #Other #Technology #Tweak
Authors: WickedSchnitzel, misterandydandy
Side: Both
Created: Jun 14th 2024 at 8:24 PM
Last modified: Sep 22nd at 12:17 PM
Downloads: 24537
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Latest release (for Vintage Story 1.21.0 and 1.21.1, potentially outdated):
SimpleFootStepsRedux-1.0.4.zip  1-click install


This is a re-written version of "Simple Footsteps", which uses a "whitelist" type of code, meaning that the sound fx won't apply to all entities anymore, instead we have to specify which creatures will play these.

Furthermore, the mod now includes options to lower/raise the sfx volume for each entity, as well as to change the speed of the footsteps, depending on animation code.


This version has been coded by Quentin/ QPTech. It was designed for the "Conquest of Blocks" multiplayer community and by default supports all mods that we are using on our server.

We will not take requests to add support for specific mods, but you can easily add support yourself. Read the included Readme file for further information on how to do that.

You can also use the included "config/soundconfig.json" as reference. If you still need help, you are welcome to join our Discord.


Updated for 1.21.1 by MrAndyDandy.

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
1.0.4 4093 Sep 22nd at 12:17 PM SimpleFootStepsRedux-1.0.4.zip 1-click install

Updated it to 1.21.1

1.0.3
1.20.8 - 1.20.10
4424 Jun 3rd at 6:35 PM simplefootstepsredux_v1.0.3.zip 1-click install

- added support for more "Fantasy Creatures".

1.0.2 2894 Apr 24th at 6:06 PM simplefootstepsredux_v1.0.2.zip 1-click install

Compatible with at least 1.19.8 - 1.20.9

1.0.1
1.19.8 - 1.20.0-pre.0
8501 Oct 1st 2024 at 11:39 AM simplefootstepsredux.zip 1-click install

- added support for the new creatures shiver and bowtorn

1.0.0 4625 Jun 15th 2024 at 9:03 AM Empty simplefootstepsredux.zip 1-click install

24 Comments (oldest first | newest first)

💬 MikeisaGoob, Nov 16th at 7:44 PM

Unreal that a game 10 years in development still needs modders to carry all the slack from the devs lazy and incompetent work.

💬 WickedSchnitzel , Nov 16th at 5:36 AM

It is safe.

💬 Snoid, Nov 13th at 9:37 PM

is this safe to uninstall in an existing save or nah?

💬 NastyFlytrap, Sep 24th at 8:48 PM

Is there a chance that you could make an option mode for this mod, that i could toggle on with like config lib, that'd make the enemies have the sounds of the original footsteps mod? https://news.kalataka.ru/smfs

💬 FennecFyre, Sep 23rd at 12:41 AM

misterandydandy

Awwww yiss thank you for updating this.

💬 misterandydandy, Sep 22nd at 12:21 PM

smt923 it's in mod it self asset/simplefootstepsredux/config

💬 misterandydandy, Sep 22nd at 12:20 PM

FatherSarge updated it.

💬 FatherSarge, Sep 9th at 3:58 PM

WickedSchnitzelQPTech

1.21.x update would be GOAT'd

Vanilla really needs mob footsteps...

Crash Report
9.9.2025 11:45:18 [Error] [simplefootstepsredux] An exception was thrown when trying to start the mod:9.9.2025 11:45:18 [Error] [simplefootstepsredux] Exception: Method not found: 'Void Vintagestory.GameContent.AiTaskRegistry.Register(System.String, System.Type)'.   at simplefootstepsredux.simplefootstepsreduxModSystem.Start(ICoreAPI api)   at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
💬 smt923, Sep 1st at 10:51 PM

where is the config? i dont see it on clients, on servers, in configlib...

💬 Alegara, Aug 27th at 3:29 PM

Hi WickedSchnitzel Will you update this mode to 1.21 stable? There is no footsteps sound in 1.21 stable, I don`t know why T_T

💬 DrakeBD, Aug 23rd at 11:42 AM

not working in 1.21.0-rc.7

 

Crash Report
23.8.2025 12:36:54 [Server Error] [simplefootstepsredux] An exception was thrown when trying to start the mod:
23.8.2025 12:36:54 [Server Error] [simplefootstepsredux] Exception: Method not found: 'Void Vintagestory.GameContent.AiTaskRegistry.Register(System.String, System.Type)'.
at simplefootstepsredux.simplefootstepsreduxModSystem.Start(ICoreAPI api)
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 664
23.8.2025 12:36:54 [Server Error] Failed to run mod phase Start for mod simplefootstepsredux.simplefootstepsreduxModSystem
💬 Grimald, Aug 16th at 4:15 PM

WickedSchnitzel would it be possible for you to update this to 1.21 rc's? clearly something has broken between 1.20 and 1.21 and after trying to figure out how to fix this on my own (thought that maybe configs has changed?), well, it's impossible without sources :/

💬 R0D96, Aug 12th at 6:39 AM

how do I change volume i can't seem to figure it out

💬 DarwinsRevolver, Aug 7th at 10:27 PM

This mod is one of the simplest and most effective quality of life mods of all AFAIC. I have just one minor issue - the footstep sound of wolf cubs, and possibly other baby animals, plays way too fast, generating something close to a rattle. I've looked at the configs for the mod vs the base game config for the wolf pups and I suspect there must be some multiplier effect between the mod's soundTime and the cubs movespeed or animationSpeed settings maybe, but I'm not too sure how it functions.
Any suggestions?

💬 WickedSchnitzel , Apr 25th at 3:27 PM

The mod wasn't broken. I only tweaked the bowtorn and shiver sound fx delays a bit for this release and that's it. All versions will work from at least v1.19.8 - 1.20.9+

💬 NastyFlytrap, Apr 25th at 1:06 PM

Evoken Its updated now

 

WickedSchnitzel Would it be possible to add a mode to this mod, that i could turn on optionally, to make the mobs use the sound effects of https://news.kalataka.ru/smfsu? You made great sound effects but i prefer that mod's sounds, but this mod's codebase is updated and is being updated so it wont just suddenly break on me one day...

 

Please?

💬 Evoken, Mar 29th at 6:53 PM

So sad this mod is not yet updated :( We really need footsteps for mobs in VS

💬 ModernScience, Mar 8th at 3:53 AM

Is the mobMatchCode a regEx, a contains, startsWith...etc? If the matching algorithm is something atypical, do I require wildcards such as % or *? It's helpful to know when trying to create a generic conf file, what exactly 'a match' is.

Also, is this matching on the "code" property of the entity json?

I'm not a modder here, I'm just rigging up something quick for FotS mods. Tired of getting stealth beared.

💬 BrownishStorm, Feb 4th at 6:30 PM

You mentioned that we have to specify which creatures will play the footstep sounds. How do I do that? 

💬 SallyTasmin, Jan 6th at 7:07 AM

Works for me on 1.20 RC8. I love how heavy the bears and drifters sound. It's actually spookier to hear the thudding of their approaching steps! I also like how little creatures like chickens and rabbits are too light to have footsteps. Thanks!

💬 HimiTosi, Jan 3rd at 7:07 PM

Just a heads up. 1.20 RC7 broke this mod

💬 EX0stasis, Dec 30th 2024 at 8:53 AM

What does this mod do? The description only says that it's a rewrite of "Simple Footsteps" but the original mod page description has been edited to remove what it did. So now, neither this mod page nor the original mod page describes what this mod actually does.

💬 SageOceiros, Nov 18th 2024 at 4:47 AM

Hey, this might be quite the request, but is it possible for this mod to generate template of entities to modconfig? I'm using the fotsa mods, and at a loose guess, there's like 50+ entries I'd need to make for this mod. If the template config had all non-vanilla entities commented out, I could selectively uncomment and customise each, but the current alternative is very labour intensive and I'm not savy enough to automate it, or willing to dedicate the time for such a specific case as animal footsteps. Also, is there a way to add a negative/inverse version of the name, or will specifics overwrite broad? I.e. a "cervidae" broad label for deer, and then a "cervidae_baby" label would overwrite with different values for the smaller, quieter fauns?

For anyone wondering FYI, the sample config is inside the mod zip. I started adding a few creatures by just copying similar creature entries and replacing the names with the new entity 'game codes'. Just make sure you follow the json format with commas, don't leave a trailing comma, ect.

💬 Neuro_Mancer, Jul 23rd 2024 at 9:46 PM

Hey a few questions.

First one is, if there is no footstep sound for any mob if I do not have the json config? I am asking because I hear footstep sounds and do not know if it is from this mod or not.

Second, should there be a default config file in the ModConfig folder? If not is there any such file that could be included?

Third, could you add support with config lib so that one could change values in game?

 (edit comment delete)
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