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Zombie Sounds Overhaul

Psyerns Zombie Sound Overhaul WORK IN PROGRESS - this mod is under active development. It is playable and in use, but sounds, ranges and pitches are still being tuned. Expect changes between versions, and please report anything that sounds too loud, too quiet or out of place. The problem DayZ infected draw from a very small pool of voice sounds. After a few hours you recognise every grunt, and a horde sounds like… (more)

Psyerns Zombie Sound Overhaul WORK IN PROGRESS - this mod is under active development. It is playable and in use, but sounds, ranges and pitches are still being tuned. Expect changes between versions, and please report anything that sounds too loud, too quiet or out of place. The problem DayZ infected draw from a very small pool of voice sounds. After a few hours you recognise every grunt, and a horde sounds like one zombie copied twenty times. This mod completely replaces the voice of the infected - 158 custom samples, hand-picked and trimmed, spread across every state in which a zombie makes a sound. What it does 158 new voice samples - all mono, 44100 Hz, trimmed to their slot's time window Full coverage - all 13 vanilla voice families and all 300 mindstate sound sets are served. No zombie falls back to a vanilla voice. Every infected class has its own pitch - 66 distinct pitches across 75 zombie classes. A fireman sounds different from a nurse, and consistently so on every encounter. Voice identity instead of random noise. Layered randomisation - multiple samples per slot, plus variation in pitch, volume and timing. No grunting choir in lockstep when a group moves together. States covered - calm movement, disturbed idle, alerted movement, chase, attack, call to arms, light hit, heavy hit, death What it deliberately does NOT do No balance changes. The values that govern how infected notice and get attracted to players are untouched. Volume and hearing range match vanilla (60 m, vanilla attenuation curve). This mod does not make the infected more aggressive or more dangerous - only different. No scripts. Pure config and sound mod. Movement and impact foley stay vanilla. Footsteps, weapon swing and impact are engine sounds with no voice component, and there is no material for them yet. Part of the attack sound therefore remains vanilla by design. The Jump slot is not served yet and stays vanilla for now. Installation Players: subscribe and enable the mod in the launcher. Server owners: load it as a regular mod (-mod=), not as a ServerMod - the sounds have to reach the client. Bikey goes into keys as usual. Compatibility The mod overrides the vanilla infected sound sets. Other mods touching the same sound sets will conflict - load two zombie sound mods and you will only hear one of them, depending on load order. Mods whose custom zombie types build on vanilla voice families will pick up the new sounds automatically. Feedback This mod improves with reports from real sessions. Especially useful: sounds that repeat too often, volumes that feel wrong, and anything that stands out badly in a horde. Comments are open. Repacking & Redistribution ──────────────────────────────────────── Repacking, reuploading or redistributing this mod is not permitted without my explicit prior consent. Repack permission is currently granted to the following servers only: DeadManLand / HardToSurvive Deadman's Echo Any other server or project must ask first. Open a ticket on the Deadman's Echo Discord if you require repack permission. Official publisher: Psyern Support & Links ──────────────────────────────────────── Ko-fi Deadman's Echo Website Discord © Psyern & DeadmansEcho 2026 Made with passion by Psyern f

Workshop 3800191440

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 17 live servers in the crawl publish it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.