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メイン LivingStealthv1.4.6 for game V3.0 v1.4.6
更新履歴(changelog)
Port of updated mod for game version 3.1, with restored SetCustomVar
メイン LivingStealth V1.4.7 game V3.1 v1.4.7
更新履歴(changelog)
Made minor adjustments, reworked the investigation for zombies. Created Arrow Self-Hit Fix. When players were shooting arrows, sometimes the game would register a hit on the shooting player. This fix should correct that; it was a Vanilla issue that was being amplified by Living Stealth.
メイン Arrow Self Hit Fix V1.1.0 For V3.1 v1
更新履歴(changelog)
Ported Living Stealth to game version 2.6 - Game version 3.1 EntityBuffs.SetCustomVar API, which handles the "return to sleep state/animation", was updated to include another variable. 1.4.6 adds that variable to be compatible with game version 3.1! First iteration to try and correct vanilla issue where players would sometimes shoot themselves with an arrow. This was in the vanilla game, but Living Stealth amplified the issue with how much players crouch.
旧バージョン(22件)を表示
アーカイブ Living Stealth v1.0 v1.0
更新履歴(changelog)
Sleepers don't instantly aggro Zombies can lose line of sight and investigate last known position Zombies can now investigate sounds (hitting dumpsters, breaking windows) instead of just attacking Loot room zombies don't instantly aggro when entering the room, they follow the same rules as the other zombies Zombie sight has been adjusted. No more "I think I saw something" and attacking. Movement matters; if you're sprinting in broad daylight you're easier to detect You can now use sound to manipulate zombies
旧バージョン Living Stealth v1.1 v1.1
更新履歴(changelog)
Reworked sleeper behavior so zombies no longer magically wake or aggro from POI/loot room triggers alone. Sleepers now respond to actual evidence: loud noise, damage, close visible proximity, sprinting/reckless movement, or confirmed line of sight. Added POI sleeper pre-spawning behavior so loot room zombies can already exist asleep/idle instead of popping in awake. Improved noise handling so impacts, weapon fire, and player movement route zombies toward the correct sound location. Quiet weapons now stay quiet: bows, crossbows, silencers, and organic hits no longer instantly reveal the player’s position. Unsuppressed gunshots are louder and wake/investigate zombies in a larger local area. Damage is now more persistent without being telepathic: zombies search last known/suspected positions instead of instantly knowing where the player is. Fixed zombies returning to sleep too quickly and added a short settle period after investigations. Reduced crouched door/container interaction noise. Reduced ladder noise when climbing carefully. Fixed through-wall proximity wakeups. Added Blood Moon config option: Vanilla or LivingStealth. Added debug logging for sleeper state, noise events, investigations, aggro, blocked triggers, and return-to-sleep behavior. Improved server-side compatibility for multiplayer/dedicated server use.
旧バージョン Living Stealth v1.1 v1.1
更新履歴(changelog)
Reworked sleeper behavior so zombies no longer magically wake or aggro from POI/loot room triggers alone. Sleepers now respond to actual evidence: loud noise, damage, close visible proximity, sprinting/reckless movement, or confirmed line of sight. Added POI sleeper pre-spawning behavior so loot room zombies can already exist asleep/idle instead of popping in awake. Improved noise handling so impacts, weapon fire, and player movement route zombies toward the correct sound location. Quiet weapons now stay quiet: bows, crossbows, silencers, and organic hits no longer instantly reveal the player’s position. Unsuppressed gunshots are louder and wake/investigate zombies in a larger local area. Damage is now more persistent without being telepathic: zombies search last known/suspected positions instead of instantly knowing where the player is. Fixed zombies returning to sleep too quickly and added a short settle period after investigations. Reduced crouched door/container interaction noise. Reduced ladder noise when climbing carefully. Fixed through-wall proximity wakeups. Added Blood Moon config option: Vanilla or LivingStealth. Added debug logging for sleeper state, noise events, investigations, aggro, blocked triggers, and return-to-sleep behavior. Improved server-side compatibility for multiplayer/dedicated server use.
旧バージョン Living Stealth v1.2 v1.2
更新履歴(changelog)
Removed Living Stealth’s custom POI sleeper spawning and event-trigger handling, which could cause severe performance issues and unintended POI-wide activation. For proximity-based POI sleeper spawning with reduced pop-in, use Spawn Sleepers in Range alongside Living Stealth. (https://www.nexusmods.com/7daystodie/mods/3403) HUGE thank you to vbnet3d for all the help! (https://forums.nexusmods.com/profile/107434088-vbnet3d/)
旧バージョン Living Stealth v1.2.1 v1.2.1
更新履歴(changelog)
- Removed debug lines - Removed Living Stealth’s duplicate scan for ordinary player noise. - Stopped routine movement, sprinting, and ladder sounds from issuing broad investigation orders. - Closed the secondary path where ambient or custom-POI sounds near a player could be incorrectly attributed to them. - Returned routine movement and interaction sounds to vanilla hearing. - Preserved intentional investigation from unsuppressed gunshots and projectile/environmental impacts. - Preserved crouching and careful-ladder noise reduction. - Kept suppressed shots and stealth kills from producing inappropriate follow-up noise. - Living Stealth remains separated from sleeper spawning and POI event triggers; Spawn Sleepers in Range owns those systems.
旧バージョン Living Stealth v1.3 v1.3
更新履歴(changelog)
Event-activated sleepers now briefly search their surroundings instead of instantly knowing the player’s exact location. Sleepers return to sleep when they cannot confirm the player during their search period. Extended this re-evaluation behavior to indirectly disturbed POI sleepers, preventing trap noises from leaving unrelated zombies permanently awake. Improved stealth behavior around ladders, hatches, doors, catwalks, and scripted POI traps. Prevented careful ladder climbing from alerting zombies above, below, or outside the POI. Removed Living Stealth’s POI sleeper spawning and trigger-management systems to prevent mass awakening, chain reactions, FPS drops, and queue overflows. Living Stealth now focuses exclusively on zombie awareness, noise, investigation, and stealth behavior. Added configurable event-sleeper search duration: -Triggered sleepers briefly search (configurable 1-30 seconds) and if they don't see the player, go back to sleep. -Added that to indirectly disturbed sleepers, preventing trap noises from leaving zombies permanently awake. -Ladders now have "careful climbing" status if player is crouching before climbing, reducing noise by 30%. -Quieted hatches, doors and scripted POI traps for better stealth. -Uses "Sleepers Spawn In Range" for better POI spawning behavior.
アーカイブ LivingStealth for V2.6 v1
更新履歴(changelog)
Ported Living Stealth to game version 2.6 - Game version 3.1 EntityBuffs.SetCustomVar API, which handles the "return to sleep state/animation", was updated to include another variable. 1.4.6 adds that variable to be compatible with game version 3.1! First iteration to try and correct vanilla issue where players would sometimes shoot themselves with an arrow. This was in the vanilla game, but Living Stealth amplified the issue with how much players crouch.
旧バージョン Living Stealth v1.3.1 v1.3.1
更新履歴(changelog)
Corrected sleepers returning "_notAlerted false" after returning to sleep, removing the sneak attack damage bonus
旧バージョン Living Stealth v1.4 v1.4
更新履歴(changelog)
Thanks to Guns Nerds and Steel for these fixes!
- Reduced sprinting sight range
- Increased sleeper interaction to 2 blocks to stop you from being able to kiss their cheek
- Reduced sound from fighting zombies so it doesn't accidentally wake up others on other floors
- Reduced noise from looting boxes and stuff
-Sneak attack damage wasn't being counted after zombies went from investigate>wander ("_notAlerted" was returning false instead of true, removing sneak attack damage)
- Put the smell mechanic back in.アーカイブ Living Stealth v1.4.1 v1.4.1
更新履歴(changelog)
Hot fix: - Opening containers while in stealth grants reduced noise, as well as breaking the debris piles on the floor. - When grabbing the last item from a container, the breaking of it would have a volume of 20 regardless of player stance. While sneaking, loot boxes breaking volume reduced. While standing or running, vanilla volumes remain. - Increased the sight of zombie sleepers while in their sleep pose from 2 blocks to 4 to removed the ability for the player to walk right up to them. - Reworked the crouch mechanic causing pursuing zombies to almost immediately lose sight. If they were chasing, they will continue until you break LOS or kill them. Just updated the game version 2.6 port with the current fixes
旧バージョン LivingStealth for V2.6 v1.4.1
更新履歴(changelog)
Hot fix: - Opening containers while in stealth grants reduced noise, as well as breaking the debris piles on the floor. - When grabbing the last item from a container, the breaking of it would have a volume of 20 regardless of player stance. While sneaking, loot boxes breaking volume reduced. While standing or running, vanilla volumes remain. - Increased the sight of zombie sleepers while in their sleep pose from 2 blocks to 4 to removed the ability for the player to walk right up to them. - Reworked the crouch mechanic causing pursuing zombies to almost immediately lose sight. If they were chasing, they will continue until you break LOS or kill them. Just updated the game version 2.6 port with the current fixes
旧バージョン Living Stealth v1.4.2 for 3.0 v1.4.2
更新履歴(changelog)
- Smell: When I reintroduced the smell mechanic, my custom handling was too sensitive and could pull zombies from too far away. I removed the custom calculations and restored vanilla smell mechanics. BE ADVISED THAT VANILLA SMELL DETECTION GOES UP TO 100 METERS, SO WRAP YOUR MEAT (heh heh). - Loot containers: Version 1.4.1 could freeze the interface when closing or emptying certain containers. That hook has been replaced with a safe version that cannot interrupt the game’s normal container closing process. Also, when opening and taking all the loot from a container, it would break and cross the noise threshold, causing investigations. I fixed that as well so not opening, closing and "take all" destruction of containers doesn't make noise while sneaking. - Floor trash: Silencing the destruction of floor debris wasn’t reliable because it uses generic sounds such as cloth, glass, and wood breaking. Reducing those sounds could interfere with normal play. Instead, I made it to where stepping on trash while crouched is now treated as careful movement and shouldn’t alert sleepers. Actually breaking the debris still makes normal noise though. - Empty POIs during combat: Combat impacts were being processed too broadly, sometimes more than once, and the investigation radius was wayyy too large (after vanilla and LS math, sometimes up to 2-3 CHUNKS). That could wake zombies throughout multiple POI's and cause them to break out of later rooms. Impact investigation is now local, and zombies are sent to investigate the sounds location instead of being told exactly which player caused it. - Projectile penetration: Some crossbow bolts use metalhitorganic rather than an arrow-specific sound. That sound is now included in the organic-hit logic. If a bullet, arrow, or bolt hits a zombie or animal and then penetrates into a wall, floor, or other surface, the second impact is ignored. Direct misses still make normal noise. Penetration skills are back on the menu. - Sprinting, walking, …
旧バージョン Living Stealth v1.4.3 for 3.0 v1.4.3
更新履歴(changelog)
- Campfires, workbenches, and anything that's used for crafting are not counted as gunshots. Any "gun family" tagged sound is the only thing that makes gunshot noises, with the exception of silenced variants and stuff like bows/crossbows etc. -Reduced that radius for awake zombie investigation from 70 to 32 blocks for loud guns and sleeperWakeDistance to 16 blocks. sleepingWakeVertical now says "distance_only" and uses that 16 block radius. -Reduced the investigation time from 30 seconds to 20 seconds to try and make it not so annoying with them smacking stuff. For the crouched sleeper fix, I had changed it to a 2 meter guaranteed sight distance for crouching with a zombie awareness check every .5 seconds (10 server ticks). That caused them to wake too quickly so you couldn't get close. Reverted it back to 1.75 meters guaranteed with a 1 second check.
旧バージョン LivingStealth v1.4.3 for Game v2.6 v1.4.3
更新履歴(changelog)
- Campfires, workbenches, and anything that's used for crafting are not counted as gunshots. Any "gun family" tagged sound is the only thing that makes gunshot noises, with the exception of silenced variants and stuff like bows/crossbows etc. -Reduced that radius for awake zombie investigation from 70 to 32 blocks for loud guns and sleeperWakeDistance to 16 blocks. sleepingWakeVertical now says "distance_only" and uses that 16 block radius. -Reduced the investigation time from 30 seconds to 20 seconds to try and make it not so annoying with them smacking stuff. For the crouched sleeper fix, I had changed it to a 2 meter guaranteed sight distance for crouching with a zombie awareness check every .5 seconds (10 server ticks). That caused them to wake too quickly so you couldn't get close. Reverted it back to 1.75 meters guaranteed with a 1 second check.
旧バージョン v1.4.4 for 3.0 (Single Player) v1.4.4
更新履歴(changelog)
- Corrected arrows/bolts hitting water causing 32 block wake up/investigate. - Corrected bolts/arrows still in corpse falling and hitting the ground upon despawn, causing the wake/investigate. - Fixed container opening causing freezes and crashing. Issue was the old hook was messing with the loot interface. New hook only activates upon destruction of container. See changelog for LivingStealth v1.4.4 for Game v3.0
旧バージョン v1.4.4 for Game v2.6 v1.4.4
更新履歴(changelog)
- Corrected arrows/bolts hitting water causing 32 block wake up/investigate. - Corrected bolts/arrows still in corpse falling and hitting the ground upon despawn, causing the wake/investigate. - Fixed container opening causing freezes and crashing. Issue was the old hook was messing with the loot interface. New hook only activates upon destruction of container. See changelog for LivingStealth v1.4.4 for Game v3.0
旧バージョン V1.4.4 for 3.0 (Server) v1.4.4
更新履歴(changelog)
- Corrected arrows/bolts hitting water causing 32 block wake up/investigate. - Corrected bolts/arrows still in corpse falling and hitting the ground upon despawn, causing the wake/investigate. - Fixed container opening causing freezes and crashing. Issue was the old hook was messing with the loot interface. New hook only activates upon destruction of container. See changelog for LivingStealth v1.4.4 for Game v3.0
アーカイブ Don't Use v1.4.5
更新履歴(changelog)
Corrected passthrough sometimes skipping silencing checks Server side: Corrected stealth hits sometimes not being recognized, making zombies stay asleep and constant sneak attack damage buffs Corrected passthrough sometimes slipping past the silencing checks
アーカイブ Don't Use v1.4.5
更新履歴(changelog)
Corrected passthrough sometimes skipping silencing checks Server side: Corrected stealth hits sometimes not being recognized, making zombies stay asleep and constant sneak attack damage buffs Corrected passthrough sometimes slipping past the silencing checks
アーカイブ Don't Use v1.4.5
更新履歴(changelog)
Corrected passthrough sometimes skipping silencing checks Server side: Corrected stealth hits sometimes not being recognized, making zombies stay asleep and constant sneak attack damage buffs Corrected passthrough sometimes slipping past the silencing checks
旧バージョン LivingStealth V1.4.6 game V3.1 v1
更新履歴(changelog)
Ported Living Stealth to game version 2.6 - Game version 3.1 EntityBuffs.SetCustomVar API, which handles the "return to sleep state/animation", was updated to include another variable. 1.4.6 adds that variable to be compatible with game version 3.1! First iteration to try and correct vanilla issue where players would sometimes shoot themselves with an arrow. This was in the vanilla game, but Living Stealth amplified the issue with how much players crouch.
アーカイブ LivingStealth V1.4.6 game V3.1 v1.4.6
更新履歴(changelog)
Port of updated mod for game version 3.1, with restored SetCustomVar
📦 このMODを含むコレクション (全1件)
このMODが採用されている Nexus コレクション(人気順)。まとめて導入したい人の入口に。
- Arabada Modpack by Prof958
MOD 解説
動きが重要であり、物音が重要であり、ステルスも重要だ。ゾンビの感覚は理にかなっている。あらゆる注目地点(POI)が、忍耐と戦略、そして静寂を要するゲームとなる。
原文(英語)を表示
Movement matters, noise matters, stealth matters. Zombie senses make sense. Every POI becomes a game of patience, strategy and silence.
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
