Creating Audio Mods
Create standalone audio mods that other players can install. Mods are copies of game audio banks — the original game files stay untouched.
Creating a New Mod
1. Switch to Mods Mode
In the ARS Editor, click the Mods tab in the toolbar (next to "Game Engine").
2. Create New Mod
Click Create New Mod in the sidebar. Fill in:
| Field | Description |
|---|---|
| Mod Name | Display name (shown in game's mod list) |
| Author | Your name or studio |
| Description | What the mod changes |
| Poster Image | 256x256 PNG thumbnail (auto-resized) |
| Base Banks | Which audio banks to include (check multiple) |
Click Create Mod. AURIS copies the selected banks to a new mod folder.
3. Edit Your Mod
The mod opens in the same ARS Editor. Replace samples, add new audio — the workflow is identical to Game Engine mode.
4. Test Your Mod
- The mod appears in your game's mod selector
- Activate it
- Launch the game — your custom audio plays
Managing Mods
Multiple Mods
You can create as many mods as you want. Each appears in the sidebar with its own banks.
Adding Banks
Click Manage Banks (+ button) under any mod to add or remove banks. Existing banks show as checked.
Editing Mod Info
Click the pencil icon on any mod to update name, author, description, or poster.
Deleting Mods
Click the trash icon on any mod. Confirmation required.
Mod Structure
Each mod is stored in Zomboid/mods/auris_<name>/:
auris_my_music/
mod.info ← Game reads this
poster.png ← Thumbnail (256x256)
ZomboidMusic.ars ← Modified audio bank
fmodstudio_proxy.dll ← AURIS proxy (included)
auris_meta.json ← AURIS metadata
42/
mod.info
poster.png
media/
sound/banks/Desktop/
ZomboidMusic.ars
lua/client/
auris_check_*.lua
Important Notes
- Original game files are never modified — mods work on copies
- Each mod is independent — activating one doesn't affect others
- Users need AURIS installed — the proxy is required to load
.arsfiles - Your content belongs to you — you can sell, distribute, and monetize your mods