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Version: 1.0.0

Creating Audio Mods

🧩 Mod System

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:

FieldDescription
Mod NameDisplay name (shown in game's mod list)
AuthorYour name or studio
DescriptionWhat the mod changes
Poster Image256x256 PNG thumbnail (auto-resized)
Base BanksWhich 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

  1. The mod appears in your game's mod selector
  2. Activate it
  3. 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 .ars files
  • Your content belongs to you — you can sell, distribute, and monetize your mods