Breathing sounds "left behind" (v1.03)

Post » Mon May 21, 2012 4:00 am

Breathing sounds made by certain NPCs (such as giants, draugr, mammoths, and dragon priests e.g. Krosis) don't follow the NPC and are left behind where they spawned.

This is pretty irritating if the player is using Dolby Digital Surround Sound to locate enemies, as the breathing may indicate it is to the right when the NPC is actually to the left. Plus it breaks immersion!


The breathing sounds did disappear when the NPC died... but in one instance the sound remained (this was after killing a giant).
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Jack Bryan
 
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Post » Mon May 21, 2012 1:40 am

If you travel away or fast travel then go back if the breathing is there (with the giants place of death) ?
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Lady Shocka
 
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Post » Mon May 21, 2012 8:43 am

It's not there.

Also it doesn't apply with horses.
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Adam Porter
 
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