[RELWIP] Sounds of Skyrim

Post » Thu May 24, 2012 4:42 pm

The Wilds adds so much to the atmosphere, thanks. :) I do think that the delay between them is quite short though (in-game, not in the trailer). But it's better than not having them at all.
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Minako
 
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Post » Thu May 24, 2012 5:17 am

Hmmm, yeah any new sounds should not be triggering all the time. The effect has to be more subtle if it's going to blend in properly to the environment. As well I thought the Dungeon SFX were too loud for this same reason I lowered them 3-4.5dB as needed. Although the triggering time seemed not too bad, is it a lot quicker in the Wilds version?

But still this is a really fun mod and one I can really personally appreciate.
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Kirsty Wood
 
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Post » Thu May 24, 2012 12:38 pm

double post
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Isabell Hoffmann
 
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Post » Thu May 24, 2012 5:38 am

Astrocat, how did you lower the dungeon sounds ? I removed the mod because of that, a little disappointed by the lack of immersion which too loud sounds could cause, while I waited for many of this mod :(
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benjamin corsini
 
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Post » Thu May 24, 2012 5:46 am

I took the .wav sound files into Sound Forge's Batch Converter tool and lowered the overall volume 3dB. I overwrote the old files with the new ones. I then went through them, found the "vocal SFX" and lowered those another 1.5dB. I think the mix is a bit better this way.

I need to play around with the Wilds more too see how it goes, but if they trigger too often I might have to venture into the CK and see what is going on. I really love the idea of adding more SFX to the game but I am super particular about this kind of thing by trade. :wink:
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Claudz
 
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Post » Thu May 24, 2012 1:56 am

Oh god I'm so excited to go home and download the Wilds now!! Awesome!
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lillian luna
 
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Post » Thu May 24, 2012 2:30 pm

The Wilds is really great, adds a lot of atmosphere.

There are a few sounds that play in the cities and buildings, the wolf howls inside cities and I think I heard howls from taverns too ( maybe it was something else, but I remember hearing one of the new sounds inside an inn).

It doesn't really matter though, the sounds fits perfectly, you should still be able to hear howls inside city walls. :)

Keep up the great job :thumbsup:
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Lloyd Muldowney
 
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Post » Thu May 24, 2012 2:04 pm

Upon further testing I just went ahead and did a 6dB cut across the board for Dungeons. Even at 6dB the SoundSetUndead needed more mixing but now I think I got all the levels in order.
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Dina Boudreau
 
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Post » Thu May 24, 2012 9:05 am

WIlds is fun, and congrats on getting it out. Some friendly observations: The SFX are triggering really quickly, like every 2-3 seconds which seems like it could be cut down a bit. Also getting wolves and animal SFX in buildings is a bit odd.
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Rachael Williams
 
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Post » Thu May 24, 2012 10:04 am

An update has just been released. Thanks for reporting the bug with animals being heard inside buildings. That was a strange one. It appears that the game still plays the weather in the background when you are inside cells, so any sounds linked to regions also play inside. After checking why Skrim's wilderness sounds don't play in interiors, I noticed that they all had the "IsInInterior" condition set to zero.



So The Wilds' sounds now have this condition, preventing them from playing in interiors.



Thanks for the feedback people!




WIlds is fun, and congrats on getting it out. Some friendly observations: The SFX are triggering really quickly, like every 2-3 seconds which seems like it could be cut down a bit. Also getting wolves and animal SFX in buildings is a bit odd.

I'll see if there are some sounds in some regions that have the default frequency values I used while testing. That might be the reason some sounds play too often. Thanks!
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C.L.U.T.C.H
 
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Post » Thu May 24, 2012 2:30 am

Cool, check around the Ivarstead area.
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lucile
 
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Post » Thu May 24, 2012 5:40 am

Love the update to the dungeon sounds. They blend in with alot of balanced harmony alongside the original audio of Skyrim. I didnt want to say anything but before it did sound a bit too amusemant park haunted house. Now things feel very natural in their blood curdling ambient terror.

The new wilderness version is incredible and dare i say even better then the dungeons due to everything fitting in so perfectly. Also hearing things in the vast wilderness without seeing them feels totally natural while in a dungeon if one hears something there is more of an expectation to bump into what was heard or at least see traces of its passing.

Sorry no fancy pants words today due to my brains being a bit fried as i drift back into a normal sleep schedule now that the holiday partying is over for the moment.

Hail Cliffworms! Removing the ear plugs of the mundane and softly saying..,"Listen" .
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Kieren Thomson
 
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Post » Thu May 24, 2012 3:38 pm

Bah the Nexus won't let me download it! Keeps giving me errors. I'll keep trying... hopefully it'll work soon.
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Darlene Delk
 
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Post » Thu May 24, 2012 11:51 am

Bah the Nexus won't let me download it! Keeps giving me errors. I'll keep trying... hopefully it'll work soon.

I was able to download when I did a manual download from a different server.
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lexy
 
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Post » Thu May 24, 2012 3:47 pm

Awesome, just awesome. Been using the Dungeons mod for a few weeks and was blown away by the new level of immersion it added to the whole cave exploration experience. Thanks for the great mod guys! Keep em coming!
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CArla HOlbert
 
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Post » Thu May 24, 2012 2:56 am

Excellent! Have been enjoying your Dungeons mod a lot and have been eagerly awaiting this!

On the downside, I probably shouldn't have checked before bed, because now I have to go check it out. :biggrin:

Thanks much for your time & effort!
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Devin Sluis
 
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Post » Thu May 24, 2012 1:45 pm

Still getting some bird tweets inside around Whiterun for sure, even at night, the SFX comes from you "forest" folder. Maybe something to check out. Also, I am finding the triggering to still be really fast, with several SFX triggerig in a row.
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Amysaurusrex
 
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Post » Thu May 24, 2012 4:14 am

Still getting some bird tweets inside around Whiterun for sure, even at night, the SFX comes from you "forest" folder. Maybe something to check out. Also, I am finding the triggering to still be really fast, with several SFX triggerig in a row.

This is very strange that some people are reporting hearing the sounds inside buildings since I do not, no matter how long I stay inside the reported buildings and even if I set the frequency at the maximum.
The sounds, as of 1.0.1, are all configured to not play in interiors with the condition that prevents them from doing this.

For bird tweets, the vanilla game has birds tweeting at night in several regions, like around Riverwood. The only birds added by SoS that play in the Whiterun area are ravens and owls, so it cannot be the sounds from the Forest folder as those only play in the forests around Riften and Riverwood.

In what location did you hear the sounds? And can you post your load order?

The sounds frequency will be reduced in the next version.
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+++CAZZY
 
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Post » Thu May 24, 2012 6:55 am

Cool on the triggering frequency. I was in and around Whiterun when I heard the birds from your forest folder. I for sure heard them in Breezehome there as well.

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Dan Wright
 
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Post » Thu May 24, 2012 3:33 am

Great mod but myself and someone on the Steam Workshop comments find that the game always crashes when you quit to the main menu. I'm guessing some incompatibility with a computer part? Which I'm guessing means you won't know how to fix this.
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Melanie Steinberg
 
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Post » Thu May 24, 2012 12:44 pm

Waiting very excited for the Sounds of Skyrim: Civilizations.
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Marion Geneste
 
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Post » Thu May 24, 2012 8:38 am

Great mod but myself and someone on the Steam Workshop comments find that the game always crashes when you quit to the main menu. I'm guessing some incompatibility with a computer part? Which I'm guessing means you won't know how to fix this.

Well.. i don't care about that issue that much... As long as i can play, and the game doesn't crashes, i'm happy... ;)
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Undisclosed Desires
 
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Post » Thu May 24, 2012 8:28 am

I downloaded the dungeons from nexus with nmm and when i downloaded the wilds it kept asking me if i want ed to upgrade.i think theres a problem any way to work around?
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Wane Peters
 
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Post » Thu May 24, 2012 10:23 am

THis mod is great and really lets me feel like i'm hiking and breathing fresh forest air, if you can mod smells in...
Just out of curiosity, I've had a bug VANILLA Skyrim related I guess that has animal, hagraven, etc... idle sounds like breathing staying put after the thing has died or moved. Lets say a hagraven runs away for cover and dies elsewhere but the original breathing sound persists even after leaving the cell and coming back. Have you or any other of you sound techs have come across this and do you know how to fix it? Sorry if this isn't related to your mod, but seeing how you have a good handle on sound and this engine I'm wondering if you have come across this yet?

Love your mod so far it adds a real depth to skyrim!
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Khamaji Taylor
 
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Post » Thu May 24, 2012 2:13 am

I installed the wilds today. It's only Really, REALLY good! Subtly done, it greatly adds to the atmosphere, especially with surround sound.
Think I'll have to give the dungeons ago too
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Kayleigh Mcneil
 
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