[RELWIP] Sounds of Skyrim

Post » Thu May 24, 2012 3:44 pm

http://soundcloud.com/cliffworms/sounds-of-skyrim-dragon
Sounds good. Not too many screams either. If you had used some kind of 'large crowd panicking' noise that wouldn't have been appropriate, considering how few NPCs are usually around. :P
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Thu May 24, 2012 3:01 am

Sounds good. Not too many screams either. If you had used some kind of 'large crowd panicking' noise that wouldn't have been appropriate, considering how few NPCs are usually around. :tongue:

Yes indeed. There are about 4-5 people screaming in there. Plus 2 children. There'll be variations as well. :)

Forgot to mention. The people screaming are not heard if the dragon attacks at night. Only the horns in that case.
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Thu May 24, 2012 10:15 am

Sounds good so far, I liked your Oblivion mod though I don't know if it's been updated since I used it (I kinda abandoned Oblivion for Nehrim and then Skyrim :biggrin:)

The sound effects very much remind me of the Thief games (and Darkmod), which is good since they were awesome. Also a hint of Dungeon Keeper, which I noticed you used music from in your trailers.

I do hope you can get the sounds to notice when a dungeon is "cleared" - it'd be very cool if when a dungeon clears it falls silent (except for natural sounds/made by the dungeon itself) I think it'd give a real sense of achievement after battling your way through.

Now all I need to do is sort out the music - I think rather than remove it completely I'll add tracks of silence for it - it's nice to hear it occasionally, though I may remove dungeon music altogether, or make it only play as you enter...
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Thu May 24, 2012 12:24 am

I enjoyed your Oblivion mod and this sounds great.

I do have a suggestion for the wilds. You know how there are the lakes that have ice sheets around the edges? I think it would be great to have an ambient sound of ice cracking sort of like glacier sounds.

Anyways I look forward to hearing the finished product in my game.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Thu May 24, 2012 3:39 pm

Don't forget to make waterfalls louder.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Thu May 24, 2012 5:07 am

Sounds good so far, I liked your Oblivion mod though I don't know if it's been updated since I used it (I kinda abandoned Oblivion for Nehrim and then Skyrim :biggrin:)

The sound effects very much remind me of the Thief games (and Darkmod), which is good since they were awesome. Also a hint of Dungeon Keeper, which I noticed you used music from in your trailers.

I do hope you can get the sounds to notice when a dungeon is "cleared" - it'd be very cool if when a dungeon clears it falls silent (except for natural sounds/made by the dungeon itself) I think it'd give a real sense of achievement after battling your way through.

Now all I need to do is sort out the music - I think rather than remove it completely I'll add tracks of silence for it - it's nice to hear it occasionally, though I may remove dungeon music altogether, or make it only play as you enter...

Having some sounds stop playing when a dungeon is marked as cleared is something I'm eager to see how it can be done once I'll get my hands on the Kit. From what I saw while playing, the dungeon is cleared not when you kill everyone, but when you get to the "last room" so to speak. And the enemies respawn after a couple of days so unless there's a command that can allow me to know if there are enemies in a cell, the sounds might need to continue playing even if the player cleared the dungeon.

We'll see! Thanks for the feedback. ;)

I enjoyed your Oblivion mod and this sounds great.

I do have a suggestion for the wilds. You know how there are the lakes that have ice sheets around the edges? I think it would be great to have an ambient sound of ice cracking sort of like glacier sounds.

Anyways I look forward to hearing the finished product in my game.

Excellent suggestion. I did not hang a lot around ice sheets so I did not notice it.
Ah, and there just happens to be a user that has submitted many ice sheet-related sound effects. Great!

Thanks.

Don't forget to make waterfalls louder.

Ah yes I noticed this. Maybe not make them louder, but make them heard from a greater distance.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Thu May 24, 2012 4:16 pm

This is the kind of stuff I think would be scary as heck to hear in a dungeon.
Obviously the volume would adjust according to how far away you were from it.
I'm only talking about the vocal parts.

Let it get going for about a minute or two

http://www.youtube.com/watch?v=zuisQ34QfDo
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Thu May 24, 2012 12:17 pm

That's Ligeti right?

More of a music thing. I hope that something like better music can be done for Skyrim without the drawbacks that it had for Oblivion.
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Thu May 24, 2012 11:48 am

http://www.tvlon.com/industrynews/images/approved.png :thumbsup:
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Thu May 24, 2012 6:26 am

That's Ligeti right?

More of a music thing. I hope that something like better music can be done for Skyrim without the drawbacks that it had for Oblivion.

Yes, LOVE LIgeti.
I know that Symphony of Voices has Ligeti "Chord Clusters" in it, and I think "Omnisphere" has clusters like that.
It would've been awesome emanating from a certain object in a certain house in Markath :cold:
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Thu May 24, 2012 11:44 am

I'm hoping for a mod that can add to/replace Skyrim's music with some high-quality Daggerfall music remixes (like Dan Goodale's and Robert Hood's stuff). I know it can be done now somewhat by converting them to xwm and putting them into the appropriate places, but Daggerfall's music was more nuanced. I'm hoping the CK will allow for more conditions to be placed on what music is used when and where.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Thu May 24, 2012 1:12 am

I loved your Oblivion mod, so this seems even better!
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Thu May 24, 2012 6:26 am

Well then, all the sounds are finished. Hurray!
The next step is to wait for the Creation Kit's release so I can add the emission points and tweak how the sfx sound in-game.
I also added two new Special Events-related sounds to the list:

Hercine's Daedric Quest:
Spoiler
The hunted werewolf growls and howls during the Hunt. His sounds echo in the grotto.
Vaermina's Daedric Quest:
Spoiler
The sounds of battle in Nightcaller Temple are heard in the corridors during the Dreamwalk.

The total number of sound files is now at 465. That's a lot more than my previously planned 250. Note that many of these are the same sound effect but with filters added depending on the location they play. For instance, a dog barking in a walled-in city made of stone buildings like Solitude or Windhelm has a medium reverb effect while the same dog bark in a village like Riverwood has a low reverb effect.

About the project's distribution....Sounds of Skyrim will be released in modular form and a Full version. There will be a module for Civilization, The Wilds, The Dungeons and Special Events so the users will be able to install the module they are interested in. The Full version is simply all modules put together.

Sounds of Skyrim will come with an in-game config with which the user can enable/disable certain sound effects such as looped pvssyr in cities or taverns. The folder structure also allows the user to remove or add his own sound effects so they can be played in Skyrim. For example, a user can record himself shouting insults and place it in the "CitySoundsReverb" folder to hear his voice in the game's cities. :P

Finally, samples from Civilization, Special Events and The Wilds will be released in the next few days.

This is the kind of stuff I think would be scary as heck to hear in a dungeon.
Obviously the volume would adjust according to how far away you were from it.
I'm only talking about the vocal parts.

Let it get going for about a minute or two

http://www.youtube.com/watch?v=zuisQ34QfDo

Very nice. It's when the Monolith is discovered in Space Odyssey if I recall?
Like you mentioned, something similar would go very well with that certain house in Markath. I'll see if I can make or find something like this.

I'm hoping for a mod that can add to/replace Skyrim's music with some high-quality Daggerfall music remixes (like Dan Goodale's and Robert Hood's stuff). I know it can be done now somewhat by converting them to xwm and putting them into the appropriate places, but Daggerfall's music was more nuanced. I'm hoping the CK will allow for more conditions to be placed on what music is used when and where.

Those remixes are awesome. I listen to them while modding. :)
I'm certain there'll eventually be an utility to convert mp3s to xwm so we can customize our soundtracks.

I loved your Oblivion mod, so this seems even better!

Thanks!
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Thu May 24, 2012 1:15 am

I'm certain there'll eventually be an utility to convert mp3s to xwm so we can customize our soundtracks.
http://skyrimnexus.com/downloads/file.php?id=3159. :)
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Thu May 24, 2012 3:11 am

Very nice. It's when the Monolith is discovered in Space Odyssey if I recall?
Like you mentioned, something similar would go very well with that certain house in Markath. I'll see if I can make or find something like this.

That's the exact scene :smile:

If it's possible that sound should trigger once you're the only one left in the house...'wink wink;....and the subsequent return visit
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Thu May 24, 2012 12:46 am

Sounds of Cyrodiil was one of my must-have mods every time I played. :D I can't wait for the release of your new version for Skyrim!
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Thu May 24, 2012 4:00 pm

Very good mod ... But where did you collect all those siunds from?
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Thu May 24, 2012 4:56 am

http://skyrimnexus.com/downloads/file.php?id=3159. :smile:

Awesomeness! In that case the Daggerfall remixes can be converted to wav using softwares such as "Super" or one of Winamp's plugins then converted to XVM. But I think the CK is still needed since every music file has a requirement (Time of day, for instance) and the game does not play them randomly from a folder like in previous title.

That's the exact scene :smile:

If it's possible that sound should trigger once you're the only one left in the house...'wink wink;....and the subsequent return visit

It's been a while I have done the quest. I was thinking of making the sound play from "that special source" at the end of the house at any time. But with what you said, I'll play it again to see how it can be even scarier considering the events happening there. :wink:

Sounds of Cyrodiil was one of my must-have mods every time I played. :biggrin: I can't wait for the release of your new version for Skyrim!

Thanks Scorpio!

Very good mod ... But where did you collect all those siunds from?

Thank you Prometheus. The sounds come from http://freesound.org. It is a website where professional and sound-recording/editing enthusiasts upload their work under the Creative Commons License. Basically, all sounds, unless noted otherwise, can be downloaded and used in projects as long as the specific sound effect is credited along with its author. I also put links to the sounds in my Credits file for better recognition.
The best thing since sliced bread!

I download the sounds I need then I get them in my audio editing software to clean them and add the necessary filters/FX.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Thu May 24, 2012 12:29 am

Awesome. One of my "must haves" for Oblivion. Glad your sweet sounds will be coming to Skyrim!

One request I'm almost certain you already have in and could not believe was not in the game. RAVENS!

The setting is crying out for the guttural call of the raven and cackling of crows.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Thu May 24, 2012 10:57 am

Well then, all the sounds are finished. Hurray!
The next step is to wait for the Creation Kit's release so I can add the emission points and tweak how the sfx sound in-game.
Too chicken to use HexEdit? J/K. :P

Can't wait, loved your OB mod. :D
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Thu May 24, 2012 4:36 pm

is there anyway we can have an optional plugin to remove the horrible vampire npc dialogue? Either replace it with something scary and generic or remove npc vampire dialogue completely. Fighting a vampire ancient and having him yell at me that he must sate his thirst was face palm inducing. Vampires are supposed to be scary. When I hear a vampire with the Bards College professor voice croaking at me it completely kills the immersion.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Thu May 24, 2012 3:48 pm

is there anyway we can have an optional plugin to remove the horrible vampire npc dialogue? Either replace it with something scary and generic or remove npc vampire dialogue completely. Fighting a vampire ancient and having him yell at me that he must sate his thirst was face palm inducing. Vampires are supposed to be scary. When I hear a vampire with the Bards College professor voice croaking at me it completely kills the immersion.
While I completely agree with this it seems to me that it's outside the, shall we say, purview of this mod. I would like to see this released as a stand-alone mod. There are already a few http://www.gamesas.com/topic/1323096-req-daggerfall-vampire-sounds/on improving vampire sounds http://www.gamesas.com/topic/1306302-req-scarier-vampires/.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Thu May 24, 2012 5:34 am

Cliffworms....

Thank you doesn't express it enough! Sounds of Cyrodiil was on my 'always install with a fresh install of Oblivion' list...

Now this will be on my Skrim list. :)

I see you said you were 'done' above... but are you really? ;) I mean, if we find some other sounds that need improvement and list them, you'd add them, yes? :P
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Thu May 24, 2012 1:16 pm

Thanks , very exhaustive answer and a very good project ... I am looking foward to download it when I will be playing again the game ... I am actually waiting to collect more and more mods to enjoy more the game as the vanilla from Bethesda was too much stripped of RPG elements and cool features that where present in the older titles...
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Thu May 24, 2012 11:35 am

OMG YES PLZ

thank you man THANK YOU.
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

PreviousNext

Return to V - Skyrim