[RELWIP] Sounds of Skyrim

Post » Thu May 24, 2012 4:47 am

I started a new game yesterday and noticed at the beginning that the Imperial officer of the other carriage does not call the names of the prisoners before they go stand in line. Now he will. There's an easter egg on two of the names the officer calls. Two famous names from a certain book series recently adapted for television on HBO. Guess which one?

Also, while playing through the Stormcloaks quests, I noticed that the battles lacked many sound effects, even for the
Spoiler
Whiterun and Solitude sieges.
Skyrim's sound archives has battle horns for both the Stormcloaks and the Imperials. I never heard one or the other before or during the battles. Maybe I was not lucky. But still, many battles lack the proper sounds of warfare.

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.

Oh my, totally! Ravens and crows are now in. Thanks for the suggestion! :biggrin:

Too chicken to use HexEdit? J/K. :tongue:

Can't wait, loved your OB mod. :biggrin:

Too chicken? Nah. But I prefer to see where I place my things before loading them up in the game. :wink:

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. :smile:

I see you said you were 'done' above... but are you really? :wink: I mean, if we find some other sounds that need improvement and list them, you'd add them, yes? :tongue:

Oh I'm done with what I had planned. Should you have suggestions, go ahead. I'm all ears. :wink:
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Lilit Ager
 
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Post » Thu May 24, 2012 9:07 am

Yes! I love you sounds of cyrodiil mod and it is the best in my list! Glad to see there will be a skyrim project.
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Krista Belle Davis
 
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Post » Thu May 24, 2012 1:37 am

I have added the http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-civilization/ on Sound Cloud with two tracks of samples:

http://soundcloud.com/cliffworms/sounds-of-skyrim-city-streets
http://soundcloud.com/cliffworms/sounds-of-skyrim-taverns

I added the background pvssyr you hear in the compilation to give you a nicer look at how it will sound in-game. The random sounds won't play as often of course. The city street sounds you hear in the samples are heard only during the day. At night, random sounds consist only of cats fighting, dogs barking and the occasional human yelling.

The tavern sounds play only during lunch or during the evening; the tavern's busiest hours.

With this said, the CK is close now. I really can't wait to put all the sounds in-game and show it to you with a couple of trailers. :)


P.S: Oh, yes. I added 8 new sound effects for the jails. You'll hear the occasional chain shackles being moved around inside the prisons. Whether it's a fellow prisoner moving his chained up legs or a guard messing around, it is up to you. I got the idea from Dungeon Keeper 2's prison atmospheres.

Yes! I love you sounds of cyrodiil mod and it is the best in my list! Glad to see there will be a skyrim project.

Thank you Roughnecks! If I had the time I'd do a Sounds of the Capital Wasteland and a Sounds of the Mojave audio project. :D
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Mariana
 
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Post » Thu May 24, 2012 10:59 am

very cool going on, you did a great job in oblivion, without a doubt will do skyrim!
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Ella Loapaga
 
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Post » Thu May 24, 2012 8:46 am

This is the kind of stuff I think would be scary as heck to hear in a dungeon.
I'm hoping for a mod that can add to/replace Skyrim's music with some high-quality Daggerfall music
There's an easter egg
-----------------------------------
Should you have suggestions, go ahead. I'm all ears. :wink:

Speaking of scary Daggerfall Easter eggs, do you think there's any possibility of the classic http://www.youtube.com/watch?v=CNTxdNGrVx8??? ;-P
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Tom Flanagan
 
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Post » Thu May 24, 2012 4:53 am

seagulls near the sea?

better sounds for fire events?
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Lynne Hinton
 
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Post » Thu May 24, 2012 2:54 pm

very cool going on, you did a great job in oblivion, without a doubt will do skyrim!

Thanks!

Speaking of scary Daggerfall Easter eggs, do you think there's any possibility of the classic http://www.youtube.com/watch?v=CNTxdNGrVx8??? ;-P

:whistling:

seagulls near the sea?

better sounds for fire events?

Seagulls are in. :)
What do you mean exactly by "better sounds for fire events"? Do you have an example I could hear/watch/play?
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OTTO
 
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Post » Thu May 24, 2012 8:15 am

Fire Events: a fireplace, for example. a better sound that actually makes you feel the cackling of a fire when one is near.
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Kelli Wolfe
 
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Post » Thu May 24, 2012 11:40 am

no new year updates?
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James Hate
 
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Post » Thu May 24, 2012 8:41 am

Ok I'm going to be a full supporter for this mod. I'll post often with ideas or suggestions. When do you think it will be uploaded?
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casey macmillan
 
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Post » Thu May 24, 2012 2:45 pm

Fire Events: a fireplace, for example. a better sound that actually makes you feel the cackling of a fire when one is near.

Ah yes I see what you mean now. The fireplace sounds seem fine to me but I'll investigate it in-game.

no new year updates?

The trailers for The Wilds, The Dungeons and Civilization will be released tomorrow. They're uploading on YouTube as I type. :wink:

Ok I'm going to be a full supporter for this mod. I'll post often with ideas or suggestions. When do you think it will be uploaded?

It's difficult to say when exactly as I don't have the CK. Still, the folder and sound structure is done. Scripts are also done since I use the same as Sounds of Cyrodiil. Once the CK is out, all I'll need to do is place the sound emission points. It should take me no more than a month to do, maybe less. I'll take a wild guess and say maybe in mid-February or at the beginning of it if the CK is released this week or the next. :smile:

In the meantime, I'm all ears for your ideas and suggestions.
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Ally Chimienti
 
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Post » Thu May 24, 2012 1:27 am

Ok for now I'll talk about Ambient noises in the wilderness. All random and sound off in the distance of course.

Day
- Caravans of people talking
- Carriages sounds


Night
- Sabre cat roars(for territory)
- pvssyr(not clear enough to make out the words)
- Screams of men and/or woman or child. (there are stories of children being taken at night)
- Werewolf roar
- Ghost whispers depending on areas(cementaries etc)
- Cave entrances that contain undead inside has Whispers or intimidating breathing.

Thats all for now but as I stated I'll be back. When there is a mod that makes Skyrim nights and dungeons darker your mod will really shine. One thing I noticed in your sounds of Cyrodiil mod was white noise in the sound effects. This breaks immersion so the less white noise the better.
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Breautiful
 
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Post » Thu May 24, 2012 1:30 am

trailers! yes!
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naana
 
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Post » Thu May 24, 2012 10:20 am

The trailers are now online. Select the trailer of your choice. At the end, you'll be directed to the other two trailers. Enjoy! :biggrin:

http://www.youtube.com/watch?v=5fFZVF5iL18
http://www.youtube.com/watch?v=yAmYNTJDCsk
http://www.youtube.com/watch?v=p8H_XmMYN-s

Ok for now I'll talk about Ambient noises in the wilderness. All random and sound off in the distance of course.

Day
- Caravans of people talking
- Carriages sounds


Night
- Sabre cat roars(for territory)
- pvssyr(not clear enough to make out the words)
- Screams of men and/or woman or child. (there are stories of children being taken at night)
- Werewolf roar
- Ghost whispers depending on areas(cementaries etc)
- Cave entrances that contain undead inside has Whispers or intimidating breathing.

Thats all for now but as I stated I'll be back. When there is a mod that makes Skyrim nights and dungeons darker your mod will really shine. One thing I noticed in your sounds of Cyrodiil mod was white noise in the sound effects. This breaks immersion so the less white noise the better.

- Distant caravans and carriage would not work in the sense that there are very few NPCs in the wilderness that travel the land. And when they do, they are alone or with 2-3 other NPCs.
- Distant saber cats and werewolves' howls are already in. (as is many other distant animal sounds)
- The wilderness is mostly ruled by the animals. As such, having the occasional human scream could ruin the "peaceful" sound atmosphere of being outside the cities.
- Ghost whispers in cemetaries or outside the undead-filled dungeon are already used for the interior of these dungeons. I see the wraiths and ghosts have more prominence inside the location they were buried.

Many sounds from Sounds of Cyrodiil have been replaced with higher quality ones. There's no white noise anymore. :)
Thanks for the suggestions!
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Project
 
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Post » Thu May 24, 2012 6:13 am

I LOVED most of what I heard in general in those trailers.

The only things I thought could be changed were:
1) The city sounds were people were yelling sounded off. They had a pretty strong british accent and it felt like it didn't really fit into the world.
2) The tavern sound were people were shouting, drinking and you know... tavern sound :tongue:, it was a bit too much. Perhaps have a few parts where the tavern sound isn't that loud , so it's kind of mixed - sometimes loud, sometimes normal, sometimes low?

One question: There are already two mods (http://www.skyrimnexus.com/downloads/file.php?id=4226, http://www.skyrimnexus.com/downloads/file.php?id=4278) changing fire and water. Will you add new fire and water sounds as well? I think that these mods are pretty good, but I think that you could do even better :tongue:
You got great ears ^^

BIG notification though incase you don't already know. Those two mods I listed above... a lot of people have experienced crashes in game when walking around close to the sounds. There's something strange about Skyrim's sound engine that makes crashes happen easily I think. I'm not sure what, but I just thought I could mention it since it could be relevant for this mod as well.

Keep up the good work!
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Oscar Vazquez
 
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Post » Thu May 24, 2012 12:02 pm

The videos sound awesome. I agree with hlvr about the tavern sounds though, it's a bit too much.

Do you think that you'll be able to mute some of the dungeon sounds if the dungeon is marked as cleared? If all Falmer are dead there shouldn't be any more Falmer screams I think. :wink:
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Hella Beast
 
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Post » Thu May 24, 2012 5:59 am

To quote an earlier poster... Oh. My. God. Yes.
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Nitol Ahmed
 
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Post » Thu May 24, 2012 5:43 am

Ok I just watched your trailers and the wilds and dungeons sound very good! The Towns also sound great but two problems(as stated above) Town shouts and Tavern Shouts sound off. I also think they risk being repetitive eventually. Sound effects are good because even if they are repetitive its still believable. But when dealing with people actually talking it can backfire. Another thing is that your mod kind of have to rely on other mods in certain instances like the eagle sound effect would need somebody to mod in eagles. You also have cat fights but there are no cats in the game so that also needs to be modded in. The laughter in the tavern would rely on more people in the taverns. Stuff like that can break immersion if its not believable.

I also wanted to ask a couple of things. Can you control how random a sound effect is? Will this mod replace sounds or just add them? Will this mod be compatible with other sound mods? Will you continue to add sound effects even after the release?

Anything I have mention or will mention will be to help. Thanks
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Melanie
 
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Post » Thu May 24, 2012 12:48 am



Great trailers Cliff. Looking forward to it.

And a sound idea. Horses neigh close to stables, and hooves hitting dirt and/or hay.
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Nany Smith
 
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Post » Thu May 24, 2012 8:57 am

I don't know if this is in or not, haven't had a chance to look at the videos...but...

What about dragon sounds? Like dragons roaring or whatever noises dragons would make, that you could hear from a distance.
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Tai Scott
 
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Post » Thu May 24, 2012 4:27 pm

FYI to all saying the sounds are loud, he specifically states at the beginning of each trailer that the sound are exaggerated so that that they're easier to make out. I assume all the sounds will be balanced to a reasonable level for the release of this mod.
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Rozlyn Robinson
 
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Post » Thu May 24, 2012 7:12 am

we trust our dear cliff :D just don't forget the expansions that will come for Skyrim when they are out!
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SWagg KId
 
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Post » Thu May 24, 2012 1:40 pm

Thanks for the feedback! It's very appreciated. :)
Just as a headsup, Sounds of Skyrim will come with an in-game configuration tool that'll allow you to disable certain sound categories. For example, town or tavern shouts will be able to be disabled.

I LOVED most of what I heard in general in those trailers.

The only things I thought could be changed were:
1) The city sounds were people were yelling sounded off. They had a pretty strong british accent and it felt like it didn't really fit into the world.
2) The tavern sound were people were shouting, drinking and you know... tavern sound , it was a bit too much. Perhaps have a few parts where the tavern sound isn't that loud , so it's kind of mixed - sometimes loud, sometimes normal, sometimes low?

One question: There are already two mods (http://www.skyrimnexus.com/downloads/file.php?id=4226, http://www.skyrimnexus.com/downloads/file.php?id=4278) changing fire and water. Will you add new fire and water sounds as well? I think that these mods are pretty good, but I think that you could do even better
You got great ears ^^

BIG notification though incase you don't already know. Those two mods I listed above... a lot of people have experienced crashes in game when walking around close to the sounds. There's something strange about Skyrim's sound engine that makes crashes happen easily I think. I'm not sure what, but I just thought I could mention it since it could be relevant for this mod as well.

Keep up the good work!

1) With the sounds volume much, much lower than in the video it will not sound as "off". I agree that these are voices that would fit more in High Rock than Skyrim though.
2) It's the same with the volume. The sounds are much lower and one sound play every 15-25 seconds or so. I made them play one after the other in the video to show the diversity of sound effects. They also play from a random direction each time, to sometimes they play louder than others because you are closer to the "source".

It's not in my plans for now to change the game's sound effects. I find them top notch. :) So Sounds of Nature will work well enough with it. And I find it strange that there's been many reports of crashes since, I think, the author replaced the vanilla sound effects only.

Do you think that you'll be able to mute some of the dungeon sounds if the dungeon is marked as cleared? If all Falmer are dead there shouldn't be any more Falmer screams I think.

I'm crossing my fingers on that one. Until the CK is out I can't know if there exists a "GetCleared" function or Global in the scripting engine. I hope there is. Because I really want to stop the creature-related sound effects when a dungeon has been cleared (And play back again once the creatures respawn)

The Towns also sound great but two problems(as stated above) Town shouts and Tavern Shouts sound off. I also think they risk being repetitive eventually. Sound effects are good because even if they are repetitive its still believable. But when dealing with people actually talking it can backfire.

Town sounds play every 15-30 seconds. Town sounds contain human shouts, animals and other misc. sounds (Distant hammering for instance). So every 15-30 seconds, you hear one of 50 sound effects and they play at a volume that you might not clearly notice them at first. It's a way of not making them repetitive in that sense. It's the same with taverns. And don't forget that the mod can be configured in-game so you can remove the town shouts or any other sound categories you do not want to hear in your game. ;)

Another thing is that your mod kind of have to rely on other mods in certain instances like the eagle sound effect would need somebody to mod in eagles. You also have cat fights but there are no cats in the game so that also needs to be modded in. The laughter in the tavern would rely on more people in the taverns. Stuff like that can break immersion if its not believable.

You also hear lots of birds yet the only time you see them is when they fly away from a tree. Eagles can be perched high on rocks that you do not see. Cats, while not present in-game, are mentioned by NPCs. Cats are most likely present in the lore as they were in Daggerfall. Now if I added sounds of camels that would have been not believable. :P


I also wanted to ask a couple of things. Can you control how random a sound effect is? Will this mod replace sounds or just add them? Will this mod be compatible with other sound mods? Will you continue to add sound effects even after the release?

Anything I have mention or will mention will be to help. Thanks

Yes, the waiting time between each sound is randomly generated between a set of values. No sounds will be replaced, Sounds of Skyrim is about adding only. And yes it'll be compatible with any sound mod, though that does not mean they will play well together. After the release, yes I'll most likely add new sound effects, for DLCs for example.

Great trailers Cliff. Looking forward to it.

And a sound idea. Horses neigh close to stables, and hooves hitting dirt and/or hay.

Horses near stables is already in. :)
For hooves, I *think* the horses already play the animation for it and the sound is attached. But I could make these play from inside stables.

I don't know if this is in or not, haven't had a chance to look at the videos...but...

What about dragon sounds? Like dragons roaring or whatever noises dragons would make, that you could hear from a distance.

Dragons already do this in-game from far away distances. :)

FYI to all saying the sounds are loud, he specifically states at the beginning of each trailer that the sound are exaggerated so that that they're easier to make out. I assume all the sounds will be balanced to a reasonable level for the release of this mod.

Yep, exactly. Otherwise you would barely notice them alongside the game's soundscape.

we trust our dear cliff just don't forget the expansions that will come for Skyrim when they are out!

DLCs will indeed be covered as they are released.



Keep on with the feedback. It's always great to hear! :thumbsup:
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jess hughes
 
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Post » Thu May 24, 2012 7:14 am

Ok replying in order

1: Ok great sounds good love the option to customize.

2: I'm not saying that these creatures dont fit the lore I just think they should still be modded in. Camels would be nice though lol

3: Sounds very good

So with that said once you are done with your mod will you be willing to work with other modders to add a sound effect? Also is it possible for you to create new creature/monster noises?
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Jesus Duran
 
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Post » Thu May 24, 2012 4:50 am

customizing... you'll take advantage of the new "plugin" feature?
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Scott
 
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