Sounds of Skyrim
Download:
The Dungeons (1.1) | http://skyrim.nexusmods.com/downloads/file.php?id=8601 | | http://steamcommunity.com/sharedfiles/filedetails/?id=9106 | | http://www.tesvskyrim.com/skyrim-content-9-sounds-of-skyrim--the-dungeons | |http://tesalliance.org/forums/index.php?/files/file/1124-sounds-of-skyrim-the-dungeons/ |
The Wilds (1.0.1) | http://skyrim.nexusmods.com/downloads/file.php?id=10886 | | http://steamcommunity.com/sharedfiles/filedetails/?id=13231 | | http://tesalliance.org/forums/index.php?/files/file/1138-sounds-of-skyrim-the-wilds/ |
What does it do?
Sounds of Skyrim adds around 450+ sound effects to the game that are played from thousands of hand-placed sound emission points. Sounds of Skyrim affects most cells and regions. From Civilization to the Dungeons; From the Wilds to Special Events, all situations will benefit from sound additions. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers hammering roofs. While at night, cats fight for territory, dogs bark, drunkards yell.
Released Modules
The Dungeons
The Dungeons includes 90+ sound effects to add life to the dungeons. The enemy type that inhabits a dungeon will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In Dwemer ruins inhabited by the Falmer, listen as you hear their distant, echoed screams. At dungeons' entrances, you also hear the exterior weather. If there's a thunderstorm raging outside, you'll hear the thunder rumbling in the fort or cave.
The Dungeons Soundlist
There’s a standard sound set for each type of dungeon: Cave, Dwemer Ruins, Forts/Burrows, Sewers and Mines. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Daedras or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. Daedric dungeons have demonic voices or daedras screaming.
Standard Caves
- Rats squeaking about
- Bats flapping-by
Standard Dwemer Ruins
- Mechanical "bangs" and machinery.
Standard Forts/Burrows
- Rats squeaking about
- Stone impact echo
- Doors being opened/slided/closed
Sewers
- Rats squeaking about
- Screeching Gates opened/closed
Mines
- Creaking wood supports
The Wilds
The Wilds focuses on adding sound effects in Skyrim's wilderness. With the 94 new sound effects, the purpose of The Wilds is to audibly enlarge Skyrim's fauna with the addition of various animals, birds and insects that play according to weather, time of day and region. In the forests, for example, you'll hear the sounds of foxes, deers and ravens. At night, you'll hear wolves howling from far away or common loons calling others. In The Reach, you might hear the occasional mountain goat or hawk.
In addition to animals, The Wilds also adds rain-impact sounds on tents and wooden structures, sounds of rustling bushes to simulate the movements of small mammals that scatter away as you approach and sounds of calm water waves hitting wood on tree logs or structures that are partially submerged in water.
The Wilds Soundlist
- Around 50 new bird sounds including crows, ravens, hawks, common loons, owls, sea gulls and other forest birds that are heard depending on the region, time of day and weather.
- Insects flying-by your character’s ears.
- Rustling bushes in forests.
- Rodents running in the grass at night.
- Water waves’ impact on small embarkations and docks.
- Night animals (Coyotes, Wolves, sabrecats)
- Day animals (Deers, Foxes, Mountain Goats)
- Buzzing bee nest sound on the collectible nests.
- Some ice sheets creak when you walk on them.
- Rain impact on tents and wooden structures. (Not in cities or settlements)
- Echo of rain dripping near exterior cave entrances.
- Shoreline, waves and wind hear from the top of Solitude's Lighthouse
Work-In-Progress Modules
Civilization
Civilization focuses on sound effects heard in cities, settlements, villages and any location where Skyrim's mortals live. It adds 360 sound effects that include distant town shouts, cats & dogs, doors opening/closing and the possibility to hear these sounds and other exterior sounds from the inside of buildings, including thunder, rain and snowstorms.
Civilization Soundlist
- Hear the rain from the inside of buildings. (Near windows, entrances and wooden rooftops)
- Hear the impact of rain on tents and wooden structures.
- Horses snort and neigh in stables
- Hear cows and goats from a distance or from inside.
- Hens clucking at dawn.
- Around 60 SFX for city streets. People shout, dogs bark, cats fight, doors open and close, children play.
- A looped city pvssyr background for the walled cities. (Possible to disable it or enable in all cities in the in-game config.)
- Listen to the taverns' activity from the doorstep.
- Around 40 SFX for taverns. People burp, shout, laugh, cough, break bottles or pull chairs.
- Looped tavern pvssyr to fill the place. (Possible to disable it from in-game config)
- Hear what's going on on the taverns' or factions' headquarters first floor if you're in the basemant. People walking over your head, chairs being pulled, thing falling on the floor or the front door being opened and closed during the tavern's busy hours
- Cold wind whistling through the windows from inside buildings in the northern regions.
- An echoed, looped ambience for castles.
- Chants and godly sound atmospheres for temples. (Can be disabled in the in-game config)
- On rainy days, listen to the rain hit the windows inside buildings.
- On rainy days, listen to the rain's impact when it lands on tents.
- Hear the blacksmith at work from the street if you pass by his front door or windows during opening hours. (If his forge is inside)
- Snoring sound effects for many NPCs.
- Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or College of Winterhold.
- Military horns and soldiers marching heard from Solitude's Castle Dour Courtyard when the player is far from it. (And from the inside of buildings)
Special Events
This module focuses on specific quests and events. I will not give spoilers as to what quests will be affected, but some events like dragons attacking towns are given a "crowd panic" sound in which you hear the soldiers sounding the battle horns and the citizens screaming. A video will be released shortly that will reveal what it affects exactly. For now, it's a mystery.
Special Events Soundlist
- People scream in horror and panic when a dragon hovers above a town.
- A horn is sounded when a dragon flies above a town.
- At the beginning of the game, the Imperial officer from the other carriage calls the names of the other prisoners.
- Hercine's Daedric Quest: SpoilerThe hunted werewolf growls and howls during the Hunt.
- Vaermina's Daedric Quest: SpoilerThe sounds of battle in Nightcaller Temple are heard in the corridors during the Dreamwalk.
- Molag Bal's Daedric Quest: SpoilerWhen you have killed Vigilant Tynarus, you'll hear a distant choir of agonizing humans and a creepy atmosphere from below. As you go down the basemant and get closer to Molag Bal's shrine, the choir gets more and more creepier.
- Civil War Quests: SpoilerSounds of warfare during the sieges and fort assaults. Arrows fly-by, men scream while storming Whiterun, battle horns are sounded.
Trailers
http://www.youtube.com/watch?v=5fFZVF5iL18
http://www.youtube.com/watch?v=yAmYNTJDCsk
http://www.youtube.com/watch?v=p8H_XmMYN-s
For your ears' pleasure
http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-civilization/
http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-samples/
http://soundcloud.com/cliffworms/sets/sounds-of-skyrim-special/
You have sound addition ideas, suggestions and comments? I'm all ears.