Combat Audio Overhaul

Post » Sun May 27, 2012 12:04 pm

Hey there,

I've been using Improved Combat Sounds and I like it yet I'd like to take the audio in Combat a little further.
Lets face it the vanilla impact sounds are pretty crappy and ICS has helped this but it seems to augment the existing sounds more than provide a gretaer deviation(?).

Basically I'd like this:

- As ICS does, blades, axes, maces. staves and hammers use different impact sounds made from scratch. However, the impact sound heard depends on the what the target is wearing. Each weapon category will trigger different, appropriate impact sounds for clothing/no armor, light armor & heavy armor. So, for instance, hitting someone with a mace who is wearing robes is going to sound quite different to hitting someone who's wearing Daedric Armor. Various creatures can be tagged as no armor/flesh impact or, if possible, have custom sounds depedning on their 'skin' type.

- To apply this to shields also. Both Light & Heavy Shields should provide appropriate variations, and variations dependent on the type of weapon that has made impact.

- Offer more variations of each hit type. If you only have a couple of variations for a sword impact, things will get monotonous quite quickly. Variations of each type can change slightly in pitch, speed and timbre. This shouldnt get too out of control though. For example, with 5 variations each weapon type would require 5 variations of 3 types of armor impact and/or 2 types of possible shield impact. Thats 25 samples per weapon type and with 5 weapon types that 125 samples/ I think thats right - my maths skills are lacking

- A review of archery related sounds. They aren't so bad but again different impact sounds may be an option.

- If possible, to incorporate this system of sounds into the appropriate killmoves.

- More brutal and guttural player and Npc FX, possibly extending to creature sounds.

So I can do all the sound creation and editing (Im a professional sound engineer by day with my own studio and gamer by nite), but I know very little about implementing it into a mod, scripting, the CK etc. If this is something someone would like to be involved in let me know. Or if this is just a dumb or unrealistic idea let me know ;)
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Vera Maslar
 
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Post » Sun May 27, 2012 4:11 am

Yes, this is possible and practical.
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Suzy Santana
 
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Post » Sun May 27, 2012 12:57 am

Great. Could you take on something like this - the mod config/script/black magic wizardry part that is?
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Wanda Maximoff
 
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Post » Sun May 27, 2012 2:04 am

Bump for good measure.
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Heather beauchamp
 
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