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Foggypath

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Everything posted by Foggypath

  1. Hello folks, i hope you`re all doing well.. After taking a *small* break..i just recently started to operate further on LSFX.. and what do i see..Lucidity Sound FX made it to the new S.T.E.P. guide. i really appreciate that.. furthermore i would like to inform all of you about the next steps with lucidity.. as of today we got a 90% of all the skyrim samples redone..there are about 300 sound files left to reach the 100%..hardworking on it..150 samples each update and it`s done. I also took notice of the oddities you`ve mentioned in the OP..i will take care of it and get rid of them in the next update v1z..just if those issues still exist. it`s strange..the woman shout you pointed to, has been inside the original sample. i was wondering all the time why it is in there..i guess it has just been a small mistake in the layering process..well it wasn`t hearable in the original sample..i`ve been digging too hard i guess.. as soon as i upload v2, i`d love to tweak the DLC`s..i think it`s best to start with hearthfire..however i may change my mind and do one of the others.. thx a lot for your acceptance.. cheers to y`all, Foggypath i can`t think of a reason why not to download it.
  2. so here i am.. The Mods Author Foggypath and here is what i have to tell: Lucidity Sound FX is something that has never been done before. The one and only remastering suite on skyrim nexus. There are other mods..replacing sounds..changing the game reverb settings, which results in a bigger loss of originality..so i had to do something different. Lucidity also provides some selfmade sounds, yet those are separated from the main file and the counterparts are remastered. i would like to reply to the post above You are partially right..but..there has been no normalizing done as i really hate to do it.. It was not just a BIT of equing the sounds..in fact it took me the most time..running those samples through several equalizers..all carefully adjusted..listening over and over again to the results..dealing with very bad ringing parts in a lot of sounds..in some cases i used more complicated techniques such as splitting samples in low, mid and high range..for better results..this is very time-consuming of course. as with equing a lot of mistakes can be done..and there still are some samples which i`d like to give a second run..but for the most of it i am really satisfied. Nevertheless..the most difficult part with remastering those sounds..is the fact that skyrim adds it`s own reverb while playing the game..as such you will not realize the bad sounding parts that much, as they get washed out and are simply put further back on the sound stage..this saved a lot of time for Bathesda`s sound engineer on mastering those..he didn`t need to care too much about shitty tones, and also did not win any awards with it. The above is the reason why you discover a lot of very loud parts inside almost all of the samples..which really are over the top just to preserve some punch and make them more hearable. Personally i do not agree with the way it`s been executed..the reverb of skyrim could have been done much better..probably this is what you get when dealing with a timeline to finish the game. BUT changing the games reverb settings in a wrong way may cause very bad things. Let me show you a comment by a user : ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- For the longest time, dwemer ruins sounds get horrifically distorted over time, and unless your install is very stable, can even cause it to crash. It seems to be an infinite reverb problem. The worst place for it, is Avanchnzel, specifically at the chamber right before the boilery. I have both AOS and v1e installed and initially, it sounded fine. Subsequent zoning back and forth made the problem progressively worse. I had to stop Skyrim. The sound (badly distorted dwemer audio) persisted even after shutdown. I had to terminate Skyrim in background processes since the sound had hooked itself into memory and wouldn't terminate on its own. The problem gets worse longer you stick around, or zone back and forth between cells. If you speed through the cells, it doesn't get a chance to work its problem. I have mixed feelings about AoS and its many many patches, and lack of updates. My end goal, is a singular, updated, all in one sound mod, and yours is best to come along in a while. Like I say, only sound issue is that dwemer ruins thing. I think Ill run through it again with AoS un-installed. See what happens. Update. Yup. Dwemer ruins distortion is totally an AoS thing. Good to loose a bloated faulty mod and free up 4 esp at same time-and improve quality. I cant believe how these dwemer ruins sound now compared to the awful mess that was AoS. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- As you see strange things can happen..and may never be fixed..with Lucidity you do not have any resound issues as such..it does not touch the original games reverb settings..imho there really is no need for that. However..when you compare Lucidity Sound FX to the original creation..you`ll also notice a big difference in the lowend section of the sounds. While Bathesda`s sound engineer made it all sound pretty much the same (now this is something which i call normalized)..Lucidity provides an accurately defined low tune with a vast variety. I do not blame Mark Lampert for not beeing able to invest more time on this..as he already had a lot to do with the creation of those sounds. Lucidity also creates the illusion of a fatter bass on cheap desktop/laptop speaker systems by shifting it up to a higher frequency range..but at the same time keeps the original bass, which is adjusted to the better. Keep in mind in nature nothing sounds equal..therefore Lucidity rings truly natural..there is always a vdifference in any specific sound category on how the lowend (let`s say up to 400 hz) twangs. In case of the native sonority, it appears to be just some big hum and nothing really changes in almost all samples. Of course, there is far more going on..it is pretty much described on the mods page..i really do not want to write a book about it. Now what is gonna happen with Lucidity in the near future? Well, i am gonna reach the 100%..all of the original game samples will be remastered (right now at 81%) I am gonna put my ears on the DLC`s..not only that..i try to improve already remastered sounds even further if possible. Lucidity is gonna get updated on a ragular basis, as usual. Give it your vote if you think it is worthy already to be part of the official S.T.E.P...if not right now, then maybe in the future. If you have any questions or suggestions place a comment or pm me directly. i am always helping with anything related to the mod. https://www.nexusmods.com/skyrim/mods/73838/? Have fun! Foggypath
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