vfxninjaeditor Posted June 25, 2013 Posted June 25, 2013 Reverb and Sound "It adds the pieces to skyrims soundscape that felt missing, like location-based reverbs and longer, more natural fade in/out over distance, tweaks on balancing, more control for the user over the games volume and changes to menu behavior of sounds...The player will hear dogs barking from the other end of the village, the bandit drawing his blade while sneaking up onto him or the resonating metal in a dwemer ruin when making noise in there. But most of the changes are subtle, because I don't want to get to the point where sounds get annoying, unbalanced or damaging the ears. And it should be seamlessly integrated in the game, without the player realizing that a mod is working. Just keep that in mind." I know there is currently no mod included in STEP that overhauls the vanilla sounds settings. I thought this one was interesting. The sound propagation overhaul is too buggy imo and often doesn't sound right. Problem is, due to my lack of knowledge of how this works, I am not sure if their are going to be conflicts with other mods. The author claims he only touches records related to vanilla sounds for compatibility. What do you guys think?
torminater Posted June 25, 2013 Posted June 25, 2013 Looks interesting. It probably requires patching with all sorts of mods from SR/STEP, even though the author offers patches for COT/SOS/DLCs. He also loaded up a tweaked IHSS.esp... And none of the .esp/m are recognized by BOSS yet. EDIT: There are no new conflicts between any of the esps this mod adds other than those issues: As far as I can see, Sound.esp conflicts with the included IHSS.esp as well, so the latter would need to get loaded afterwards. It also needs some patching with USKP: Sound.esp\Sound Descriptor\0005A6F6 "Conditions" tab. Other than that... It adds 8 new esps to my install, this might be too much for what the mod does.
vfxninjaeditor Posted June 25, 2013 Author Posted June 25, 2013 Looks interesting. It probably requires patching with all sorts of mods from SR/STEP, even though the author offers patches for COT/SOS/DLCs.He also loaded up a tweaked IHSS.esp... And none of the .esp/m are recognized by BOSS yet.Well that's a little inconvenient. What sorts of mods would it conflict with, other than the obvious other sound mods?
grhuff Posted June 25, 2013 Posted June 25, 2013 I'm intrigued by the skyrim.ini sound tweaks listed on the mod page though. I'm giving those a shot to see if I can perceive any sort of improvement.
vfxninjaeditor Posted June 25, 2013 Author Posted June 25, 2013 Also' date=' 8 ESPs? That's somewhat excessive.[/quote']I agree, too much. Would they be easy to combine into one file with TES5Edit? The author hasn't updated very much, so combining them won't really be a waste of time. EDIT: I guess this would actually be a question for the mod author. Maybe we should ask him to combine them?
torminater Posted June 25, 2013 Posted June 25, 2013 Also' date=' 8 ESPs? That's somewhat excessive.[/quote']I agree' date=' too much. Would they be easy to combine into one file with TES5Edit? The author hasn't updated very much, so combining them won't really be a waste of time. EDIT: I guess this would actually be a question for the mod author. Maybe we should ask him to combine them?[/quote']Go forth and ask him! :-)
statmonster Posted June 25, 2013 Posted June 25, 2013 I assume it conflicts with just about everything. Almost all cells have a sound component, which usually means that lighting, water, names etc. in that cell are overwritten by the sound mod. At least this is how SOS seems to work.
vfxninjaeditor Posted June 25, 2013 Author Posted June 25, 2013 I assume it conflicts with just about everything. Almost all cells have a sound component' date=' which usually means that lighting, water, names etc. in that cell are overwritten by the sound mod. At least this is how SOS seems to work.[/quote']I don't know much about checking for conflicts, but I think the main reason SoS has problems with compatibility is because it's adding new sounds. Like I said, I really have no idea. I just wish things were a bit more simple. Off topic (sort of):Does anyone know a link to a guide or list of common compatibility checks? I am currently working on a mod that adds new trees to the game (they have full LOD). I want to know the potential issues it could cause with other mods and how I may patch/fix these things when users start reporting bugs.
someguy Posted June 25, 2013 Posted June 25, 2013 I assume it conflicts with just about everything. Almost all cells have a sound component' date=' which usually means that lighting' date=' water, names etc. in that cell are overwritten by the sound mod. At least this is how SOS seems to work.[/quote'']I don't know much about checking for conflicts, but I think the main reason SoS has problems with compatibility is because it's adding new sounds. Like I said, I really have no idea. I just wish things were a bit more simple. Off topic (sort of):Does anyone know a link to a guide or list of common compatibility checks? I am currently working on a mod that adds new trees to the game (they have full LOD). I want to know the potential issues it could cause with other mods and how I may patch/fix these things when users start reporting bugs.well, it changes everything^^ but it doesn't conflict. Most of the important changes are global ones. it's like deadly combat is changing armor rating without touching any armor-record, but a little more complex.sos needs a patch because it's editing acoustic spaces. (those tell the cells which reverb and ambient sounds to use... the reverb mod edits the reverb, sos the ambient sounds..) it has nothing to do with the sounds themselves. With CoT-Sounds(!) the issues is more common: to be able to offer new sliders, i have to "reroute" sound descriptors to new sound categorys, because bethesda really made a little mess on these.. to make it simple, if there is a slider, and a mod adds new(!) sounds that should fit in, it's sounds won't be controlled by the slider by default. BUT: 99,9% of mods don't add new sounds, and if they do it doesn't mean patching is necessary (these could have no slider at all).and if sounds get overwritten by other mods, it's not that worse.. the mods changes on sound descriptors are not far from vanilla, so it might never be heard..actually, i don't know of any other mods that need a patch, besides SkyMoMod(i'm still using an old version, but i'll take this as an example): the bear puppies are using the same sounds as the big ones, so screaming small bears are too loud compared to the rest. the mod makes this effect more obvious, because the difference on volume and distance is more based on the animals size then on..., is it based on anything in vanilla? and the new spiders from this mod are all using the footstep samples of giant(!) frostbite spiders.. but issues like these are not my responsibility.. and other mods like SkyBirds have well done audio that works perfect with my mod.for the number of plugins: this will change in the near future. but this mod is an ongoing project, it was easier to work with seperate files. (btw, wrye bash is able to merge some of the plugins..) and some people still prefer to use single features of the mod.and i don't make frequent updates because i only upload new versions when some part is finished and tested.. hope this helps with some of the questionsthe author
Luinithil Posted June 25, 2013 Posted June 25, 2013 Oh hey someguy, thanks for stepping in here and explaining. BTW, I think if you PM z929669 on the Nexus to confirm your identity, you can get a nice shiny Mod Author badge here. vfxninjaeditor, for sound and lighting changes, I'd definitely expand and look at *all* the Cell records in Skyrim.esm as well as the DLC ESMs-- if anything's been changed by SoS, CoT, RLO or that ilk, you'll see it there, and patching is pretty fast in TES5Edit, just very tedious. I recall taking about 45 minutes to run through Skyrim.esm and everything to patch every cell I could find a conflict in for CoT/RLO and SoS compatibility. SoS incompatibility, from what I've seen is mainly due to it changing the type of soundspace used in a given cell from the vanilla to the SoS defined one-- e.g. from vanilla LargeInteriorWoodenAcoustic (well something like that) to SoSLargeInteriorWoodenAcoustic, and which presumably contains all the extra background noises. CoT changes regional weather types and other things like colors, fog distance, RLO changes lighting, color, imagespaces. For perk changes-- I guess it depends on whether or not something else in the load order changes the perk as well.
torminater Posted June 26, 2013 Posted June 26, 2013 For compatibility issues with a full Skyrim Revisited (newest publicly available Pre-Release) I refer to my post above. Apart from one overwritten record from USKP no conflicts, which couldn't be resolved by ordering the plugins correctly.
OMGoblins Posted June 30, 2013 Posted June 30, 2013 Very interested for this mod to be vetted by others as I don't have a game install set up and will be working on that for the time being. I would love to have more enhanced sounds, especially the vanilla sounds. This sounds great and the only problem I see would be the esps, but if those could be combined into one, or even incorporated into an esp with some other mods that would be awesome. sounds very good though, lolpun.
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