z929669 Posted January 23, 2014 Posted January 23, 2014 Still love this mod, but I have noticed one annoying thing after playing many hours with it: Ambient sounds of people having conversations and singing/laughing/etc are often present without any obvious source. It is as if there is a party going on behind the closed door of a house (Solitude), but when opened, there is nobody around. The market area of Riften is also way too loud, and the conversations carry way too far. lastly, footsteps and armor clanking, etc carries waaay too far and seems to go right through walls as if there is only a linear distance relationship between source and reception (i.e., obstructions don't seem to muffle sound). This is just as annoying as sneaking in a room behind a closed door and the sneak icon indicates that you are being watched. These may be engine limitations, but not sure. I will attempt next to reduce certain volume levels via the game settings, but it would be great if there were some way to fine-tune more specific volume levels via a MCM menu.
Nearox Posted January 23, 2014 Posted January 23, 2014 Ambient sounds of people having conversations and singing/laughing/etc are often present without any obvious source. It is as if there is a party going on behind the closed door of a house (Solitude), but when opened, there is nobody around. The market area of Riften is also way too loud, and the conversations carry way too far. That had always been the major reason why I didn't like SoS... I thought AOS didn't do that, but perhaps I simply didn't notice.
Spock Posted January 24, 2014 Posted January 24, 2014 lastly, footsteps and armor clanking, etc carries waaay too far and seems to go right through walls as if there is only a linear distance relationship between source and reception (i.e., obstructions don't seem to muffle sound). This is just as annoying as sneaking in a room behind a closed door and the sneak icon indicates that you are being watched. These may be engine limitations, but not sure. I will attempt next to reduce certain volume levels via the game settings, but it would be great if there were some way to fine-tune more specific volume levels via a MCM menu. I remember a post from LoRdKoRn explaining that this is indeed an engine limitation.
z929669 Posted January 24, 2014 Posted January 24, 2014 Yep, he just confirmed in response to my post :(
Octopuss Posted January 28, 2014 Posted January 28, 2014 Lord Korn just posted "Version 2 will cover weapons (swords, axes, maces, daggers, block, draw, sheathe) and more ambience elements, especially for interiors like dungeons, perhaps animal footsteps and some other things here and there.". I think we have lots of stuff to look forward to.
varrgas Posted February 5, 2014 Posted February 5, 2014 hello, there is a Typo one the S.T.E.P instal page. In front of "Audio Overhaul for Skyrim" , that said :The plugin (AOS.esp) should override all other sound-mod plugins except for Immersive Combat Sounds.I think you mean : "Improved Combat Sounds" i know that not a problem cause ICS is after AOS in the instalation proccess, but i prefer told you for no mystake with other people. I hope i was Helpfull, and like always, Thanks a lot for all your hard work for the S.T.E.P Project.
EssArrBee Posted February 5, 2014 Posted February 5, 2014 Thank you for the report, you can also post guide mistakes and bugs you find in the 2.2.8 bug reports thread.
varrgas Posted February 5, 2014 Posted February 5, 2014 ho, okey , i will for the futur, sorry for the wrong place and Thx for the link :)
Spock Posted March 27, 2014 Posted March 27, 2014 It seems like an update is imminent which will make ILS obsolete.
torminater Posted March 27, 2014 Posted March 27, 2014 Infinite Loading Screens? We really need to work on the tagging of abbreviations... :D
TechAngel85 Posted March 27, 2014 Posted March 27, 2014 Or stop abbreviating less known mods....I have no idea with I.L.S would be in terms of a mod name...
Spock Posted March 27, 2014 Posted March 27, 2014 Sorry, I meant Improved Combat Sounds. I had the abbrevation in my mind because it was mentioned in the comments of LoRdKoRn's post and even wrote it down wrongly here :confused:
Octopuss Posted March 28, 2014 Posted March 28, 2014 I've just noticed an older update in the mod's description I completely missed, because I typically only read new comments. Assuming I am not the only one, maybe it will be an interesting reading for those curious what can be expected from the new version. I currently remixed or remade most base ambiences, interior and exterior and added over 100 ambient sounds. With the help of some tools and sources which I don't have at home I also made new firebolt, fireball, lightning bolt and lightning chain casting sounds. I believe the later two will be especially appreciated.Ambience and weapon sounds will be the bulk of version 2.0. I originally planned to do animal footsteps too but it is a farily seperate field and I would rather release the update sooner than holding out for that one aspect. It can still be done later on, together with whatever fixes will be required as a result of the large update, for which your feedback will be required as before. Hopefully, there wont be any new issues, but let's not be too naive ;)Also, with the update I will instantly release a new compatibility patch for CoT and clean up this main page. Old "News" will be put into a txt file for download and the news section reset for less wall of text.I can't wait!
Octopuss Posted March 30, 2014 Posted March 30, 2014 (edited) The waiting is over!!! Edited March 30, 2014 by Octopuss
CJ2311 Posted March 30, 2014 Posted March 30, 2014 Just when I was done merging and checking all the AOS patches for my new playthrough :( *Deletes everything*
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now