About this mod
Lightweight mod to add Atmospheric Sounds to Morrowind (and it's expansions)
- Requirements
- Permissions and credits
by Piratelord (Catch me on Discord)
Required: Morrowind, Tribunal and Bloodmoon
What is this mod?
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This is my own version of a sound mod, inspired by the excellent Atmospheric Sound Effects mod (ASE).
The problem I had with ASE was that there were many things I didn't like, and in a couple of places it caused conflicts with some of the mods I used.
I've also lowered the volumes of many of the ingame effects (such as lock picking, doors, etc, etc) since it get's annoying that they are too loud.
I recommend you test switching between hardware/software mode and see works best for you.
I play this with high volume effects and speech, mid volume footsteps and no music (i.e. 1 click above 0)
What's different from ASE?
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Admittedly not much! Many of the sounds are from the ASE mod (credit to ASE) but there are some new ones too.
Here are the key features:
* Some of the ASE sounds tidied in sound quality (thanks to everyone who assisted)
* Simplier scripts, with less FPS hit. Distance checks included, so scripts and sounds only process when you are near enough
* Scripts added to plant containers to produce sounds (in exteriors only). Produces natural placement of sounds
* Swinging Signs and lights now creak
* Wooden Docks and Rope Bridges now react to being walked on (by player or NPCs), instead of constant creaking
* Interior weather effects using a method I call 3D ambient
* Various existing activators now have added sounds
* Time and Weather based effects
* You can hear the machinery of Dwemer Ruins outside of the Ruins now (quietly)
* Spirit voices in Tombs and Dwemer facilities
* New unique sound for each type of Dwemer machine
I've also been a little bit naughty and adjusted the weather chances very slightly. This was just to make things agree a bit more with the landscape. The changes are very low %s, so you might not even encounter these changes.
What's changed from V1.2?
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* CellChanged condition added to all scripts. Seems to make an improvement to cell loading times
* Extra distance check on Daedric Sound script. You can now never locate the source of the sound as it doesn't play as you get to close to it
* Volume tweaks
* Most likely some other things I've forgotten!
How to install
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To check that this mod is installed correctly there should be a folder called PLX_SND in the DATA FILES\SOUND folder. The esp Expanded Sounds should be in the DATA FILES folder. That's it!
I also recommend editing your Morrowind.ini file to adjust the weather sound settings. Below are what lines you need to change. The bit in [] is the section you need to locate the ini settings indicated under it. You can see by my naming methods, it's pretty logical :)
[Weather Clear]
Ambient Loop Sound ID=plx_WA_clear
[Weather Cloudy]
Ambient Loop Sound ID=plx_WA_cloudy
[Weather Foggy]
Ambient Loop Sound ID=plx_WA_foggy
[Weather Overcast]
Ambient Loop Sound ID=plx_WA_overcast
[Weather Rain]
Rain Loop Sound ID=Rain
Ambient Loop Sound ID=plx_WA_rain
[Weather Thunderstorm]
Thunder Sound ID 0=plx_WE_thunder0
Thunder Sound ID 1=plx_WE_thunder1
Thunder Sound ID 2=plx_WE_thunder2
Thunder Sound ID 3=plx_WE_thunder3
Rain Loop Sound ID=plx_WE_heavyrain
Ambient Loop Sound ID=plx_WA_thunder
[Weather Ashstorm]
Ambient Loop Sound ID=plx_WA_ashstorm
[Weather Blight]
Ambient Loop Sound ID=plx_WA_blightstorm
[Weather Snow]
Ambient Loop Sound ID=plx_WA_overcast
There is no change to the Blizzard Weather.
Known Issues
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Only conflicts with other mods.
* If you use a mod that does fancy things with plants then my scripts will overwrite the scripts for that mod. I recommend that you load my mod first, then the other mod, so it's scripts are the one's being used. Note that there are patches for two herbalisim mods. These must always load after Expanded Sounds. These patches have not been written by me, and I don't know where to obtain them.
* Any weather mods. Since I've tweaked the weather settings a bit you'll have to ensure the load order is correct
* Mods that may move around/delete existing wooden docks or rope bridges. Since I've now replaced these with activators, you might find that you will have some extra dock pieces in their original places. For example, if a mod moved Arielles Tradehouse in Seyda Neen across town, I would expect that my mod would cause the wooden walkway to still appear in it's original place due to these pieces now being unique IDs.