I like the mod effect, ty, but there are a lot of unused and duplicate files, bloating the mod size
\Sound\fx\Ambience\Snips: all *.wav files (.xwm files exist, making .wav redundant) \Sound\fx\Ambience\Snips: all early*/forest*/SnipForest* files (no call for them in esp, not overwriting vanilla files)
\Sound\fx\LushAmbienceFarHarbor: all non- crow*/wolf* files (no call for them in esp, not overwriting vanilla files)
I appreciate that the ambient sounds seem relatively subtle and infrequent. Far too often mods make obtrusive changes - and with sound mods there's no escaping that.
All I want for Xmas...is an environmental storytelling feature tied to audio/visual mod. For instance connecting certain sounds to a chance of spawning appropriate creatures at a distance (with various distance variations where closer e.g. wolf howls are more likely to trigger a spawn). Same thing with the sound of wind blowing causing the rustling of trees, plants and grass (if at all possible). All the same being mindful of diverse weather conditions (birds usually don't chirp during rainy weather or thunderstorms), geographic locations and day and night cycles which I believe this mod partially is.
The main issue many people have with mods that are meant to be immersive is that the effects oftentimes becomes counter-productive through a combination of exaggerated frequency and too easily noticeable inappropriate or "fake/empty" (no detectable real world effect).
Thanks, Zorkaz! Just finished my 10th FH playthrough. This made it entirely different and much more creepy. I found myself constantly on edge. Perfect addition to the world.
You know what I'm missing here? Fog in Far Harbor causes insanity, apparently causing hallucinations both audio and visual. I miss disturbing sounds here, especially in deep fog. Distant mad laughter of both a woman and a man, a whisper, an inhuman scream, etc. The player might not hear it all the time, only occasionally. Unfortunately, this is not in vanilla.
A scan found your mod has three MP3 files when they should be XWM or WAV. One is in: \Sound\fx\Ambience\Snips\ Two more are in: \Sound\fx\LushAmbienceFarHarbor\
It also told me multiple sound files in both Halfway Rock Light House and The Wilderness - ReUP had the wrong file format, but didn't elaborate.
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(Louder Waves was originally planned to be part of this project.)
beautiful
Cheers m8
\Sound\fx\Ambience\Snips: all *.wav files (.xwm files exist, making .wav redundant)
\Sound\fx\Ambience\Snips: all early*/forest*/SnipForest* files (no call for them in esp, not overwriting vanilla files)
\Sound\fx\LushAmbienceFarHarbor: all non- crow*/wolf* files (no call for them in esp, not overwriting vanilla files)
And for best performance, should be packed to BA2
All I want for Xmas...is an environmental storytelling feature tied to audio/visual mod. For instance connecting certain sounds to a chance of spawning appropriate creatures at a distance (with various distance variations where closer e.g. wolf howls are more likely to trigger a spawn). Same thing with the sound of wind blowing causing the rustling of trees, plants and grass (if at all possible). All the same being mindful of diverse weather conditions (birds usually don't chirp during rainy weather or thunderstorms), geographic locations and day and night cycles which I believe this mod partially is.
The main issue many people have with mods that are meant to be immersive is that the effects oftentimes becomes counter-productive through a combination of exaggerated frequency and too easily noticeable inappropriate or "fake/empty" (no detectable real world effect).
One is in: \Sound\fx\Ambience\Snips\
Two more are in: \Sound\fx\LushAmbienceFarHarbor\
It also told me multiple sound files in both Halfway Rock Light House and The Wilderness - ReUP had the wrong file format, but didn't elaborate.
On a side note:
Do you guys know if a similar mod does exist for desert environment ? I mean sound effects like this one.
https://www.youtube.com/watch?v=Rs_dbhw8vPs