There are some known bugs with audio mods that are as a result of incorrect or edited sound descriptors. Please use xEdit to check that your installed spell mods do not change descriptors before you comment about inconsistent sound effects.
I do not take requests other than from mod authors. All magic sounds will be complete in the future, as will hopefully be audio replacers for the various magic mods available on the Nexus.
After using Clairvoyance, a slight popping sound occurs after about 10 seconds. This popping sound disappears when the MOD is set to inactive. A very strange sound glitch.
Edit: The issue disappeared after I updated the mod to version 0.4.
Is the fire audio bugged? For some reason, in my game, there's some sort of weird high pitched noise that plays over the flames. It basically sounds like I'm constantly shooting fireworks
upon further inspection, i realized that it's just a difference in the redesigned flames sfx from a recent update. if u dislike it, roll back to version 0.1 or take some files out of Infernorum's modpage (I left the old modpages up in case ppl didnt like the edits i made in this compendium)
I'm not quite sure what these known bugs are but as someone who uses illusion magic alot having the calm spell in one hand without using it seems to cause a popping sound at the end of the loop
Great sound effects, but I'm going to be that guy and mention the volume balancing issue. The problem with your suggested fix of using the detailed volume sliders in AOS is that not all of the sounds affected by this mod full under the "magic" category, e.g. atronach sounds, particularly noticeable around college of winterhold were there are 4-6 storm atronachs roaming the courtyard. I have to decrease the "effects" volume slider to make the atronach volume less obnoxious, at the cost of making all other sound effects in the game too quiet. I greatly appreciate the effort you put into this mod but it is not currently possible to balance it correctly around other sound effects in the game using only the AOS volume sliders.
I'm not really inclined to make individual balancing patches as time goes because quite honestly if I sit down and fixed the atronach sounds now I'd have a million other requests. You can use Wavosaur to reduce the decibel level of any sounds that are too loud for you without it breaking loop-points, that is my honest to god best suggestion for you.
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Edit: The issue disappeared after I updated the mod to version 0.4.
to version 0.1 or take some files out of Infernorum's modpage (I left the old modpages up in case ppl didnt like the edits i made in this compendium)
Appreciate your work.
Thank you for sharing it!