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Sounds of Skyrim - Complete Edition [MCM] 2.0.5


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About This File

Quoted from the original documentation:

Quote

"Sounds of Skyrim is an audio project split in three parts that, in the end, adds around 460+ sound effects to the game world. It affects almost every cell and region in the game. My main goal is to not have one environment that is soundless to enhance immersion. The sounds are affected by the time of day, weather and location. So when walking in the city streets during the day, you'll hear the echo of doors opening and closing, children playing and workers sawing things. While at night, cats fight for territory and dogs bark.

All three modules have been released and can be obtained on the website from where you downloaded this module.

Dunegons

The Dungeons includes 115+ sound effects to add life to the dungeons. The enemy type that inhabits a dungeon will make itself heard. At dungeons� entrances, you also hear the exterior weather. If there�s a thunderstorm raging outside, you�ll hear the thunder rumbling in the fort or cave

This mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There's a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality as they are.

Wilds

The Wilds focuses on adding sound effects in Skyrim's wilderness. With the 115 new sound effects, the purpose of The Wilds is to audibly enlarge Skyrim's fauna with the addition of various animals, birds and insects that play according to weather, time of day and region. In the forests, for example, you'll hear the sounds of foxes, deers and ravens. At night, you'll hear wolves howling from far away or common loons calling others. In The Reach, you might hear the occasional mountain goat or hawk.

In addition to animals, The Wilds also adds rain-impact sounds on tents and wooden structures, sounds of rustling bushes to simulate the movements of small mammals that scatter away as you approach and sounds of calm water waves hitting wood on tree logs or structures that are partially submerged in water.

There are more sound effects than what has been described above. Refer to the next sub-section to see the full list.

This mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There's a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality as they are.

Civilization

Civilization focuses on adding 223 new sound effects to cities, villages, farms and remote locations where civilization is present. In cities, you can hear the sound of a hammer being used by a villager repairing something, children playing, dogs barking or cats fighting. As you get closer to a tavern doorstep, the sounds of patron chatting from behind the door are played. When you get in, some patron may laugh out loud, yell or break something.

On farms or near them, you can hear the sounds of their animals, if they have any. Most of those sound effects can be heard inside buildings too, linking the interior cells with the exterior. If I take the farm example, you may hear the hen if you sit close to the window. If it�s raining, you�ll hear the rain hitting the windows; if there�s a snowstorm, you�ll hear the cold wind whistling by the windows.

There are more sound effects than what has been described above. Refer to the next sub-section to see the full list.

This mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There's a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality as they are."

This mod combines all of the SoS modules into one easy to use package and includes MCM support for those who use SkyUI-SE. For those who don't, the initial configuration is now handled through the use of a book for each module you can read to set things up. Some minor bugs have also been fixed along the way.


What's New in Version 2.0.5

Released

Corrected some interior acoustic spaces to match updates from previous USSEP releases.

User Feedback

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What's the difference between this and the one on nexus by Tonycubed2

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The interior rain sounds in buildings have a noticeable loop to my ears; is this a possible error in the mod?

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On 12/5/2021 at 12:23 PM, Renegade4life said:

What's the difference between this and the one on nexus by Tonycubed2

Would like to know that too. Especially now that the one in Nexus is updated in 22 Aug to version 2.1 and the one here is older (12 Aug - 2.0.4 version). Also the size between the two is tremendous: the one here is little less than 20Mb and the one in nexus exceeds 200Mb.

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On 12/5/2021 at 4:23 AM, Renegade4life said:

What's the difference between this and the one on nexus by Tonycubed2

 

49 minutes ago, Bambacha said:

Would like to know that too. Especially now that the one in Nexus is updated in 22 Aug to version 2.1 and the one here is older (12 Aug - 2.0.4 version). Also the size between the two is tremendous: the one here is little less than 20Mb and the one in nexus exceeds 200Mb.

Looking at the one on Nexus Mods by tomycubed2, it looks like it has a FOMOD installer wirh two different versions, full and lite (the latter removing some sound effects), patches to resolve conflicts with other mods, and a notable difference in the changelogs is that several audio files were replaced with different versions that would allow tonycubed2 to earn Donation Points from the mod.

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