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[RELz] Sounds of Skyrim - Complete Edition [MCM]


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Sounds of Skyrim - Complete Edition [MCM]

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.

Dungeons

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.

Download Locations

AFK Mods
Bethesda.net [PC+XB1]

Installation Requirements

Skyrim Special Edition 1.6.1130 or greater.
Unofficial Skyrim Special Edition Patch 4.3.0 or greater.
MCM options menu requires SKSE64 and SkyUI-SE 5.2 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Manual

Drop the Sounds of Skyrim - Complete Edition.esp, Sounds of Skyrim - Complete Edition.bsa, and Sounds of Skyrim - Complete Edition - Textures.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Sounds of Skyrim - Complete Edition.esp, Sounds of Skyrim - Complete Edition.bsa, and Sounds of Skyrim - Complete Edition - Textures.bsa files from your Data folder. Then reload your game as usual.

Load Order

LOOT (https://loot.github.io/) should be used for optimal placement.

Best placement should be somewhere early in the load order, then apply a Bashed Patch to handle the C.Acoustic tag to resolve any conflicts.

Credits

Clifforms - The original modules this package is using.

Vendayn and Viltuska for the crash fix
Zanderat, Dark_Ansem, Vinu, Vermourn and Shadowscales for testing
The Community for suggesting additional sound effects and excellent ideas.
Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Skyrim (Also credited in the SoundCredits file)

Bethesda Game Studios for the best open-world RPGs and Construction Set
Mark Lampert for his superb job as Bethesda's Sound Director. ;)

Full credits for the included sound files are found in SoS Credits.txt.

Permission has been given by Cliffworms for continuing his work: https://www.nexusmods.com/skyrim/articles/50992 (If this link is invalid, I have a screenshot as proof as well)

Disclaimer

This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

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  • 6 months later...

Version 2.0.3

A stray edit in DoomstoneNorthernCoast01 has been removed.

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  • 11 months later...

Version 2.0.4

Corrected a mismatched form ID for a USSEP faction record.

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  • 2 years later...

Version 2.0.5

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

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