LukeSkyrimmer Posted December 30, 2011 Share Posted December 30, 2011 The sound is great already, but it never hurts to add more. Link to comment Share on other sites More sharing options...
Cliffworms Posted January 4, 2012 Author Share Posted January 4, 2012 The trailers are now online. Select the trailer of your choice. At the end, you'll be directed to the other two trailers. Enjoy! :D That's great, I'll give it a go some time. As for the "cleared" state, I've noticed recently that a sound is played towards the end of a dungeon, and I thought that might be the signal that indicates that the dungeon enters the "cleared" state. I'll try to pinpoint exactly when it plays, next time I'm in a dungeon. But I don't think it's enemy-related, probably more boss-related or "geographically"-related. It's puzzling me. Yesterday I killed the last enemy of the dungeon and the "cleared music" played. He was not as strong as the others but he was in the last room. So it be related with both the location of the player or the last enemy. Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 4, 2012 Share Posted January 4, 2012 You must be a sound enginer, these sound very good, and I wish you the best of luck with your mod, ill sure be using it :) Link to comment Share on other sites More sharing options...
Oomo Posted January 4, 2012 Share Posted January 4, 2012 (edited) I really LOVED your Oblivion sounds mod, and can't wait to use this one :) Now all we need is a "Crowded Cities" and Crowded Taverns type mode and it'd be superb immersion. As a huge fan of Baldur's Gate [which had the best ambient sound immersion ever in a rpg] it's good to hear those old classics back again. P.S. How loud are sounds compared to the regular ambients? They should at least match or be a bit quieter imo. Ambients should always be subtle and not blaring, imo Edited January 4, 2012 by Oomo Link to comment Share on other sites More sharing options...
Cliffworms Posted January 4, 2012 Author Share Posted January 4, 2012 You must be a sound enginer, these sound very good, and I wish you the best of luck with your mod, ill sure be using it :) Thanks! I did worked as a video editor for some time and had to do some audio editing in the process. ;) I really LOVED your Oblivion sounds mod, and can't wait to use this one :) Now all we need is a "Crowded Cities" and Crowded Taverns type mode and it'd be superb immersion. As a huge fan of Baldur's Gate [which had the best ambient sound immersion ever in a rpg] it's good to hear those old classics back again. P.S. How loud are sounds compared to the regular ambients? They should at least match or be a bit quieter imo. Ambients should always be subtle and not blaring, imo Thanks!As mentioned in the videos, they will blend with the game's soundscape in-game. They were played louder in the videos only so you could clearly notice them. Link to comment Share on other sites More sharing options...
Darksun45230 Posted January 5, 2012 Share Posted January 5, 2012 I have a few amateur recordings of burial tomb ambiance. If you'd like you can include them in your mod (assuming of course they are of worth to you.) http://soundcloud.com/qwerty45230/sets/skyrim-burial-ambience Link to comment Share on other sites More sharing options...
Hoptic Posted January 7, 2012 Share Posted January 7, 2012 Okay I got the "cleared dungeon" sound. It is played just after killing the last enemy of a dungeon.The dungeon is immediately set to "cleared" on the map.Problem is: the "cleared" state stays forever, even if enemy's do come back inside. Link to comment Share on other sites More sharing options...
Oomo Posted January 9, 2012 Share Posted January 9, 2012 You have sound addition ideas' date=' suggestions and comments? I'm all ears. :foodndrink:[/quote'] What about "High peak winds", say when you get onto the highest peak of a mountain you get that fast, whipping, cold wind sound? Also, why do you need the Creation Kit? Can't these just be placed in the ambient sound directories? Not that I know that much about modding really... Link to comment Share on other sites More sharing options...
Cliffworms Posted January 11, 2012 Author Share Posted January 11, 2012 I have a few amateur recordings of burial tomb ambiance. If you'd like you can include them in your mod (assuming of course they are of worth to you.) http://soundcloud.com/qwerty45230/sets/skyrim-burial-ambience Thank you for the offer DarkSun, but I already have a lot of burial sound effects. :thumbsup: Okay I got the "cleared dungeon" sound. It is played just after killing the last enemy of a dungeon.The dungeon is immediately set to "cleared" on the map.Problem is: the "cleared" state stays forever, even if enemy's do come back inside. While it does stay cleared forever, I am sure there is a script function that checks when the place has been cleared. When you return to a dungeon that has respawned, you'll still hear the "cleared" music after you killed the last enemy. So there must be a function called "GetDungeonCleared" or something similar that triggers the music. You have sound addition ideas' date=' suggestions and comments? I'm all ears. :foodndrink:[/quote'] What about "High peak winds", say when you get onto the highest peak of a mountain you get that fast, whipping, cold wind sound? Also, why do you need the Creation Kit? Can't these just be placed in the ambient sound directories? Not that I know that much about modding really... The looped high peak winds are already in the game. They might be played not as loud as their source files, but they are there. There are very few sounds that get added to the game's default sound directories. Most sounds are additions and need scripts or hand-placed emission points to play. Link to comment Share on other sites More sharing options...
Oomo Posted January 30, 2012 Share Posted January 30, 2012 How's the mod coming along? I assume nothing can go forward without the CK? Link to comment Share on other sites More sharing options...
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