Does this cover the expansions that the main mod covers with the optional files? Or do we still need those from that mod page along with this mod on this page
All this mod does is silence certain sounds that I felt were out of place. You need to install the main mod first with all required files, and then overwrite with this to silence the sounds that I felt were out of place.
Im getting weird battle/siege sounds in the cell right outside Brum's east gate. A war-horn blows, followed by soldiers yelling, and then battle noises. Anyone else have this issue or know what sound file those sounds are from?
Thanks Turija. I remember you said something on Bethesda Forums about using silent files to remove out-of-place sounds. Glad to see this uploaded as I was going to ask you regardless.
Do you guys have this reports in Message Logger as well?:
2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored. 2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored. 2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored. 2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored.
I don't use Message Logger, so I don't know. But in looking at this log, these messages appear to relate to scripts in the esp file for SoC. My patch just replaces certain sound files with silent sound files, so it would not be causing this message. You might want to post this question on the main SoC page.
I have looked at this issue and I think it's caused by the very simple script used to toggle the sounds. To fix it woukd require a lot of edits to the esp. Basically you would have to do what Arthmoor did when he fixed the problems with the real lights toggles as part of All Natural, which would require a new script and a lot of editing to the esp. My mod just replaces sounds and my scripting skills are limited but hopefully someone can fix it someday.
Hi! In my case, I only want the mono sounds, since stereo cause issues. I like all the sounds, specially the cats (hehe: where I live there are a lots of them; I gotta one myself). What can I do about this? Thanks.
Another question: Which folders did you convert to mono (and change the songs to silent)? Maybe I can give a little help to convert some more tracks (44,1 khz, 1 channel mono, 16 bit PCM by Audacity, right?). Peace.
It's been so long since I did this mod, I cannot remember all the individual files and folders. But they should all be mono now. If you find one that isn't mono, let me know.
If you want to add back in the cats those would be in the various town folders. Just open the original mod and go through the town folders and play the various sounds until you find the one with cats until you find the cat sounds and then copy those into the same folder frim this mod.
I like cats too but thought the cat sounds were too loud and sounded like cats were right next to your ears instead of off in the distance. You could probably fix that in Audacity.
Hi, thank you for your improvement of Sounds of Cyrodiil.
But there are still some stereo/mono bugs.
This I get from MessageLogger: 2017/06/18 13:13:33 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy3.wav" in 3D (must be mono) 2017/06/18 13:12:02 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy2.wav" in 3D (must be mono) 2017/06/18 13:40:20 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy1.wav" in 3D (must be mono)
And second problem/Question: There are two folder in your patch. One called Atmosphere Inside and the other one called AtmosphereInside. Both located in ...\Sound\FX\Cliffworms\SoundsOfCyrodiil\ Is this intended, cause Sounds of Cyrodiil has only AtmosphereInside.
Thanks for pointing that out. It looks like what happened is when I packaged the new version up for release, there was a typo in one of the folder names, so the sound files from the folder "Atmosphere Inside" were supposed to replace the files in the folder "AtmosphereInside" but because of the typo, they went into a separate folder instead. That left the original stereo sound for SoCFlyBy 1, 2 and 3 intact (along with a number of other files that were supposed to be silenced).
I have uploaded a new version that should solve this issue.
Hi, I have another thing that might be important. Some files are not in mono, thus looks like they cannot be played in game at all. I know it might be out of the scope of disambodied voices, but without conversion we just won't be able to hear them I guess. I can do it for myself probably, as I read that some free tools like Audacity will do that without problems. But if you want to release it for users, take a look:
017/01/04 22:14:25 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\miscsounds\socbeenest.wav" in 3D (must be mono) 2017/01/04 22:14:25 [006AAF4F] [WARNING]Attempting to play 2 channel sound "fx\cliffworms\soundsofcyrodiil\miscsounds\SoCbeenest.wav" in 3D (must be mono)
EDIT: Ha, I just noticed that it's only one sound file.
EDIT2: actually there's more, but I still did not find all of them. Perhaps all files should be loaded in audacity to verify and convert.
So, it might that it's all OK after all. All stereo sounds (that game won't play?) I found so far, are a bit disambodied anyway. Like loud bird wings (but no birds!), beehive (but no beehive in game!), footfalls (while there are real footfalls from real NPCs aready in game!).
So this mod (no disembodied voices version) won't benefit from such changes anyway.
Patrik0722, I include clear and simple install instructions in the description. "To install, just replace the original Sounds of Cyrodiil sound folder with this one." If there is some part of that you don't understand I'd be happy to try to break it down into simple steps for you. But I don't use NMM and can offer no advice on how to install any mod with NMM. Wrye Bash is the preferred mod manager for Oblivion and the only mod manager I use. To install with Wrye Bash just drop the file in the Bash Installers folder and then open Wrye Bash and navigate to the Installers tab and make sure my patch is below Sounds of Cyrodiil in the install order, then right click on my patch and select "install." Done.
25 comments
Cheers!
2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored.
2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored.
2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored.
2016/12/04 00:25:24 [0050A2C4] [WARNING]Disable is being called on reference 200057A9 <CliffSoCAtmosphereOutsideCityDayLoopTrigger> in script 2000987C CliffSOCDisableSoundRainyDayScript even though it has an enable state parent. This is not valid behavior and will be ignored.
and so on...
In my case, I only want the mono sounds, since stereo cause issues. I like all the sounds, specially the cats (hehe: where I live there are a lots of them; I gotta one myself). What can I do about this?
Thanks.
Which folders did you convert to mono (and change the songs to silent)?
Maybe I can give a little help to convert some more tracks (44,1 khz, 1 channel mono, 16 bit PCM by Audacity, right?).
Peace.
And who is IIRC, lol?
If you want to add back in the cats those would be in the various town folders. Just open the original mod and go through the town folders and play the various sounds until you find the one with cats until you find the cat sounds and then copy those into the same folder frim this mod.
I like cats too but thought the cat sounds were too loud and sounded like cats were right next to your ears instead of off in the distance. You could probably fix that in Audacity.
But there are still some stereo/mono bugs.
This I get from MessageLogger:
2017/06/18 13:13:33 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy3.wav" in 3D (must be mono)
2017/06/18 13:12:02 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy2.wav" in 3D (must be mono)
2017/06/18 13:40:20 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\atmosphereinside\wildernessday\SoCFlyBy1.wav" in 3D (must be mono)
And second problem/Question:
There are two folder in your patch. One called Atmosphere Inside and the other one called AtmosphereInside. Both located in
...\Sound\FX\Cliffworms\SoundsOfCyrodiil\
Is this intended, cause Sounds of Cyrodiil has only AtmosphereInside.
I have uploaded a new version that should solve this issue.
017/01/04 22:14:25 [006AAF4F] [WARNING]Attempting to play 2 channel sound "data\sound\fx\cliffworms\soundsofcyrodiil\miscsounds\socbeenest.wav" in 3D (must be mono)
2017/01/04 22:14:25 [006AAF4F] [WARNING]Attempting to play 2 channel sound "fx\cliffworms\soundsofcyrodiil\miscsounds\SoCbeenest.wav" in 3D (must be mono)
EDIT: Ha, I just noticed that it's only one sound file.
EDIT2: actually there's more, but I still did not find all of them. Perhaps all files should be loaded in audacity to verify and convert.
So this mod (no disembodied voices version) won't benefit from such changes anyway.