They provide different flavors of atmosphere for different kinds of in-game weather. This particular mod is more fleshed out (longer runtime of audio duration) than my previous; though the older mod provides classic sounds of the bayou and is indeed still effective in providing a new atmosphere. So it's just a matter of which pack you like best. (Also you can mix/match sound files to your liking from either mod.)
Hi is this compatible with your previous ambience mod? I've been using the other one (Atmospheric Ambience) for a little while and loved it! Just found out that you have more mods and wondering what is the difference between the two in case they don't work together Thanks
Hello. I'm glad you like the mod. Both Mods change the Fallout 4 ambience to a unique atmosphere and change according to the weather. You can only run one of my ambient mod at a time as if you try to run both, the files will be overwritten by the latest installation or whichever is highest in order; i.e., the two mods provide different sounding atmospheres and you can only run one at a time.
Also, some things to note: you can change/uninstall my ambient atmosphere mods mid-playthrough safely without it corrupting your save; and you can mix and match the audio files from both my mods to your liking.
Thanks - it looks like a great build and has inspired me to do my own. Very much like the RDR2 camp, which I had never thought of doing before. Would love a video tour.
Thanks! I drew inspiration directly from RDR2 and used it for my settlement at Sanctuary. Unfortunately I no longer have access to the saves of which the settlement belongs.
I do, however, have two videos that give just an idea of what the camp was like; obviously the camp isn't the focus of the video, but you can pause frames for when I give view to other aspects of the settlement.
Tried it out, ambience is a little too repetitive for my tastes. The normal daytime with the crow is kind of annoying tbh and it breaks immersion when the crow sounds like it's cawing in your ear no matter where you are. The storm ambience with that wailing is distractingly repetitive in my opinion.
HOWEVER I did like the way it all sounded besides that issue. I had to uninstall because I couldn't stop noticing said repetition but again, it does work nicely for the game world.
Yea, I kind of thought that the sounds might sound repetitive for some, but for others, they might not mind it much like myself. Personally, the crows and other animal sounds add more life; the original DeSalle amb is a lot more quiet and without much activity, but some might just like that. I'll have to upload the original DeSalle amb for those who like less animal cues and less noticeable repetition.
I'm not well versed in that regard, but I read at other Ambiance mods that some sound effects have to be mono to function correctly. Stereo sounds always sound like they are right before you. It's the same with NPC weapon sounds, if I'm not mistaken.
Mods that utilize sound markers to dynamically cue in sounds randomly in the world often use the mono format; mods such as Ambient Wasteland, Lush Ambience, etc., use this system. This mod, however, doesn't use the dynamic system and instead uses a more linear method of providing a consistent background ambience no matter when or where you are (excluding dungeons). Consider the default wind sounds: in vanilla Fallout, its consistent soundscape only consists of billowing winds, which is quite plain; I instead altered it to use a different sound file thus creating a new atmosphere; however, since this file is not part of any dynamic system in which it sets how, when, and where the file would play, the file will play uninterrupted and without procedure, repeating infinitely—as mentioned before; therefore, mixing any remarkable sound effects into the file would make it repetitive as it would play constantly following every repeat of said file.
These files do belong to a system and they do change. They are systemically connected to the weather system and change in respect to the weather. The audio duration of these files are of considerable length relative to files used by the more dynamic system. These sounds are generally considered Bed files. Bed files are the core background sounds that define the soundscape of a world; anything implemented thereafter would be considered as a complement in building a more lively atmosphere. Ambient mods like those mentioned previously are best suited for mono sounds, and smaller and shorter audio to play dynamically; bed files such as this work best with longer audio and stereo sound.
In my case, the remarkable sounds mixed in with the core atmosphere made, believed by some, for a distastefully repetitive effect—personally, I don't mind the crows. In my other mod, I have made it so that the crow sounds, among other sounds, would play intermittently (i.e., use a dynamic system), rather than being mixed into the Bed file and therefore be limited.
That replacement for the glowing sea is great. I'll have to pass on the mod itself since I don't use NAC, but if you ever make another mod for just glowing sea ambience I'll be sure to download it. Also does the ambience for glowing sea exist separately than normal rad storms? They do use the same sounds...
Because these replace the vanilla files (AMB_Ext_Wind_Bed_...) these amb sounds should work with vanilla and other weather mods (assuming other weather mods don't mess with the vanilla files). I say "should" because I haven't tested it on vanilla or any other weather mod besides NACX. The AMB_Ext_Wind_Bed_... files (e.g., AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav) are region/weather specific ambient files that play under certain conditions. Like you've mentioned before, rad storms share the same Glowing Sea amb file (the same file meeting both weather and region conditions); however, something like AMB_Ext_Wind_Bed_RainHeavy_A_01_LP.wav will only play when the weather is set/transitioning to "Heavy Rain." So these sound files should absolutely work on vanilla weathers, since I've only replaced the vanilla files and haven't messed with the weather system itself. For other weather mods, so long as they use vanilla keywords (I believe that is the correct term?) for their weather system, these sounds will be used. What you can is download the pack manually, open it, and head on over to
DeSalleAmb(the .rar file)>Data>sound>fx>amb>exteriors> and copy the file AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav and paste it into
(your FO4 directory)>Data>sound>fx>amb>exteriors> (Create the necessary folders if you don't have them already, and replace the file if asked.)
Well actually I'm curious, because I'd do as you described but what's stopping me is whether or not all those extra sounds would play during normal rad storms.
I like the bubbling rad pond sounds, the monster rumbles, etc... but only for the Glowing Sea. Are those separate sounds from another of your mods? (I'll take a look at your files after this post and see for myself) Or are they part of the storm ambience that will play outside the sea as well?
Thank you for the reply by the way and being so in depth as well. EDIT: Yeah I couldn't tell where it's from...
Just seached it up: the Glowing Sea amb plays whenever you are at the location; this is also true when there is a rad storm, ie., it will play outside of Glowing Sea (Sanctuary, Downtown Boston, Salem, etc.) if the condition that there is an ongoing rad storm is met.
The custom file is exclusive to this mod and is named "AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav" I would give it a try, and if you don't like it, just delete the .wav. It won't mess with your save since it's only an audio file that reverts to the default sounds once you delete it.
Alright, since you offered so much help and answered so much I'll download and play around with it as much as I feel I owe it to you. Maybe I'll like all the ambiences anyways, and I'll take a look at your other ambience mod as well. Thanks again.
Thanks! This is compatible with Ambient Wasteland, Sinister Ambience, and American Animals Ambience but incompatible with the other Hunt Ambience. You can mix and match with the other Hunt pack (manually adjust the files to your liking) but having both installed would only lead to whatever you installed last overriding the other since they share the same files.
I was using your previous audio mod ! my is game more Resident evil style then fallout/hunt showdown but getting ambush by group of zombie in raining forest with this ambience mod behind make it even more immersive !!
25 comments
So it's just a matter of which pack you like best. (Also you can mix/match sound files to your liking from either mod.)
Thanks
Also, some things to note: you can change/uninstall my ambient atmosphere mods mid-playthrough safely without it corrupting your save; and you can mix and match the audio files from both my mods to your liking.
I see, good to hear I can choose the sounds since it's not archived
I will give this one a try, cheers!
You can get the animated tarps from here: https://www.nexusmods.com/fallout4/mods/30136?tab=images
Or from Settlement Objects Expanded.
I do, however, have two videos that give just an idea of what the camp was like; obviously the camp isn't the focus of the video, but you can pause frames for when I give view to other aspects of the settlement.
RDR2 Music for FO4
FO4 Hunt Gun Fire
HOWEVER I did like the way it all sounded besides that issue. I had to uninstall because I couldn't stop noticing said repetition but again, it does work nicely for the game world.
Thanks for the feedback!
These files do belong to a system and they do change. They are systemically connected to the weather system and change in respect to the weather. The audio duration of these files are of considerable length relative to files used by the more dynamic system. These sounds are generally considered Bed files. Bed files are the core background sounds that define the soundscape of a world; anything implemented thereafter would be considered as a complement in building a more lively atmosphere. Ambient mods like those mentioned previously are best suited for mono sounds, and smaller and shorter audio to play dynamically; bed files such as this work best with longer audio and stereo sound.
In my case, the remarkable sounds mixed in with the core atmosphere made, believed by some, for a distastefully repetitive effect—personally, I don't mind the crows. In my other mod, I have made it so that the crow sounds, among other sounds, would play intermittently (i.e., use a dynamic system), rather than being mixed into the Bed file and therefore be limited.
The AMB_Ext_Wind_Bed_... files (e.g., AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav) are region/weather specific ambient files that play under certain conditions. Like you've mentioned before, rad storms share the same Glowing Sea amb file (the same file meeting both weather and region conditions); however, something like AMB_Ext_Wind_Bed_RainHeavy_A_01_LP.wav will only play when the weather is set/transitioning to "Heavy Rain."
So these sound files should absolutely work on vanilla weathers, since I've only replaced the vanilla files and haven't messed with the weather system itself. For other weather mods, so long as they use vanilla keywords (I believe that is the correct term?) for their weather system, these sounds will be used.
What you can is download the pack manually, open it, and head on over to
DeSalleAmb(the .rar file)>Data>sound>fx>amb>exteriors> and copy the file AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav and paste it into
(your FO4 directory)>Data>sound>fx>amb>exteriors>
(Create the necessary folders if you don't have them already, and replace the file if asked.)
I like the bubbling rad pond sounds, the monster rumbles, etc... but only for the Glowing Sea. Are those separate sounds from another of your mods? (I'll take a look at your files after this post and see for myself) Or are they part of the storm ambience that will play outside the sea as well?
Thank you for the reply by the way and being so in depth as well.
EDIT: Yeah I couldn't tell where it's from...
The custom file is exclusive to this mod and is named "AMB_Ext_Wind_Bed_GlowingSea_A_01_LP.wav"
I would give it a try, and if you don't like it, just delete the .wav. It won't mess with your save since it's only an audio file that reverts to the default sounds once you delete it.
Maybe I'll like all the ambiences anyways, and I'll take a look at your other ambience mod as well.
Thanks again.