F.E.A.R.
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ModelsOfBoats

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About this mod

General horror soundscape changes for a more ominous and subtle atmospheric feel. Removes jarring things that pull you out of the atmosphere, and makes it more about creepy ambience and environmental sfx. Heavily inspired by Condemned: Criminal Origins. No longer requires complete edition.

Permissions and credits
Mirrors
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Description
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This mod aims to better retain the horror atmosphere of F.E.A.R by making it more about ominous ambience and environmental sfx, plus replacing/removing things that jarringly interrupt the game's already well crafted horror ambience. If you've played Monolith's other horror game: Condemned: Criminal Origins, the type of well balanced horror tone from that game is similar to what this mod is going for and is one of the main inspirations for its creation.



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Changes
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- All 'action heavy' combat music has been either replaced with a more atmospheric ambient track or silenced completely. To me, combat feels more visceral and 'real' without thumping music in the background. Plus sudden action music is jarring and really pulls you out of the horror atmosphere IMO.

- Many campaign music events have had changes like above. (see bottom of description for some examples with obvious spoilers)

- A few slight changes to background ambience, but for the most part it is left unchanged.

- All cheesy horror music accent stabs & jumpscare stingers removed except for a few ones related to Alma.


- (V2) Several new custom mixed tracks using original FEAR ambience.

- (V2) More campaign music events changed/revamped.

- (V2) More combat music changes.

- (V2.1) No longer requires complete mod. Works with any mod that does not alter music and ambience.
 
I wanted to keep this as vanilla as possible. The only things non vanilla used are a few unused/lesser used tracks from Condemned, which are usually mixed with a bit of stuff from FEAR. These tracks are selected because they fit FEAR's ambience style.

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!Note: Sometimes when you pause and return to the game or activate the 'talk' key (default T), the environmental ambience sfx will stop playing. This is nothing to do with the mod (this mod makes changes to music files, not sfx) and has been an engine kink since the game's release. To fix this, simply quicksave and reload.

This mod is for the base game, not the DLCs. I haven't played them enough to know the flow of their campaigns and what music plays where, etc. so it'd be out of my wheelhouse to properly make a version of this mod for them.


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Installation
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It's very important to follow these following installation steps properly, or the mod will not work.

1) Navigate to the main folder you have F.E.A.R. installed to.

2) Extract ImmersiveMusicUsage.Arch00 to that location.

3) In that same location, open up 'Default.archcfg' with a text editor, and add the following line at the bottom: ImmersiveMusicUsage.Arch00
    Save and close the file.

4) Right click on 'Default.archcfg', then go into 'Properties' check 'Read-only.' Press 'apply' and 'ok.'

^ This install will also work with mods like MMod, Rivarez or my gameplay mod: Prototype.

Good headphones are highly recommended to get the full experience.



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F.E.A.R. Complete
Installation
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Same as normal install, except in step 1 you go to your FEARCE install folder, not your base game folder.


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Campaign Music Event Examples:

Spoiler:  
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- During the helicopter cutscene at the start of Interval 02, originally short generic military music would play, that has now been replaced with short trepidatious ambient music.

- The first time you encounter the Power Armor Mech after lowering the freight elevator there is now no music cue or generic battle music that plays. I found it is more effective to just all of a sudden encounter this boss type character that you weren't expecting rather than have the music loudly swell and make it obvious. To me, being able to hear the Mech's ever approaching moving and attacking sounds builds more tension than having battle music playing, drowning it out.

- When Alice Wade is taken by Alma in the elevator, there was originally a more thumping loud ambience, followed by a borderline cartoonish music stab when she 'takes' her. I found it spookier to replace it with more foreboding ambience and an ominous music stab.

- When Norton Mapes is shot and you're hearing his last words, begging you to destroy The Vault, there is this overly melodramatic music that overlaps on top of the already established (and much better sounding) ambient music. It seemed much more effective to get rid of that and just let the ambience stand on its own.

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These are just a few examples, there are many more changes like this for campaign events. Some very small and minuscule, some for entire sequences. Everything is seamless and I try to keep the tone as well as possible.

My Other Mods: (click here)