Mass Effect 3

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Orikon

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OrikonTheModder

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About this mod

Ambient Audio Overhaul Mod makes each level in Mass Effect 3 more immersive, unique and rich in audio by restoring all ambient SFX that was either accidentally cut or inaudible, resulting in every mission having a specific and unique tone, as well as a vast array of new audio which supports both the gameplay and narrative.

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Thank you for taking the time to visit the mod page
Please carefully read the Bugs, Compatibility and FAQ section before downloading.

To avoid a "Wall of Text" effect, most sections are under a spoiler window. Expand it to view the information.

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Description
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The author of Priority: Earth Overhaul Mod  brings you AAOM, which fully realizes the vision that Mass Effect 3's sound department had for the game. Every scene, battle, room and environment has new and unique SFX that enriches the experience and immersion, while at the same time staying true to Bioware's original design. It never introduces custom-made sounds -- it only restores what was supposed to be there.

For existing players, AAOM breathes new life into Mass Effect 3 and provides it with a fresh, "new car" feeling. For new players, it brings Mass Effect 3 into the current age and in line with the sound design of modern games that they're used to, which is integral for those who wish to Remaster the trilogy for their first playthrough.

AAOM also greatly benefits from surround sound headphones. Rob Blake (Lead Audio for ME2 and 3) and his team created many hums, tones and other SFX which utilize vibration and surround sound. All of which can now be experienced.
 
List of affected missions:
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Major missions:

1. Prologue: Earth
2. Priority: Mars
3. Priority: Palaven
4. Priority: Sur'Kesh
5. Tuchanka: Turian Platoon
6. Attican Traverse: Krogan Team
7. Priority: Citadel II
8. Priority: Geth Dreadnought
9. Rannoch: Admiral Koris
10. Rannoch: Geth Fighter Squadrons
11. Priority: Rannoch
12. Priority: Horizon

Side missions:

1. N7: Cerberus Abductions
2. Tuchanka: Bomb
3. Arrae: Ex-Cerberus Scientists
4. Kallini: Ardat-Yakshi Monastery

Leviathan:

1. Dr. Bryson's Lab (area)
2. Mahavid: Leviathan
3. Namakli: Leviathan
4. Despoina: Leviathan 


Before / After showcases:
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A demonstration using Attican Traverse: Krogan Team, Prologue: Earth and Prologue: Mars. More examples in the Videos section.








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With the release of The Orikon Collection, AAOM is part of an unprecedented bundle which allows players, both new and old, to remaster Mass Effect 3's gameplay in a single click. You can watch the trailer above to see more, including the exclusive content that comes with the Collection.
 
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Installation
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I strongly encourage the use of Mod Manager for installation of AAOM, or any Mass Effect mod for that matter.

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Compatibility
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AAOM mod is not compatible with the following mods:

Unfortunately, the author banned the creation of any patches.

AAOM is fully compatible with all other major mods, including: 
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   Bugs
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As of version 1.2, none have been reported.

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  Frequently Asked Questions (FAQ)
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1. Can I install the mod on illegal (pirated) copies of the game?

A: No. And I have no intention of ever making that an option. AAOM is a highly-produced mod designed to blend seamlessly with the rest of the game. Such high standards mean that, in return, users are expected to at least own a legal copy of the game. I understand that Origin can sometimes cause headaches, but Mass Effect 3 is an 8 year old title which can be purchased for a very low price. And if AAOM ever catches the eye of Bioware representatives, it would look bad on the project's record if I freely distributed it to pirates.

2. What installation order should I use for content mods such as EGM, ME3Recalibrated, PEOM, Spectre, etc.?

A: Installation order with Mass Effect 3's content mods is mostly irrelevant, with the exception of texture mods such as ALOT which must always be installed last.

3. Do I need to start a new playthrough?

A:  No. AAOM functions perfectly regardless of your playthrough's status or which mission you're currently at.

4. Why are some missions not affected, like Grissom Academy, Priority: Tuchanka, etc.? Why do some missions have more changes then others?

A: Not all missions needed editing. Usually it's because there was no cut or inaudible audio, but sometimes it's because the environment of the level did not allow for any new additions. For instance, Priority: Tuchanka takes place in middle of a radioactive wasteland -- apart from a general hum, wind, and some metal creaking (which was already present), there isn't much you can do with that level.

5. What happened during Mass Effect 3's development? Why is the original game so quiet compared to your mod?

A: This interesting interview with Rob Blake, Lead Audio for Mass Effect 2 and 3, provides some interesting insight. In short, it was a combination of new technology, some console limitations, and a lack of time. I'd like to point out two quotes from the interview:

Another issue was that it was really easy for the audio team to put in a sound that was ridiculously loud, so we had to police ourselves pretty heavily and make some new asset and parameter standards to ensure this didn’t happen.

I went through the game at the end of the project and did a mix pass, but generally there isn’t as much time to do this as we’d like.

I went through the audio design of every level, and I can confirm both of these statements. Some SFX is perfectly balanced when it's set at it's default volume, just as it was imported by Blake and his team. But other SFX needs volume reduction (sometimes by several dozen decibels) and testing to see how it interacts with other ambient audio, at what volume, how audible it is, and how it all sounds and mixes together in various situations, areas and circumstances found throughout the level. That is quite time-consuming.

I speculate that due to time constraints or other reasons, Blake and his team couldn't do a detailed pass of the game, and had to rely on approximation and guessing for various SFX. In turn, that resulted in much of the SFX being unclear, inaudible or straight up cut.

Regardless, Blake and his team of 13 sound engineers did a spectacular job with Mass Effect 3. Every mission has a unique, detailed and impactful sound design -- and I'm very proud to have had the opportunity to perform the required tweaks so that their hard work can finally shine through.

6. I didn't like a sound/sounds/sound balance in a certain level. What can I do?

A: Much like with all my work, I take all feedback seriously. This is especially the case with AAOM, where taste and sound design preferences vary from person to person. I will do my best to continuously tweak and change AAOM's improvements so that they fit the majority of users. If you do not like something or wish to change it, leave a comment. The more constructive it is, the better the chances of me taking it seriously.

7. Why were Thessia and London skipped? Both missions clearly need improvement.

A: Improvements to Priority: Thessia and Priority: Earth, including their sound design and ambient audio, were already covered in Orikon's other work: Priority: Earth Overhaul Mod and Immersive Thessia Mod.

8. Yo, I reported this problem at [insert date] but nobody has fixed it.

A: Either:

a) You failed to properly specify the location, time and nature of your problem.

b) The problem is user error and cannot be mass replicated among the majority of users.

c) This was already addressed and is not a bug or error.


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Other Recommended Mods
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If you're new to modding ME3, this is a list of the 13 most highly-produced and most lore-friendly mods created so far.
I personally guarantee you that none of mods from this list feel like "fan-fiction edits" or contain subjective and personal changes. Each of them brings vast improvements in their respected areas, and allow you to remaster and bring Mass Effect 3 into the current generation of games.

Combined together, these mods elevate ME3 into one of the best and most well-designed gaming experiences you can have.
It's quite a bold statement, but I fully stand by it and I invite everyone to try them out and see for themselves.

Graphical

ALOT - Vanilla-friendly, and exhaustive graphical overhaul mod for ME3

ALOV - Upscales all pre-rendered cinematics using neural network technology

Gameplay

 Expanded Galaxy Mod - Adds a huge number of changes to improve the gameplay of Mass Effect 3

Spectre Expansion Mod - Vastly improves and expands Spectre and Shadow Broker Terminals

Bonus Power Pack - Adds several powers from Multiplayer for greater player choice.

ME3Recalibrated - An "Unofficial Patch" in style of the "Unofficial Patch for Skyrim"

Immersive Thessia Mod - Gives Thessia the "warzone" and adrenaline-pumping vibe which the mission lacks.

Priority: Earth Overhaul Mod - Makes Priority: Earth a worthy finale to the Mass Effect trilogy.

Narrative

Miranda Mod - Restored Miranda's presence on the Normandy after a certain mission

Omega Hub - Adds a new Hub after a certain mission.

Quality of Life

SinglePlayer Native Controller Support - Support for controllers in singleplayer with native controller UI's and scaling for TV/4K

Interface Scaling Mod - Scales up the interface for use on high resolution displays and TVs. Makes ME3 on 4K a pleasure to use again

No Instant Power Casting for Henchmen - Self-explanatory, makes combat more immersive


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    Special Thanks / Credits
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Hadrorex: For being a great friend, for the incredible screenshots and pre-release testing which allowed for last-minute tweaks based on feedback, and the series of amazing before/after videos which can seen here on the mod page.

Furinax: For the awesome AAOM logo posters, and for the continued support of all my projects.