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NullCascade

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24 comments

  1. dda50
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    oh my god, i thought this was just a mod for special noises when soultrapping creatures, and i have been going wild for an hour trying to figure out why i am hearing cliff racer sounds in a tomb, when i realised it is my soulgem in my inventory causing the noise, great mod, would frantically search each mod i have installed for an hour again. 
  2. SAJNM
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    I came across this by accident or luck. What a great idea.
    I've read the comments below and the description and am OK with editing the .json to configure features.
    I do realise that this probably came out before easyMCM let alone native MCM support in today's MWSE.

    Perhaps to make it easier for those who are not comfortable editing the json file a quick revisit to add an MCM would be good.

    Thanks NullCascade for all your great mods and of course MWSE!
  3. OlgaKrawolga
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    This mod is not for the faint-hearted.
    I find it almost impossible not to look frantically around for enemies whenever my poor caught souls make some noises... and this with a character on a relaxed high level where a Daedra surprise attack from behind definetly is not insta-death anylonger. Old habits of many early levels aren't easy to shrug away.

    Really creepy.
  4. deleted2905154
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    First time trying the mod: I got a golden saint, forgot the soulgem in my inventory and when the mod did its magic I frantically checked if I (still) had incognito tabs open.
    10/10 experience, endorsed
  5. Avoozuul
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    Is it even possible to give a custom pickup sound to all soul gems?
  6. Pushkatu
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    Is it possible to get a version with a much lower chance? 75% is quite high and it will get old fast. Something like 5-10% for all chances is better in my opinion, even as low as 2-5%. That will keep my interest ( and others I'm guessing) for a longer period of time. Anyway, thanks for sharing!
    1. NullCascade
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      There's a config file where you can configure all the chances.
    2. Pushkatu
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      Badass! Thanks!
  7. iodizedsalt
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    This mod is hilarious while carrying Golden Saints. I'll be walking around and out of nowhere I'll hear sexual sounding moans
  8. Morthrug
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    Getting a following error in mwse log that also botches other lua mods:

    Lua error encountered when raising loaded event:
    Data Files\MWSE\lua\nc\souls\mod_init.lua:254: sol: no matching function call takes this number of arguments and the specified types
    stack traceback:
    [C]: in function 'start'
    Data Files\MWSE\lua\nc\souls\mod_init.lua:254: in function 'callback'
    ./Data Files/MWSE/lua/mwse\event.lua:107: in function 'trigger'
    ./Data Files/MWSE/lua/mwse\event.lua:124: in function <./Data Files/MWSE/lua/mwse\event.lua:97>
    1. NullCascade
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      Thanks for reporting this. I've pushed a fix that should be in the next nightly build (available ~4 hours from this post). Please let me know if you continue to get any errors after updating.
  9. Darklocq
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    Why does a sound mod need the graphics extender? Just curious (well, that, and I play MW in OpenMW, which can't use MGE). Anyway, this would be fun to have for Oblivion, too (I play that one in a VM). Squealin' soul rocks!
    1. NullCascade
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      MGE is a requirement of MWSE 2.0+. And MWSE is needed to find the creature inside a soulgem, as well as what sounds that creature can use. OpenMW doesn't have these features and doesn't want MWSE support. Sorry!
    2. Darklocq
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      Ah, I see. PS: It's not a matter of "want", it's simply not possible. OpenMW is a completely different game engine that reads the same data formats, and it runs under Linux, MacOS, etc. MWSE is a Windows EXE that specifically hacks the original Bethesda game engine. There are loose plans to implement something like MWSE for OpenMW, but it's way off in the development distance.
    3. NullCascade
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      No, it's a matter of want. I've offered to implement MWSE in OpenMW, and to make the new modding MWSE Lua APIs with OpenMW in mind. Zini does not want to even discuss it.
    4. OffworldDevil
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      Why is he so against the idea? Numerous players are unwilling to switch over to OpenMW precisely because of its lack of MWSE support.
    5. NullCascade
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      You'll have to ask him. All I know is that he has said:
      1) "Adding the ability to execute arbitrary code from a script is not going to happen as long as I have anything to say."
      2) "Regarding MWSE: As discussed before that isn't an option, but this design document should come fairly close to cover all features of MWSE. We can hope that at least some of the MWSE mods will be updated for OpenMW eventually (trivial in some cases, a lot of work in others)."

      So modders won't be able to add their own script functions or create MWSE/OBSE/SKSE (more so OBSE/SKSE than MWSE) mods that call DLL files in OpenMW.
    6. Darklocq
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      Hell, do it without him if you're that close to being able to just make it happen! That would rule. It's all open-source, and nothing prevents anyone building add-ons (even forking the entire code-base, for that matter, which someone did for the multiplayer version, which was functional enough for alpha testing around this time last year, IIRC), even if he might be a gate-keeper for what can get into the main distribution. Given that we're talking about a tool for doing modding that's complicated to even use and install (modding Oblivion with OBSE and Morrowind with MWSE is not for the weak at heart or untechnical of mind, especially if you get into body-model tweaking), the fact that your OpenMWSE would need some kind of extra installation process is not a big deal.

      PS: I really do care. See just how much, and what lengths I'll go to to find workarounds for things that the OpenMW dev team won't fix "until after 1.0" which may never arrive. I've done more mod testing for OpenMW that probably any other person.
    7. Darklocq
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      Someone's actually already developed an external script-execution utility for OpenMW, but it's not MWSE-compliant. It's something new (Ruby or Perl or whatever, I don't recall exactly, and it looked really, really geeky, so I never did try it out. Requires compiling your own copy of OpenMW, which I can't do on my system without clean-slating the OS (I have too many layers of MacOS upgrades, and Fink, and MacPorts, and Homebrew going on all at once – I can't even get the dependencies package to install.) I could maybe try it on a Linux box instead, but I don't want to learn a scripting language no one is using anyway. I want pre-existing legendary mods for MW to work in OpenMW, which means MWSE is needed. I never did play MW with MWSE, so I wasn't "spoiled", but now that I've played Oblivion with OBSE, I'm getting there.

      Anyway, no one's developed anything for that scripting thing, it's just experimental. It would be 1000% more preferable to implement MWSE's scripting language for OpenMW, whether Zini is into it or not. He's not even the original lead developer anyway, and he's doesn't own it. The community does.
  10. Aluraine
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    Amazing mod idea and well crafted too, nicely done!
  11. praisevivec
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    This is such a cool concept! One question (and my computer is currently dead so I haven't tested the mod yet, and I apologize if it already does something like this): through scripting, would it be possible to play the sounds, when they do happen, quieter or maybe with reverb/distortion/echo? So that it sounds more like a soul screaming from inside your bag instead of a creature standing next to you.
    1. NullCascade
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      I can easily modify the position, volume, and pitch of the sound with the currently exposed tools. By default soul sounds are 10%-75% volume and have a pitch variation of 10% up or down, all dependent on the strength of the soul. These ranges (along with the chances for sounds and timings used) can be configured in the mod's config file.

      I'd like to have done a reverb/distortion/echo effect but the audio system in Morrowind hasn't been reverse engineered enough to see how viable this is.