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TEKA - TJ - Colobos

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l1lartur0

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49 comments

  1. PenelopeJenga
    PenelopeJenga
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    Just posting again a couple of years later to see if anyone has a fix for the issue that the sounds of people chattering in town will still play when you leave town and head out into the empty wilderness?
  2. LennoththeCursed
    LennoththeCursed
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    I think I'm doing something wrong. The game warns me about the mod expecting another master file-version, when I boot it up with active
    .esp. With both the standard vrsion, and the patch.

    EDIT: I guess there's something wrong with referenced files. When trying to start a
    new game, a warning appears, saying "Expression Error Unable to find
    cell id "Khartag" in script ShrineBoethiah."

    Could be a language thing, given I play in german. I've tried the original version, the 1_1 patch and this fix. I can't get it to run.
  3. dylsonic
    dylsonic
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    Ok I'm having some of the worst trouble lately with Better sounds in OpenMW where it was working before and then just recently its stopped entirely working and only the vanilla sfx are the ones you hear
  4. Veezlez
    Veezlez
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    Much appreciation for this, but there is one thing I think you may have missed- Bitter Coast Region still reads "Bitter Coat Region" in my game.
  5. Demanufacturer87
    Demanufacturer87
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    i cant hear rain sound and frost spell sounds
    1. l1lartur0
      l1lartur0
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      Yes, it works with OpenMW.
    2. Thanks!
  6. dispenseri
    dispenseri
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    Could you make a version without the magic sounds?
  7. ApprihensivSoul
    ApprihensivSoul
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    Got indoor (pub) noises following me across the wilderness, can I fix it?
    1. Pherim
      Pherim
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      I have the same problem - furthermore, the sounds are bugged inside taverns, I just hear a constant noise, as if the sound would start playing every frame.

      Edit: Apparently, the "bug fixes" in version 1.4 broke the global scripts - the change log says that ( Player->CellChanged ) was changed to ( CellChanged == 1 ), but these scripts don't have "ChellChanged" anywhere, so apparently they always stop the sounds immediately after they have started playing.

      Edit2: Changing (GetInterior == 1) to (CellChanged == 1) in these seems to fix the issue.
    2. l1lartur0
      l1lartur0
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      These issues should be sorted *fingers crossed* as of v1.4.2.
    3. pubat529
      pubat529
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      Still getting this bug, anyone know of a fix?
    4. PenelopeJenga
      PenelopeJenga
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      It's definitely still there and happens constantly, it's driving me nuts now! Only way to make it go away is enter somewhere indoors and exit again. It's baked into the save. Apart from that, I adore this mod :) <3 <3
  8. Wirodeu
    Wirodeu
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    Am I alone in that scrib suddenly make loud thumping sounds?
    1. chonkcheese
      chonkcheese
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      I experienced that in the original mod as well. I'm assuming the author just hasn't noticed it.
    2. PenelopeJenga
      PenelopeJenga
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      This is still an issue, it's REALLY loud!!

      EDIT: After looking into this (as it was driving me nuts), the offending sound effect(s) are located in: BetterSounds\Sound\Fx\item and they are the following files:

      bodyfallH.wav
      bodyfallM.wav
      bodyfallL.wav

      The game uses a mixture of these 3 effects to add a little variance on the sound. Load these up in Audacity or even an online MP3/Wav volume adjuster, whack the volume/dB down, save, replace the files back in the folder, you're golden! (Always remember to backup your original files!!!)
  9. rusheretic
    rusheretic
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    I confirm what Solstheim, Moesring Mountains renamed to Solstheim, Moerstring Mountains.

    Just checked it in TES3View. It will cause errors with Julan BETA mod on the game start and maybe something else along the line while you play.
    1. l1lartur0
      l1lartur0
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      That was the case with the original plugin. This issue has been rectified with this mod since its initial release.
    2. rusheretic
      rusheretic
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      No, I disagree. I checked it again and yes, it is named wrong in file BS_BM_WeatherChange_v1.1_Fixed.esp.
      Here is a screenshot as a proof https://i.imgur.com/VyTirTl.png
    3. l1lartur0
      l1lartur0
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      So, the issue is found in the optional Bloodmoon Weather Changes plugin and not the main .esp. Gotcha. I'll upload a fix here shortly.