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About this mod

Lua-based sound overhaul. Ambient sounds, interior weather, extended voices, and more. Compatible with TR/PT/SHotN. Easily customizable.

Permissions and credits

An ever-growing forest of sounds, voices and other audio effects. Lightweight, immersive, customizable and compatible.

Long story short - if you want the recommended version, grab the full file - it includes both lua core and the lore-friendly soundpack.
Feel free to get lua core alone if you don't want the Outdoor Ambient module
at all. You can, for instance, use Service Voices or Interior Weather
only. Replacer is optional.
I. The mod

Currently available:
  • Lua core - an integrated hub of AURA modules, including:
  • * Outdoor Ambient - requires one of the 2.0.0 soundpacks or your own loops
* Interior Weather - uses vanilla engine, no need for additional audio; works with replacers (unless you edit .ini or CS-registered sounds)
* Service Voices (travel voices as of 2.0.0) - uses vanilla
* Miscellaneous - uses vanilla
  • Soundpack - a rather big collection of ambient loops.  Now includes a proper lore-friendly version (recommended and supported) with sounds carefully selected for Morrowind's unique biomes. Yes, no more chirping overkill. 500% more cliffracer moans. Bundled with full version.
  • Replacer - a replacer for some of the "worst offenders" amongst MW's original sounds. Aimed at providing a high quality alternative, without straying too far from vanilla experience. Modular - pick and choose, and remember to backup the originals.

II. Installation


This mod requires MWSE-Lua (and thus will not work in OpenMW). Install first and update - direct link. Alternatively, just use MGE XE and run the updater.

There are a few ways to do this, and the choice is yours.

If you only want the system, but no sounds, get AURA - lua core. This will install the necessary lua files, as well as empty folders for you to fill. You can also get this to simply use any module you want - say you're interested in service voices module and nothing else - grab the file and customize the mod in the in-game MCM. The soundpacks are required if you want the Outdoor Ambient module to work out of the box. For the rest, a clean Morrowind install is enough.

Full version includes lore-friendly soundpack and lua files. Replacer is optional to both.

If you want to use the unsupported and obtrusive previous soundpack, you should download the updated 2.0.0 file, as well as the new lua core. No
1.x.x version will work with 2.x.x - you have been warned! You can
obviously mix and match the sounds themselves, just observe the folder

... -> climate folders, including time folders.
Quiet -> for foggy weathers and a MCM-customizable chance on other conditions
Warm -> calm(ish) warm wind loops for rain or overcast weathers
Cold -> heavier wind loops for snowy and thunder weathers

III. Compatibility

Technically compatible with existing sound mods. The result, however, is something you should determine for yourself. I've so far tested it with official BC sounds plugin and it plays along just fine. Replacer file will of course replace original sounds, but it's fully optional.

While we're at it, for a fully immersive experience you can also check out my music mod: Better Music System Redone. Or just play with no music and all and soak up all those insects and silts in your ears.

IV. Usage

If you want to add your own ambient sounds (remember to use looping tracks!), then all you need to do is copy some .wavs (at 44100 kHz sharp, the rest doesn't matter much - you can use either mono or stereo and whatever sample size you feel is fitting. As for encoding, it's best to stick with uncompressed PCM; I recommend stereo files no longer than 2-3 minutes each). That's it, the mod will randomly select a track from the appropriate folder.

If you feel like editing region-to-climate assignments, open up Data Files/MWSE/mods/tew/AURA/Ambient/Outdoor/outdoorClimates.lua and edit the table there, according to the scheme. Same for adding regions - you need a region name (NOT the ID!) in square brackets followed by '=' and climate name. The climate name has to match one of the climate names used, for issue-free execution.

Say you have a mod that adds a region named "Big Chungus Fields Region", which is a huge grassland. What you do is:
a) navigate do Data Files/MWSE/mods/tew/AURA/Ambient/Outdoor/outdoorClimates.lua
b) open the file with a text editor (no worries, Notepad is enough)
c) enter a new line somewhere in the table and insert (every single character here is important!):

["Big Chungus Fields Region"] = "Grassy",

d) save the file. When your enter the Big Chungus Fields Region in-game, you will hear sounds from the "Grassy" folder in Data Files/Sounds/tew/AURA/Climates.

As for my own sounds - do whatever you want with them, really. Mix, cut, stretch, reverse, mash - I don't care. I'd be glad to hear feedback, though, so feel free to comment! When it comes to the code, however, please PM me first. I'm on Discord, too.

V. Recommendations

VI. Credits
Hrn for his distance calculation function and confirming my fears of MW's sound engine from his unreleased Interior Weather mod.
Neoptolemeus for the Birds and Crickets.
Texafornian for Provincial Music, from which I borrowed some ideas for sound feed.
NullCascade, Merlord, Greatness7, OperatorJack and all of the MW modding community on Discord for information and advice, as well as MWSE development.
Brazil for lua. And Oropéndola samples.
Bethesda for an empty canvas for me to put acoustic paint on, and for BC sounds.

All of the sounds are rather profound remixes of attribution-free sounds from, together with some Bethesda wavefiles.