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14/2/2023, lelimule:
- This mod isn't a patch: all is there.
- i lowered 4 wind sounds (fognoise.wav, lowwind.wav, wind_lt.wav, wind_vlt.wav (in Sound/Fx/envrn/)); the 4 .bak are the original files
- To install, read also the v1.5 readme (modifications of morrowind.ini (or, if OpenMW, of openmw.cfg)).
- i cleaned the esp with tes3cmd clean
- Personally, i don't add the Wilderness Sounds Mod, but the Birds and Crickets mod (and i desactivate the criquets...)
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TES: MORROWIND SOUND ENHANCEMENT PLUGIN PATCH
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Created by Leon "pancreas" Medado <[email protected]>
Released during early January, 2003
Please enable word wrapping to view this document in Notepad.
DESCRIPTION:
New in Version 2.1:
This version is recommended to be used in conjunction with Marty "The Puma Man" V's Wilderness Sounds Mod, Wilderness Sounds Mod.zip (5.3 Megs.) A separate Plugin file has been provided for users without Tribunal.
Both plugin files remove the regional ambient sounds of birds and crickets which were also included and better implemented in the Wilderness Sounds Mod.
Version 2.0:
This patch requires the last Morrowind Sound Enhancement Plugin Release, MWSndEnh_v15.zip (10.5 Megs.)
Adds more ambient sounds to the Mournhold Region on top of the already excellent defaults
-This group of features requires the Tribunal Expansion Pack.
-Ambient sounds representing birds and crickets in Mournhold are 3d-positioned and respond to the current time and weather. Hear birds chirp during the day and crickets wail through the night all around you. Unlike my Official Mods Sound Enhancement Plugin, these sounds do not loop and instead play at realistic random intervals.
-Listen as they fade away when rain approaches, replaced by the new ambient sound of raindrops on foliage, then smoothly return when the sky clears.
Enhances more feet and falling oriented sounds
-Improves Light and Bare Feet Sounds by adding the sound of thick cloth shuffling.
-Finally adds a new default fall sound with foley effects for the Player, NPCs, and shod Creatures. This feature also requires the Tribunal Expansion Pack.
-Adds the sound of dirt getting kicked up to animal feet sounds.
-Highly detailed, distinctly robotic feet, roller and falling sounds for the Centurions
-New feet sounds for the Ogrim (It's just so huge.)
-Appropriately disgusting new fall sound for Bonewalkers
Water sound is now slightly softer but more dynamic
Usual minor fixes to existing sounds
INSTALLATION:
1. This patch still overwrites several of the default sounds and it may be difficult to retrieve them from your CD if you decide to revert some or all of the sounds to the defaults. If you are still uncomfortable with that then the recommendation and the procedures stated in the last release still apply to you.
2. Please note the following instructions I have provided for 2 possible situations:
A. If you do not have Tribunal, extract all the wav files except for:
-Sound\Fx\bodyfallHVY.wav (Even if you do have Tribunal, you may want to avoid using this sound as well if you feel it's foley effects are inappropriate for your character. Refer to the notes below.)
...into your Morrowind/Data Files folder, with the Use folder names option in WinZip checked. Then extract the Sound Enhancements.esp in the "No Tribunal" Folder directly into the Morrowind/Data Files folder, overwriting the old one.
B. If you do have Tribunal, simply extract the wav files and Sound Enhancements.esp into your Morrowind/Data Files folder, with the Use folder names option in WinZip checked.
NOTES:
-The game does not distinguish between different types of footwear when it comes to falling sounds. A single default fall sound is played for anything all the characters specified in this feature's description are wearing, hence the recommendation above.
Additionally, unshod 3rd-party (Other Plugins) NPCs or Creatures MAY end up inappropriately using that sound if they have not been specified otherwise (There are 3 other fall sounds available for creatures.) I stressed the word may because many 3rd-party creatures don't have a fall sound tagged at all.
-The new rain on foliage ambient sound doesn't fade out like the rain sound once the weather starts clearing up. It continues to play when there are no longer any rain drops and then abruptly stops. There's nothing I can do about this.
-I did include improved sounds for the projectile Centurion's ranged attack (Featuring a real airgun sound) and the Lich's sounds (Bones grinding, tattered cloth swaying and all) in this patch, however for some reason these sounds were not tagged for the said creatures. The Lich for example is completely silent aside from it's footsteps and attack *whoosh*. Hopefully someone will remedy this soon. I think it has something to do with the actual NIF file which I can't edit. In the meantime you will just have to content yourself with listening to the sounds outside the game. :)
DISCLAIMER:
I can't take full credit for all the samples used in this work so please feel free to do as you please with it, as long as you don't make money out of it.
End
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TES: MORROWIND SOUND ENHANCEMENT PLUGIN
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Created by Leon "pancreas" Medado <[email protected]>
Released during early August, 2002
Please enable word wrapping to view this document in Notepad.
DESCRIPTION:
Version 1.5:
Improves creature sfx for Atronarchs, Skeletons, and Centurions
-Appropriate hit sounds mixed into Screams (etc. Centurions create a metallic *clang* when hurt)
-More detailed Moans (idle) and Roars (attack) for Atronarchs and Skeletons
-Reverb effects added to Cliff Racers
Further improved feet sounds
-Tons of foley effects added to boot sounds, depending on the type (Light, Medium, Heavy) of boots being worn (etc. Sound of shuffling armor and chains when moving with Heavy Boots)
-Creatures now make appropriate default falling sounds upon death, new ones for Ghosts and Atronarchs
Fixed problem with some of the longer ranged sounds not playing, such as the Ghostgate Barrier rumble
More previously unused sounds implemented one way or another
A few minor fixes here and there to some sounds
Version 1.0:
Adds 29 new region-specific ambient sounds
-Including birds, crickets, and swamp life
-Some of the wind sounds recreate that rustling-in-your-ear effect
Stereo Ambient Loops for different types of weather and sound IDs for all thunder sounds (requires editing of Morrowind.ini)
Improves dynamics and quality of current feet, environment, combat, and magic sounds...
-Most sounds that came with the game but weren't used for whatever reason are now implemented
-Unique footstep sounds for EACH Atronarch and Undead creature, new flapping sounds for winged creatures
-More intense magical bolt sounds, improved sfx for magics commonly used to cause damage to a target
-New high quality swooshing and punching, more foley effects for armor hit sounds, and various samples of gore added to damage and critical hit sounds
INSTALLATION:
1. This mod overwrites a lot of the default sounds and it may be difficult to retrieve them from your CD if you decide to revert some or all of the sounds to the defaults. If you are uncomfortable with that then I recommend you backup Morrowind's entire Sound folder.
You can extract the default sounds from the first CD's data1.cab file using a program called i6comp.exe, which you can find on the internet. Be warned however that it may be difficult for you to use since it was designed for software developers (It runs in the DOS Prompt.) Basic usage would be like this:
(Letter of your CD-ROM Drive):\>i6comp.exe e data1.cab (name of file) (output directory)
2. Extract the files into your Morrowind/Data Files folder, with the Use folder names option in WinZip checked.
3. To enable the weather-specific Ambient Loops and make use of the other thunder sounds, you'll have to edit your Morrowind.ini file in addition to be willing to follow these not so simple (but worthwhile IMO) instructions. Once opened, goto the sections that start with [Weather ...]
-*NEW* There are two lines which you can use to modify the frequency of the ambient sounds:
Minimum Time Between Environmental Sounds=
Maximum Time Between Environmental Sounds=
I believe these are in seconds.
-There are 3 new and 2 default sound IDs you can place at each Ambient Loop Sound ID= line:
Wind Very Light - Just some nice and airy spatial brown noise. With some imagination it can sound like any natural noise.
Fog Noise - A soft rumbling wind, gives a foreboding ambience to foggy days
Low Wind - A very detailed but very subtle low wind sound, designed for overcast weather
Wind Light - I don't think they ever used this loud (definitely not Light) sound in the game, anyway I made it stereo to match the new sounds
ashstorm - The sound that plays during an ashstorm or in blighted weather, also improved
"Audition" these sounds in-game. I used various softening volume parameters in their sound IDs so they will sound way too loud if simply played outside of the game. If you know how to use TESCS or a sound editor go ahead and edit them to your liking. They will most definitely not sound the same between various sound systems anyway.
-There are 4 new sound IDs I referenced to the other thunder sounds included in the game but were previously not used:
Thunder4 - \Sound\Fx\envrn\thndr_cls2.wav
Thunder5 - \Sound\Fx\envrn\thndr_cls.wav
Thunder6 - \Sound\Fx\envrn\thndr_far.wav
Thunder7 - \Sound\Fx\envrn\thndr_far3.wav
Here are the default ones:
Thunder0 - \Sound\Fx\envrn\thndr_cls3.wav
Thunder1 - \Sound\Fx\_Thunder0.wav
Thunder2 - \Sound\Fx\_Thunder1.wav
Thunder3 - \Sound\Fx\envrn\thndr_far2.wav
Just listen to them outside of the game, and pick 4 that you most like. Place one of them at each Thunder Sound ID x= line, where x = 0 to 3 only.
As an example, here's what I personally use in my Morrowind.ini file:
[Weather]
...
Minimum Time Between Environmental Sounds=0.1
Maximum Time Between Environmental Sounds=1.0
...
[Weather Clear]
...
Ambient Loop Sound ID= (none by default)
[Weather Cloudy]
...
Ambient Loop Sound ID=Wind Very Light
[Weather Foggy]
...
Ambient Loop Sound ID=Fog Noise
[Weather Overcast]
...
Ambient Loop Sound ID=Low Wind
[Weather Rain]
...
Ambient Loop Sound ID=Low Wind
...
[Weather Thunderstorm]
...
Thunder Sound ID 0=Thunder0
Thunder Sound ID 1=Thunder4
Thunder Sound ID 2=Thunder5
Thunder Sound ID 3=Thunder7
...
Ambient Loop Sound ID=Wind Light
...
(The rest are default.)
4. As usual goto the Data Files section of the Morrowind Launcher to activate. Read the DESCRIPTION section above and the NOTES below so that you'll know what sounds to look out for once in-game, or you can just immerse and surprise yourself.
NOTES:
-This plugin should theoretically work with FactorZ`s Sound Plugin. Only A FEW sounds will be affected. They are (as named in FactorZ's file) :
body hitN.wav
criticalDMGN
Heavy Armor HitN
Light Armor HitN
Medium Armor HitN
punch 2N
Swoosh 1N
Swoosh 2N
Swoosh 3N
FactorZ`s versions of those sounds will be used instead of mine if you have both our plugins installed. If you prefer my sounds simply delete FactorZ`s and add the letter "N" to the end of my versions of those sounds.
-The default *splat* hit and critical hit sounds will still play when you damage the creatures mentioned in the DESCRIPTION. I could not find a way around this. I have countered it somewhat by making the appropriate hit sound mixed into the Scream (Hurt) abnormally loud, but this Scream sound usually plays in a short while after the hit sound.
-The newly improved boot sounds affect everyone who wears boots, including Golden Saints (Medium Boots) and Dremoras (Heavy Boots.) Unshod creatures, players and NPCs such as those of the beast races or those wearing only shoes will use the default feet sounds. I will emphasize that the sounds they make will not reflect whatever other pieces of armor the player might have. For example the sounds will not be appropriate for those wearing Metal Boots but no body armor.
-The fall sounds remain unchanged since there is currently no distinction between unshod and shod fall sounds.
-*SPOILER* I may have fixed the problem I and some other users have had concerning the lack of sounds upon the destruction of Akulakan. I don't have a savegame to test that.
-I couldn't make some of the sounds as long as I wanted to. Morrowind seems to have trouble playing multiple instances of the same sound. So fiece battles with multiple Dremoras would often result in explosions making no sound if the sound of a previous explosion was still playing.
-Regional ambient sounds can play at any time of day. So you may hear lonely crickets at noon and happy birds at midnight. Also if you haven't noticed yet all the regional ambient sounds play in fixed position mono. I could have made mine in stereo but that would make them twice as large (a lot of the other types of sounds were given the stereo treatment anyway.) Limitations, limitations.
-The Water Layer sound when heard inside caves is too loud. It's just right for the seashore though which IMO has a higher priority. Just edit it if you disagree.
-I have used some basic script editing to implement the two flag sounds. During good weather all banners will play a very low, almost inaudible flag2.wav rustling sound. In bad weather (when the banners shake a lot) they will play the flag.wav sound at it's standard pitch. I also wanted to create a sound for the swinging signs and lamps (they use the same script), but for some reason the lamps played the sound in an unexpectedly annoying fashion.
-The Ascended Sleeper apparently makes absolutely no sound at all even though sound files were provided for it, while the Hunger wasn't provided with any files at all and thus used the default creature sounds (Alit.) So I made the Hunger use the Ascended Sleeper's sounds. Seemed quite appropriate.
-I have reduced the bit and sample rates of most of my files to lower-than-default values to decrease the filesizes. There is some degradation in sound quality (most notably the noise created by the 8-bit dithering algorithm) but most people shouldn't notice.
DISCLAIMER:
I can't take full credit for all the samples used in this work so please feel free to do as you please with it, as long as you don't make money out of that.
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