0 of 0

File information

Last updated

Original upload

Created by

Jyggalagpuff

Uploaded by

Jyggalagpuff

Virus scan

Safe to use

Tags for this mod

37 comments

  1. Jyggalagpuff
    Jyggalagpuff
    • member
    • 15 kudos
    Locked
    Sticky
    As of today the Hand2Hand sound FX issue has been resolved. Please download version 2.0!
  2. Loeke
    Loeke
    • supporter
    • 1 kudos
    Hello having difficulties with Hand2Hand sounds. Also using this mod https://www.nexusmods.com/morrowind/mods/50254. Tried to uninstall it, but hand to hand sounds are not returning even when starting a new game. Thank you for this mod.
    1. Loeke
      Loeke
      • supporter
      • 1 kudos
      You can use Hand2Hand sounds from the other mod https://www.nexusmods.com/morrowind/mods/50254. Two mods are compatible using Mod Organizer2. Sorry for spamming. Maybe the Hand2Hand sound FX was never resolved or I broke something by using noncompatible mods. Anyway thanks you so much for this mod.
  3. CryoStrider
    CryoStrider
    • supporter
    • 7 kudos
    Is there any chance you could look into porting over the other stuff from Character Sound Overhaul, like the new UI and item interaction sounds?
  4. 1503010
    1503010
    • member
    • 0 kudos
    I tried running this in OpenMW 0.48 and while the game loaded without crashing, openmw.log is flooded by these messages and bloated to 150MB after just loading a save and quitting, so I'd guess it's not compatible.

    [19:15:00.026 E] stack traceback:
    [19:15:00.026 E]     [string "Scripts/CSO/SoundManager.lua"]:10: in function <[string "Scripts/CSO/SoundManager.lua"]:8>
    [19:15:00.026 E] L5006_-1[Scripts/CSO/SoundManager.lua] onUpdate failed. Lua error: [string "Scripts/CSO/SoundManager.lua"]:10: attempt to call field 'getEquipment' (a nil value)
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Thanks for letting me know! Yes, this mod in intended for 0.49 builds.
  5. HalfEnder776
    HalfEnder776
    • premium
    • 1 kudos
    Would it be possible to change the sound based on the direction of attack?
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      I'm not that good. Maybe in the future that would be possible with 0.50.
  6. borok
    borok
    • premium
    • 29 kudos
    This mod just can't work on OpenMW 0.48. Sad but true. After I noticed errors in log I looked into script and found couple issues:
    1) Actor.getEquipment(actor, slot) just not exists in 0.48 lua, there is Actor.equipment(actor, slot).
    2) There is no core.sound in 0.48 or anything similar. I haven't noticed any function to play sounds in 0.48 lua.

    https://openmw.readthedocs.io/en/openmw-0.48.0/reference/lua-scripting/index.html
  7. timdoe
    timdoe
    • member
    • 0 kudos
    Hi, cool mod judging by the video but I cant get it to work on openMW 0.48.
    Maybe you could add some install instructions?
    Right now I have the files both in my openmwscripts folder where I successfully run e.g. negative lights remover or quick spell cast.omwscript from AND I have it installed like a regular esp mod. esp shows up in launcher but I do not get any replaced sounds. no other sound mods running.
    Thank you for your help!
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Hi! You put it in your omwscripts folder? You should not have a separate folder for omwscripts, it should go right into your data files folder and then should be activated in your launcher.
  8. InnosVult
    InnosVult
    • supporter
    • 26 kudos
    This mod doesn't do anything. Openmw 0.48 vr.
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Does it work when you're not using VR?
    2. InnosVult
      InnosVult
      • supporter
      • 26 kudos
      I haven't tried. I don't think vr version is supposed to run as standart openmw. They are separate buids.
    3. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Yes that's true. I don't use VR, but I believe it is unfortunately incompatible with several other mods too.
  9. rubyknight182
    rubyknight182
    • member
    • 4 kudos
    I installed the mod using OpenMW 0.48 and not only is it not appearing in my mod selection list half the time, but when I manage to get it to load it does nothing. Any way you know of resolving this?
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Thanks for letting me know! I have a few questions, 1) How many versions of OpenMW do you have installed? Are you always running the same version? 2) Is the lua file located in the correct place, i.e., "Data Files\Scripts\CSO\SoundManager.lua"? 3) Do you have any other sound replacers?
    2. rubyknight182
      rubyknight182
      • member
      • 4 kudos
      Thank you for your quick response! 1) Just the one install I use for my playthrough. 2) I'm not sure where the correct place is, when I load OpenMW mods I do it with the ini loading the mod directory. Each mod has its own folder in data files. Is it perhaps a problem with how I install mods? I haven't really changed the process for it since I started using OpenMW in 2020. 3) I do not
    3. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      No it does not go into the exact same place as the ini file. The lua file named "Sound Manager" needs to stay inside of the "CSO" folder, which goes inside of your "Scripts" folder. The "Scripts" folder is inside your "Data Files" where all your esm/esp's are.
  10. Troglolo
    Troglolo
    • supporter
    • 3 kudos
    This is awesome, now we just need a OpenMW character sound overhaul.
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
    2. RandomPal
      RandomPal
      • premium
      • 368 kudos
      Like this: https://www.nexusmods.com/morrowind/mods/49654
    3. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      That would be very involved, idk where to begin. For combat sounds only the swing and hit variables had to be addressed. For character sounds there's a lot more that change depending upon the environment, creature, item, etc. The script for that would be huge, and I wonder if it would cause conflicts. For example my lightsaber sound FX conflicted with my combat sounds, so I had to make my lightsaber sound FX in a very specific way or it would break combat sounds. See my description for an explanation. Lightsaber FX Overhaul at Morrowind Nexus - mods and community (nexusmods.com)
  11. Tezrel
    Tezrel
    • member
    • 13 kudos
    Gonna give this a try! Good video to include, ty for that. And curious, I noticed your fatigue wasn't going down in the fight with the Ordinator. From a mod, or an enchantment?
    1. Jyggalagpuff
      Jyggalagpuff
      • member
      • 15 kudos
      Thanks! No endurance mod, but I am level 36 with that character, min maxed out.