0 of 0

File information

Last updated

Original upload

Created by

Xander2177

Uploaded by

Xander2177

Virus scan

Safe to use

Tags for this mod

30 comments

  1. Xander2177
    Xander2177
    • member
    • 5 kudos
    Locked
    Sticky
    If anyone thinks the sounds are too close together in their playthrough, I might modify the ESP so there's more of a delay between sounds. Now that I'm familiar with how to do that it will take maybe 5-10 minutes.

    EDIT: The longer delay ESP is now live. I am working on a solution for a louder version in Vanilla Morrowind but it involves a lot more editing. The sound files need to stay at their current decibels or they will possibly make crackling noises. I'm going to possibly have an update soon.

    Note: If you use a mod manager to update your files, it might tell you there is a new update. I changed the version number which I neglected to change on the description page. Not sure if this will trigger a manager or not to offer an update. If you downloaded the 1.1-3 version already, you can ignore the "update" request in the mod manager. It should be the only one that is available. If somehow you snuck in under the wire and got the original 1.0 ESP, I would really suggest getting the latest version to avoid Evil GMSTs. 1.1-3a is simply an increase in the time delay.
  2. antiquatedlace
    antiquatedlace
    • supporter
    • 5 kudos
    I've been on the hunt lately for more ambient sounds to replace the constant music with and this is an excellent add to my modlist! Thank you!
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      Thanks for the kind words!
  3. ReachHeavenByViolence
    ReachHeavenByViolence
    • premium
    • 37 kudos
    Does this work with mods that restore the silt strider animations?
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      I don't see why not. it only effects the sound, so if the silt strider plays a sound during the silt strider moving around, then the sounds will probably play.
    2. ReachHeavenByViolence
      ReachHeavenByViolence
      • premium
      • 37 kudos
      So you didn't edit its script at all? In that case, you're probably right.
    3. Xander2177
      Xander2177
      • member
      • 5 kudos
      The script was edited for the strider but not sure what that has to do with the animations. It was for sounds only.
    4. ReachHeavenByViolence
      ReachHeavenByViolence
      • premium
      • 37 kudos
      IIRC, Silt Strider Animation Restored also edits its script, so you'll likely need to make a patch.
    5. Xander2177
      Xander2177
      • member
      • 5 kudos
      I didn't write the script to begin with. Others did that instead. So I have no idea how to make a patch. Have you tried it out with the mod in question?
  4. Lucevar
    Lucevar
    • premium
    • 136 kudos
    Looking forward to trying this out! One request: would you mind enabling mod manager downloads for the optional, longer-interval download as well?
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      It's just an ESP. It has no files besides that. Is it even possible to replace the main ESP through the mod manager?
    2. Lucevar
      Lucevar
      • premium
      • 136 kudos
      Yep, in fact this is one of MO2's most useful properties!

      If mod manager downloads are enabled for everything, you can download the main file, and then download the optional file afterwards and load it just slightly afterwards, with a slightly different package name (eg Silt Strider Sounds Longer Interval Esp). That way the esp will be overwritten with the optional contents, but the rest of the files (assets etc) will be available as normal. MO2 will show you exactly which files are overwritten (obvious in this case -- but in cases where you have a lot of loose files like meshes and textures this feature of MO2 becomes way more useful).

      If the mod manager download isn't enabled, you can do the same thing, but it involves manually downloading it, manually importing it into MO2, and then you lose all the metadata such as the link to the Nexus page, the author information, and knowing when a new update is available.
    3. Xander2177
      Xander2177
      • member
      • 5 kudos
      Ok. I just didn't want it to mess someone's mod manager up. I had some nightmares with NMM.
    4. Lucevar
      Lucevar
      • premium
      • 136 kudos
      Thanks, much appreciated!

      Sorry to hear you had issues with NMM. It's kinda notorious for not fully working with Morrowind unfortunately.
    5. Xander2177
      Xander2177
      • member
      • 5 kudos
      I had issues using it with everything. Morowind, Skyrim, FO4. I think it only really behaved for Cyberpunk 2077.
  5. AreaFive
    AreaFive
    • premium
    • 8 kudos
    This is interesting and I do feel that the new sounds complement the originals well for the most part, however, they are too close together. I would love to see a version where they occur a bit less often.
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      I can do that. I just have to figure out what the time scale translates to in the Construction Set. Then I can alter the script a bit and upload a new alternate ESP. I feel the same way about the sounds. Abot suggested I might need to shorten the interval but I think it needs to be way longer.
    2. Xander2177
      Xander2177
      • member
      • 5 kudos
      I just uploaded a longer interval ESP. I think it's a good enough delay.
  6. cmiq589346
    cmiq589346
    • premium
    • 63 kudos
    Can I also request that you increase the volume fairly considerably? They are much quieter than the vanilla sounds for me.
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      Are you on vanilla Morrowind or OpenMW? The difference is huge. I cannot increase the sounds in vanilla Morrowind because it's already at max volume. OpenMW is set in the script too low but the scripter that helped me decided not to increase the volume for some reason. I haven't personally tested it out in OpenMW. I will put it on the to do list because I have to wait on a response. And then the new ESP has to be cleaned before release.
    2. cmiq589346
      cmiq589346
      • premium
      • 63 kudos
      Vanilla.

      But surely you can just increase the volume of the sound files themselves..? They're about 1/3 the volume of the base sounds.
    3. Xander2177
      Xander2177
      • member
      • 5 kudos
      No they're not. I made sure in audacity. The volume has to be turned up instead. Now are you in OpenMW or Vanilla Morrowind?
    4. cmiq589346
      cmiq589346
      • premium
      • 63 kudos
      Vanilla. As I said.

      (And I just boosted the volume of the files myself and it worked fine.)
    5. Xander2177
      Xander2177
      • member
      • 5 kudos
      I double checked t omake sure and they are already red lining at the peak of the sound wave. If I raise the volume they will be too loud and crackle which breaks immersion. I'm not changing the files. However I did make the first 3 sounds stereo now so I will update those files. I have it in vanilla too and it's loud. Are your speakers ok?
    6. cmiq589346
      cmiq589346
      • premium
      • 63 kudos
      Nothing wrong with my headphones.
  7. RestGivenFreely
    RestGivenFreely
    • member
    • 14 kudos
    Wowza, sounds swell. IMO fits the aesthetic amazingly! Thank you
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      You're welcome!
  8. EPIPHANESXLR
    EPIPHANESXLR
    • member
    • 6 kudos
    Gave a listen to the .wav files and it sounds awesome, definately gonna include it in my install. Also a tip w/ sound mods - might wnna make a youtube with the sounds or something as preview :)
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      I did in the video section. There are two videos. The were linked way before anyone downloaded.
  9. Confessoru
    Confessoru
    • supporter
    • 14 kudos
    sounds creepy and unnatural with how much lower of a pitch this is
    1. Xander2177
      Xander2177
      • member
      • 5 kudos
      I wanted it to sound kinda creepy, but since it's a huge animal it makes no sense for it to sound high pitched. Morrowind is an alien kind of land compared to the other realms.