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.
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.
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?
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.
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.
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.
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.
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?
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 :)
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.
30 comments
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.
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.
Sorry to hear you had issues with NMM. It's kinda notorious for not fully working with Morrowind unfortunately.
But surely you can just increase the volume of the sound files themselves..? They're about 1/3 the volume of the base sounds.
(And I just boosted the volume of the files myself and it worked fine.)