About this mod
Lua audio sound effects extension
- Requirements
- Permissions and credits
- Changelogs
- Donations

Intro
Now, for something completely different than my usual mods....
This mod adds environmental sounds to Morrowind using OpenMW Lua.
"OK, like we didn't have that already. What makes it different from other mods that add environmental sounds to the game?" i hear you ask.
Indeed, there are various sound mods with the same purpose, like for instance Atmospheric Sound Effects Expanded. But my mod differs from them in the sense that the sounds are not added statically and manually to objects by editing the cell with the construction set, but added dynamically using Lua. This has various advantages. For instance, it is completely safe to add or remove mid game. Another advantage is that if a certain mod adds a new area to the game, Dynamic Sounds will also play on that new area if the conditions are meet (check the features section).
Here are the features:
- A soundbank system, similar to Dynamic Music (mod not related). This means you can add, remove or modify soundbanks to add sounds as you please, without the need to know Morrowind modding (esp creation).
- Ability to add sounds to objects or sounds that play on the player position (in other words, sounds not attached to objects). Multiple sounds can be added to the same object or player.
- Ability to define how and when the sound should play. These include:
-> Should the sound be played in loop or randomly? If randomly, what is the chance of playing?
-> Should the sound be played at any time, only at day time or only at night time?
-> Should the sound be played at a certain weather only?
-> Should the sound be played only when a certain object exists on the current cell?
- Ability to add sounds to doors according to the name of the target cell
- Support for default soundbanks, that are applied everywhere, independently of the cell
What is included?
Included are a set of sounds and soudbanks, so you will benefit on some new shinny ambient sounds out of the box. Here are some examples:
- Exterior city sounds. You will hear random city sounds like dog barking, distant blacksmith working, city bells, doors closing, ...
- Tavern/Inn interior sounds when you approach a tavern door from the outside (only on some taverns at the moment, but can be extended)
- Interior weather sounds according to the type of the building (solid stone or shack).
- Interior tavern sounds (bartender wiping, ...)
- Interior Daedric Shrine ambient sounds
- Interior Dwemer ambient sounds (also added some machinery sounds on some objects that lacked them)
- Interior cave, dungeon and mine sounds (cave water drips, bats, cave wind, wood rattle, dungeon rumble, ...)
- Exterior crickets at night, bird sounds on trees at day, ice cracking sounds on glaciers, wind sounds, ....
Of course, the sky is the limit and you can add other fancy things.
Plans for future releases
I'm still tweaking the "random chance" mechanic, so some work will be on that. I also plan to release more sounds (and more complete soundbanks). I will do that as i play. Finally i want to do some code cleanup.
Final Words
This is as much a mod as it is a modding resource, in the sense that the soundbanks i provided are a start but are incomplete. So i strongly encourage anyone to share your soundbanks.
Install
Install as usual.
Tools used
VS Code
Audacity
OpenMW Lua docs