Successful mod launch so far, and I've got some updates to boot.
First of all, I wanna specially thank for all the positive feedback my friends, it means the world to me!
As for updates we have version 1.1 I honestly forgot some minor tweaks, fixes and even some high quality studio sounds. Sry about that.
I also now released a light OGG version due to some stability concerns. Light version has all the memory heavier sounds switched to OGG, effectively reducing memory usage down to 1/5 of the original WAV. Included (where likely needed) some of the ogg optimizations to the main WAV version too.
Hope you all been having a good time with this mod. Added some new recommended mods to the description definitely worth checking out. Feel free to share experiences on the mod.
who will help me? I did everything.... tried with OGG and WAV, did Navemesh update patch, added patch for lightning - still crashes.... I am fighting with this mod for over a week now, and I know its an issue with this mod.
one example of one try I performed: Install wav Install ESM atmos Install patch for lightning Navemesh path by GECKO step by step with proper loadorder (I have loadorder from Viva las vegas) Atmos ESM is at the end just before navemesh patch, esp. at the end of the list
Please, I am ready to even support the owner once it will work
I think I will just revert acoustic spaces back to vanilla one's in the next update. I believe they don't mix well with some mod, with navmesh overhaul being the main suspect.
If you want to try this before, just change interior cell acoustic spaces to vanilla one's in a area where you experience crashes. Also are you using NVHR? (heap replacer) During some bug testing I used it myself and started experiencing a lot of crashing. Deleting it for me returned stability.
I do not use NVHR, Right now reinstall is only thing that I can do right now because my game crashes even without mods and only atmos. Maybe it's something wrong with my PC
I did a fresh reinstall together with viva las vegas guide and it still crashes :/ no other mods than viva (I turned off navmesh as well) it mostly crashing durign entering and leaving houses
yes I think it was NVHR problem... I didnt realise I had it previously. Removing it so far works, but still thats quite sad new heap replacer doesnt work
Any idea for another heap replacer or make it work together with NVHR? WIthout NVHR game is not so stable, and its stuttering a bit so it will be nice if they will work together
great effort, looking forward to playing through FNV with this
for anyone concerned about memory or file size, do the following:
1. download the WAV version, extract it to a working directory 2. install ffmpeg to your shell 3. create a batch file called convert.bat with the lines
@echo off & setlocal FOR /r %%i in (*.wav) DO ffmpeg -i "%%~fi" -q 8 -ar 44100 -y "%%~dpni.ogg"
4. move that batch file into the root of your working directory from (1) 5. run the batch file, let it complete (will take some time) 6. CTRL-F *.wav, all wav files from the mod will appear. CTRL-A to highlight them all, delete 7. you just created your own high quality OGG mix that is half the footprint of the ogg pack for download here (900 mb uncompressed), without sacrificing any quality!
what do you mean by extract it to a working directory? I have installed fmmpeg and used batch but it didnt work, batch has finished after 2sec without any transformation
Is there a way to adjust the reverb outside and inside? It's mostly just with voices as they sound a bit weird with the reverb in interiors. WOuld be nice to be able to tweak it or turn it off?
Hello, absolutely stunning mod! I just wanted to note a few incompatabilities with mods that edit interiors, I think https://www.nexusmods.com/newvegas/mods/79378 would just override the values with non atmos soundscape interiors if the light is edited, thoughts on a possible patch ?
There is a port of the fallout 3 version of this mod where the porter solved this incompatibility by adding sounds with script instead of editing the world space. Perhaps this method can be used
I'm already using that one, but the modder locked the forum, so I thought that's to closest place I can ask, form the original creator. (who probably knows the mod much better anyway)
Never mind, I noticed it in a house on the minefields, because I realised it isn't enough to disable/enable the mod, but re-entering the space also needed. Anyway, if you accept a bit of a critique, I think all those sounds in a small building is just too much, makes it a ghost castle with all the creeks and fake step sounds. Less would be more in this case. I cannot comment on the rest, as I couldn't compare them yet.
However I must say fire sounds in Tepid Sewers are VASTLY superior to the original. Still a bit too much going on, but I realised there is a Light version of your FO3 mod, which is not ported to TTW, which I guess has less sound effects, while maintaining the same quality. Do you think I an just copy the corresponding files while leaving alone the files that make it work with TTW?
After NV Atmos I took a look at the Fallout 3 Atmos, and its very apparent that i’ve learned a lot during NV project. Looking to do a remaster of it with newer a skillset and sound work.
The subtle version mostly just has lower sound volumes through esp edits. These can easily be adjusted in geck or FNVedit by increasing static attenuation. Info on this below:
Wanted to use along with VeryLastKiss collection and seems not working, no difference at all, even with intense version. Tried to hear any ambience difference in Goodsprings Store and Freeside.
182 comments
Successful mod launch so far, and I've got some updates to boot.
First of all, I wanna specially thank for all the positive feedback my friends, it means the world to me!
As for updates we have version 1.1
I honestly forgot some minor tweaks, fixes and even some high quality studio sounds. Sry about that.
I also now released a light OGG version due to some stability concerns.
Light version has all the memory heavier sounds switched to OGG, effectively reducing memory usage down to 1/5 of the original WAV.
Included (where likely needed) some of the ogg optimizations to the main WAV version too.
Hope you all been having a good time with this mod. Added some new recommended mods to the description definitely worth checking out.
Feel free to share experiences on the mod.
And have a good one everyone.
I am fighting with this mod for over a week now, and I know its an issue with this mod.
one example of one try I performed:
Install wav
Install ESM atmos
Install patch for lightning
Navemesh path by GECKO step by step with proper loadorder (I have loadorder from Viva las vegas)
Atmos ESM is at the end just before navemesh patch, esp. at the end of the list
Please, I am ready to even support the owner once it will work
I think I will just revert acoustic spaces back to vanilla one's in the next update.
I believe they don't mix well with some mod, with navmesh overhaul being the main suspect.
If you want to try this before, just change interior cell acoustic spaces to vanilla one's in a area where you experience crashes.
Also are you using NVHR? (heap replacer) During some bug testing I used it myself and started experiencing a lot of crashing. Deleting it for me returned stability.
Maybe it's something wrong with my PC
:/ no other mods than viva (I turned off navmesh as well) it mostly crashing durign entering and leaving houses
for anyone concerned about memory or file size, do the following:
1. download the WAV version, extract it to a working directory
2. install ffmpeg to your shell
3. create a batch file called convert.bat with the lines
@echo off & setlocal
FOR /r %%i in (*.wav) DO ffmpeg -i "%%~fi" -q 8 -ar 44100 -y "%%~dpni.ogg"
4. move that batch file into the root of your working directory from (1)
5. run the batch file, let it complete (will take some time)
6. CTRL-F *.wav, all wav files from the mod will appear. CTRL-A to highlight them all, delete
7. you just created your own high quality OGG mix that is half the footprint of the ogg pack for download here (900 mb uncompressed), without sacrificing any quality!
I have installed fmmpeg and used batch but it didnt work, batch has finished after 2sec without any transformation
I assume you are using bEnableEnviroEffectsOnPC in tweak, which unfortunately is quite broken :(
So you can just disable the main version and activate the intense version.
There's a patch for Atmospheric Lighting Tweaks. Here: https://www.nexusmods.com/newvegas/mods/85949
Also just to clarify the FO3 TTW isn't the same mod, it only effects Fallout 3 areas and it almost has a completely different audio data set.
The gear rattle and footsteps sound so good!
Link in the description.
Anyway, if you accept a bit of a critique, I think all those sounds in a small building is just too much, makes it a ghost castle with all the creeks and fake step sounds. Less would be more in this case.
I cannot comment on the rest, as I couldn't compare them yet.
Valid critique.
After NV Atmos I took a look at the Fallout 3 Atmos, and its very apparent that i’ve learned a lot during NV project. Looking to do a remaster of it with newer a skillset and sound work.
The subtle version mostly just has lower sound volumes through esp edits. These can easily be adjusted in geck or FNVedit by increasing static attenuation.
Info on this below:
https://geckwiki.com/index.php/Sound