To free up an esp slot, I used Merge Plugins to merge the main esp with the optional sounds esp, with no apparent problems. But regardless if you merge them or not, you do have to clean either the main esp or Low Wind variation, depending on which you use, because they have errors.
Don't know if it's of any consequence but - using Tiawar's MessageLogger - I get a warning saying "Script 'MISScriptInterior03', line 8: failed to evaluate expression."
"....sounds were kind of obnoxiously loud and non-immersive..." I live in a wilderness town and I can tell you that the deep forest doesn't make the kind of noise that this mod does. The forest is generally quiet and still at night, not a zoo of obnoxious howlings. 1 Loon song is too short. 2 Loons are found around lakes, not the forest. 3 There are no birds, much less loons in Cyrodiil. 4 There are no coyotes in Cyrodiil to justify the yipping. If the so-called barking "wolves" were renamed coyote it would fit best. 5 Unless the obnoxiously loud, monster howling is for werewolves, there are none in the game and Hircine Hounds produce their on sound. The wilderness sounds should be more "distant", and far between as the constant howling give the impression that there are wolves and coyotes on every block. 6 I would suggest editing out the horse and carriage in the IC as there are none and noway for any to operate in a closed pedestrian city with steps.
I would instruct people to order this above (lower priority) than Unofficial Oblivion Patch because the meshes & settings conflict there. In Tes4edit, I saw conflicts with UOP mostly, some OOO, some Unique Landscapes, and at least one ThievesDen. A bugfix should be prioritized over ambience. Unless the original creator tell us what he had installed when making this, I'm keeping it near the top.
The files in the thunder folder are also in OSSO and Better Storms and Weather, so you may want to exclude those folders if you install those after this.
Hi Brumbek, Iv'e had an interesting issue with the Optional ESP. I have tried to use it in Nehrim & I thought there might be issues with getting some of the sounds to trigger, but I wasn't expecting this http://imageshack.us...072039476.jpg/. .
I had started a second install as I couldn't figure out which of my mods was causing the problem but tonight the same hole appeared in the ground in my new install & if I take out MIS New Sounds Optional Part.esp it's gone I would like to use it & had thought about removing the Tamriel specific script but I suspect I'm going to need to do more than that Beebee
The optional new sounds .esp won't work with Nehrim because this .esp hand placed new sounds in the Tamriel worldspace. It just won't work. Someone would have to make a whole new .esp with these new sounds placed in the Nehrim worldspaces. But I think the main MIS should work with Nehrim maybe, but it will require switching masters from Obliivon.esm to Nehrim.esm, using TES4Gecko utility...
Although I haven't checked out MIS in ages...so I could be wrong about all this. ">
Hi Brumbek, Iv'e had an interesting issue with the Optional ESP. I have tried to use it in Nehrim & I thought there might be issues with getting some of the sounds to trigger, but I wasn't expecting this http://imageshack.us...072039476.jpg/. .
I had started a second install as I couldn't figure out which of my mods was causing the problem but tonight the same hole appeared in the ground in my new install & if I take out MIS New Sounds Optional Part.esp it's gone I would like to use it & had thought about removing the Tamriel specific script but I suspect I'm going to need to do more than that Beebee
20 comments
Don't know if it's of any consequence but - using Tiawar's MessageLogger - I get a warning saying "Script 'MISScriptInterior03', line 8: failed to evaluate expression."
1 Loon song is too short.
2 Loons are found around lakes, not the forest.
3 There are no birds, much less loons in Cyrodiil.
4 There are no coyotes in Cyrodiil to justify the yipping. If the so-called barking "wolves" were renamed coyote it would fit best.
5 Unless the obnoxiously loud, monster howling is for werewolves, there are none in the game and Hircine Hounds produce their on sound. The wilderness sounds should be more "distant", and far between as the constant howling give the impression that there are wolves and coyotes on every block.
6 I would suggest editing out the horse and carriage in the IC as there are none and noway for any to operate in a closed pedestrian city with steps.
The files in the thunder folder are also in OSSO and Better Storms and Weather, so you may want to exclude those folders if you install those after this.
The optional new sounds .esp won't work with Nehrim because this .esp hand placed new sounds in the Tamriel worldspace. It just won't work. Someone would have to make a whole new .esp with these new sounds placed in the Nehrim worldspaces. But I think the main MIS should work with Nehrim maybe, but it will require switching masters from Obliivon.esm to Nehrim.esm, using TES4Gecko utility...
Although I haven't checked out MIS in ages...so I could be wrong about all this.
Iv'e had an interesting issue with the Optional ESP.
I have tried to use it in Nehrim & I thought there might be issues with getting some of the sounds to trigger, but I wasn't expecting this http://imageshack.us...072039476.jpg/. .
I had started a second install as I couldn't figure out which of my mods was causing the problem but tonight the same hole appeared in the ground in my new install & if I take out MIS New Sounds Optional Part.esp it's gone I would like to use it & had thought about removing the Tamriel specific script but I suspect I'm going to need to do more than that Beebee
I compared the normal sounds with your edited sounds and they're so much better! Thanks for this!