I'm revisiting this good old game after a 15 year break and am happy to say this mod is as great as ever. And super easy to install manually, which I recommend, contrary to current ideas of "best practice." Cheers.
Hello. Many people don't understand or don't want to run a utility or something from the section of a mod manager to choose stuff, how a mod is going to work and why. Many people don't know about those things or just they are very fresh to those old PC GAMES. i like to copy the new files, where they must be. Thanks.
Firstly, since this mod have no esp file, so it is not sure the game-engine will detect and run it. But since the game itself have bsa file, every bsa file automatically read by game engine. So the solution is pack the whole mod in bsa file, then place that packed bsa file in Oblivion/Data folder.
Secondly, you need some preparations, first is bsa packing tool, i recommend BSA Commander, very easy to use, like many mod on this site, download, extract then use. Another tool you many need is SkyBSA? , since sometime, the game engine bypass some bsa file, especially bsa file isn't directly used by any esp file. SkyBSA will force the game engine read it.
Now is the thirdly and the finally. Extract this mod, take a look at it's folder path. It is .....Oblivion Stereo Sound Overhaul-5861\OSSO\Data\sound.... You move or copy the sub folder Sound to any place you find easily to find. Since you will need it later. Now open you Oblivion/Data folder, take a look at those bsa, see any file named "ArchiveInvalidationInvalidated!.bsa"? If you have any, create a copy, if you don't have any, create a copy from another bsa file since i only know how to pack non-bsa file to bsa file by using another bsa file.
Now extract and open BSA Commander, then choose "Open" option at the top-lef of BSA Commander, then choose the bsa file you just copied. It will load every contents which are compressed to that bsa file. Choose option "Uncheck All" then choose "Pack" then a menu will pop up: At Source dir: you direct to the place you have place the sub-folder "Sound", that's is all for the Source dir option. (Choose folder "sound" then press ok, don't choose any sub-folder of Sound folder) At Archive name: you direct to the copied version of bsa file. You should do this step carefully. Otherwise thing will mess up.
Then choose "Pack". The BSA Commander will compressed those file that you have chosen at "Source dir" to the copied bsa you directed at "Archive name", and overwrite or delete any existing file that you "Uncheck".
Then you done. Run Oblivion and check. If you found the footstep sounded not as loud as usual, you did correctly.
Edit: I'm not familiar with modding or tech savvy, but based on my own humble and might be biased expieriences/ knowledges regarding Oblivion. That's what i can tell you about how to install this mod. And i'm not English native-speaker. So if you found i say something isn't technically right or my grammar, vocabulary aren't as good as many other users on this site. Please cut me some slack.
Again, happy gaming.
Edit: I wrote this comment when i was using WryeBash, i recommend you guys use MO2 instead. It will save you a lot of time.
With MO2, i don't think you need to do all the things above, since MO2 automatically "Archivalidation" which make sure every mods are actived will be load properly with/without esp file. But SkyBSA is recommend since Oblivon can overlook bsa without esp with the same name (bsa file isn't being used by any esp).
For any of you still having installation problems, here is a walkthrough, because the mod works and is well worth the effort.
First, download the latest version of Oblivion Mod Manager (OBMM). When last I looked it was 1.1.12. I would recommend the installer package of this tool, since it is more reliable than the others. Here is the mod's link.
Then download this mod (stereo sound overhaul). Run OBMM and among the many options choose "create", which is located to the right of the "activate" option. Once you hit this button, you should see a window with several new options. Click add archive, then browse to the mod's downloaded 7zip file. It will take OBMM a few seconds to load all the data (shouldn't take long on most contemporary computers). Then click "create omod" and ignore the miscellaneous warnings about mod details (you are welcome to add some if you wish, though).
OBMM will start processing the 7zip archive into an omod file, and once it's done, the last opened window should close (if not close it yourself).
Now, we are back at OBMM's opening (first) program window (the one with "activate", "create" etc.). This step is to activate the newly created/converted omod file. There should be a list of activated omods above the aforementioned buttons. If not, it means you haven't any omod files but the newly created one, and it should display as a single and only choice on this window list (the manager should place your omod file in its proper directory, regardless of the 7zip archive's source folder). The filename should have a green square before it. Now, select the (o)mod from this list and activate it, either by clicking on the "activate" button, or by double-clicking the filename on the list. OBMM should load the mod's content to the game, and the green square should become blue.
One step left. To make the game use the newly installed sound files from the omod, we must perform an archive invalidation of Oblivion. There are many methods, but BSA alteration is regarded as the most reliable for most users. To the far right of the main window, you will see a "utilities" option, click it, then from the drop-down list, select archive invalidation. A new window emerges. Select BSA alteration, check the "sound" box below and then hit "Update now". That should reroute the existing audio gamepaths to the new (this mod's) files.
You will know the (whole) process worked if the thunder and lightning samples ingame sound deeper, wider, fuller. You may need to turn down the music volume to verify this. There are also louder insect sounds in the wilderness. Believe me, you will hear the subtle differences...
"Run OBMM and among the many options choose "create", which is located to the right of the "activate" option " I looked everywhere, I must be blond or something because there is nothing called create or activate on any button or from any drop down menu
I've certainly READ about how wonderful this mod is...It would be /great/ if I could experience it myself, except no one can explain how to install the blasted thing in simple, step-by-step instructions. "Click here. Click that. Type this. Hit enter. Play Oblivion." That sort of thing.
THIS MOD IS A LIFE SAVER. I was having the sound lag problem where with sound effects enabled the game ran at like 2 fps and disabled it ran fine. This mod solves that completely.
I wasn't aware of any sound lag problem..... which Oblivion.ini 'sound effects' tweak are you referring to that causes this problem..... Also is the wind sound in the trees as bad as what deleted606114 said it was.....
I don't like the mod personnaly for one reason, the wind sound in the trees is unbarable, it seems like a beach offshore or I don't know what. The problem is, now, I seem to can't get rid of these sounds even by deleting the 'ambient' folder.
44 comments
10/10
Firstly, since this mod have no esp file, so it is not sure the game-engine will detect and run it. But since the game itself have bsa file, every bsa file automatically read by game engine. So the solution is pack the whole mod in bsa file, then place that packed bsa file in Oblivion/Data folder.
Secondly, you need some preparations, first is bsa packing tool, i recommend BSA Commander, very easy to use, like many mod on this site, download, extract then use. Another tool you many need is SkyBSA? , since sometime, the game engine bypass some bsa file, especially bsa file isn't directly used by any esp file. SkyBSA will force the game engine read it.
Now is the thirdly and the finally. Extract this mod, take a look at it's folder path. It is .....Oblivion Stereo Sound Overhaul-5861\OSSO\Data\sound....
You move or copy the sub folder Sound to any place you find easily to find. Since you will need it later. Now open you Oblivion/Data folder, take a look at those bsa, see any file named "ArchiveInvalidationInvalidated!.bsa"? If you have any, create a copy, if you don't have any, create a copy from another bsa file since i only know how to pack non-bsa file to bsa file by using another bsa file.
Now extract and open BSA Commander, then choose "Open" option at the top-lef of BSA Commander, then choose the bsa file you just copied. It will load every contents which are compressed to that bsa file. Choose option "Uncheck All" then choose "Pack" then a menu will pop up:
At Source dir: you direct to the place you have place the sub-folder "Sound", that's is all for the Source dir option. (Choose folder "sound" then press ok, don't choose any sub-folder of Sound folder)
At Archive name: you direct to the copied version of bsa file. You should do this step carefully. Otherwise thing will mess up.
Then choose "Pack". The BSA Commander will compressed those file that you have chosen at "Source dir" to the copied bsa you directed at "Archive name", and overwrite or delete any existing file that you "Uncheck".
Then you done. Run Oblivion and check. If you found the footstep sounded not as loud as usual, you did correctly.
Side notes: i recommend using this mod with True 3D Sound for Headphones (HRTF mod), you will have 3 dimension sounds.
Happy gaming.
Edit: I'm not familiar with modding or tech savvy, but based on my own humble and might be biased expieriences/ knowledges regarding Oblivion. That's what i can tell you about how to install this mod. And i'm not English native-speaker. So if you found i say something isn't technically right or my grammar, vocabulary aren't as good as many other users on this site. Please cut me some slack.
Again, happy gaming.
Edit: I wrote this comment when i was using WryeBash, i recommend you guys use MO2 instead. It will save you a lot of time.
First, download the latest version of Oblivion Mod Manager (OBMM). When last I looked it was 1.1.12. I would recommend the installer package of this tool, since it is more reliable than the others. Here is the mod's link.
http://www.tesnexus.com/downloads/file.php?id=2097
Then download this mod (stereo sound overhaul). Run OBMM and among the many options choose "create", which is located to the right of the "activate" option. Once you hit this button, you should see a window with several new options. Click add archive, then browse to the mod's downloaded 7zip file. It will take OBMM a few seconds to load all the data (shouldn't take long on most contemporary computers). Then click "create omod" and ignore the miscellaneous warnings about mod details (you are welcome to add some if you wish, though).
OBMM will start processing the 7zip archive into an omod file, and once it's done, the last opened window should close (if not close it yourself).
Now, we are back at OBMM's opening (first) program window (the one with "activate", "create" etc.). This step is to activate the newly created/converted omod file. There should be a list of activated omods above the aforementioned buttons. If not, it means you haven't any omod files but the newly created one, and it should display as a single and only choice on this window list (the manager should place your omod file in its proper directory, regardless of the 7zip archive's source folder).
The filename should have a green square before it. Now, select the (o)mod from this list and activate it, either by clicking on the "activate" button, or by double-clicking the filename on the list. OBMM should load the mod's content to the game, and the green square should become blue.
One step left. To make the game use the newly installed sound files from the omod, we must perform an archive invalidation of Oblivion. There are many methods, but BSA alteration is regarded as the most reliable for most users.
To the far right of the main window, you will see a "utilities" option, click it, then from the drop-down list, select archive invalidation. A new window emerges. Select BSA alteration, check the "sound" box below and then hit "Update now". That should reroute the existing audio gamepaths to the new (this mod's) files.
You will know the (whole) process worked if the thunder and lightning samples ingame sound deeper, wider, fuller. You may need to turn down the music volume to verify this. There are also louder insect sounds in the wilderness. Believe me, you will hear the subtle differences...
Hope this helps. Mephistroth.
I looked everywhere, I must be blond or something because there is nothing called create or activate on any button or from any drop down menu
This mod solves that completely.
Also is the wind sound in the trees as bad as what deleted606114 said it was.....