Skyrim Special Edition
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Edmond Noir

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EdmondNoir

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48 comments

  1. EdmondNoir
    EdmondNoir
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    I think I may delete this mod in the coming months so if you want it download it now. The mod is unpopular and has died near completely I dont like seeing it on my profile its just makes me sad lol.
  2. Yuehann
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    Over the years I have used all kinds of audio mods to spice up the tavern atmosphere, but nothing came even close to this mod. It's just so well and tastefully done.
    Thank you for this!
    1. EdmondNoir
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      well damn dude i really appreciate this. Kuddos for spreading positivity it really made my day :)

      Yea I really tried to put some extra love into this mod and I really love the end result -
  3. seeloganrun
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    This is great! Is the audio spliced from the vanilla voice acting? Because it matches perfectly.
    1. EdmondNoir
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      Thanks! Yea so its a high quality digital recording of actors set in a different scenarios and they are not actually saying anything its actually just random words or sounds so that the audio can be used in any country. That said to fix the issue I completely changed the original recording via further edited the tone of the audio to better match tones of voices I hear in the vanilla game and then cut apart the audio and respliced it together to remove any feeling of "Loop". The original audio for example had a shrill laugh in it and your ear would heard the loop using that laugh as a marker - so I removed notable moments like that and tried to jumble things around a lot more making the moments more randomized to make it feel natural and real. 
  4. TexErstwhile
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    EdmondNoir, you've quickly become one of my favorite creators. I'm using several of your mods (including this one) in my latest playthrough and they're all well-made, thoughtful additions to the game. Werewolves Among Us and Beast Within (which is such an obvious 'feature' for the Companions that it should've been in the game since release!) are two of my favorites but I would recommend any of your mods to people looking for things to include in their load orders. 
    1. EdmondNoir
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      dang well thanks man this made my day - kuddos for stopping by to spread some positivity and Happy New Year!

      If you ever have any questions or concerns with any of my mods feel free to drop a comment or join the discord and ping me and ill help out :)   be sure to spread the word about my mods lol!
  5. osterfire
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    Me: Pfft this doesn't look that impresivem this look like a lame mod.

    *after installing this mod*

    Me: Skyrim is not Skyrim without this mod.......by Talos.
    1. EdmondNoir
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      This made me chuckle lol thanks man - Kuddos for stopping by to just spread some positivity. Its cool when my little mods are appreciated. My work isnt very popular but I love to see people enjoy it :)
  6. TheNerdyNeko
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    I always liked the idea of the chatter sound in a tavern, but with Sounds of Skyrim it would play at any time, even when the inn wasn't busy. So this is a nice touch. Using the synergy addon and it works great. I also like to see more of the lovely luna moths. Thanks. :3 Endorsed.
    1. EdmondNoir
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      Please upgrade to the newest Sounds of Skyrim Patch - it is significantly improved. There were a couple locations that their audio would still come through so in the latest patch which i fully rebuilt it should be absolutely perfect for you. Also thank you for the kindness kuddos :)
    2. TheNerdyNeko
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      Awesome. Is it safe to change mid-game? And thank you. Np. :)
    3. EdmondNoir
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      yes of course - you will be notified that the previous version is no longer installed - thats okay and is expected.
  7. NQVirus
    NQVirus
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    This is a great idea, thanks for making this!
    1. EdmondNoir
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      thanks for spreading positivity :)

      Id give you a kuddos but I already have lol so I cant.
  8. MajorFreak
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    interesting. although is there enough variety?...i spend alot of time in inns so i'd probably pick up any simple chatter patterns that are too repetitive and sound so similar between locations.

    not that i'm demanding you travel to different counties just to get accent changes.
    1. EdmondNoir
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      in terms of variety there are 2 audio clips used one 26 seconds long and another 32 seconds long - language spoken is undecipherable and can be considered ambient spoken language that will sound like random chatter in a Inn but no one conversation will be understood.  In terms of Audio loop length these loops are extremely long compared to most meaning there is a extreme amount of variety in terms of not sounding like a loop.
    2. Blackspine18859
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      I appreciate you asking this question. My brain has a way of locking on to patterns as well, particularly audio, and once I recognize them, I can't stop seeing/hearing them. 

      Sounds like it MIGHT not be an issue given the loop length, but I did have to turn off the similar feature from Sounds of Skyrim because of the abovementioned issue. Just have to check it out! 

      Thanks for all your work, Edmond. 
  9. Kulharin
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    Would a patch be beneficial for Regional Sound Expansion as well, like Sounds of Skyrim?
    1. EdmondNoir
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      Well someone as well known and respected as you deserves a breakdown -
      Spoiler:  
      Show
      So "Sounds of Skyrim" did things in a much more... complicated and unnecessary way - nothing against Tony Cubed - guy is cool beans but specifically just talking about how he handled Inn's, it forced me to make a synergy optional file (not required for his mod but will give my intended experience). The reason why is because he unnecessarily remapped the vanilla audio file used for the vanilla marker AND created a metric ton of custom Inn sound markers.  Placing my mod after his resolves like 90% of it but for like 3 maybe 4 or 5? locations you would get hybrid sound between his and mine and it doesn't sound bad its just more chatter then I intended. Hence Synergy patch to mute a number of his custom markers.

      Now that was from what I have seen a exception and regardless like Ive been saying on compatibility placing my mod after basically makes everything right as rain. Audio Overhaul for example did NOT remap the vanilla Tavern audio markers so just placing my mod after it will get you my intended effect and they did NOT add new sound markers to Inns because there is litterally no need to the system already exists and works. Regional Sounds Expansion *also did NOT remap the vanilla Tavern audio markers so again placing my mod after will get you my intended effect. I sorted alphabetically but Regional Sounds has a LOT of new sound markers (which is good if vanilla markers dont cut it but its not necessary for Inn's) BUT i did not see any new sound markers as it relates to Inn's but its always a possibility i missed a marker - but i dont think I did tho unless he named it something weird that didnt catch my eye lol. Regardless it would be a hybrid of both sound which is not necessarily bad but isnt my intended experience with my mod so yea id look into muting it if I had to but it atm doesnt seem i have to. Let me know if im off base!


      Not that it matters but from what I have seen of Regional Sounds btw- its from the structure of it - the cleanest sound mod I have seen -  I really like the work they did there - its simple straight forward and intuitive. I might start using it.. I think it does exactly what I was planning on making myself.. I was going to make a sound overhaul that was simple and streamlined like that.
    2. Kulharin
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      Thanks for the details.  BTW if something modifies the interior of an inn such as Great towns/cities, COTN or ClefJ, is that a problem?
    3. EdmondNoir
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      Concerning mods that alter Inn's etc - So going back to what I said in the spoiler - the vanilla game created the sound system for Inn's and Taverns - its there by vanilla but they muted it and ditched it. So what I do is unmute it and edited it so it will only work around hours people will be there. That said this is all a vanilla system that already exists and is built out.

      Most importantly the sound system used goes through walls and objects. So for example if you massively change a Inn or Tavern lets say the mod fully deleted the sound marker or moved it off the face of the earth - well again placing my mod after will then again make the maker were its supposed to be at the volume level its supposed to be and only work when I wanted it to work and even if its in a wall now the sound will play through the Inn correctly. So you can fully gut a Inn play around edit as much as you want and as long as my mod comes after that mod my sound will work. I touch nothing else.
    4. Kulharin
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      Ok, I'll report back on Great Town of Ivarstead, COTN Dawnstar, ClefJ Winterhold,and Great Village of Kynsgrove; as these inns are modified.
  10. Dobr0mysl
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    Hi, EdmondNoir! Thanks for interesting mod! I didn't used Sounds of Skytim, but would you be so kind and tell, maybe you used this mod too.. is your mod compatible with Sound of Skyrim?
    1. EdmondNoir
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      Please see the description page compatibility section - I also provide a synergy optional file for Sounds of Skyrim as well if you would like to use it and force my intended experience forward - without it you get a hybrid of both mods which some people may like. Just place my mod after any Audio Overhaul mod thats really the only golden rule.
    2. Dobr0mysl
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      Thank you very much for your time answering me! You are very kind. Wishing you success in your projects!
  11. Alasta1r
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    This mod is amazing. Thank you.
    1. EdmondNoir
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      Well schucks i appreciate it - just stopping by to give my little mods some positivity makes my day - kuddos :)
    2. Alasta1r
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      Trust me, you made mine!!

      I had an issue recently where I noticed there was constant loud background chatter in taverns. I don't know if it was part of the original game, or if it was due to a mod in my load order. It really started to bug the absolute hell out of me, so I was going to set aside time to learn how to fix it.

      This not only fixed my problem, but enhanced my game. Now the background chatter matches the amount of people inside. If it is empty, the chatter is finally muted. The moths/torchbugs are an added bonus.