I'm trying to replace all Nirnroot sounds. For some reason nothing I do with this mod effects them and I keep getting the vanilla sound. I tried disabling the replacer sound from Immersive Sounds Compendium but that didnt do anything. xEdit doesnt show anything apart from 1 conflict with Audio Overhaul and Regional Sounds Expansion for ambient wind. Any help would be appreciated.
I think in the fomod I chose the "nothing" option instead of "eerie", so I don't know if that means that the mod changes will not be applied, and is it safe to reinstall it to change the options in the fomod? :(
Thanks for the update! And the header change too. BEES has issues with grass gen so the less mods I have to worry about the better. I also have a reason to start using MTD which I had disabled but installed knowing I'd use it someday.
Unsure if it's everyone, or with specific mods, but I can't run grass gen at all with BEES on. It'll just crash and not work at all. Details in spoiler to not take up the entire page with irrelevant stuff.
Spoiler:
Show
I haven't run it since I first finished the base of this modlist when I only had like 5 BEES mods and none of them had Landscape records. I just disabled BEES and manually changed the headers while generating. Now a few of my BEES-reliant mods actually use the extended formID range and a LOT of the overhauls and patches with Landscape records were updated to need BEES, so if I ever want to run it again, I'll just update my entire list to 1.6.1170. This list was specifically my downgraded list, but now that everything besides CPR is updated, I don't feel too bad about updating. Before that, I'll probably try the SKSE version since it didn't exist at the time. But disabling BEES was still a troubleshooting step the last time I checked, so I doubt it'll magically work for me.
a few months late but: not quite. I also have all the mods listed above, but I noticed this little conflict in xEdit:
Spoiler:
Show
I chose the no birds option (leading to the 0 in this mods reference, as this loop shouldn't play in Blackreach) but that reverts the changes from Regional Sounds Expansion. I'm guessing, forwarding RSE's entries and just the one green entry of this mod would be sufficient for a patch, right?
That's a wind loop added to the blackreach weather record. Instead of editing the record, I added a condition so that windloop does not play in Blackreach. The only difference here is that RISE changed this windloop to play only during the day. You could patch it if you want, but it wouldn't entirely be relevant if you also use Nordic Winds. And only patch it if you don't want the wind to play at night.
I have this mod downloaded along with all the requirements (everything latest version), but the blackreach ambience is default in game. Nothing is overwriting it when I check on MO2, and all your other sound mods seem to be working fine.
> Changelog > Read description for everything included in 2.0
I really love your mods, and I'll definitely give the new version a listen. But like many users, I read the Changelog to see what changed between versions. While your description describes the mod as it is, it doesn't explain what has changed between V1 and V2
98 comments
- Audio Overhaul for Skyrim
- Immersive Sounds Compendium
- Audio Overhaul and ISC patch
- Regional Sounds Expansion
- Reverb Interior Sounds Expansion
- Acoustic Space Improvement Fixes
I chose the no birds option (leading to the 0 in this mods reference, as this loop shouldn't play in Blackreach) but that reverts the changes from Regional Sounds Expansion. I'm guessing, forwarding RSE's entries and just the one green entry of this mod would be sufficient for a patch, right?
Any ideas why this may be happening?
> Read description for everything included in 2.0
I really love your mods, and I'll definitely give the new version a listen. But like many users, I read the Changelog to see what changed between versions. While your description describes the mod as it is, it doesn't explain what has changed between V1 and V2