INTRODUCTION – TOO LONG; DIDN'T READ PLEASE CONSIDER READING THE WHOLE THING. Audio Overhaul for Skyrim adds thousands of magic, weapon, ambient, and more sounds to your game. It is strongly recommended that you load Audio Overhaul for Skyrim very early in your load order. Non-SKSE, Epic Games Store, and Xbox Games Pass users should download Version 3.4.3.
As a reminder: I am not David Jegutidse. I am just the current maintainer and developer of AOS. This port and all subsequent updates have been made with his permission and blessings.
NEWS LAST UPDATED NOVEMBER 7TH 2022 Update 4.0.0 is here – Finally, the cloned projectile and explosion records have been condensed into vanilla records. What does this mean? With Sound Record Distributor, nothing (from the user). All necessary projectile and explosion records will have sounds added to them on runtime, relieving a massive burden on users, mod authors, and patch makers. For most users, no action is necessary on your part. For mod authors and patch makers, I've left all of the old "_AOS" records in and your patches are still fine to use.
HIGHLY RECOMMENDED MODS LAST UPDATED NOVEMBER 7TH 2022
Regional Sounds Expansion – An extensive, standalone regional sound overhaul for towns, dungeons, and open-world. Reverb Interior Sounds Expansion – A thoughtful, vanilla-friendly remodel of the base game reverb, interior sounds, and more.
ADDITIONAL RECOGNITION FROM THE CURRENT MAINTAINER, DYLAN JAMES
David Jegutidse – For letting a guy you didn't really even know take over maintaining and supporting Audio Overhaul for Skyrim 2. I know it took a few years, but I'd like to think I held true to a lot of my original promises. And I'm so happy hundreds of thousands of people get to experience this classic project now and long into the future!
aers – For fixing the sound category bug for me back in 2018, allowing custom sound categories and volume sliders to properly exist in Skyrim. Something that had been bothering me for years up until Engine Fixes came along.
Doodlezoid – For taking me up on my proposal and bringing to life Sound Record Distributor. The framework shows incredible potential, and I'm so happy to have a tool like this available for mod authors and users-alike who may have felt intimidated by installing audio mods in the past.
lazygecko – For being an all-around great person and giving me one single person to talk about Skyrim audio mods with for the past 6 years. There is such little information surrounding our hobby and even fewer sound designers in the community. Gecko is a walking encyclopedia.
FREQUENTLY ANTICIPATED QUESTIONS PLEASE READ THE STICKY BEFORE COMMENTING
Q: IS IT SAFE TO UPDATE? IS THIS COMPATIBLE WITH ANNIVERSARY EDITION? A: Yes, and yes. As of 3.9.0, all AE content can be patched regardless of what you own!
Q: DO OLD PATCHES STILL WORK? A: Yes! All patches are backwards compatible with the latest version. However, please consider removing any weather or projectile patches (i.e. Dragon War).
Q: LOOT IS SAYING THAT I NEED A PATCH THAT IS NO LONGER AVAILABLE ON THIS PAGE? A: The LOOT master list sometimes goes off of outdated information.
Q: WILL THERE BE AN XBOX PORT? MAY I PORT THIS MOD TO BETHESDA NET? A: No. There are currently no plans for a console release at this time. See "Permissions and Credits" tab on the main page for more information.
Q: WHY AM I SEEING "$" (DOLLAR SIGNS) WHEN I OPEN UP THE AUDIO SETTINGS MENU? A: It is possible you are either not using SKSE64 or you are using an unsupported language. Please download the compatibility patch for non-SKSE64 users in the Miscellaneous Files tab.
Q: I'M NOT GETTING FOOSTEPS ON A CERTAIN SURFACE? A: Certain meshes don't have the correct havok material flags defined in the mesh itself. This can result in the wrong impact sounds (like footsteps) from being played or none being played at all. This is not an issue with Audio Overhaul for Skyrim, but with the vanilla game itself and certain meshes introduced by mods. Unofficial Material Fix by Elzee and Immersive Sounds Compendium by lazygecko are strongly recommended.
SOUND RECORD DISTRIBUTOR WHAT IS ACTUALLY BEING DISTRIBUTED
With Sound Record Distributor, sounds are distributed to records at runtime. "Runtime" means "when the game starts". Here is a non-exhaustive list of what is currently being distributed by Sound Record Distributor, in greater detail.
Dagger Impact Sounds: In vanilla Skyrim, daggers use the same sounds as one-handed swords. Audio Overhaul for Skyrim addresses this by adding in new sounds for daggers to use. With Sound Record Distributor, these sounds are automatically distributed to daggers instead of having to manually edit the weapon record itself.
Region Sounds: In Skyrim, both weather probability and regional sounds are handled by one record. This meant in the past, you would have to have a plugin resolving any conflicts between Audio Overhaul for Skyrim and your weather mod of choice. With Sound Record Distributor, these sounds are now injected into the region records at runtime.
Interior Weather: The feature that added interior weather sounds has been stripped in the more recent releases of Audio Overhaul for Skyrim, and instead serves as a simple replacer for the interior rain file sound in the vanilla game. This means that mods that add their own interior rain sounds will take priority. Interior sounds still remain, and when you're in interiors you will hear house creaks and wind from outside under certain conditions. This is patched into interior region records at runtime, similar to other exterior and interior regions noted above.
Magic Sounds: In previous versions of Audio Overhaul for Skyrim the records attached to magic effects were clones of projectile and explosion records. As of 4.0.0, a majority of these changes have been consolidated into projectile and explosion records. Those records are then assigned their sounds on runtime, minimizing the need for almost all patches.
If it is not in this list, it likely needs to still be patched.
Continue reading to see what is on the compatibility master list.
Hello. Good news, Engine Fixes is (mostly) working on the latest update of Skyrim. You do not need to disable SaveAddedSoundCategories. I have no idea why people are saying this.
Sound Record Distributor is also working and does not need an update. Here's to surviving another Skyrim update. And happy holidays! 🥂
COMPATIBILITY MASTER LIST NON-EXHAUSTIVE LIST – FEEL FREE TO CTRL + F HERE TOO
Audio Overhaul and Sound Record Descriptor distributes sounds to specific records at runtime. Runtime means "when the game starts". When the game starts, this mod will overwrite the subrecord its pointed to. You still need patches – and download them if you are unsure! If you have old patches in, nothing bad will happen. They will mostly just be redundant.
Built-in Support means Audio Overhaul for Skyrim supports any new magic effects, regions, and weapons added by the listed mods. That means if a mod listed here adds a new weapon or new spell, you can reasonably expect that weapon or spell to include Audio Overhaul for Skyrim's new sounds for consistency. Almost all mods will still work fine without built-in support, and most don't need it.
If you have a suggestion for support, leave it down in the comments below.
As of 3.9.0, Audio Overhaul for Skyrim is compatible with most weather mods. No patching to account for weather mods is strictly necessary.
UNRECOMMENDED or UNSUPPORTED Lucidity Sound FX NPC Dialogue Audio Enhancer Reverb and Ambiance Overhaul Sounds of Skyrim Sounds of Skyrim – Civilization Sounds of Skyrim – Dungeons Sounds of Skyrim – The Wilds True 3D Sound for Headphones ‡
NOTES † If Audio Overhaul for Skyrim detects that you have Regional Sounds Expansionor Reverb Interior Sounds Expansion installed, the corresponding modules will be disabled and no incompatible records will be distributed by Audio Overhaul for Skyrim. Both mods were created from the beginning to play friendly with Audio Overhaul for Skyrim, and will play nicely with its changes.
‡ T3DSH is unsupported due to difficult to trace compatibility issues and abrupt CTDs, as well as a drastic shift in how sound is perceived in-game. AOS's soundscape was meticulously balanced for use in the audio engine Bethesda chose to ship with the game. Skyrim, contrary to popular belief, already has built in HRTF, and certain sounds are meant to be processed through certain channels. This, along with an overall increase in loudness and the rearrangement of sound categories, I cannot recommend the plugin. In regard to reported CTDs, what T3DSH does on a straight technical is slightly beyond my skillset and available time. You are free to use it, but no support will be offered from myself.
FOR MOD AUTHORS BUILDING SUPPORT FOR AOS 3.9.0+ RIGHT INTO YOUR MOD WITH NO PLUGIN REQUIRED.
If you're a mod author, adding support for Audio Overhaul for Skyrim using Sound Record Distributor is an incredibly easy and frictionless process. Simply package your mod with an SRD file and it will automatically distribute any sounds you want from this plugin to yours without any need for an additional plugin or having to update the patch for any update.
Let's say you release a mod that adds a unique dagger. In vanilla Skyrim, daggers and one-handed swords share the same impact sounds with no distinction between the two. You can package a .yaml file along with your mod and format it like this.
# Audio Overhaul Skyrim.esp|05B6EA is WPNzBlade1HandSmallImpactSet # Skyrim.esm|03CED9 is WPNBlade1HandSmallDrawSD # Skyrim.esm|03CEDB is WPNBlade1HandSmallSheatheSD
If both Sound Record Distributor and Audio Overhaul for Skyrim are installed, these forms will automatically be injected into the designated record at runtime with no manual patching involved. Due to the nature of the example given, there are virtually no risks of incompatibility and is highly recommended.
No permission is required to ship these files along with your mod and more examples will be given as this project further develops.
does the synthesis patcher + immersive sounds along with (ISC SRDified) Immersive Sounds Compendium - Sound Record Distributor ... pretty much remove the need for any patches with AOS?
Sorry for the late reply! You will still need patches. SRD does not cover everything (for example, we are leaving Impact Data Sets untouched because the havok conflicts are more complicated).
Certain mods may not play nice with AOS' soundscape or require different output models, so you'll have to make adjustments. There are no real "rules" for this that an automatic patcher can follow.
You will still need the AOS-ISC patch.
I didn't make the synthesis patcher so I can't comment and I don't really recommend using it.
Hi! I'm having an issue with looping sounds, namely everything with skills. I keep hearing the skill level up and the whooshing of cycling through my perks. The sound just keeps looping every 3 or so seconds, until I save and reload; when I level a skill, the loop reappears. Does anyone have any idea what might cause this, or rather how to solve it? Thanks in advance and also for your work in maintaining this mod!
NPCs speaking directly behind my character about 5 feet away sound like they are 20 feet away. In the Dark Brotherhood quest where you hide inside the coffin, I can literally not hear the Nightmother maybe because this mod thinks I'm outside the coffin and the speaker is inside.
How do I fix this? It's extremely immersion breaking when NPCs sound like they are so far away just because my camera is not facing them.
Many people have reported on multiple mod pages that the latest version of SRD is not working for them on the latest version of the game, and downgrading to 1.3 worked for them. Can you confirm this?
Everything was working fine on my end. But based on everything I gathered, this only happens with mods flagged as ESL. This mod isn't. I don't know what's up. Doodlum or I will post another update, probably rolling back the MergeMapper update and putting that in its own dll.
Thank you very much for the update! Have you incorporated your own fix of the Avanchnzel Dwemer Piston Sound Hotfix in the latest versions? You wrote in the description over there that "This hotfix will be included in a later version of Audio Overhaul for Skyrim." but I think it has yet to be?
Thanks for reminding me this exists. I'll give it another look over and incorporate it at a later. The current implementation is still good, I've just learned a lot more the last few years and there might be a better way to fix the animation breaking like that (and universally fix the issue, not just pistons).
I started working on an SKSE plugin that give me a bit more flexibility with a future update (and fix some vanilla bugs). After that is done, I'll update this mod to include an Avanchnzel fix. Really sorry about not incorporating it sooner.
For some reason when I have this mod and Alternative Start - Live Another Life SSE both enabled, the game will crash on a new game every time. I did some extensive A/B testing, and if Alternate Start is disabled then this mod works fine, and vice-versa. There are no conflicts in xEdit between the two mods, and there are no overwritten files.
The weirdest thing is that they were working together on a previous load order. I am on 1.5.97 and have been using version 3.3.2 along with ASLAL version 4.1.4, which were contemporary with each other and 1.5.97. I also tried the latest version of this mod, and the latest version of ASLAL, and every combination of the versions that were working and the latest versions, with and without Sound Record Distributor, and with no other mods besides SKSE, SSE Engine Fixes, and the Address Library.
I know 1.5.97 is outdated, so I'm not counting on a fix, I just wanted to leave this info here in case it may help others with their own troubleshooting. Thanks for reading, have a good one.
Are you running True 3D Sound for Headphones or a similar mod? Those mods introduce a crash that often happens in the ASLAL starting cell. Look for x3daudio1_7.dll in your Skyrim folder, or something similar. I've written about this issue a ton, but it tends to get buried every few months.
I'm kicking myself, because I read the whole description and saw many mentions of that incompatibility. I guess I just forgot I had ever installed True Sound and I didn't uninstall it properly. The dll was sitting right there the whole time.
Thanks a lot for getting back to me so quickly, I really appreciate it.
I just have one issue: MO2 keeps complaining that I do not have a compatibility patch for Enhanced Blood Texture. But I can't find any patch on both AOS or EBT mod pages. Does anyone know how to solve this?
1918 comments
INTRODUCTION – TOO LONG; DIDN'T READ
PLEASE CONSIDER READING THE WHOLE THING.
Audio Overhaul for Skyrim adds thousands of magic, weapon, ambient, and more sounds to your game.
It is strongly recommended that you load Audio Overhaul for Skyrim very early in your load order.
Non-SKSE, Epic Games Store, and Xbox Games Pass users should download Version 3.4.3.
As a reminder: I am not David Jegutidse. I am just the current maintainer and developer of AOS.
This port and all subsequent updates have been made with his permission and blessings.
NEWS
LAST UPDATED NOVEMBER 7TH 2022
Update 4.0.0 is here – Finally, the cloned projectile and explosion records have been condensed into vanilla records. What does this mean? With Sound Record Distributor, nothing (from the user). All necessary projectile and explosion records will have sounds added to them on runtime, relieving a massive burden on users, mod authors, and patch makers. For most users, no action is necessary on your part. For mod authors and patch makers, I've left all of the old "_AOS" records in and your patches are still fine to use.
HIGHLY RECOMMENDED MODS
LAST UPDATED NOVEMBER 7TH 2022
Unofficial Material Fix – Ensures the correct material sound plays when walking over or impacting surfaces.
Immersive Sounds Compendium – A dramatic and extensively customizable sound overhaul.
Audio Overhaul - Immersive Sounds Integration – An intelligently-made integration of both mods.
Regional Sounds Expansion – An extensive, standalone regional sound overhaul for towns, dungeons, and open-world.
Reverb Interior Sounds Expansion – A thoughtful, vanilla-friendly remodel of the base game reverb, interior sounds, and more.
ADDITIONAL RECOGNITION
FROM THE CURRENT MAINTAINER, DYLAN JAMES
David Jegutidse – For letting a guy you didn't really even know take over maintaining and supporting Audio Overhaul for Skyrim 2. I know it took a few years, but I'd like to think I held true to a lot of my original promises. And I'm so happy hundreds of thousands of people get to experience this classic project now and long into the future!
aers – For fixing the sound category bug for me back in 2018, allowing custom sound categories and volume sliders to properly exist in Skyrim. Something that had been bothering me for years up until Engine Fixes came along.
Doodlezoid – For taking me up on my proposal and bringing to life Sound Record Distributor. The framework shows incredible potential, and I'm so happy to have a tool like this available for mod authors and users-alike who may have felt intimidated by installing audio mods in the past.
lazygecko – For being an all-around great person and giving me one single person to talk about Skyrim audio mods with for the past 6 years. There is such little information surrounding our hobby and even fewer sound designers in the community. Gecko is a walking encyclopedia.
FREQUENTLY ANTICIPATED QUESTIONS
PLEASE READ THE STICKY BEFORE COMMENTING
Q: IS IT SAFE TO UPDATE? IS THIS COMPATIBLE WITH ANNIVERSARY EDITION?
A: Yes, and yes. As of 3.9.0, all AE content can be patched regardless of what you own!
Q: DO OLD PATCHES STILL WORK?
A: Yes! All patches are backwards compatible with the latest version.
However, please consider removing any weather or projectile patches (i.e. Dragon War).
Q: LOOT IS SAYING THAT I NEED A PATCH THAT IS NO LONGER AVAILABLE ON THIS PAGE?
A: The LOOT master list sometimes goes off of outdated information.
Q: WILL THERE BE AN XBOX PORT? MAY I PORT THIS MOD TO BETHESDA NET?
A: No. There are currently no plans for a console release at this time.
See "Permissions and Credits" tab on the main page for more information.
Q: WHY AM I SEEING "$" (DOLLAR SIGNS) WHEN I OPEN UP THE AUDIO SETTINGS MENU?
A: It is possible you are either not using SKSE64 or you are using an unsupported language.
Please download the compatibility patch for non-SKSE64 users in the Miscellaneous Files tab.
Q: I'M NOT GETTING FOOSTEPS ON A CERTAIN SURFACE?
A: Certain meshes don't have the correct havok material flags defined in the mesh itself. This can result in the wrong impact sounds (like footsteps) from being played or none being played at all. This is not an issue with Audio Overhaul for Skyrim, but with the vanilla game itself and certain meshes introduced by mods. Unofficial Material Fix by Elzee and Immersive Sounds Compendium by lazygecko are strongly recommended.
SOUND RECORD DISTRIBUTOR
WHAT IS ACTUALLY BEING DISTRIBUTED
With Sound Record Distributor, sounds are distributed to records at runtime. "Runtime" means "when the game starts".
Here is a non-exhaustive list of what is currently being distributed by Sound Record Distributor, in greater detail.
If it is not in this list, it likely needs to still be patched.
Continue reading to see what is on the compatibility master list.
WITH REGARDS TO 1.6.1130
Hello. Good news, Engine Fixes is (mostly) working on the latest update of Skyrim.
You do not need to disable SaveAddedSoundCategories. I have no idea why people are saying this.
Sound Record Distributor is also working and does not need an update.
Here's to surviving another Skyrim update. And happy holidays! 🥂
LOAD ORDER GUIDANCE
IN WHAT ORDER DO I PUT THE PLUGINS
[Base Game Content]
Audio Overhaul Skyrim.esp
Immersive Sounds - Compendium.esp
AOS_ISC_Integration.esp
Regional Sounds Expansion.esp
Reverb Interior Sounds Expansion.esp
[Everything Else – Weather Mods]
[Patches]
COMPATIBILITY MASTER LIST
NON-EXHAUSTIVE LIST – FEEL FREE TO CTRL + F HERE TOO
Audio Overhaul and Sound Record Descriptor distributes sounds to specific records at runtime. Runtime means "when the game starts". When the game starts, this mod will overwrite the subrecord its pointed to. You still need patches – and download them if you are unsure! If you have old patches in, nothing bad will happen. They will mostly just be redundant.
Built-in Support means Audio Overhaul for Skyrim supports any new magic effects, regions, and weapons added by the listed mods. That means if a mod listed here adds a new weapon or new spell, you can reasonably expect that weapon or spell to include Audio Overhaul for Skyrim's new sounds for consistency. Almost all mods will still work fine without built-in support, and most don't need it.
If you have a suggestion for support, leave it down in the comments below.
ENDORSED, SUPPORTED, RECOMMENDED
Unofficial High Definition Audio
Unofficial Material Fix
Immersive Sounds Compendium
Audio Overhaul - Immersive Sounds Integration
Regional Sounds Expansion †
Reverb Interior Sounds Expansion †
BUILT-IN SUPPORT
Creation Club: Bittercup
Creation Club: Fishing
Creation Club: Necromantic Grimoire
Creation Club: Saints & Seducers
Creation Club: Arcane Accessories
Creation Club: Staff of Sheogorath
Beyond Skyrim: Bruma
Beyond Skyrim: Wares of Tamriel
Beyond Skyrim: Morrowind – Bonemold Pack
Wyrmstooth
BUILT-IN SUPPORT (MAGIC)
Mysticism
BUILT-IN SUPPORT (WEAPONS)
Destructible Display Cases
ESO Imports
Hunterborn
Immersive Weapons
Lore Weapon Expansion
Royal Armory – New Artifacts
Reforging To The Masses
NO-CONFLICT or COMPATIBLE MODS
Pure Waters
Realistic Water Two
Simplicity of Seas
Water for ENB
As of 3.9.0, Audio Overhaul for Skyrim is compatible with most weather mods.
No patching to account for weather mods is strictly necessary.
UNRECOMMENDED or UNSUPPORTED
Lucidity Sound FX
NPC Dialogue Audio Enhancer
Reverb and Ambiance Overhaul
Sounds of Skyrim
Sounds of Skyrim – Civilization
Sounds of Skyrim – Dungeons
Sounds of Skyrim – The Wilds
True 3D Sound for Headphones ‡
NOTES
† If Audio Overhaul for Skyrim detects that you have Regional Sounds Expansion or Reverb Interior Sounds Expansion installed, the corresponding modules will be disabled and no incompatible records will be distributed by Audio Overhaul for Skyrim. Both mods were created from the beginning to play friendly with Audio Overhaul for Skyrim, and will play nicely with its changes.
‡ T3DSH is unsupported due to difficult to trace compatibility issues and abrupt CTDs, as well as a drastic shift in how sound is perceived in-game. AOS's soundscape was meticulously balanced for use in the audio engine Bethesda chose to ship with the game. Skyrim, contrary to popular belief, already has built in HRTF, and certain sounds are meant to be processed through certain channels. This, along with an overall increase in loudness and the rearrangement of sound categories, I cannot recommend the plugin. In regard to reported CTDs, what T3DSH does on a straight technical is slightly beyond my skillset and available time. You are free to use it, but no support will be offered from myself.
FOR MOD AUTHORS
BUILDING SUPPORT FOR AOS 3.9.0+ RIGHT INTO YOUR MOD WITH NO PLUGIN REQUIRED.
If you're a mod author, adding support for Audio Overhaul for Skyrim using Sound Record Distributor is an incredibly easy and frictionless process. Simply package your mod with an SRD file and it will automatically distribute any sounds you want from this plugin to yours without any need for an additional plugin or having to update the patch for any update.
Let's say you release a mod that adds a unique dagger. In vanilla Skyrim, daggers and one-handed swords share the same impact sounds with no distinction between the two. You can package a .yaml file along with your mod and format it like this.
# Audio Overhaul Skyrim.esp|05B6EA is WPNzBlade1HandSmallImpactSet
# Skyrim.esm|03CED9 is WPNBlade1HandSmallDrawSD
# Skyrim.esm|03CEDB is WPNBlade1HandSmallSheatheSD
Requirements:
- Audio Overhaul Skyrim.esp
- CoolDaggerMod.esp
Weapons:
- Form: CoolDaggerMod.esp|801
Impact Data Set: Audio Overhaul Skyrim.esp|05B6EA
Equip: Skyrim.esm|03CED9
Unequip: Skyrim.esm|03CEDB
If both Sound Record Distributor and Audio Overhaul for Skyrim are installed, these forms will automatically be injected into the designated record at runtime with no manual patching involved. Due to the nature of the example given, there are virtually no risks of incompatibility and is highly recommended.
No permission is required to ship these files along with your mod and more examples will be given as this project further develops.
Certain mods may not play nice with AOS' soundscape or require different output models, so you'll have to make adjustments. There are no real "rules" for this that an automatic patcher can follow.
You will still need the AOS-ISC patch.
I didn't make the synthesis patcher so I can't comment and I don't really recommend using it.
How do I fix this? It's extremely immersion breaking when NPCs sound like they are so far away just because my camera is not facing them.
Many people have reported on multiple mod pages that the latest version of SRD is not working for them on the latest version of the game, and downgrading to 1.3 worked for them. Can you confirm this?
I don't know what's up. Doodlum or I will post another update, probably rolling back the MergeMapper update and putting that in its own dll.
Have you incorporated your own fix of the Avanchnzel Dwemer Piston Sound Hotfix in the latest versions? You wrote in the description over there that "This hotfix will be included in a later version of Audio Overhaul for Skyrim." but I think it has yet to be?
I started working on an SKSE plugin that give me a bit more flexibility with a future update (and fix some vanilla bugs). After that is done, I'll update this mod to include an Avanchnzel fix. Really sorry about not incorporating it sooner.
The weirdest thing is that they were working together on a previous load order. I am on 1.5.97 and have been using version 3.3.2 along with ASLAL version 4.1.4, which were contemporary with each other and 1.5.97. I also tried the latest version of this mod, and the latest version of ASLAL, and every combination of the versions that were working and the latest versions, with and without Sound Record Distributor, and with no other mods besides SKSE, SSE Engine Fixes, and the Address Library.
I know 1.5.97 is outdated, so I'm not counting on a fix, I just wanted to leave this info here in case it may help others with their own troubleshooting.
Thanks for reading, have a good one.
I'm kicking myself, because I read the whole description and saw many mentions of that incompatibility. I guess I just forgot I had ever installed True Sound and I didn't uninstall it properly. The dll was sitting right there the whole time.
Thanks a lot for getting back to me so quickly, I really appreciate it.
I just have one issue: MO2 keeps complaining that I do not have a compatibility patch for Enhanced Blood Texture. But I can't find any patch on both AOS or EBT mod pages. Does anyone know how to solve this?
Thanks