Everyone - the mod is compatible with all other mods, including audio mods. I do not know how they sound with other audio mods by different authors, but if anyone wants to test things out together and report back, that would be helpful to others. Please stop asking about compatibility! Safe to install or uninstall at any time, so don't worry about testing.
I don't know why many people in the posts here can't put 2 and 2 together about how to treat a mod like this - that it's for filling in the imagination to things going on outside of what you immediately see. My mind has 0 problem understanding this application and this mod legitimately brings the town areas to life, telling my brain that a lot more is going on in town than it originally seemed. It's perfect. Even the chatter. All of it!
It's like playing D&D and the DM puts on some town ambient sounds in the background. But I would shake my head at the D&D player who tells the DM that it makes no sense because "we're at a table man, there's no other people here!"
On behalf of the others here whose heads this mod goes over, I apologize for the pointless slack you're getting about this. I hope you keep this up! You're putting out some of my favorite stuff!
I've now used this mod long enough to comment on it.
Overall: love it. The environments feel richer and busier and it generally uses sound in a way that feels plausible (ie. you don't see dogs running around in town, but you can hear them--and the sounds are pushed back enough that it fills out the world plausibly).
The only thing I'd note for improvement, and this is my issue with a lot of mods adding new sounds, is that repetition of sounds (% RND) could be scaled back a little. If there was a lever I could pull, I'd dial it back 50% of what it is. There's a lot of sneezing in Whiterun, for example.
I think you can adjust how frequent sounds come into the game. In a comment below, he explained to another that you can open the YAML file to adjust the chance of the noises happening. I just don't know what the sneezing sound's number would be to edit it.
Yes. This only edits audio, so removing it should be completely fine. If anything, go to an interior cell (tavern or shop), save and exit your game there. Uninstall this mod, redeploy your mods. Open the game and load your save. It will ask if you are sure you would like to continue without this mod. Select to continue without this mod. You will load into the tavern or shop or wherever you went inside, but when you exit it should be back to vanilla or whatever other sound you installed.
The potential conflict is that if you put sound markers in city worldspaces, they won’t appear in open cities. What that means in practice, you would certainly know better than I!
Thanks for the great mod Can we get some freedom from the dizzying compatibility patches? Anyway, I have a question. Is the hammering sound heard in the city near midnight intentional? It would be really sad to have such rude neighbors. And the fact that there are no cats. Do you plan to work on exterior sounds that can be heard inside city buildings in the future? I hope your work continues to be updated for a rich and vibrant Skyrim.
Sometimes you have to enter a new cell, like an inn, after a specific time in order for the time conditions to take effect. So if you hear a lot of hammering and stuff and night, try doing that. You can see comparison videos in the description. I also didn't add cats because Skyrim's world doesn't have any cats so I wanted to stay as lore-friendly as possible.
It's not a bad idea to add exterior sounds heard from interiors, maybe in a future update.
And thanks for the kind words. Took a short break but I have a couple new mods almost ready for release :)
The rusty swings only trigger during rainy weather with higher wind speeds. If you want to disable those sounds, open the YAML file, CTRL + F and search for 844 and change the chance under that line to 0.00.
122 comments
It's like playing D&D and the DM puts on some town ambient sounds in the background. But I would shake my head at the D&D player who tells the DM that it makes no sense because "we're at a table man, there's no other people here!"
On behalf of the others here whose heads this mod goes over, I apologize for the pointless slack you're getting about this. I hope you keep this up! You're putting out some of my favorite stuff!
Overall: love it. The environments feel richer and busier and it generally uses sound in a way that feels plausible (ie. you don't see dogs running around in town, but you can hear them--and the sounds are pushed back enough that it fills out the world plausibly).
The only thing I'd note for improvement, and this is my issue with a lot of mods adding new sounds, is that repetition of sounds (% RND) could be scaled back a little. If there was a lever I could pull, I'd dial it back 50% of what it is. There's a lot of sneezing in Whiterun, for example.
But this is 9/10 for me. Nice work.
Should I overwrite Sound Record Distributor?
does anyone know if there may be a patch for this with that mod?
Can we get some freedom from the dizzying compatibility patches?
Anyway, I have a question. Is the hammering sound heard in the city near midnight intentional? It would be really sad to have such rude neighbors. And the fact that there are no cats.
Do you plan to work on exterior sounds that can be heard inside city buildings in the future?
I hope your work continues to be updated for a rich and vibrant Skyrim.
It's not a bad idea to add exterior sounds heard from interiors, maybe in a future update.
And thanks for the kind words. Took a short break but I have a couple new mods almost ready for release :)
I was also gonna ask you about this.
then i reloaded the game and that hammering sounds at midnight vanished.