"WHAT'S THE DIFFERENCE BETWEEN THIS PATCH AND ANOTHER PATCH?"
While there are several patches seeking to supersede the officially provided patch, most of them simply just add all of the sounds from both mods under one sound descriptor. This will cause some considerable audio discrepancies in your game if done poorly.
This means, for example, instead of hearing footstep sounds from just Immersive Sounds, you'll hear all of the footsteps from both mods. This has some obvious problems. The gain structures and intended sound output models used in both mods aren't always similar. The files are mixed and leveled differently. They can sound tonally different or not mix well into each other. A casted spell can make a completely different sounding noise when impacted.
Most of these available patches also carry over most of the unfixed records that existed in the officially provided ones. Meaning they aren't really "remaking" anything, they're simply editing existing conflicts. I respect users right to preference and if they want to use an "alternative" patch, they should. They are not officially supported, and I don't go out of my way to recommend them. A curated approach is the best compromise when it comes to the design, quality, and overall compatibility.
RECOMMENDED MODS
Kill The Orchestra SE: Silences the music in game. Modular installation, so you may choose to keep certain music (such as in Taverns). Unofficial High Definition Audio Project: High definition "recordings" of the vanilla voice lines and music tracks, based on the superior PS4 audio. Unofficial Material Fix: Based on SMIM. Fixes significantly more issues in the vanilla game in regards to havok material flags on meshes.
It seems my kill move hit (not swing) sounds are missing with this patch enabled. I tried each time with only Audio Overhaul and Sound Compedium enabled, the sounds work just fine. I'm using Violens. Is there a way to fix this?
I have weird sound issues, most the times the weapons dont sound, also the inventori equip/un equip, foodsteps, etc, voices and enviroment goes well. I proved unninstalling all the sound mods but the problem continues. Any help?
Finally found the problem to my sound, it was an arduous search, and miraculous relief. Curiously, in the pages of the sound mods they don't even mention it. But the issue is that if the sound mods, as well as the game folders, are outside the system drive, the game only partially loads them, and many sound effects are missing. If anyone knows another solution that doesn't involve using the same drive (since mine is at the limit) I'd be very grateful. Here are the links to the solution, I implemented it even with the sound mods and my system drive was red. https://stepmodifications.org/forum/topic/15137-audio-issues-w-sound-related-mods/
I had to also go through the fix for the voices and Audio Overhaul BSA-files, and the Immersive Sounds ESP-file to get all the sounds to work, but now it works like a charm.
I installed both mods and this patch and used the correct load order but my drinks and potion sounds seem to be missing completely. There is a sound when I pick up bottles but not when I drink something. I am assuming it is either because of the integration patch or the two mods working together. Does anyone have a fix for this? I also have Sounds of Skyrim mod which I do not think is a problem.
Pardon me and I don't mean to offend, I am just curious because I am in the process my mod list and I'm looking to clean out as many unnecessary .esp I can.
Does this patch actually do anything against current versions of Audio Overhaul? I am asking since the move to SRD means that logically it should play nice alongside Immersive sounds compendium now by default right? Or is there something else this patch does in specifics?
It's been a while but yes. There isn't actually that much overlap between the two mods and Immersive Sounds would be the conflict winner in most scenarios. Audio Overhaul also has built-in support for Immersive Sounds, so certain records will not be distributed. Most of the changes necessary are handled in this plugin.
Somehow dont work on certain unhuman enemies when using 2h weapon. For examples,giants and Mammoth,and all kinds of Draugrs. They can still get hit and receive damages,but the hit effect and the ragdoll wiggle of "Precision" mod don't work on them,and there is no hit sounds.They did have the effects when you execute them,really weird problem. Can anyone help me?I'll be really grateful for that.
Does anyone know how to resolve this bug? The sound cuts out, I save, load, and then everything goes silent. Just closing the game and restarting the sound will work again. The place where this happens most is in Dwemer ruins
118 comments
Yes. This patch is confirmed working by the developers.
An update is not needed at this time.
Audio Overhaul for Skyrim – 4.1.3
Immersive Sounds Compendium – 3.0.0
Thank you to David Jegutidse for Audio Overhaul for Skyrim.
Thank you to lazygecko for Immersive Sounds Compendium.
"WHAT'S THE DIFFERENCE BETWEEN THIS PATCH AND ANOTHER PATCH?"
While there are several patches seeking to supersede the officially provided patch, most of them simply just add all of the sounds from both mods under one sound descriptor. This will cause some considerable audio discrepancies in your game if done poorly.
This means, for example, instead of hearing footstep sounds from just Immersive Sounds, you'll hear all of the footsteps from both mods. This has some obvious problems. The gain structures and intended sound output models used in both mods aren't always similar. The files are mixed and leveled differently. They can sound tonally different or not mix well into each other. A casted spell can make a completely different sounding noise when impacted.
Most of these available patches also carry over most of the unfixed records that existed in the officially provided ones. Meaning they aren't really "remaking" anything, they're simply editing existing conflicts. I respect users right to preference and if they want to use an "alternative" patch, they should. They are not officially supported, and I don't go out of my way to recommend them. A curated approach is the best compromise when it comes to the design, quality, and overall compatibility.
RECOMMENDED MODS
Kill The Orchestra SE: Silences the music in game. Modular installation, so you may choose to keep certain music (such as in Taverns).
Unofficial High Definition Audio Project: High definition "recordings" of the vanilla voice lines and music tracks, based on the superior PS4 audio.
Unofficial Material Fix: Based on SMIM. Fixes significantly more issues in the vanilla game in regards to havok material flags on meshes.
https://stepmodifications.org/forum/topic/15137-audio-issues-w-sound-related-mods/
https://steamcommunity.com/app/489830/discussions/0/1621726179581938992/ https://forums.nexusmods.com/index.php?/topic/6575951-skyrim-no-sound-effects-fix/
https://forums.macrumors.com/threads/tmbp-15-2016-bootcamp-skyrim-sound-issues.2017476/page-4#post-27011251
I had to also go through the fix for the voices and Audio Overhaul BSA-files, and the Immersive Sounds ESP-file to get all the sounds to work, but now it works like a charm.
https://www.nexusmods.com/skyrimspecialedition/mods/71567?tab=description
Does this patch actually do anything against current versions of Audio Overhaul? I am asking since the move to SRD means that logically it should play nice alongside Immersive sounds compendium now by default right? Or is there something else this patch does in specifics?
For examples,giants and Mammoth,and all kinds of Draugrs.
They can still get hit and receive damages,but the hit effect and the ragdoll wiggle of "Precision" mod don't work on them,and there is no hit sounds.They did have the effects when you execute them,really weird problem.
Can anyone help me?I'll be really grateful for that.
The sound cuts out, I save, load, and then everything goes silent. Just closing the game and restarting the sound will work again. The place where this happens most is in Dwemer ruins