Skyrim Special Edition
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IMMERSIVE SOUNDS COMPENDIUM 3.0 CHANGELOG

-Player footstep and armor system has been completely overhauled and decoupled from eachother into a modular system. Instead of armor sounds being determined only by your boots, they now only trigger base footstep sounds while the chest armor now plays a separate layer of armor sounds. This is a monumental change and has made it feasible to create many more specific types of armor sounds appropriate for the type of material they are made of. This also makes movement sound as a whole much more varied and natural as the armor and footstep sounds are randomly mixed together instead of being part of the same sound file, making you less susceptible to notice repeating patterns in the sounds.

-To complement the armor/footstep change, a new Armor audio category has been added to the options so you can control armor volume separately from footsteps (Remember that SSE Engine Fixes is a soft requirement in order to save volume settings for mod added audio categories).

-More Rustling Heavy Armor option has been removed as it is now deprecated and no longer compatible with the new modular system.

-A brand new complete set of player barefoot sounds for all surfaces has been added.

-New Two-handed Mace impact sounds that should have more thud/crunch to them, and amount of impact sound variations doubled from 5 to 10.

-Two-handed Axe impact sounds tweaked and sound variations doubled from 5 to 10.

-Unarmed attack sounds overhauled. From 3 different impact sounds in vanilla to 10 different ones in ISC.
Two presets selectable from installer: #1 "S'wit Fighter Turbo" which is a bit meatier than vanilla but still balanced and not too over the top. #2 "Morthal Kombat" for those who crave that extra bone crunching and blood dripping sensation.

-Most frost spell sounds have gotten a new pass with overhauled sounds. Wasn't satisfied with the previous ones and they should now sound appropriately cold and magical and with more powerful shattering explosion sounds for ice shards.

-New level 3 Unrelenting Force sounds.

-New Soul Trap capture sounds with selectable presets in installer.

-New optional Brutal Bear sounds selectable from installer.

-Several doors, containers, levers, etc have had their sounds tweaked with enhanced dynamics.

-Vanilla single wooden door closing sounds were too fast relative to the ingame animation and should now be better synced with their animations.

-Looping sounds from dwemer gears and pipes are now part of the Ambient sound category, and will thus be affected by the Ambient volume slider. Will the inhabitants of Understone Keep finally be able to sleep at night?

-Fixed a bug with some footstep landing sounds from NPCs being played as if coming from the player.

-Fixed bugs related to blocking/parrying sounds not playing in third person.

-Fixed an obscure vanilla bug with falmer having incorrect left foot sounds for running.

IMMERSIVE SOUNDS COMPENDIUM 2.2 CHANGELOG

-More USSEP changes have been natively integrated into the esp.

-One-handed Sword impact sounds overhauled. Amount of variations doubled from 6 to 12.

-One-handed Blunt impact sounds overhauled. Amount of variations doubled from 5 to 10.

-Underwater loop should now play correctly again. It had been assigned to the Ambient category (so as to be affected by its volume settings) when in fact it needs a different category, because the ambient category is dynamically muted while underwater.

-Spell select sound in the spellbook was incorrectly assigned to the Magic sound category (hence why you don't hear it since that category is muted while the UI is active). It is now part of the UI category again and plays correctly.

-Visual armor effects for bark/stone/iron/dragonskin spells that were integrated from Arthmoor's Cutting Room Floor have been reverted to default.

-The default volume value for the Weapon category has been lowered.

-The default volume value for the Magic category has been lowered.

IMMERSIVE SOUNDS COMPENDIUM 2.1 CHANGELOG

-Weapon sounds have now all been assigned to their own unique sound category, and has a volume slider in the audio settings.

-Magic sounds now also have a volume slider, and all vanilla magic sounds should now be correctly assigned under that category.

-Many vanilla ambient sounds have been properly reassigned to the Ambient sound category (no guarantee that ambient sounds from different mods are), which they previously weren't, making them respond to the Ambient volume slider as intended.

-Default volume slider values for footsteps and NPC footsteps have been lowered.


IMMERSIVE SOUNDS COMPENDIUM 2.0.3 CHANGELOG

-Re-saved main .esp in the new format.


IMMERSIVE SOUNDS COMPENDIUM 2.0.2 CHANGELOG

-Enabled volume slider for the Ambient category. This is mostly for those who aren't already using AOS or any other mod which enables it.

-Enabled volume slider for menu/UI sounds.

-Fixed Giant right side footsteps not being categorized under the NPC Footsteps volume slider.

-Fixed one of the Hagraven wood footsteps using Spriggan footsteps.

-Fixed some Horse footsteps not being categorized under the Horse Steps volume slider.



IMMERSIVE SOUNDS COMPENDIUM 2.0.1 CHANGELOG

-Fixed heavy shield stone physics impacts being saved in stereo by mistake, which caused them to play twice as loud when downmixed to mono ingame.

-Added missing 2-handed blade sounds to the Smooth Weapon Swings option.

-Added patch for Clothing and Clutter Fixes.

-Added patch for Weapons and Armor Fixes Remade.


IMMERSIVE SOUNDS COMPENDIUM 2.0 CHANGELOG

-Tons of new additions. Well over 1000 new sounds!

-General optimizations to some of the most common time-sensitive sounds to increase responsiveness, especially under heavy script load. This increases the overall memory load slightly, but the amount should be negligible.

-Blocking and parrying sounds for both shields and weapons have been extensively revised, and will now react appropriately to each specific weapon type. So a light shield blocking a two-handed sword, or a two-handed axe, or a one-handed mace parrying a one-handed sword, etc etc etc, will all yield separate sounds corresponding to the specific weapons/shields clashing. In vanilla Skyrim there is only one set of generic blocking sounds for shields and weapons. In previous versions of IS this was split up into generic heavy and light hit categories. So this update extends the system to its logical conclusion to maximize feedback and make combat feel more reactive.

-There are now also unique shield bashing sounds specifically against living and undead creatures respectively, so shield bashing NPCs will sound different from bashing inanimate objects.

-Two-handed swords, axes and maces now all have their own unique swing soundsets.

-Two-handed axe impacts tweaked. Less ringing/resonance from blade, and more pronounced differences between the sound variations.

-Big overhaul of the physics soundsets. For ragdoll corpses small, medium & large bodies, and even scattered skeleton bones now have revised soundsets and will sound different as they collide with a variety of ground surface materials. The same principle now also applies to dropped weapons and shields.

-Destruction spell sounds have been extensively reworked. Different tiers of spells from the different elements now also have different characteristics and power magnitudes reflected in their sounds. New dynamic impact sound systems have also been introduced to the spell projectiles, resulting in things like sizzling flesh for fire spells on creatures, or an audible clang from the concussive force when colliding with metal. There are also new distance/echo layers in stereo for some of the bigger/louder spell impacts. All in all, the soundscape for magic combat should be quite different and more varied now.

-Higher skill spells now also have their own charging sounds to further differentiate themselves from the lesser magnitude spells.

-A compatibility patch for Deadly Spell Impacts has been added, since spell impact data changes overlap with that mod.

-A new set of heavy armor footstep sounds has been created. It sounds more subtly and tight fitting. If you prefer the old sounds, fret not! They are still available as an alternate install option.

-A new optional overhaul for draugr voices/sounds has been added.

-New install option for less mouthbreathing wolf movement.

-New install option for less annoying Storm Atronach idle sound loop.

-Several creatures and humanoid monsters in the game now have revised, dynamic footstep soundsets which react to different surfaces, as opposed to just having 1 universal set.

-Likewise, horses now have their own fully featured dynamic hoof soundset, categorized into different trot and gallop sets, as well as front and back hoof sub-categories, for all kinds of surfaces like stone, grass, wood, snow, sand, etc... and even wading through water.

-Horses have also had their new hoof soundsets relegated to a new audio category which you can adjust the volume for in the options.

-Fixed an issue with skeleton footsteps where the right foot would play the left foot sounds on dirt.

-Stone footsteps have been overhauled to one with less debris noise.

-Wood walking footsteps overhauled.

-Unique weapons like bound swords and forsworn swords now also have unique appropriate sounds to further differentiate them from their parent weapon types.

-Some door sounds have had their bass reduced which should result in less distortion when mixed with environment reverb.

-New unique UI sounds for equipping spells in the menus.

-Added an option to mute the strange ambient sound playing while the player is ragdolled.

-USLEEP changes have been integrated into any overlapping records.

-Updated Complete Crafting Overhaul Remade compatibility patch. It now adds the appropriate sounds to the many new items added by the newer version.

-Updated Perkus Maximus patch.

-Updated Requiem patch.

-Updated Empowered Magic patch.

-Updated Balanced Magic patch.

-Added patch for Morrowloot Ultimate.

IMMERSIVE SOUNDS COMPENDIUM 1.2 CHANGELOG

-One-handed Blade Flesh/Draugr Impacts overhauled again.

-Toned down the blood spurt on arrow impacts.

-Unrelenting Force, Fire and Frost shouts volume increased.

-Candlelight volume increased.

-Added an option to mute wind noise in the world map.

-Added Perkus Maximus compatibility patch.

IMMERSIVE SOUNDS COMPENDIUM 1.12 CHANGELOG

-One-handed Blade Flesh/Draugr Impacts overhauled.

-The USKP edits meant for the last version should actually be included in the .esp this time. Derp. Thanks again to blattgeist for walking me through this.

IMMERSIVE SOUNDS COMPENDIUM 1.1 CHANGELOG

-Two new realistic bow shot options have been implemented.

-Alternate bow pulling sound has been added.

-Less intense arrow impacts are now an option.

-Added an extra option for muting arrow projectile loop sounds.

-Melee and ranged options split into separate pages in the installer.

-More Unofficial Patch edits have been bundled into the main .esp. Thanks to blattgeist for pointing them out.

-Compatibility patch for Empowered Magic added. Also courtesy of blattgeist.

IMMERSIVE SOUNDS COMPENDIUM 1.07 CHANGELOG

-Added a new install option for extra gory killcam sounds.

-Tweaked some of the buttons, levers and pullbars/pullchains so they aren't as affected by reverb.

-Tweaked the bow sounds a bit. The whistling is toned down universally and the wooden rattling should be less noticeable.

IMMERSIVE SOUNDS COMPENDIUM 1.06 CHANGELOG

-Fixed a problem with the Instant Impact two-handed sword flesh impact sounds, where 2 impacts got bundled into the same file.

-Fixed the NMM title showing the wrong version number.

IMMERSIVE SOUNDS COMPENDIUM 1.05 CHANGELOG

-Added a new optional firebolt casting sound to the installer. This one is snappier and more cannon-like than the default choice.

-Fixed problems for some compatibility patches where the master list load order was incorrect.

-Fixed an issue with the installer where the Balanced Magic patch choice was accidentally installing Morrowind Soul Gems patch instead.

-Many more spells have had their intended new sounds assigned in the SkyRe compatibility patch.