I double-checked. You are right that they included the fix to the attenuation. It does not include the restoration of the ones bethesda cut though. Checked in SSEDIT.
Thnx for this mod, i always blamed bethesda for not adding some kind of generic chatter in to some places, and here it comes it was present since ever.
Need some ideas on how to adjust when the audio plays considering the amount of people! :
If you can do it, try to apply it based on a number of NAMED npcs in the interior, so it will ignore every generic villager/mercenary/merchant/pilgrim added by "more generic npcs" mods, cause i think otherwise it could lead to too much buzzing.
Thanks for the mod! This adds so much to the game. Would it be possible for me to replace the audio file you use for the mod for personal use? I want to replace it with a chatter loop of my own choosing. I bought an ambient chatter loop I really like. However I don't know if it's as simple as switching the audio files out.
Edit: it possible for me to replace the audio file location for tavern interior and tavern exterior in sseEdit?
Not hearing any sounds at all, neither in exteriors nor interiors. Don't see any conflicts in SSEedit. Does an in-game day or two need to pass, as with LIAT?
Try between 9pm and 2am, if nothing walk through load door. It somehow only updates walking through the Inn door from either side. Also it's still quite quiet, so up your volume a bit. If still nothing tell me what Inn it was, I had problems with moorside Inn in morthal when testing but bannered mare in whiterun worked.
I think it rather depends on the Inns bethesda and I forgot ^^" I added Kynesgrove Inn and Candlehearth hall and thought that were all the ones missing.
EDIT: I'm pretty sure Riverwood was left out deliberately as it has so few citizens. If you guys want I can add it though.
Riften beeandbarb is covered, it should at least play in the interior, i didnt check the sound marker position maybe it was placed too far to either side by beth. Would be nice if you can report back, thank you!
Walked in and out of all doors, at various times between 9 and 2, in both the Bee & Barb and Bannered Mare. Still nothing. Since nobody else is reporting the issue, I'm guessing it's something on my end. Will let you know if I find the source of my problem.
Umm good question, I should implement a kill switch for all sociopath playthroughs. Maybe check if the player has recently been in combat? Im not sure how to solve this yet.
Sadly it does not work in my game. Not between 21h and 2h, and not with loudspeaker volume turned up. Probably something to do with mods installed. I did not yet found the conflicting mod.
46 comments
Need some ideas on how to adjust when the audio plays considering the amount of people! :
If you can do it, try to apply it based on a number of NAMED npcs in the interior, so it will ignore every generic villager/mercenary/merchant/pilgrim added by "more generic npcs" mods, cause i think otherwise it could lead to too much buzzing.
Edit: it possible for me to replace the audio file location for tavern interior and tavern exterior in sseEdit?
EDIT: I'm pretty sure Riverwood was left out deliberately as it has so few citizens. If you guys want I can add it though.