Skyrim Special Edition
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Cliffworms

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tonycubed2

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93 comments

  1. tonycubed2
    tonycubed2
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  2. sirjesto
    sirjesto
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    Compatibility

    Patches included in the installer:

    Enhanced Lights and FX (ELFX) (Plus Enhancer or Hardcore)
    Enhanced Lighting for ENB (ELE)
    Realistic Lighting Overhaul (RLO) (RLO Interiors)

    Patches not needed for:

    Birds of Skyrim
    Celtic Music in Skyrim
    Claralux
    Fantasy Soundtrack Project
    Immersive Sounds Compendium
    Lucidity Sound FX
    Realistic Water Two (RWT): Load it AFTER SoS
    Reverb and Ambiance Overhaul (RAO): Load it BEFORE SoS
    Surreal Lighting
  3. sirjesto
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    Need to reconfigure what sounds are installed at a later time after installing SoS?

    In the console, type the following command:

    StartQuest SoSConfigTheDungeons
  4. sirjesto
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    Changes in v1.6

    FOMOD installer auto-detects the patches you need.
    Cleaned up the core .esp and forwarded any relevant USSEP changes.
    New versions of all previous patches as well as new patches for mods listed in the compatibility sticky posted above.

    IMPORTANT!

    These new patches have different named .esp's than previous ones. You should completely remove all old patches for this mod.
    A new game/save is recommended.
  5. demon999
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    Hey Tony off the top of your head what mod was it that adds those scary guttural/ robotic sounds to Dwarven centurions? I’m running Immersive creatures right now and it doesn’t add those freaky SFX to the Dwemer constructs; is it this mod by any chance? Anyway, if you can think of it I’d appreciate that
  6. LegendaryMage
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    Nvm. Good work!
  7. TinEnbe
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    The sounds are nice !

    Is it possible for me to add more sounds in my game using the folders of the mod ?
    1. tonycubed2
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      Not more sounds. But you can replace the sounds. You need th3 creation kit to add new ones.
    2. TinEnbe
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      Ok I got it, I will try to use it then !

      Thank you for you answer
  8. Kulharin
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    Is this considered out of date compared to the merged complete version dungeons component?

    I was wondering how compatible the dungeon module is with AOS... that site is not overly clear it just says 'slightly compatible' and to load AOS after SoS with not much information.
    1. tonycubed2
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      Yes, merged version is more up to date,
  9. Cheyron
    Cheyron
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    curious why this is reuploaded? did you update this or did the original author abandon? i downloaded original one but want to know what is the difference, thx
  10. Kabuuuum
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    How do I decrease the volume of storms inside? It is relay loud.
    1. sirjesto
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      That is probably your weather mod, no?
  11. polts
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    And for Reverb and Ambiance Overhaul ? Any patch needed ?
    1. Chernoberry
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      bump
  12. szandor81
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    What about if you have the ELFXEnhancer.esp? Is a patch not needed then?
  13. cjgarner
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    Hello
    Nice set of mods
    Are all 3 of the sound mods merge able. ( I will try either way lol )
    I'm 380 esp files merged to 243 so esp space matters to me
    1. tonycubed2
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      I plan to merge tonight.
    2. cjgarner
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      Ok cool thanks !
    3. briwanderz
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      any news on the possible merge??

      i'm still using the files from classic skyrim (without problem), figured i'd wait and see if you merged them and go with a single merge instead of 3 separate mods.
    4. tonycubed2
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      No ntention to merge. Would have to start patches all over again.
    5. sirjesto
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      Merged version here:

      http://www.nexusmods.com/skyrimspecialedition/mods/8286/?
  14. hishutup
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    So I've been thinking about a better more universal scripted method to attach the sounds to cells dynamically. I'm definitely not a papyrus guy but this could be interesting...
    I think one solution would be to have all the sounds in the vanilla regions and then be toggled by their sound descriptor using a global that is toggled via script.
    To toggle the global you can GetCurrentLocation on the player and then get the keywords from the cell via "GetKeywordData" and then parse the keywords you get.

    This would make it so that you dont have to edit the acoustic spaces and it also means you are able to apply this effect to new non vanilla dungeons.
    Any thoughts?
    1. tonycubed2
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      when I make some patches I will examine the forms. Let me see how They can be maneuvered.
    2. hishutup
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      It should be doable as far as the sounds are concerned.
      I was looking at any specific correlations and it seems that there are some available, there was only one or two types that would be difficult to detect, but does it really matter to be 100% precise. I'd much prefer it working on all dungeons and not have to worry about patches.
      If you need any data, I know my way around xEdit and I can dump info in a more readable form.
    3. hishutup
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      I was able to make the framework for determining what type of location the player enters. It works quite well, but I am purely an amateur with scripting and papyrus. It runs, toggles globals and then stops, nothing should be persistent.
      I just need to make the changes to the sound records.

      This would be an awesome addition to an AIO, put a stop to the nonsensical patches :P
    4. hishutup
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      So I found a different way to do this that involves no scripts.
      I'm about halfway with the merged file.
      I think there may be some more difficulty with the worldspace edits.
      There appears to be special care for OCS but it seems like its just adding sounds by reference.
      Some of the sounds can now be handled via the new method and no longer require a worldspace ref.

      I striped out the snore stuff because there is a much better way to handle it, I just don't know it yet.
      I also striped out the interior thunder, I know several weather mods that add this, there is probably a way to patch this.
      I can also easily add it back in as there are only a handful of regions to worry about rather than several dozen.

      I guess post release would mostly be adjustments and logic changes because it should mostly be self contained.

      I would send you a pm, but I couldnt the other day for some reason.
    5. tonycubed2
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      My mailbox was full. I am not willing to strip anything out though. Or lose total scale of mod, meaning removing places it works in. Rather make a patch. And most heeded patches are already made.

      But your idea has promise, though I do not know how it would work. The scripted method i understand. The rest is Greek. The original author tried to share a similar idea. He lost me. I will give the same answer here: I am a visual person. I need finished examples to touch and feel. And when explaining to me make believe I am retarded. Saves time.
    6. hishutup
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      I completely understand the not strip out anything part but sometimes the logic just doesnt work or there is a lack of knowledge.
      I believe its possible to make a reliable system for something like the snore stuff, but I just don't know how to script stuff in papyrus.
      I need to figure out how navigate my way around the different classes and events.
      Although, I wonder if animations can play sounds, that would be ideal.

      Basically the way I am doing things now is instead of assigning each cell a specific Acoustic Space, I leave it the vanilla one with the vanilla region.
      If the Acoustic Space didn't have one, I made one. Currently these three use the same custom region because all it does is pass the sounds through.

      So take this vanilla region for example. Its has all the sounds for undead, falmer and hte generic sounds.
      Now in the specific Sound Descriptor, that is where the sounds have the logic.
      For the case of the Falmer sounds, I only want to play them if the location has a specific keyword.

      Current problems:
      chickens play everywhere, not sure if I should whitelist or blacklist
      Some dwemer places had falmer assigned but do not have the flag, whitelist?
    7. tonycubed2
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      best thing to use to determine location type are keywords. Then you can use the papyrus command "haskeyword". I use that in some routines for genesis and sot.

      Open this up in the creation kit. And there are limits to how many sounds you can assign to one location.

      And there is the issue of proper placement of sound objects. It makes a difference on how something sounds when the distance to player varies.

      But look at the page in the creation kit where the commands for papyrus are listed. See if there is one that will let you handle sound objects the way you want to. There are additional commands in skse but those we cannot use yet.
    8. hishutup
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      The thing is, no scripts are needed, the current method works fine and is uninstall friendly.

      For the chickens, blacklisting markarth location seems to fit.