If you wanted quieter crickets.... Then you did not open the file and change the records, so...
This is a grand opportunity to get and learn SSEEdit or TESVEdit or what ever you want to call it. Or maybe the creation kit but that is like playing Elite Dangerous on a watch phone. This mod changes only one number for decibel for each sound it effects. Want less volume type a different number, editor auto saves when you close. The records for the crickets start with "cricket". It is that simple. If you don't know how to edit records you have no idea what you do when you add a mod. I find it easier to use the sound quality overhaul, ambient sounds overhauls, magic sounds overhaul and edit them to work issue free then to add patches that usually conflict with other patches or something. This is a great mod and a great way to learn to edit. As a bonus you will learn how to change the volume for other things like nirnroot.
I like this kind of mod. It does it's purpose, cleanly, is very adjustable, and adds more feel to the game.
@brandonza123 Phantomhate's steps are the solution and are a brilliant introduction to xEdit and will make your modding experience much smoother.
tl:dr steps:
Spoiler:
Show
1) Install xEdit and rename the .exe to SSEEdit.exe 2) Add it as an executable to MO2 (or Vortex if you use that) 3) Launch SSEEdit through your mod manager 4) It will probably show a donation popup. Just click Close 5a) It should now show the list of plugins, and by default will have ticked all the ones you have active. So just click Ok 5b) Once the program is done loading it will say "Done." in the bottom (where the text was scrolling). 6) In the left pane, find the mod you wish to edit (in our case, Louder Nature - Birds and Insects.esp) 7) Click the + symbol next to the mod name and it will expand the records. 8) You will see "Sound descriptor", so click the + symbol next to that as well. You will see a bunch of records populate below it. 9) Look for the records which begin with "AMBCricket" and select one. 10a) In the right pane, you may see multiple columns. The right-most column is the one which will be loaded by the game, while the ones to the left will be discarded at runtime. Hopefully this mod is in the right-most spot, but otherwise you can move the plugins around to get your preferred one loaded. In any case, you are looking for the line "Static attenuation (db)" 10b) OPTIONAL: You can also right-click the record in the left pane and select "Copy as override into..." and create a new plugin (select the .esp with the ESL flag (i.e the extension is .esp, but in the columns on the right it will show only ESL). Then you can change the value in this new plugin and load it after all your other plugins, preserving their original state. 11) Right-click the number and select "edit", then enter whichever number you like.
When you close SSEEdit, it will ask if you want to save. Check the boxes next to the plugins you want to save, and click OK. You can reinstall the mod if you want to restore its default values.
In CK open .esp you want to create patch for and your new .esp.
On Object Window, go to Sound Category. Here you can create busses / channels for the assigned sources, so one of these acts as volume slider in the game settings.
Right-click and create new, give id and name. Name is the one showing in the game settings.
Tick checkbox [X] Should Appear on Menu.
Go to Sound Deciptors. One sound deciptor plays one sound, like in this mod e.g. AMBRBirdRiverwoodDay01SD.
Double click sound deciptor to open it and there you can see Category dropdown. Open that and select the Sound Category you created. Now, AMBRBirdRiverwoodDay01SD goes to your volume slider.
Once your patch is created, you should make sure it loads after the original mod, you probably want to eslify it as well, but it's different topic. Now you have total control.
These are nice instructions. I personally find FO4Edit 10x faster than the Creation Kit. The Creation Kit some times adds unwanted things when saving like unchanged records. I never use patches because now your game loads and manages another plugin for a change that could be merged. Were all different and this is just my opinion.
This is great! I can now hear everything! The forests actually sound like forests and it reminds me of when I was a kid climbing trees in the forest on our property.
Has massive incompatibility issues with Immersive Sounds Compendium. Almost the entire mod is overwritten. You'd have to load this after ISC if you want sounds from this.
Used this for quite some time, and it wasn't untill recently playing with headphones that I found a spot where the night ambiance (crickets in particular) was quite overwhelmingly loud... Came back to see if there was a slightly less loud version, or MCM. Since the mod relies on in-game audio, the only way to change the volumes would be to edit loads of 'Static Attenuations' entries in this plug-in using SSE-Edit, so yes you can basically adjust it anyway you want. Ca. 15db increase and 7 times the distance is quite alot but I've never found it too loud untill now, at that specific location and time.
27 comments
thank you for a great mod!
Then you did not open the file and change the records, so...
This is a grand opportunity to get and learn SSEEdit or TESVEdit or what ever you want to call it. Or maybe the creation kit but that is like playing Elite Dangerous on a watch phone. This mod changes only one number for decibel for each sound it effects. Want less volume type a different number, editor auto saves when you close. The records for the crickets start with "cricket". It is that simple. If you don't know how to edit records you have no idea what you do when you add a mod. I find it easier to use the sound quality overhaul, ambient sounds overhauls, magic sounds overhaul and edit them to work issue free then to add patches that usually conflict with other patches or something. This is a great mod and a great way to learn to edit. As a bonus you will learn how to change the volume for other things like nirnroot.
I like this kind of mod. It does it's purpose, cleanly, is very adjustable, and adds more feel to the game.
tl:dr steps:
2) Add it as an executable to MO2 (or Vortex if you use that)
3) Launch SSEEdit through your mod manager
4) It will probably show a donation popup. Just click Close
5a) It should now show the list of plugins, and by default will have ticked all the ones you have active. So just click Ok
5b) Once the program is done loading it will say "Done." in the bottom (where the text was scrolling).
6) In the left pane, find the mod you wish to edit (in our case, Louder Nature - Birds and Insects.esp)
7) Click the + symbol next to the mod name and it will expand the records.
8) You will see "Sound descriptor", so click the + symbol next to that as well. You will see a bunch of records populate below it.
9) Look for the records which begin with "AMBCricket" and select one.
10a) In the right pane, you may see multiple columns. The right-most column is the one which will be loaded by the game, while the ones to the left will be discarded at runtime. Hopefully this mod is in the right-most spot, but otherwise you can move the plugins around to get your preferred one loaded. In any case, you are looking for the line "Static attenuation (db)"
10b) OPTIONAL: You can also right-click the record in the left pane and select "Copy as override into..." and create a new plugin (select the .esp with the ESL flag (i.e the extension is .esp, but in the columns on the right it will show only ESL). Then you can change the value in this new plugin and load it after all your other plugins, preserving their original state.
11) Right-click the number and select "edit", then enter whichever number you like.
When you close SSEEdit, it will ask if you want to save. Check the boxes next to the plugins you want to save, and click OK. You can reinstall the mod if you want to restore its default values.
Once your patch is created, you should make sure it loads after the original mod, you probably want to eslify it as well, but it's different topic. Now you have total control.
Was going to uninstall cause of those f*****ing crickets !
What's the value to make them half louder ?
Since the mod relies on in-game audio, the only way to change the volumes would be to edit loads of 'Static Attenuations' entries in this plug-in using SSE-Edit, so yes you can basically adjust it anyway you want. Ca. 15db increase and 7 times the distance is quite alot but I've never found it too loud untill now, at that specific location and time.