When you hear the vanilla sounds, it's the aftershock rumble you hear immediately following the initial mortar round blast they used for the quake sound. Honestly, I didn't hear it the first couple of times because my ears were still recovering from the initial blast they used.
The game uses three blast sounds and three rumbles. From what I can tell, the game randomly mixes the initial and secondary sounds. This makes one of the three random rumble sounds both the dominate and the secondary sound.
To me, it blends together to become a continuous 20 second-ish rumble and sounds much more quake-like. --- Without Creation Kit, the only way I had of testing it repeatedly was on one of the planets in the Jaffa system, which was subject to a lot of quakes. I'm not sure if it also replaces the random Mars mining and fracking blast sounds. If it does, I'm ok with it as it's much less abusive on the ears to hear.
Sorry, audio really isn't my forte, but the quake noise was annoying me to the point of just rage-quitting the game. I can give you some hints as to the process I went through though.
After using Bethesda Archive Extractor to unpack the .ba2 audio files, I found out that the game uses .wem files for all its audio, which requires an external tool like Foobar2000 to hear them outside the game. They also only list the sounds with a number, so it's an annoyingly lengthy process to find anything. To my knowledge, without having Creation Kit, you'll end up having to replace them with something of the equivalent length, also in the .wem format, so the game doesn't just default back to the vanilla sound. Once that is accomplished it's a simple process of renaming the audio files to the name (number) of the ones you want to replace, putting them in the same folder format and placing them in your Documents\My Games\Starfield\Data\Sound\Soundbanks.
I only copied three existing sounds the game already had in the soundbanks folder that were already in the .wem format and renamed them to replace the first half of the quake sound. They blended with the second half of the sounds without any extra work on my part.
You'd have to do a web search to find a program if you're trying to add new sounds in the game. As I said earlier, I really don't know audio, and just lucked out in finding a simple solution.
Have you checked the INI settings? There are a lot of settings dealing with wind, one of them might deal with the audio portion of it. I haven't gone through it completely, but here's a link to all vanilla INI settings that's already been uploaded to Nexus, so you can alter your StarfieldCustom.ini if you find something you want to change.
There is another author on Nexus who works with muting audio files and takes requests, you could try here.
First time I experienced this, I thought a dune worm was about to burst out of the ground and eat me, lmao. Makes me crap my spacesuit every time I come across it.
indeed... Coming across a pack of Terrormorphs or the derelict Colander ships XL-069 Interloper is child's play compared to the vanilla quake sound for making a person jump.
I uploaded a small audio example of the quake sound in the optional area.
The vast majority of media players won't play the games .wem audio format, so I converted it into a .wav file so the standard windows media player can use it.
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The game uses three blast sounds and three rumbles. From what I can tell, the game randomly mixes the initial and secondary sounds. This makes one of the three random rumble sounds both the dominate and the secondary sound.
To me, it blends together to become a continuous 20 second-ish rumble and sounds much more quake-like. --- Without Creation Kit, the only way I had of testing it repeatedly was on one of the planets in the Jaffa system, which was subject to a lot of quakes. I'm not sure if it also replaces the random Mars mining and fracking blast sounds. If it does, I'm ok with it as it's much less abusive on the ears to hear.
After using Bethesda Archive Extractor to unpack the .ba2 audio files, I found out that the game uses .wem files for all its audio, which requires an external tool like Foobar2000 to hear them outside the game. They also only list the sounds with a number, so it's an annoyingly lengthy process to find anything. To my knowledge, without having Creation Kit, you'll end up having to replace them with something of the equivalent length, also in the .wem format, so the game doesn't just default back to the vanilla sound. Once that is accomplished it's a simple process of renaming the audio files to the name (number) of the ones you want to replace, putting them in the same folder format and placing them in your Documents\My Games\Starfield\Data\Sound\Soundbanks.
And I assume you had to convert them to something other than .wem to modify them?
You'd have to do a web search to find a program if you're trying to add new sounds in the game. As I said earlier, I really don't know audio, and just lucked out in finding a simple solution.
Have you checked the INI settings? There are a lot of settings dealing with wind, one of them might deal with the audio portion of it. I haven't gone through it completely, but here's a link to all vanilla INI settings that's already been uploaded to Nexus, so you can alter your StarfieldCustom.ini if you find something you want to change.
There is another author on Nexus who works with muting audio files and takes requests, you could try here.
The vast majority of media players won't play the games .wem audio format, so I converted it into a .wav file so the standard windows media player can use it.
Working on the game 5 months and I didnt know about this :D