Skyrim new sounds. Improved Skyrim Sounds - Sounds and Music - Mods and plugins for TES V: Skyrim. Traps and creatures

Orig. Name: Sounds of Skyrim

Dungeons -1.21, Nature - 1.11, Civilization - 1.0

Requirements:

Original:





DESCRIPTION:



The Sounds of Skyrim plugin adds approximately 460+ sound effects to the game world, affecting almost all locations and regions in the game. No place is silent anymore. Sounds depend on the time of day, for example, walking in the city streets during the day, you will hear the echo of people's screams, the sound of doors opening and closing, the sounds made by workers. And at night fighting for the territory of cats, barking dogs, exclamations of drunkards.

What is in these versions:



Dungeons:


Sounds of Skyrim - Dungeons, contains 115+ sound effects that add life to dungeons. All sounds depend on the type of dungeon and its inhabitants. In the dungeon with the undead, the groans of zombies and the howls of ghosts will be heard. In the Dwemer ruins inhabited by the Falmer, you will hear the echo of screams. And at the exit from the dungeons, the sounds of the weather outside will be heard. If a thunderstorm is raging outside, you will hear thunder rumbles while inside a fort or cave.

Nature:


Sounds of Skyrim - Nature is focused on adding sound effects to the wilds of Skyrim. His goal is to increase the audible fauna of Skyrim with 108 sounds, he will add the sounds of various animals, birds, insects, which are played according to the current weather, time of day and region. For example, in the forest you will hear the sound of a fox, a deer and a raven. At night, you will hear a distant wolf howl or a loon call. In the Reach, you can hear mountain goats or hawks.

In addition to animals, Nature also adds the sound of rain falling on a tent and wooden buildings, the sound of rustling grass and bushes that simulates the movement of small animals that scatter when you approach, and the soft sound of waves hitting objects submerged in water.

Civilization:


Sounds of Skyrim - Civilization focuses on adding sound effects to cities, towns, villages, and any location where mortals live. The module adds 216 sound effects containing: city noise, cats and dogs, sounds of doors opening and closing, as well as the ability to hear these and other exterior sounds inside buildings, including thunder, rain, blizzard.

FAQ

Q: The sounds in the video are too loud and/or the gap between them is too short.
A: This is for video only. High volume allows you to clearly distinguish the new sounds from the standard ones and give you a better idea of ​​the fashion. In the game, the sounds are much quieter.

Q: I don't like some sounds. What should I do?
A: In the sound folder there are empty sound effect files (Silent folder) with which you can replace the sounds you don't like.

Q: Is it possible to stop playing sounds associated with creatures after clearing a dungeon?
Oh no. I have a function to check if a dungeon is cleared, but it is only tied to the first time you clear the dungeon (when the dungeon is marked cleared on your map). It stops creature sounds from playing once the dungeon is cleared, but does not affect subsequent clears.

Q: Do Skyrim sounds affect performance?
Oh no. New sounds are played in the same way as standard game sounds. Scripts are not enabled.

Q: Where is the last Skyrim Sounds module?
A: It's a work in progress and will appear when completed.

Q: What module is planned next?
A special event that will add quest-related sound effects, including sounds related to Civil War quests.



The Sounds of Skyrim plugin adds approximately 460+ sound effects to the game world, affecting almost all locations and regions in the game. No place is silent anymore. Sounds depend on the time of day, for example, walking in the city streets during the day, you will hear the echo of people's screams, the sound of doors opening and closing, the sounds made by workers. And at night fighting for the territory of cats, barking dogs, exclamations of drunkards.

Ready modules-

Dungeons:
"Sounds of Skyrim - Dungeons" contains 115+ sound effects that add life to dungeons. All sounds depend on the type of dungeon and its inhabitants. In the dungeon with the undead, the groans of zombies and the howls of ghosts will be heard. In the Dwemer ruins inhabited by the Falmer, you will hear the echo of screams. And at the exit from the dungeons, the sounds of the weather outside will be heard. If a thunderstorm is raging outside, you will hear thunder rumbles while inside a fort or cave.

Nature:
"Sounds of Skyrim - Nature" focuses on adding sound effects to the wilds of Skyrim. His goal is to increase the audible fauna of Skyrim with 108 sounds, he will add the sounds of various animals, birds, insects, which are played according to the current weather, time of day and region. For example, in the forest you will hear the sound of a fox, a deer and a raven. At night, you will hear a distant wolf howl or a loon call. In the Reach, you can hear mountain goats or hawks.

In addition to animals, Nature also adds the sound of rain falling on a tent and wooden buildings, the sound of rustling grass and bushes that simulates the movement of small animals that scatter when you approach, and the soft sound of waves hitting objects submerged in water.

Civilization:
"Sounds of Skyrim - Civilization" focuses on adding sound effects to cities, towns, villages and any location where mortals live. The module adds 216 sound effects containing: city noise, cats and dogs, sounds of doors opening and closing, as well as the ability to hear these and other exterior sounds inside buildings, including thunder, rain, blizzard.

FAQ
Q: The sounds in the video are too loud and/or the gap between them is too short.
A: This is for video only. High volume allows you to clearly distinguish the new sounds from the standard ones and give you a better idea of ​​the fashion. In the game, the sounds are much quieter.

Q: I don't like some sounds. What should I do?
A: There are two ways to get rid of the sounds you don't like.
1. In the sound folder there are empty sound effects files (Silent folder) with which you can replace sounds that you do not like.
2. Through the mod customizer that appears when you first load the game with the mod installed.

Q: Is it possible to stop playing sounds associated with creatures after clearing a dungeon?
Oh no. I have a function to check if a dungeon is cleared, but it is only tied to the first time you clear the dungeon (when the dungeon is marked cleared on your map). It stops creature sounds from playing once the dungeon is cleared, but does not affect subsequent clears.

Q: Do Skyrim sounds affect performance?
Oh no. New sounds are played in the same way as standard game sounds. Scripts are not included.

PATCHES:
Patches are available for the following mods in a patch pack:
(RCRN) Realistic Colors and Real Nights
Realistic Lighting Overhaul (instructions below)
Sound Propagation Overhaul (instructions below)

Make sure you have the required Sounds of Skyrim module and any of the mods above. Then drag the eps file of the desired patch into the Data folder.

The patch file in the load order must come after Sounds of Skyrim and the above mods

Realistic Lighting Overhaul-
It is modular, so choose the correct patch file for the RLO module you have installed.
If you are using the Major City Interiors No Home version, then drag the patch file from the Major City Interiors No Home folder.

Sound Propagation Overhaul
Make sure Sound Propagation Overhaul is BEFORE Sounds of Skyrim in the load order.

Climates of Tamriel
Since CoT is modular, you need to select the correct patch for the CoT modules you are using.

REQUIREMENTS:
Skyrim

The Elder Scrolls V: Skyrim - Enhanced Sounds
(changes the sound component of Skyrim "and greatly improves it)


Game platform: TES V: Skyrim Legendary Edition
Name: Audio Overhaul for Skyrim 2 (AOS)
Russian name: Advanced Sounds
Current version: 2.5.1
Mod language: Russian
Size: 218 MB
Lord Korn

Description


The modification is a full-scale improvement of Skyrim's sounds, with the goal of making the stay in this world more comfortable and attractive. To a large extent, this is achieved due to the fact that the sounds - often made from scratch - blend perfectly and continuously, smoothly interact with each other .

Environment:

  • The plugin adds over 400 new sounds to environments and rooms
  • Locations have sounds characteristic only for them. For example, the forest - and only it - will delight you with the singing of birds, the rustle of the wind in the foliage, the crackle of breaking branches.
  • Sounds have become more contrasting, i.e. the difference between loud and soft sounds became clearer.
  • The game became "louder" by 10-15 percent.
  • Added over 300 sounds to the world: the sound of a waterfall and running water, rustling in ruins and dungeons, sounds of animal activity and natural phenomena (rain, wind, snowfall, etc.).
  • Bad weather sounds can now be heard indoors as well.
  • Added sliders for "NPS steps", "waterfalls and currents" to the Audio menu.

Note:​

  • Don't expect a ton of new sound effects as soon as you enter the game. As conceived by the author, new sounds should be barely perceptible and be an integral part of the game world. The main purpose of introducing new sounds is to emphasize the dimension of the space in which they are played. For this, the difference in sound in different time days, in different interiors. Sounds of world activity - rustling, sounds of falling objects, crackling of branches, etc. - should give greater realism to the world and keep the player in suspense, because the source of the sounds is unknown to him.

Echo / Reverb:

  • The reflection of sound from surfaces (reverb), which can be easily identified with the echo, has become much more distinct than in the vanilla version. The sound has been largely reworked depending on their environment, and now, for example, the echoes of explosions (runes) have a specific, higher quality reflection.

Weapon:

  • new impact sounds for all classes (one-handed and two-handed weapons, axes, maces);
  • new shield block sounds for all weapon classes;
  • daggers, which originally had the sound of swords, now have their own unique sound;
  • Improved the sounds of archery and the sounds of arrows piercing objects.

Magic:

  • the new sound design affects mainly the magic of "Destruction" and "Affliction";
  • sounds are clearly audible between the preparation of the cast, the actual action, and the impact on the object. For example, in vanilla, the "Fireball" sound was not heard because it was overridden by the length of that spell's preparation sound;
  • more aggressive, bright explosion sounds;
  • now each spell has its own unique sound;
  • some shouts have been changed;
  • New sounds for the spells "Firebolt", "Fireball", "Lightning" and "Chain Lightning".

Traps:

  • most of them began to be accompanied by louder sounds - for heightened effect.

Creations:

  • new sounds for various kinds creatures, both for small creatures and for strong monsters;
  • special attention is paid to the Dragons ( tail lashes, landings, mouth snaps…), Dwemer Centurions, Mammoths, Giants and others like them.

Movements / Steps:

  • improved steps of almost all humanoids and some creatures in the game;
  • reworked stealth mode sounds;
  • Changed movement sounds when wearing all types of armor and clothing ( the speed of movement, the environment, the type of surface, etc. are taken into account.);
  • heavy armor now sounds "heavier" than others;
  • stealth mode in heavy armor now has a unique sound..

Performance:

  • The balance between sound quality and performance has been given the utmost attention from the very beginning. Most players won't notice any FPS changes.
  • Master volume - 100%
  • Effects - 100%
  • Steps - 100%
  • NPC steps - 100%
  • Voice - 100%
  • Waterfalls and currents - 100%
  • Music - 50%

Technical part

Requirements:

  • Skyrim
  • Dawnguard DLC and Dragonborn DLC (optional; compatibility patches available).

Compatibility:

  • Optional compatibility patches are available for the most popular mods, including Climates of Tamriel, as well as Dawnguard and Dragonborn.
  • When using Immersive Sounds - Aural Assortment, it is recommended to install AOS after IS-AA and also place it after it in the load order.
  • When using Wet and Cold, it is recommended to place it before AOS in the boot order, or use a compatibility patch.
  • When using Splash of Rain, it is recommended to remove the sound of rain in the room through the MCM menu.
  • The mod is not compatible with SoS (Sounds of Skyrim), with Climates of Tamriel - Sounds. CTD, with Immersive Sounds - Footsteps, with Improved Combat Sounds, with Smooth Blade Draw and Sheathe.

Installation through managers or manually:

  • Download the archive and unzip it.
  • Place "Sound" from "01 Sounds Loose" into your game's Data folder.
  • For the Steam version - Steam/SteamApps/common/skyrim/data.
  • Confirm the merging of folders and files if required.
  • Connect the plugin from the "00 Main AOS Plugin" folder in the launcher.

Sounds of Skyrim is an audio project that adds about 460+ new sound effects to Skyrim SE. The mod affects almost every location and region in the game. The main goal is to diversify the sound as much as possible environment to enhance immersion in the game world. Sounds change depending on time of day, weather and location. When walking through the streets of the city during the day you will hear the echo of doors opening and closing, the screams of children playing, the sounds of a forge or sawmill, and at night you can hear the noise of cat fights, dogs barking and much more.

This is the version of the mod for Skyrim SE. The version for Skyrim LE is located

Changelog:
Update: 1.9
- The main mod is cleaned from unnecessary entries and dirty edits
- Updated compatibility patch with Cathedral Weathers and Seasons mod.
- Added compatibility patch with Luminosity mod.
Update: 1.8
- The main mod has been cleaned of unnecessary entries and updated according to the latest USSEP edits.
- Beta testing of the MCM menu is over, and it is now integrated into the main mod.
- All compatibility patches are now in ESPFE format.
- Added compatibility patch with Cathedral Weathers and Seasons mod.
- Other minor fixes and bug fixes.

Peculiarities:
Sounds of Skyrim Complete SE combines three sound mods:
- Sounds of Skyrim - Civilization - adds more than two hundred new sound effects to cities, villages, farms and other places where civilization is present. In cities, you can hear the knock of a hammer, which is used by residents during repairs, a party in a tavern, the screams of children playing, barking dogs or the noise of cat fights. On farms or near them, you can hear the sounds of animals, if any. In bad weather, you can hear the rain knocking on the windows, or like a blizzard cold wind whistles outside the window.
- Sounds of Skyrim - The Dungeons - includes over a hundred new sound effects designed to add life and realism to the dungeons. Now, listening, you can identify what kind of creatures live in the dungeon. And at the entrances of the dungeon you can hear the weather outside, for example, if there is a storm outside, you will hear echoes of thunder.
- Sounds of Skyrim - The Wilds - focuses on adding over a hundred sound effects to the wastelands of Skyrim. Now the surrounding nature will be saturated with the sounds of various animals, birds and insects, which will change depending on the weather, time of day and terrain. In the forests, for example, you can hear the sounds of foxes, deer and birds, and at night even the howling of wolves in the distance.

Compatibility:
Compatible without patches:
- : Download after SoS
- Reverb and Ambience Overhaul (RAO) : Load before SoS.
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-
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- Lucidity Sound FX
- Surreal Lighting
- Claralux
- AI Overhaul : Load before SoS.
- Relighting Skyrim : Load before SoS.
Compatible with patches included in the main installer:
- Cathedral Weathers and Seasons
-
-
-
-
-
- Natural Atmospheric Tamriel (NAT)
-
-Northern Saga Weathers and Seasons
- Realistic Lighting Overhaul (RLO) (RLO Interiors)
-
-
- (plus Enhancer, Hardcore, Weathers, and combinations)

Regarding compatibility with - at first the author developed a compatibility patch, but then he removed it, never releasing it from beta due to very a large number conflicts. So now the author does not recommend use these mods together as well choose one of them.

Requirements:
Skyrim Special Edition

Installation:
It is highly recommended to install not manually, but through NMM / MO, since it contains an installer that automatically detects already installed mods that require compatibility patches. For the same reason, it is recommended to install this mod after installing all other mods you need.

If you liked the mod - do not be lazy to go to the original page, download it and like it. Have a good game!

An extensive sound mod designed to make your stay in Skyrim richer with clean, atmospheric, impressive, believable sounds.

At the same time, it combines maximum compatibility and performance with both the original game and the already modified one.

Sounds have been redesigned and often made from scratch in many ways. They fit together beautifully and represent a continuous, fluid interaction between them. To replace the "game" sounds, more real, life-like stylizations of sounds have been created.

Also, the task was to create this mod so that it is not perceived as a modification in the full sense of the word, but as an integral, original and "native" part of the game. Nothing has been stolen from other games, all sounds are unique and created specifically for this project.

Environment:

Added over 400 new sounds to environments and rooms.

Different regions have different sound characteristics. In the forest you will hear birds, breaking branches and a breath of wind, buzzing insects and other delights of wild flora and fauna.

The game has become 10-15% louder.

More dynamic sounds (the difference between quiet and loud sounds is now more audible)

All original sounds for exteriors and interiors have been reworked, linked or completely remade.

Added over 300 new environmental sounds to the game world, including ruins, dungeons, various animals, waterfalls, currents, all kinds of activity, etc.

Created new sounds for lighting effects, rain, snow and snowstorms.

Slightly muffled some sounds, such as Markarth waterfalls being too loud.

Added "NPC steps" and "Waterfalls and currents" sliders to the "Audio" menu.

Indoors, the sound of rain and wind is now heard if it is raining outside the window or a blizzard is raging.

Note:

Don't expect to be bombarded with new sound effects as soon as you log into the game. New sounds should be subtle and be an integral part of the game world. Everything that was added was chosen for one purpose - to introduce sounds that did not exist before, and also to emphasize the dimension of the space in which they are played. The differences between night and day were emphasized. Differences in interiors. A lot of atmospheric sounds have been added to the rooms - various activities that could be just the crackling of a tree or a falling object, or the activity of some kind of living creature ... The goal is to create a sense of uncertainty whether anyone is alive (or not alive) while in the ruins, caves, ruins... and keep you on your toes for as long as possible.

Reverb/Echo:

(Reverb is the reflection of sound from the surfaces of the environment. Can be compared with the effects of an echo. Perhaps one of the most significant changes)

Much more distinct than in the original Skyrim.

The sound is not just increased, but remade for a deeper transfer of effects from various environmental objects. Maintaining a balance between quality, loudness and the specifics of a particular environment or situation.

Explosions (runes, fireballs) now have a special, correctly reflected sound.

Weapon:

Created new hit sounds for all classes (one-handed and two-handed weapons, axes, maces)

New "heavy" shield blocking sounds for all weapon classes.

Daggers now have their own unique sound, which was originally just a repetition of sword sounds.

The sounds of archery, arrows piercing objects have also been improved.

Note:

The sound design of the effects of different weapons that differ from each other is much better than in the original. Cutting sounds of blades, chopping - axes and peculiar sounds of clubs. You will know what kind of weapon the NPCs are using by hearing its sound. Since blade resounding has affected all blades in Skyrim, including unique ones, blades added by mods will still have the sound of the original, since Bethesda did not deign to create a unique blade sound.

Magic:

The new sound design for magic was created from the ground up and it's mostly Destruction and Affliction...mostly.

Sounds are clearly audible between the preparation of the spell, the action itself, and the effect on the object. For example, previously you couldn't hear the "Fireball" sound because it was interrupted by the length of its preparation sound.

More aggressive, bright explosion sounds.

Added more variety. Previously, the same sounds were used for many spells. Now, each spell has its own unique sound.

Some shouts have been slightly upgraded.

New spell sounds for Firebolt, Fireball, Lightning Bolt, and Chain Lightning.

Traps:

Many traps have been made louder to scare you even more. Burning oil now has a more intense sound, for example.

Creations:

New sounds have been created, added or modified for different kinds of creatures.

This applies to both small creatures and larger and more dangerous creatures.

Special attention was given to Dragons (tail strikes, landing, jaw snapping...), Dwemer Centurions, Mammoths, Giants, etc.

Dogs no longer sound like asthmatic goblins (and why didn't anyone notice this?)

Movements/Steps:

Improved the steps of almost all humanoids, and some creatures in the game. Created more than 1000 and a couple of hundred more sounds specifically for this.

Reworked sneak sounds.

Reworked movement sounds when wearing all types of armor and clothing. The speed of movement, the environment, the surface, etc. are taken into account.

Heavy armor now sounds "heavier" than all other armor.

Sneaking with heavy armor now has a unique sound.

Performance:

High performance has been a high priority from the very beginning. A balance was struck between the number of simultaneously played sounds and memory allocation. For most people, there will be no FPS drop.

Miscellaneous:

Integrated fix with a possible CTD (Crash to Desctop) in the Riverwood area.

Fixed a bug with sound in the original, when the sounds of blocking clubs with a shield and hitting a troll disappeared, the hammer used the sound of a sword, etc.

The plugin was cleaned with TES5Edit from "dirty" edits.

Questions and answers:

1. "Is this mod compatible with other audio mods?" Yes and no. Be aware of which files AOS modifies and which files you want to replace, add, or remove. For example, let's take Immersive Sounds - Aural Assortment. Both mods have matching files. This means that you will have to make a choice of which files to overwrite and which not to overwrite. If you want to keep the sounds added by AOS and at the same time add sounds from IS-AA - install AOS after IS-AA, agree to replace files and load AOS after IS-AA (with the opposite effect, I think, understandable). The same applies to other mods whose files are the same as AOS files.

2. "Can I remove these new bow sounds without any consequences?" Yes! There are three files in the Steam/SteamApps/Common/Skyrim/Data/Sound/fx/wpn/bow/fire folder - delete them and the game will return to the original sounds for bows.