The PDE Gamers Association
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Skyrim Mod - Immersive Sounds - Aural Assortment

Go down

Skyrim Mod - Immersive Sounds - Aural Assortment Empty Skyrim Mod - Immersive Sounds - Aural Assortment

Post by [PDE]PaulKersey Sun Jan 05, 2014 7:33 pm

Skyrim Mod - Immersive Sounds - Aural Assortment 49084-1-1387761652
Immersive Sounds - Aural Assortment

Aural Assortment - Overhauls miscellaneous sounds for various categories



Author Description:
FEATURES


Looting - Major changes here! First of all vanilla Skyrim suffers from severe compromises in this aspect where most of the time you'll hear a generic all-purpose substitute sound for looting most items. This mod removes that compromise so now you'll always hear the appropriate looting sound, improving your looting experience.
In addition to overhauling a lot of the looting sounds themselves, there are also many new unique sounds assigned to items that previously didn't have any. This includes rings, necklaces, gemstones, etc...

Potions - New sounds for drinking potions.

Nirnoot - Constant shimmer replaced with a faint, high pitch pulse. It is subtler but still distinguishable from the environment.

Spell Tomes - Learning spells previously shared the same sound as learning shouts. Spell tomes now have their own, more appropriate sounds.

Skills/Perk UI - Overhauled. Perk selection now sounds more "epic".

Doors - Several door sounds have been changed and should generally be louder. Also new unlocking sounds.

Buttons, levers, pullchains, etc - Many have been overhauled.

Containers - Several treasure chest sounds overhauled.

Ambience - Dungeon ambience overhauled. Overall they should be a bit more quiet and thus less distracting, and also suit each dungeon type's theme better (Nordic, dwemer, imperial).

Bats - Bats now chitter when you disturb them. Yes, this was extremly important.


COMPATIBILITY


This mod makes edits to certain items in order to apply new sounds where they previously didn't have any, and this is probably where most conflicts will happen with other mods that edit the same items. For example the lockpicks conflict with SkyRe which adds a 0.1 weight and increases their value a bit. It's certainly not anything gamebreaking so you can either choose to place it after SkyRe in the load order to overwrite the lockpicking changes, or place it before SkyRe but lose the new sound. It might be possible to merge the changes in Wrye Bash or Tes5Edit or something, I don't really know enough about those procedures myself.

And yes, this mod works with Audio Overhaul. Just place it after AOS in the load order.

Get It HERE
[PDE]PaulKersey
[PDE]PaulKersey
CoDWaW Senior Admin
CoDWaW Senior Admin

Tagline Tagline : Look out! Badass Loader!
Posts : 5866
Join date : 2008-06-30
Age : 112
Location : Carrington Institute

http://www.pdelite.net

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum