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Cliffworms

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Everything posted by Cliffworms

  1. Is it only me or does the Nexus' comments have issues? When I post a comment, it'll sometimes post it twice or even worse, five times in a row. :P

  2. A new version is up. This time, some additions, changes and bug fixes. Grab it while it's hot. Changelog: Additions - Added the sound of rain hitting the roof heard from inside shacks and farmhouses. - Added the looped sound of crickets heard from the houses’ windows in cities at night. - Added the temples’ chants and atmosphere heard from the doorstep. - Added 5 new snoring sound effects for more variety. Changes - Removed exterior doorstep tavern chatters from several wilderness inns. - Updated the Open Cities Reborn to support SoC’s additions. Bug Fixes - Looped city chatter will not play when it’s raining. - Removed a duplicate temple chant in Chorrol. - Restored the original values for the scripts controlling the dungeon sounds. Dungeon sounds will no longer play every 10 seconds or so. - Added more delay between tavern songs in high class taverns to prevent one of the songs from being cut while playing.
  3. Let me know what you think or any suggestion you might have. And by the by, there's been an important quick update. Here's the change log: You can grab it on the download page.
  4. Just as I was about to upload a critical update to Sounds of Cyrodiil, TESNexus decides to be offline. Damn you Murphy's Law!

    1. Cliffworms

      Cliffworms

      And it's back. :P

    2. Cliffworms

      Cliffworms

      And it's down again? Might be on my side then. Hmm

  5. Sounds of Cyrodiil Version 1.1 - 07/08/2011 Download Main File Download Add-ons & Patches Instructions on how to install and uninstall are in the readme. Changelog: What does it do? Sounds of Cyrodiil adds around 200+ sound effects to the game world that are played from 5400+ hand-placed sound emission points. It affects every cell, region and more in the game. From Civilization to the Dungeons; From the Wilds to Special Events, No environment is left soundless anymore. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers sawing things. While at night, cats fight for territory, dogs bark, drunkards yell. In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In a daedric cave, demonic voices are heard around you. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in Dungeons and never bored in cities and taverns. The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a tent, you’ll hear the wilderness around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. Sometimes you might hear a noisy drunkard who left the tavern and even neighbors yelling each other to shut up as they're trying to sleep. In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside. There are also songs that are played in those fine establishments. Depending on the social class of the tavern (Low, Mid, High), you get a different song set and a different sound set. Patrons burp and yell more in low class taverns than in high class ones. In the Wilds, take a stroll on the Gold Coast and listen to the ocean waves hitting the shore. Climb mountains and listen to the wind becoming colder and louder as you get to the peak. Take a walk in the forest and hear small mammals running from you in the bushes and grass. In Special Events, certain quests or events have received some audio goodness. See in the detailed soundlist below for more information, since it contains spoilers. Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There’s a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality and as numerous as they are now. Sounds of Cyrodiil is about overhauling your Oblivion audio experience. It's about making the game pretty for your ears and immersion. You've got my ear citizen. Cliffworms :foodndrink: Trailers Before checking the soundlist, I invite you to view and hear the video trailers that show each part of Sounds of Cyrodiil in action: (Quest spoilers!) Detailed Soundlist All of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has sheep nearby at night, you’ll hear wolves or coyotes howling, owls, crickets and the sheep flock. Click the Spoiler Button to unleash the list. Recommended Mods for SoC and Compatibility Sounds of Cyrodiil affects most in-game areas but other mods do a wonderful job to get the best audio experience in Oblivion. There are also visual mods that blend perfectly with Sounds of Cyrodiil because of the area they affect. Storms and Sound by Deathless Aphrodite Download Why : Storm & Sound allows you to hear the rain and thunder from inside buildings. It’s even more immersive since SoC places sounds of rain hitting windows inside buildings. Oblivion Stereo Overhaul by Canderoc Download Why : Canderoc has provided an excellent sound mod that improves the quality of several sounds by tweaking them and enhancing their stereo. It also adds 42 new sound effects for thunder and wind. Atmospheric Oblivion by PirateLordX Download Why: Atmospheric Oblivion adds new sounds to dungeons and the wilderness which add even more immersion when combined with Sounds of Cyrodiil. Better Bell Sounds by Morbus Download Why : The default bell sounds emitted from the cities’ cathedrals only have a short range to hear them. This mod makes you hear them from all over the city and also from inside the cathedrals. Symphony of Violence by MigTheGreat Download Why : This mod merges the best combat sounds improvements from other authors for a better, more visceral combat audio experience. All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek Download Why : Not only does it greatly improve the weather system and visuals, but it also gives natural lighting to the indoors, allows you to look at the sky and hear the weather from the windows. Immersive Interiors by SomeWelshGuy Download Why : SomeWelshGuy has done an outstanding mod that allows you to look at the city streets from inside, greatly enhancing the immersion when you enter buildings. Immersive Interiors gives the possibility of looking at the streets while Sounds of Cyrodiil allows you to hear the city life from inside. A must with Sounds of Cyrodiil! Note that All Natural is required to run Immersive Interiors. Compatibility Sounds of Cyrodiil comes with an in-game config menu that allows you to disable or enable certain sound effects. Those include the temple music, tavern music, tavern chatter and city chatter. So if you already have a mod that adds one of those and you want to keep them, you can disable Sound of Cyrodiil's. If you use BetterMusicSystem or simply music in general, you'll need to de-activate SoC's tavern and temple music or they'll overlap. The following audio mods are not recommended to be used with Sounds of Cyrodiil as the sounds will overlap. Sounds of Cyrodiil already improves on what these mods offer so they are not needed: More Immersive Sound (And Edited) by Achanonier or Brumbek Ambient Town Sounds (And Edited) by Lendrik or Brumbek Oblivifall - Ambient Dungeon SFX by Cliffworms Sounds of Cyrodiil Add-Ons In this section, I will update the list mods that have been patched to integrate Sounds of Cyrodiil's sounds and scripts. Instruction on how to install those add-ons and what they do specifically are included in their respective archive. If you have a suggestion of mod you'd like to see with a SoC's version, let me know and I will gladly do it. - Open Cities Classic & Reborn (You must enable a setting in SoC's in-game config menu for it to fully work. Refer to the readme for instructions) - Heart of the Dead - Knights of the Nine - Mehrune's Razor - Thieves' Den Known Errors Sometimes, it’s possible that a looped sound will stop playing after you pause the game (Opening a menu, talking to people). Leaving the zone and entering again (Or reloading your game) will make the sound return. When the game is paused like above, no sounds will play except the weather or the NPC’s voice. This is engine-related and cannot be fixed. When loading a tavern, it is possible that the tavern songs will switch during the loading screen. It returns to normal once you enter the cell. Looped sound effects that play at specific time will sometimes start playing when you enter the area they're in even though they're not supposed to play. These sounds will quickly fade out as you enter the cell. Credits Sounds of Cyrodiil would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work. In the spoiler tag are all the authors who contributed to Sounds of Cyrodiil. To know what sound effect they contributed, view the Credits file in the download. Duncan, Galeku, Sofie, Sithjwa, Acclivity, inchadney, Luftrum, Corsica_S, Mystiscool, Robinhood76, Jpnien, Coneybeare, HerbertBoland, LilyMarie, Audible-Edge, Dobroide, Reinsamba, DarkNinjaProductions, JFBSAUVE, Sazman, NoiseCollector, Ronfont, Santuccie, Tomlija, Delphiedebrain, Bowlingballout, Syna-Max, 3bagbrew, ERH, Morgantj, Kozos, Kyle1Katarn, Plingativator, TigerSound, Shades, DataSoundSample, Connum, Sagetyrtle, Klankbeld, Rutgermuller, Johansyd, FaireDesVagues, Jppi_Stu, Linako, BrotherProvisional, Dan Goodale, Eric Heberling, Kirill Pokrovosky But, of course, this project benefited from the help of other people. Here they are: EruditeDragon for the testing Phitt for the sound script used in dungeons and city streets Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Cyrodiil The OBSE team for passing through every barriers they see. The Construction Set Extender Team for bringing us an outstanding upgrade to the CS Bethesda Game Studios for the best open-world RPGs and Construction Set Mark Lampert for his superb job as Bethesda's Sound Director.
  6. Version 1.1

    1,219 downloads

    Sounds of Cyrodiil Version 1.1 - 07/08/2011 Also Download Add-ons & Patches Instructions on how to install and uninstall are in the readme. What does it do? Sounds of Cyrodiil adds around 200+ sound effects to the game world that are played from 5400+ hand-placed sound emission points. It affects every cell, region and more in the game. From Civilization to the Dungeons; From the Wilds to Special Events, No environment is left soundless anymore. The time of day gives you a different atmosphere. So when walking in the city streets during the day, you’ll hear the echo of people shouting in the distance, doors opening and closing, workers sawing things. While at night, cats fight for territory, dogs bark, drunkards yell. In dungeons, the enemy type that lives in them will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In a daedric cave, demonic voices are heard around you. Like most sound effects, there is a random delay between each sound and a random direction when it happens so you can never guess what sound will play next, when and where it will come from. Thus, keeping you on the edge in Dungeons and never bored in cities and taverns. The other main feature is being able to hear the outside from the inside. If you get close to windows inside buildings, you’ll hear what’s going on outside. If you’re in a tent, you’ll hear the wilderness around you. If you’re in the entrance of a cave and look outside, you’ll hear the birds and other animals going about their lives. If you're in your house and you look outside, you'll hear what's going in the street. Sometimes you might hear a noisy drunkard who left the tavern and even neighbors yelling each other to shut up as they're trying to sleep. In taverns, patrons chat, yell they want more wine, burp, cough or laugh out loud. When wandering on the city streets in the evening, walk by a tavern and you'll hear the activity from outside. There are also songs that are played in those fine establishments. Depending on the social class of the tavern (Low, Mid, High), you get a different song set and a different sound set. Patrons burp and yell more in low class taverns than in high class ones. In the Wilds, take a stroll on the Gold Coast and listen to the ocean waves hitting the shore. Climb mountains and listen to the wind becoming colder and louder as you get to the peak. Take a walk in the forest and hear small mammals running from you in the bushes and grass. In Special Events, certain quests or events have received some audio goodness. See in the detailed soundlist below for more information, since it contains spoilers. Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There’s a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality and as numerous as they are now. Sounds of Cyrodiil is about overhauling your Oblivion audio experience. It's about making the game pretty for your ears and immersion. You've got my ear citizen. Cliffworms :foodndrink: Trailers Before checking the soundlist, I invite you to view and hear the video trailers that show each part of Sounds of Cyrodiil in action: (Quest spoilers!) Detailed Soundlist All of the sounds included in the list can be heard from inside if you’re in a building where you can hear them. For instance, if you’re in a farmhouse that has sheep nearby at night, you’ll hear wolves or coyotes howling, owls, crickets and the sheep flock. Click the Spoiler Button to unleash the list. Recommended Mods for SoC and Compatibility Sounds of Cyrodiil affects most in-game areas but other mods do a wonderful job to get the best audio experience in Oblivion. There are also visual mods that blend perfectly with Sounds of Cyrodiil because of the area they affect. Storms and Sound by Deathless Aphrodite Download Why : Storm & Sound allows you to hear the rain and thunder from inside buildings. It’s even more immersive since SoC places sounds of rain hitting windows inside buildings. Oblivion Stereo Overhaul by Canderoc Download Why : Canderoc has provided an excellent sound mod that improves the quality of several sounds by tweaking them and enhancing their stereo. It also adds 42 new sound effects for thunder and wind. Atmospheric Oblivion by PirateLordX Download Why: Atmospheric Oblivion adds new sounds to dungeons and the wilderness which add even more immersion when combined with Sounds of Cyrodiil. Better Bell Sounds by Morbus Download Why : The default bell sounds emitted from the cities’ cathedrals only have a short range to hear them. This mod makes you hear them from all over the city and also from inside the cathedrals. Symphony of Violence by MigTheGreat Download Why : This mod merges the best combat sounds improvements from other authors for a better, more visceral combat audio experience. All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek Download Why : Not only does it greatly improve the weather system and visuals, but it also gives natural lighting to the indoors, allows you to look at the sky and hear the weather from the windows. Immersive Interiors by SomeWelshGuy Download Why : SomeWelshGuy has done an outstanding mod that allows you to look at the city streets from inside, greatly enhancing the immersion when you enter buildings. Immersive Interiors gives the possibility of looking at the streets while Sounds of Cyrodiil allows you to hear the city life from inside. A must with Sounds of Cyrodiil! Note that All Natural is required to run Immersive Interiors. Compatibility Sounds of Cyrodiil comes with an in-game config menu that allows you to disable or enable certain sound effects. Those include the temple music, tavern music, tavern chatter and city chatter. So if you already have a mod that adds one of those and you want to keep them, you can disable Sound of Cyrodiil's. If you use BetterMusicSystem or simply music in general, you'll need to de-activate SoC's tavern and temple music or they'll overlap. The following audio mods are not recommended to be used with Sounds of Cyrodiil as the sounds will overlap. Sounds of Cyrodiil already improves on what these mods offer so they are not needed: More Immersive Sound (And Edited) by Achanonier or Brumbek Ambient Town Sounds (And Edited) by Lendrik or Brumbek Oblivifall - Ambient Dungeon SFX by Cliffworms Sounds of Cyrodiil Add-Ons In this section, I will update the list mods that have been patched to integrate Sounds of Cyrodiil's sounds and scripts. Instruction on how to install those add-ons and what they do specifically are included in their respective archive. You can download these add-ons and patches by following this link. If you have a suggestion of mod you'd like to see with a SoC's version, let me know and I will gladly do it. - Open Cities Classic & Reborn (You must enable a setting in SoC's in-game config menu for it to fully work. Refer to the readme for instructions) - Heart of the Dead - Knights of the Nine - Mehrune's Razor - Thieves' Den Known Errors Sometimes, it’s possible that a looped sound will stop playing after you pause the game (Opening a menu, talking to people). Leaving the zone and entering again (Or reloading your game) will make the sound return. When the game is paused like above, no sounds will play except the weather or the NPC’s voice. This is engine-related and cannot be fixed. When loading a tavern, it is possible that the tavern songs will switch during the loading screen. It returns to normal once you enter the cell. Looped sound effects that play at specific time will sometimes start playing when you enter the area they're in even though they're not supposed to play. These sounds will quickly fade out as you enter the cell. Credits Sounds of Cyrodiil would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work. In the spoiler tag are all the authors who contributed to Sounds of Cyrodiil. To know what sound effect they contributed, view the Credits file in the download. Duncan, Galeku, Sofie, Sithjwa, Acclivity, inchadney, Luftrum, Corsica_S, Mystiscool, Robinhood76, Jpnien, Coneybeare, HerbertBoland, LilyMarie, Audible-Edge, Dobroide, Reinsamba, DarkNinjaProductions, JFBSAUVE, Sazman, NoiseCollector, Ronfont, Santuccie, Tomlija, Delphiedebrain, Bowlingballout, Syna-Max, 3bagbrew, ERH, Morgantj, Kozos, Kyle1Katarn, Plingativator, TigerSound, Shades, DataSoundSample, Connum, Sagetyrtle, Klankbeld, Rutgermuller, Johansyd, FaireDesVagues, Jppi_Stu, Linako, BrotherProvisional, Dan Goodale, Eric Heberling, Kirill Pokrovosky But, of course, this project benefited from the help of other people. Here they are: EruditeDragon for the testing Phitt for the sound script used in dungeons and city streets Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Cyrodiil The OBSE team for passing through every barriers they see. The Construction Set Extender Team for bringing us an outstanding upgrade to the CS Bethesda Game Studios for the best open-world RPGs and Construction Set Mark Lampert for his superb job as Bethesda's Sound Director.
  7. loves it when he finds a way to optimize scripts.

  8. New version is up! The new conditions added should stop NPCs from saying idles while asleep, in combat or at the moment the vampire player drank their blood. Bugfixes: Added a condition to the script to prevent sleeping NPCs from saying their idles. Added a condition to the script to prevent NPCs from saying their Idles if they're in combat. Added a condition to the script to prevent NPCs from saying their Idles right after the player drank their blood as a vampire. Download: Download Link In addition, Beagle2 from the Nexus told me that Idle Dialogues works with his German version of Oblivion. I thought that since they did not implement the idle dialogues in the game, they might not have translated them in all languages. So Idle Dialogues will work with any language version of Oblivion. Cheers! :foodndrink:
  9. Version 1.0

    638 downloads

    OBLIVIFALL : Vengeance of the Classic Losing My Religion - Compatibility Patches Download/Installation Here you can find all of the compatibility patches that have been made for Losing My Religion. Don't know what Losing My Religion is? Check out its download page here: Linkie The patches found in the download section are required if you run one or more of these mods: - Animated Window Lighting System (AWLS) (Patch by Brumbek) - All Natural (Patch by Brumbek) - Better Cities (Full, Full B&M and the separate cities) - DC Sutch Reborn - Knights of the Nine Official DLC - Kvatch Rebuilt - Blood & Mud - Heart of the Dead - West Roads - Open Cities Classic & Reborn Each patch comes with instructions as how to install them and how to place them in your load order. If you have a suggestion of a patch that should be made, do not hesitate to contact me.
  10. Congrats! Now I'm patiently waiting for their response for mine.
  11. Caffeine Rush: Initiated. Construction Set: Launched. Modding: It's-a-go!

  12. Reporting them won't do anything. Bethesda or any developper who has modded content on there can't do anything since Softpedia is in their rights to rehost files. They're not breaking any law, only etiquette. The only thing we can do as a modding community is remove our mods from their website and inform other authors' who have got their work uploaded there. Now where's that pitchfork?
  13. And...another update. A bug was introduced in the script in 1.1 which prevented most NPCs from saying their Idles. It's now fixed. (that was kind of counter productive. Silly me. ) Also, I've added a condition to prevent unconscious NPCs from saying their lines. (Most notably Peryite's unconscious worshippers) The update fixes this in general. With the "IsTalking" check, any NPC saying a dialogue line will never be interrupted to say an Idle line. When I first translated it, I did not think of checking up the CharGen and see how it went. But I tested it earlier today after finishing the update above and did not run into problems. You can hear the Mythic Dawn worshipers saying their idles if you sneak up on them, but the Blades and the Emperor will never say them.
  14. Greetings! An update has been released. Some NPCs will stop interrupting their speeches with idles now. No more "I'm so hungry I could eat a Bosmer!" from a certain Divine Crusader... Download Link Version 1.1 Update: Added the following conditions in the script to avoid issues, notably one with some NPCs saying idles in the middle of cutscenes: IsPlayerControls Disabled : To prevent NPCs to say their idles during cutscenes where the player can't move. GetISId: Uriel Septim, Martin, Mankar Camoran and Sheogorath will never say idles. (This is only a safety measure, as they couldn't say them before) HasSpell AbGhostNPC (And the Shivering Isles equivalent. To avoid Ghost NPCs to say idles. IsTalking: To avoid NPCs to say idles while talking in cinematics where the player can move, when talking to other NPCs and when already saying an Idle. Cheers !
  15. Cliffworms

    Trees anyone??

    Now THAT's how a forest looks like! Too bad it crashes. Can it still run in-game?
  16. Thanks a lot for the tutorial on how to extend the CS view distance! It's helping me greatly to place sounds in the exterior. :D

    Cheers!

  17. Thanks Darkstone. Mucho appreciated! Tell me what you think of this new, much more improved version. The issue that made me use Phitt's script was that sounds designed to be Looped in the CS get played from the beginning if they're interrupted in the game. Since in dungeons the player constantly interrupts the game by looting containers or checking his stats/inventory, the looped sound would start from the beginning each time it'd be interrupted. Which was annoying in the long run. (But I think I'll use those for the next time kids come up on Halloween. It should scare them. )
  18. OBLIVIFALL : Vengeance of the Classic Ambient Dungeon SFX Greetings! A new version has been released. Thanks to Phitt, the audio system has been greatly enhanced. I have gathered around 60+ sound effects that fit each dungeon theme and that sound similar to Daggerfall’s. As opposed to the first versions, there are no longer looped ambiences. Thanks to Phitt’s script, the sound effects can play at anytime around your character’s location. To explain this technically, an invisible script follows your character inside the dungeon and moves around him/her, playing a random sound with a random delay between each sounds. The result of this much improved mechanism is that no dungeon sound the same and you can never expect what you’ll hear next. Sounds unique to dungeons inhabited by Daedras or Undead still stand. But instead, you'll never predict what sound will play or from where it'll come. Those of you who have been following Sounds of Cyrodiil WIPz Thread might notice that this release of Ambient Dungeon SFX is actually the Dungeons part of Sounds of Cyrodiil. Since it was finished for SoC and that Ambient SFX touches the same areas, I thought I'd update it now than later. To see the mechanics in action check the video below. Download @ TES Alliance I hope you like the result. It's much, much better. It's also a bit more quiet (My looped sounds had way too much activity going on ) Regular mod information follows. Cheers! : Latest Version: 3.0 -- 23/06/2011 See Changelog below for details I. OBLIVIFALL INTRODUCTION Oblivifall "Vengeance of the Classic" is a project that aims to bring many features from The Elder Scrolls 2: Daggerfall to Oblivion. For many old fans of Elder Scrolls, Daggerfall is still the best cRPG Bethesda has ever designed or even the best cRPG ever made. You can check out Oblivifall's mainthread for discussion about the current work in progress here. Now let's see what this mod is about, shall we? II. Ambiant Dungeon SFX In Daggerfall, an element that added to the scare factor was the creepy sound effects in dungeons. You could hear doors opening in the distance, zombies moaning, rock sliding, and more. I have gathered around 60+ sound effects that fit each dungeon theme and that sound similar to Daggerfall’s. As opposed to the first versions, there are no longer looped ambiences. Thanks to Phitt’s script, the sound effects can play at anytime around your character’s location. To explain this technically, an invisible script follows your character inside the dungeon and moves around him/her, playing a random sound with a random delay between each sounds. The result of this much improved mechanism is that no dungeon sound the same and you can never expect what you’ll hear next. The common ambiences, which include Ayleid ruins, forts and caves, have three variations each. Haunted, daedric and standard. As such, an Ayleid Ruins inhabited by bandits will have standard, mystical sound effects or the sounds of doors opening. But if you stumble into Ayleid Ruins inhabited by the Undead, you’ll hear zombies moaning and other undead sounds in addition to the standard sound effects. Finally, there are also the sewers where you hear mostly rats moving around. Have fun playing in a more Daggerfallesque and immersive dungeon experience! IV. REQUIREMENTS You need the latest version of Oblivion. V. SAVE GAMES You do not need to start a new game to see the changes. VI. CONFLICTS/KNOWN ERRORS - Will not conflict with any sound mod. VII. LEGAL STUFF/DISCLAIMER Distribute this mod as you wish. Just give the credits to me for releasing the plugin. VIII. CHANGELOG IX. CREDITS - Phitt for his script that totally overhauled and improved the sound mechanics! - Duncan, author of the Morrowind mod Atmospheric Sound Effects from which the dungeon sounds come from. - The Daggerfall Dev Team for the best cRPG ever created. - Bethesda for the Oblivion CS. X. Oblivifall modules and Daggerfall-related mods by the Community To know which Oblivifall modules have been released or are in the works, either search for the word "Oblivifall" on the website where you downloaded this mod, or visit the project's official thread Here. If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link: Here.
  19. Things to do at least once in a lifetime: Be an extra for a full-length zombie movie and eat people: Check!

    1. EruditeDragon

      EruditeDragon

      Seriously? That sounds awesome, Cliff! What movie were you in?

    2. donnato

      donnato

      woohoo sounds like real fun..

    3. Cliffworms

      Cliffworms

      It's called ''H5N1 : Pandemonium ''

      It's a french-canadian zombie movie. The director usually sends his movies to festivals only, so maybe it'll be sent in the United States. :)

      It was fun, I'll post pictures when I'll receive them.

  20. That's very useful when you're on the go.
  21. My brothers and their friends have been hooked up on Game of Thrones ever since they started reading the books around 8 years ago. Then they started playing the card game like there's no tomorrow. Every 2-3 days, they'd all sit down around the table and play for hours. They even made a fan movie with our cheap camera about the card game, with them dressing up like the series' characters. I was not interested in that at the time. It's only when I started watching the series this season that I'm discovering this universe. I've now started reading the books and, hopefully, I'll be done with all of those that are released before the second TV season begins. What I love the most are (First Season/Book spoiler) Now I need a cool Game of Thrones T-Shirt.
  22. Happy 100th birthday! :D

    Now, do you want your 100 e-beers in bottles or cans?

  23. Second Souds of Cyrodiil trailer released. This time, it shows the Dungeons' sound atmoshere in-game. :D

  24. Time go down deep in Cyrodiil's Dungeons, where monsters do not hesitate to make themselves heard when one trespasses in their lair. The Dungeons' sounds are scripted by Phitt. When exploring a dungoen, an invisible scripted activator moves around the player at random positions, playing a random sound effect with a randomized delay between each sound. As such, the atmosphere is more unique and you can never predict what creepy sound effect you'll hear next. Each dungeon type (Forts, Ayleid Ruins and Caves) have base sound effects such as rocks cracking or mystical sounds for ruins but, if the dungeon is inhabited by the Undead or Daedras, fitting sound effects are played in addition to the base sounds. If you don't know what monster lives in the dungeon you've just explored, listen around you. You might hear a zombie moan far, far away. This said, feast your ears on the sounds in action:
  25. I rewrote the first post as there have been many changes and additions since the first time I wrote it last year. More importantly, it now has a list of every single SFX used in Sounds of Cyrodiil. I'll be linking sound samples to most of them in the coming days. I have organized the sound project in three different areas: The Wilds, The Dungeons and Civilization. They represent the three areas you visit in Cyrodiil. If you remember the features I had announced a year ago, there was the part of adding effects to some voice files http://www.youtube.com/watch?v=tFbgBbflgdc. It's no longer a feature as this required me to add the effect directly to the voice file itself and would have forced me to include the file in the package, but it is not possible since it breaks the copyright. Other than that feature, the rest have stayed, are alive and kicking. As far as progress goes, all scripts are working perfectly. The Dungeons are finished, Civilization's sound placements are almost done (Only Imperial City is left) and the Wilds need some tweaking and a bit more testing. I have a couple more sound effects to grab/record to complete it. There should be a video trailer for the Dungeons released soon enough, followed by one for Civilization. So I'm very happy to say that Sounds of Cyrodiil is nearing completion. The sound placements is the longest step to do and it's almost finished. :celebration:
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