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[RELz] Oblivifall - Ambient Dungeons SFX 3.0


Cliffworms
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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 :P )

Regular mod information follows. Cheers! : :pints:

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

V3.0:

- Overhauled the mechanics. There are no longer looped sound files. Instead, a scripted invisible activator moves around the player in a dungeon and plays a random dungeon sound effect from a library of 60+ sounds with a random delay between each. Great thanks to Phitt for his script!

- Well, it’s version 3.0 now. Meaning it’s pretty much final. :D

V1.2:

- Translated the French sound files to English for compatibility.

- Recompressed the sound files to drop down the filesize.

V1.1: - Dropped down the background noise

- Modified the volume and pan of each sound effect in the sound ambiances. The results are directional sounds for a more natural and realistic ambiance.

V1.0: Initial Release

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.

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I`m looking forward to trying this out,I use a previous version and its one of a few mods that I always install.I never play with the music on and the atmosphere this generates is incredible.It really is one of those mods that makes a huge difference to gameplay,thanks for the update Cliff.I really cant recommend this enough,just download it and give it a try...you wont regret it.

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I`m looking forward to trying this out,I use a previous version and its one of a few mods that I always install.I never play with the music on and the atmosphere this generates is incredible.It really is one of those mods that makes a huge difference to gameplay,thanks for the update Cliff.I really cant recommend this enough,just download it and give it a try...you wont regret it.

Thanks Darkstone. Mucho appreciated! :thumbup:

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. :D )

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I'm going to give this a try, although I suspect it's going to scare the crap out of me! :rofl: I remember those sounds from Daggerfall and they made me a nervous wreck. Mind you, I think part of that was that I was hopelessly lost in those damned generated dungeons they used...

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Just updated and had a trip through Ceyatatar,the edition I was using before created a great atmosphere this new version takes it a whole step further.This is what dungeons should have been like in the first place,fantastic work Cliff,the archive now resides in my "Core Files" directory that always get installed.

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