11/11/2022 0 Comments Immersive sound compendium![]()
Several creatures and humanoid monsters in the game now have revised, dynamic footstep soundsets which react to different surfaces, as opposed to just having 1 universal set. Immersive sound compendium install#New install option for less annoying Storm Atronach idle sound loop. New install option for less mouthbreathing wolf movement. A new optional overhaul for draugr voices/sounds has been added. If you prefer the old sounds, fret not! They are still available as an alternate install option. A new set of heavy armor footstep sounds has been created. Immersive sound compendium Patch#A compatibility patch for Deadly Spell Impacts has been added, since spell impact data changes overlap with that mod. Higher skill spells now also have their own charging sounds to further differentiate themselves from the lesser magnitude spells. All in all, the soundscape for magic combat should be quite different and more varied now. There are also new distance/echo layers in stereo for some of the bigger/louder spell impacts. New dynamic impact sound systems have also been introduced to the spell projectiles, resulting in things like sizzling flesh for fire spells on creatures, or an audible clang from the concussive force when colliding with metal. ![]() Different tiers of spells from the different elements now also have different characteristics and power magnitudes reflected in their sounds. Destruction spell sounds have been extensively reworked. The same principle now also applies to dropped weapons and shields. For ragdoll corpses small, medium & large bodies, and even scattered skeleton bones now have revised soundsets and will sound different as they collide with a variety of ground surface materials. Less ringing/resonance from blade, and more pronounced differences between the sound variations. Two-handed swords, axes and maces now all have their own unique swing soundsets. There are now also unique shield bashing sounds specifically against living and undead creatures respectively, so shield bashing NPCs will sound different from bashing inanimate objects. ![]() Immersive sound compendium update#So this update extends the system to its logical conclusion to maximize feedback and make combat feel more reactive. ![]() In previous versions of IS this was split up into generic heavy and light hit categories. In vanilla Skyrim there is only one set of generic blocking sounds for shields and weapons. So a light shield blocking a two-handed sword, or a two-handed axe, or a one-handed mace parrying a one-handed sword, etc etc etc, will all yield separate sounds corresponding to the specific weapons/shields clashing. Blocking and parrying sounds for both shields and weapons have been extensively revised, and will now react appropriately to each specific weapon type. This increases the overall memory load slightly, but the amount should be negligible. General optimizations to some of the most common time-sensitive sounds to increase responsiveness, especially under heavy script load. IMMERSIVE SOUNDS COMPENDIUM 2.0 CHANGELOG. ![]()
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