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Reverb and Ambient Change

Category - Sounds, music
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Mod version:1.5
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

TL;DR.: Makes loud sounds (magic, traps, screams, large animals) more realistic for the player and the NPC. Improves and balances the atmosphere and reverberation, making them more realistic and alive. Increases the variety and dynamics of in-game sound. Fixes numerous problems. A lightweight and modally compatible audio substitute.


It is highly recommended to use good headphones or speakers. This mod will rattle in your subwoofers and annoy your neighbors.



-Adds a slider to the Audio menu. "Ambiance" regulates the volume of waterfalls, weather, the hum of door cars, birds, water droplets, insects, tones in the room, etc. The default is about 70% - about vanilla volume.


-Adds surrounding sounds and reverb types to regions where they were not present, or fixes inappropriate or general settings. This makes the game's sound design more dense and "live". In addition, "disposable" environmental sounds, such as wind gusts and tree squeaks, will now fire more frequently.


-Adds new ambient types to zones where common settings were used. Caves, sewers, etc. no longer sound the same. Unique locations such as Sovngard, Kairn Shower, Star of Asura and the headquarters of the Dark Brotherhood have a unique user atmosphere.


-Adds vanilla environment sounds to the corresponding regions. This includes birds and cicadas by day, crickets, howling dogs and wolves at night, etc.


-Adds more wind, rain and thunder for storms, dripping and gurgling water for sewers, eerie sounds for caves and sounds of mysterious mechanisms for Dtimer architecture. The goal is to create a cooler, wetter and more dangerous place in the Scream.


-Restores balance between indoor and outdoor atmosphere. Vanilla is much louder in the room - it brings them closer, without changing the dynamics completely. Some random sounds got a little louder.


-Increases (or in some cases decreases) the amount of reverb generated by some sounds. Fireballs and other loud spells, exploding traps, etc. now behave much more realistically, and quieter sounds are also slightly adjusted depending on the case. Screams, for example, will reverb much more strongly, especially indoors.


-Different types of rooms and areas behave differently. Dungeons dvemers have become more cave, roaring and metallic. The wooden rooms became more muted. The difference between small and large rooms has become greater. Outdoors, the echo is as close to the simulation as the engine allows.


-Increases attenuation for almost all reverberation types. This allows the sound to travel long distances while reducing the distance at which the sounds will be played in "2D". An arrow whizzing near your head will sound very different than a miss or a hit.


-Larger creatures and NPC emit more reverb and louder sounds. Dragons, Doomer centurions, mammoths, and giants sound more impressive.


-More variety for frequently repeated sounds - hammer knock, forge, firewood chopping, birds, thunder, wind, etc.


-More variety and weight for weapons and arrows strikes, especially on metal.


-Deeper and less intrusive sounds for shower traps, nirnroot, dog barking and other unpleasant sounds.


-Heavy armor moves have more variety and interact with reverberations differently than light armor moves.


-A large number of minor bug fixes and "quality of life" improvements.



What's not in it?


-Does not use any scripts. This mod is lightweight, no lags, safe and easy to uninstall.


-Does not replace any sounds and is perfectly compatible with all modes that replace sounds.


-Does not add any new sounds.


-Does not affect UI sounds.



Featured Sound Modes


Immersive Sounds Compendium

Lucidity Sound FX SSE

Silent UI


Compatibility and boot order


I recommend downloading this mod quite high in the boot order. This will allow other mods to easily overwrite it. As this mod alters a small handful of cells, other mods that change these cells should be installed after it: Rat Road, DB Headquarters, Goldanglow Manor sewerage and several Inns.


If you are using Alternate Start, Enhanced Lighting for ENB, or both, there are patches to use in the "Additional Files" section.


There is also a patch for ELFX. Install it after the AS patch.


Unfortunately, you can't use Bashed Patch for cells, so using multiple mods editing the same cells requires either compromise

or a manual patch. There is no 100% perfect solution - in this case, you will have to decide for yourself. This applies to ALL mods, not just this.


100% compatible with Skyrim Sounds (all versions)


100% Compatible with all music mods.


100% Compatible with Lucidity Sound FX, but only the Ambiance slider of this fashion works.


99% Compatible with Immersive Sounds - just download this mod after that to solve all the problems.


100% Compatible with Wet and Cold and all water mods - again, just download them after that.


100% compatible with Relighting Skyrim and any other lighting mod that does not edit cells.


Not compatible with Audio Overhaul Skyrim.

Similar Mods/Addons

Game Version *

all (Reverb and Ambiance Overhaul-701-1-5.7z)