[RELz] Oblivifall - Ambiant Dungeon SFX

Post » Tue May 03, 2011 7:02 am

OBLIVIFALL : Vengeance of the Classic
Ambiant Dungeon SFX



Latest Version: 1.2 -- 15/05/10
See Changelog below for details


http://www.tesnexus.com/downloads/file.php?id=29676


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 check out Oblivifall's mainthread for discussion about the current work in progress http://www.gamesas.com/index.php?/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/

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 were the creepy sound ambiances. You could hear doors opening in the distance, zombies moaning, rock sliding, etc.

I have designed 17 sound ambiances that fit each dungeon theme that sound similar to Daggerfall's. Each sound is different and have a low volume so that you won't notice that it is played in loop.

The common ambiances, which include Ayleid ruins, forts and caves, have three variations each. Haunted, daedric and standard. Caves also have a "wet" variation when the place is submerged or near water sources.

The other ambiances include sewers, mines and narrow tunnels.

Have fun playing in a more Daggerfallesque dungeon experience!

III. AUDIO SAMPLES (Note: Those are version 1.0's samples. The newers ones have lower volume and bass)
http://www.onmvoice.com/play.php?a=13078: The tight, narrow tunnels inside caves, where rats, bats and smaller insects hide. Where you can hear the rock around you cracking.
http://www.onmvoice.com/play.php?a=13077: Deep mines are sustained by wooden structures which make the rock stable. Thus, in mines, you hear the wood cracking and some pieces of stone falling. Bats also tend to live in the darker section of the mines.
http://www.onmvoice.com/play.php?a=13076: Inhabited by the undead, haunted forts should not be disturbed. There's a constant, low moan in the distance while you hear movement ahead. Wait...was that a zombie's moan in the distance? And is this a door opening?
http://www.onmvoice.com/play.php?a=13075: Home of rats, bats, nuisances and darker creatures, the sewers are a wet and humid place. Some zombies even inhabit such places and may be heard in the distance.
http://www.onmvoice.com/play.php?a=13073: When deep under the ground, an explorer will most likely stumble upon flooded sections of a cave. Water drips, bats flee when light is seen, rats scurry around in the shadows. Huh? Is that a boulder falling ahead?
http://www.onmvoice.com/play.php?a=13072: It should be easy to know when one explores caverns inhabited by daedras and conjurers. Dark voices can be heard, a mystical aura floats around and the wind does not sound natural.
http://www.onmvoice.com/play.php?a=13071: Standard ruins are homes of mystical creatures, bandits or nuisances. Yet, they still hold the Ayleid's mystical aura. Maybe it's the welkynd stones' chants?


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

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
- 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 http://www.gamesas.com/index.php?/topic/1088895-relzwipz-oblivifall-vengeance-of-the-classic/.


If you want to extend furthermore your Daggerfallesque experience, I recommend you to take a look at the Daggerfallesque Mod List in this link: http://www.gamesas.com/bgsforums/index.php?showtopic=1004917&hl=.
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Matt Fletcher
 
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Post » Tue May 03, 2011 2:11 am

So awesome! So big...dialup trembles before thee!

But this will end up being installed in my game - SOON!

Good work, as always, Cliffworms!
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trisha punch
 
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Post » Tue May 03, 2011 9:57 am

Sweet! Thanks--downloading as I type! :clap: :goodjob: But ... well, just so you know, the link in the OP is bad. :brokencomputer:
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Barbequtie
 
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Post » Tue May 03, 2011 6:51 am

So awesome! So big...dialup trembles before thee!

But this will end up being installed in my game - SOON!

Good work, as always, Cliffworms!


Thanks Ashven! :D

Sweet! Thanks--downloading as I type! :clap: :goodjob: But ... well, just so you know, the link in the OP is bad. :brokencomputer:


Great, that's totally me, not putting the right link.
Link fixed. :D
Thanks!
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Claudia Cook
 
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Post » Tue May 03, 2011 11:10 am

Think it could slow the game down? It ... sounds awesome, heh :]
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Kara Payne
 
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Post » Mon May 02, 2011 11:25 pm

Yay! A new part of Oblivifall is out. Excellent.
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Mr. Allen
 
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Post » Tue May 03, 2011 6:31 am

I listened to all the samples, and it literally made my hair stand up on my back. Wonderfully eerie and creepy, very immersive. Only thing holding me from not downloading this is that I already avoid dungeons at all costs. I find them too darn scary as it is in vanilla Oblivion, I would probably never set a foot in one with those sounds. ;)
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Jessica Colville
 
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Post » Tue May 03, 2011 9:02 am

I love this! :bowdown:


I remember when you released the RolePlaying Oblivion mods back in 2006. You've definitely been busy since. :P
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Angela Woods
 
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Post » Tue May 03, 2011 8:31 am

Downloading this straight away, really creepy sounds, love it. The only thing I would put my finger on is that the constant wind/rumbling (bass) sound is a little too loud.
Thank you Cliffworms
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Harry Hearing
 
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Post » Mon May 02, 2011 10:12 pm

I much welcomed mod, thank you and keep up the good work!
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JLG
 
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Post » Mon May 02, 2011 8:19 pm

Thank you very much for the feedback. :D
Some people have reported that the audio samples links found on the download page doesn't work. Yet it works for me. Anyone have any ideas why?

Think it could slow the game down? It ... sounds awesome, heh :]


Not at all. I tried it with my current character and all my mods active. No slowdowns. :D

I listened to all the samples, and it literally made my hair stand up on my back. Wonderfully eerie and creepy, very immersive. Only thing holding me from not downloading this is that I already avoid dungeons at all costs. I find them too darn scary as it is in vanilla Oblivion, I would probably never set a foot in one with those sounds. ;)


Excellent to hear that it scared you. I have confirmation that they're scary. :D

I remember when you released the RolePlaying Oblivion mods back in 2006. You've definitely been busy since. :P


Aye, that was some time ago! Yes, Oblivifall has been keeping me busy for some time as well.


Downloading this straight away, really creepy sounds, love it. The only thing I would put my finger on is that the constant rumbling (bass) sound is a little too loud.
Thank you Cliffworms


No worries about the volume. I've dropped it in the CS. The background noises actually come from Oblivion's sounds used for dungeons.
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Julie Serebrekoff
 
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Post » Mon May 02, 2011 8:06 pm

Thank you very much for the feedback. :D
Some people have reported that the audio samples links found on the download page doesn't work. Yet it works for me. Anyone have any ideas why?


Works for me too. Local browser settings/plugins/firewall permissions perhaps?
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Tamika Jett
 
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Post » Mon May 02, 2011 11:06 pm

Think it could slow the game down? It ... sounds awesome, heh :]


maybe if you have a crappy onboard sound, then it would, has default is only set to allow 32 sounds to be played at one time,


Not at all. I tried it with my current character and all my mods active. No slowdowns. :D


Thanks Cliffworms

? Since these are newly placed sounds, right, if so then

Did you increase your maximpactsounds value in oblivion.ini or is it still set at default 32..I have mine set at 64 but I have a Audigy 4, I have seen around 50 sounds getting played at once, but, with this loaded it may push it up to full 64?

will report back if I can get 64 sounds to be playedf at once..

Corepc
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Barbequtie
 
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Post » Mon May 02, 2011 10:33 pm

Works for me too. Local browser settings/plugins/firewall permissions perhaps?


Good to know!
That must be the issue then. :)

maybe if you have a crappy onboard sound, then it would, has default is only set to allow 32 sounds to be played at one time,




Thanks Cliffworms

? Since these are newly placed sounds, right, if so then

Did you increase your maximpactsounds value in oblivion.ini or is it still set at default 32..I have mine set at 64 but I have a Audigy 4, I have seen around 50 sounds getting played at once, but, with this loaded it may push it up to full 64?

will report back if I can get 64 sounds to be playedf at once..

Corepc


I did not know of the maximpactsounds value in the Oblivion.ini
That's good to know! :D

Since there's only one new sound per dungeon cell, I believe it will work well for those who have 32 set as the limit. :)
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Guinevere Wood
 
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Post » Mon May 02, 2011 8:01 pm

Have always run at 64 ... M-Audio and Monsoon :hubbahubba:

While the rumble seems loud in the samples, these sound fantastic in-game--they are distinct, yet blend in perfectly with my low, creepy background music and footsteps ... it's hard to believe they weren't always there. And the minute I stepped from a dry cavern to a wet one (Sideways cave), I heard the difference. I'm such a svcker for this stuff...
Anyway, Good Job! :celebration: :clap:
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Kate Norris
 
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Post » Tue May 03, 2011 1:24 am

Sorry but the mod don't work for me.
I've try with a new game, with only present Oblivion.esm (patched at latest version+unofficial patch) and this mod in my load order, but no new sounds anyway :( .
What i wrong ?

EDIT: Renamed the folder sfx to FX so it's: Sound / FX / Oblivifall. Then they'll work. :P
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Trevor Bostwick
 
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Post » Mon May 02, 2011 11:35 pm

Very nice! Sound mods rock.
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marie breen
 
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Post » Tue May 03, 2011 12:28 am

What can I say? but...BRING ON THE GIRLS!!!!!!!
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Jodie Bardgett
 
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Post » Tue May 03, 2011 5:37 am

can I make a omod for it and install tahat way will it work?
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claire ley
 
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Post » Tue May 03, 2011 8:15 am

wow exactly what I was looking for after disabling music for performance and immersion.
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Janeth Valenzuela Castelo
 
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Post » Tue May 03, 2011 9:57 am

Very nice. I play with headphones so it adds even more to the immersion in dungeons. Endorsed. :P

For people who can't get it to work I found I had to rename a folder. Instead of sfx rename that folder to FX so it goes Sound\FX\Oblivifall. Then you shouldn't have any problems. Load order doesn't seem to matter. I'm using FCOM and a heap of other mods and entering a dungeon you know is full of Necromancers really adds to the scare factor.

Thanks, Cliffworms for adding to the Oblivion experience.

Anja (aka Maigrets)
:)
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Eve Booker
 
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Post » Tue May 03, 2011 3:56 am

I was just about to post the same thing.

Seems there is a mistake in packaging. It should be this file path instead. sound/fx/oblivifall/*.*
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Georgine Lee
 
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Post » Tue May 03, 2011 8:26 am

And here I was going to try and get through Mass Effect 2 this week... I listened to that first sample and realized I was going to be spending all my time exploring caves and mines instead. I play without music for the immersion factor and man, this just ramps it up by a factor of 10.

I have an original foil-emblazoned box copy of Daggerfall sitting on my shelf and sometimes I'm tempted to grab DosBox and roll up a new character for old time's sake, but I can never bring myself to do it. That said, I'm really digging the whole Obivifall project, keep up the excellent work.

-G
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Steve Fallon
 
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Post » Tue May 03, 2011 12:01 am

Downloaded this. Looks great. Give me about 40 more hours before my character's strong enough to survive dungeons, and I'll check it out :hehe:
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Julia Schwalbe
 
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Post » Mon May 02, 2011 8:54 pm

This is awesome. Thanks for doing this.
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Eduardo Rosas
 
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