[RELz] Sounds of Cyrodiil

Post » Sat Aug 06, 2011 12:57 pm

Sounds of Cyrodiil
Version 1.0 - 05/08/2011


Download @ TESAlliance (Pending)
http://www.tesnexus.com/downloads/file.php?id=39804
Download @ Planet Elder Scrolls (Pending)

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:

http://www.youtube.com/watch?v=A4tdt6iY_b4
http://www.youtube.com/watch?v=oIbrgCdaLXM
http://www.youtube.com/watch?v=Btr1z-Q5HcY
http://www.youtube.com/watch?v=wV9IGNyk_68 (Quest spoilers!)
http://www.youtube.com/watch?v=20j-o06dp0g


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.
Spoiler
The Wilds

  • Around 20-25 new bird sounds for forests, mountains, swamps and plains.
  • Hear the impact of rain on tents.
  • Insects flying-by your character’s ears.
  • Nearby birds flapping their wings and flying away.
  • Strong, constant heavy wind on high mountain tops (Like Dive Rock)
  • Cold, constant chilling gusts of wind in the mountains.
  • 6 new short gusts of cold wind heard in northern Cyrodiil.
  • Rare occurance of hearing an avalanche happening or a strange creature’s scream echo in the Jerall Mountains.
  • Rodents running in the grass at night.
  • Calm and strong ocean waves on the Gold Coast and the coast south of Leyawiin.
  • Water waves’ impact on small embarkations and docks.
  • Wolves howling in the distance.
  • Rope bridges’ supports and railing squeaking/being unstable.
  • Bee nests in several locations.
  • Water stream sounds for bodies of water where the waterfalls land and the stream themselves.



The Dungeons

There’s a standard sound set for each type of dungeon: Cave, Ayleid Ruins, Forts and Sewers. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Daedras or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. Daedric dungeons have demonic voices or daedras screaming.


Standard Caves
  • 12 Cave creaking sounds
  • Rats squeaking about
  • Bats flapping-by
  • Rocks falling and hitting ground in the distance


Standard Ayleid Ruins
  • Mystical and magical sounds
  • Doors being opened and closed
  • Stones sliding
  • Rats squeaking about


Standard Forts
  • Rats squeaking about
  • Doors being opened/slided/closed


Sewers
  • Rats squeaking about
  • Strange echoed moans
  • Bugs running-by



Civilization

  • Chapel bells are heard inside houses
  • Horses snort and niehg in stables
  • Flocks of sheep bleat from time to time
  • Around 60 SFX for city streets. People shout, dogs bark, cats fight, doors open and close, children play, drunkards throw insults at neighbors who are trying to sleep.
  • Bravil, the Anvil docks and the Waterfront have a soundset that consists of more "loud noises" such as people shouting/yelling, more dogs and cats fighting and a bit more drunkards to better reflect their situation.
  • A looped city pvssyr background for the Imperial City's residential and market districts. (Possible to disable it or enable in all cities in the in-game config.)
  • Listen to the Imperial City's Arena matches from outside.
  • Listen to the taverns' activity from the doorstep.
  • Around 40 SFX for taverns. People burp, shout, laugh, cough, break bottles or pull chairs. High Class taverns are quieter than the rest.
  • 9 songs for taverns with 3 for each class of taverns to give the proper atmosphere. (Possible to disable them in the in-game config.)
  • Looped tavern pvssyr to fill the place. (Possible to disable it from in-game config)
  • Hear what's going on on the taverns' or factions' headquarters first floor if you're in the basemant. People walking over your head, chairs being pulled, thing falling on the floor or the front door being opened and closed during the tavern's busy hours
  • Cold wind whistling through the windows from inside Bruma's houses and Cloud Ruler Temple.
  • An echoed, looped ambience for castles, Imperial Library and the Temple of the One.
  • Chants and godly sound atmospheres for temples. (Can be disabled in the in-game config)
  • Empty, echoed atmosphere inside cathedrals at night.
  • On rainy days, listen to the rain hit the windows inside buildings.
  • On rainy days, listen to the rain's impact when it lands on tents.
  • Hear the blacksmith at work from the street if you pass by his front door or windows during opening hours.
  • Snoring sound effect for 122 NPCs
  • Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or Mages Guild headquarters.
  • The Arcane University's purple torches now emit a more magical burning sound.



Special Events (Quest Spoilers ahead)

Spoiler
  • More haunting sounds in Benerus Manor before exorcising the place. Hear the invisible spirit bang on nearby walls/doors, run towards you, climb the stairs or breathe in your ears.
  • A zombie can be heard turning the handle, moaning and banging on the doors from inside Nerastarel's manor in Skingrad.
  • Rats can be heard from the hole that leads to Arvena Thelas' house in Anvil...considering that they're still alive.
  • Scamps can be heard causing mess from inside Rosentia Gallenus' House in Leyawiin prior to acquiring the Staff.
  • Battle of Bruma: Soldiers yell as they charge the daedras then clash against them. In the midst of battle, a looping sound of soldiers screaming and clashing with the daedric forces is played. Upon victory, soldiers cheer you as you leave the Great Gate.
  • Siege of the Imperial City: Soldiers fight, arrows flying-by hour head, explosions in the distance, the Imperial Legion's battle horns echoing on the battlefield.



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
http://tesnexus.com/downloads/file.php?id=8711
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
http://tesnexus.com/downloads/file.php?id=5861
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.

Better Bell Sounds by Morbus
http://tesnexus.com/downloads/file.php?id=5286
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
http://tesnexus.com/downloads/file.php?id=13987
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
http://tesnexus.com/downloads/file.php?id=18305
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
http://tesnexus.com/downloads/file.php?id=34199
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 pvssyr and city pvssyr. 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.

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 on the page where you'll have downloaded Sounds of Cyrodiil. 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, Dan Goodale, Eric Heberling Mark Morgan, Kirill Pokrovosky, Michael Hoenig, Jeremy Soule


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. ;)
User avatar
Mélida Brunet
 
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Joined: Thu Mar 29, 2007 2:45 am

Post » Sat Aug 06, 2011 1:58 am

Finally! :P downloading right now thanks for the release! :tops:
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J.P loves
 
Posts: 3487
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Post » Sat Aug 06, 2011 7:15 am

Those vids were amazing, must download this!
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Bereket Fekadu
 
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Joined: Thu Jul 12, 2007 10:41 pm

Post » Sat Aug 06, 2011 4:28 pm

This will definitely be file of the month, thanks for sharing! :D
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Andy durkan
 
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Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat Aug 06, 2011 3:07 pm

*FRIGGIN DOWNLOADING THIS*
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Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Sat Aug 06, 2011 2:47 am

Awesome! Will Open Cities Classic need a patch as well?

e: Never mind. The OP states a patch has been done already so I just take it I use the OCR download on the Nexus.
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Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Aug 06, 2011 2:08 am

Hmm, looks like the BOSS load order for the various patches is wrong, WB is complaining on the delinquent masters. Any load order advices for those before I jump in the game?
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dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Sat Aug 06, 2011 2:55 pm

Congrats on downloading this!

Compatibility question: I use http://www.tesnexus.com/downloads/file.php?id=18054,http://www.tesnexus.com/downloads/file.php?id=18054, http://www.tesnexus.com/downloads/file.php?id=22869http://www.tesnexus.com/downloads/file.php?id=22135 and http://www.tesnexus.com/downloads/file.php?id=22869, all of them by Khettienna will this mod conflict with any of those mods?
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Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Sat Aug 06, 2011 6:31 am

Awesome! Will Open Cities Classic need a patch as well?

e: Never mind. The OP states a patch has been done already so I just take it I use the OCR download on the Nexus.


I assumed wrong.
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Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Aug 06, 2011 10:37 am

Awesome! Will Open Cities Classic need a patch as well?

e: Never mind. The OP states a patch has been done already so I just take it I use the OCR download on the Nexus.


I'll add a note that OC Classic is already handled in the main version via the config menu. :)

Hmm, looks like the BOSS load order for the various patches is wrong, WB is complaining on the delinquent masters. Any load order advices for those before I jump in the game?


Hmm it's ordering them fine on my side. Have you updated the masterlist?
If it still doesn't work, Sounds of Cyrodiil must be placed after weather mods, but also before All Natural - Real Lights if you have it. The patches must be placed right after Sounds of Cyrodiil.



Congrats on downloading this!

Compatibility question: I use http://www.tesnexus.com/downloads/file.php?id=18054,http://www.tesnexus.com/downloads/file.php?id=18054, http://www.tesnexus.com/downloads/file.php?id=22869http://www.tesnexus.com/downloads/file.php?id=22135 and http://www.tesnexus.com/downloads/file.php?id=22869, all of them by Khettienna will this mod conflict with any of those mods?


None of these will conflict. :)
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Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Sat Aug 06, 2011 11:53 am

The patches must be placed right after Sounds of Cyrodiil.


Um, that way they are loading before their masters.

BOSS'ed load order:

Active Mod Files:
Spoiler
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Open Cities Resources.esm [Version 4.0.3]
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
** TNR ALL RACES FINAL.esp
** TNR - ShiveringIsles no helms.esp
04 Unofficial Oblivion Patch.esp [Version 3.3.7]
05 DLCShiveringIsles.esp
06 Unofficial Shivering Isles Patch.esp [Version 1.4.4]
++ LoadingScreens.esp
07 Natural Selection.esp [Version 1.0]
08 Natural_Habitat_by_Max_Tael.esp
09 All Natural.esp [Version 1.3]
0A All Natural - SI.esp [Version 1.3]
0B Immersive Interiors.esp [Version 0.8.1]
0C OBGE - Liquid Water.esp
0D Idle Dialogue.esp [Version 1.3]
++ Symphony of Violence.esp
0E Sounds Of Cyrodiil.esp [Version 1.0]
0F Sounds of Cyrodiil - OC Reborn Patch.esp [Version 1.0]
----> Delinquent MASTER: Open Cities Reborn.esp
10 Sounds of Cyrodiil - KOTN Add-on.esp [Version 1.0]
----> Delinquent MASTER: Knights.esp
11 Sounds of Cyrodiil - Mehrune's Razor Add-On.esp [Version 1.0]
----> Delinquent MASTER: DLCMehrunesRazor.esp
12 Sounds of Cyrodiil - Thieves' Den Add-On.esp [Version 1.0]
----> Delinquent MASTER: DLCThievesDen.esp
13 All Natural - Real Lights.esp [Version 1.3]
14 WindowLightingSystem.esp
15 FOV Modifier.esp
16 Enhanced Economy.esp [Version 5.4.1]
17 ExPCB.esp
18 Oblivion Graphics Extender Support.esp [Version 0.42]
19 Dynamic Map.esp [Version 2.0]
1A Map Marker Overhaul.esp [Version 3.9]
1B Map Marker Overhaul - SI additions.esp [Version 3.5]
1C DLCHorseArmor.esp
1D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
1E DLCOrrery.esp
1F DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
20 DLCVileLair.esp
21 DLCVileLair - Unofficial Patch.esp [Version 1.0.7]
22 DLCMehrunesRazor.esp
23 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
24 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
25 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
26 DLCThievesDen.esp
27 DLCThievesDen - Unofficial Patch.esp [Version 1.0.10]
28 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
29 Creature Diversity.esp
** LoadingScreens-OOO.esp
2A LBVermin.esp
2B LBUndeadAdditions.esp
2C LBWaterBeasts.esp
2D Vaernlor Manor.esp
2E AleswellHomeQuest.esp
2F Amen'thalas.esp [Version 1.21]
30 Amen'thalas - AN Patch.esp [Version 1.21]
31 (DC) Sutch Reborn.esp
32 EM_RedRoseManor.esp [Version 1.1]
33 Gold Road Cottage - Classy.esp
34 The Imperial Water.esp
35 MountainShackR13.esp
36 Region Revive - Lake Rumare.esp
37 Star's Rest.esp
38 Star's Rest - AN Patch.esp
39 Trail South East.esp
3A Trail WEST.esp
3B Trail EAST.esp
3C Trail Central.esp
3D VOILA.esp
3E VOILA - Soldiers of Empire.esp
3F Visually Enhanced Arena.esp
40 DLCBattlehornCastle.esp
41 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6]
42 DLCFrostcrag.esp
43 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
44 Knights.esp
45 Knights - Unofficial Patch.esp [Version 1.1.2]
46 OCC-KOTN-Patch.esp [Version 3.0]
47 RTT.esp
48 RTT-Weye Relocation Patch.esp [Version 2.0.1]
49 OCR + RTTv3 Patch.esp [Version 4.0]
4A The Lost Spires.esp
4B OCR + Lost Spires Patch.esp [Version 3.0]
4C AFK_Weye.esp [Version 2.3.Non-COBL]
4D AFK_Weye - Oblivion XP Patch.esp [Version 1.1]
4E Rumare-AFK_Weye Patch.esp [Version 2.2]
4F ElsweyrAnequina.esp
50 road+bridges.esp [Version 4.6.1]
51 Better daedric shrines Namira.esp
52 Better daedric shrines sanguine.esp
53 Better daedric shrines Sheogorath.esp
54 better daedric shrines Meridia.esp
55 Better daedric shrines Clavicus.esp
56 Better daedric shrines Vaermina.esp
57 better daedric shrines Nocturnal.esp
58 Better daedric shrines malacath.esp
59 Better daedric shrines molag bal.esp
5A Better daedric shrine Pyriate.esp
5B Better daedric shrine Hircine.esp
5C Better daedric shrine Azura.esp
5D Faregyl.esp [Version 2.0.4]
5E Feldscar.esp [Version 1.0.11]
5F Molapi.esp [Version 1.0.1]
60 ShezriesTownsMaster.esp
61 Vergayun.esp [Version 1.0.7]
62 xuldarkforest.esp [Version 1.0.5]
63 LostSpires-DarkForest patch.esp
64 xulStendarrValley.esp [Version 1.2.2]
65 xulTheHeath.esp
66 SutchReborn-TheHeath patch.esp
67 XulEntiusGorge.esp
68 xulFallenleafEverglade.esp [Version 1.3.1]
69 LostSpires-Everglade patch.esp
6A Anequina-Fallenleaf-Patch.esp
6B TrailsOfCyrodiil-FallenleafEverglade Patch.esp
6C xulColovianHighlands_EV.esp [Version 1.2.1]
6D xulChorrolHinterland.esp [Version 1.2.2]
6E TrailsOfCyrodiil-ChorrolHinterland patch.esp
6F xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
70 SutchReborn-LostCoast patch.esp
71 xulBravilBarrowfields.esp [Version 1.3.3]
72 TrailsOfCyrodiil-BravilBarrowfields patch.esp
73 xulLushWoodlands.esp [Version 1.3.1]
74 xulAncientYews.esp [Version 1.4.3]
75 BetterDaedricShrineVaermina-AncientYews patch.esp
76 xulAncientRedwoods.esp [Version 1.6]
77 xulCloudtopMountains.esp [Version 1.0.3]
78 xulArriusCreek.esp [Version 1.1.3]
79 xulPatch_AY_AC.esp [Version 1.1]
7A Amen'thalasWellHouse-ArriusCreek patch.esp
7B Amen'thalasWellHouse-xulPatch_AY_AC patch.esp
7C AFK_Weye Arrius_Creek Patch.esp
7D xulRollingHills_EV.esp [Version 1.3.3]
7E xulPantherRiver.esp
7F TrailsOfCyrodiil-PantherRiver patch.esp
80 xulRiverEthe.esp [Version 1.0.2]
81 BetterDaedricShrinesMeridia-RiverEthe.esp
82 TrailsOfCyrodiil-RiverEthe patch.esp
83 xulBrenaRiverRavine.esp [Version 1.1]
84 xulImperialIsle.esp [Version 1.6.7]
85 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]
86 xulBlackwoodForest.esp [Version 1.1.0]
87 xulCheydinhalFalls.esp [Version 1.0.1]
88 TrailsOfCyrodiil-CheydinhalFalls patch.esp
89 xulAspenWood.esp [Version 1.0.2]
8A xulSkingradOutskirts.esp [Version 1.0.1]
8B TrailsOfCyrodiil-SkingradOutskirts patch.esp
8C xulSnowdale.esp [Version 1.0.2]
8D Feldscar+Snowdale Patch.esp [Version 1.0.1]
8E OOO-Snowdale Patch.esp
8F xulCliffsOfAnvil.esp [Version 1.12]
90 OOOCliffsofAnvilPatch.esp [Version 1.1]
91 xulSilverfishRiverValley.esp [Version 1.0]
92 NRB4+UL-II Patch.esp [Version 5.0.1]
93 TrailsOfCyrodiilCentral-UL merged patch.esp
94 TrailsOfCyrodiilWest-UL merged patch.esp
95 TrailsOfCyrodiil-UL merged patch.esp
96 ImpeREAL Empire - Unique Forts.esp
97 ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp
98 ImpeREAL Forts + Lost Spires + Silverfish River Patch.esp [Version 1.0]
99 bartholm.esp
9A Frostcrag Village.esp [Version 1.0.4]
9B Open Cities New Sheoth.esp [Version 2.0]
9C Open Cities Bartholm.esp [Version 2.0]
9D Open Cities Outer Districts.esp [Version 4.0.2]
9E Open Cities Reborn.esp [Version 1.0.1]
9F ImpeREAL Empire - Unique Castles - All The Castles - OCR.esp [Version 1.1.5]
A0 OCR + OOO Patch.esp [Version 3.0.1]
A1 OCR+ULCH Patch.esp [Version 1.0]
A2 OCR+ULBWForest Patch.esp [Version 1.0.2]
A3 OCR+Cheydinhal Falls Patch.esp [Version 1.0.1]
A4 OCR+ULSkingradOutskirts Patch.esp [Version 2.0]
A5 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
A6 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
++ sixy Dark Seducer & Golden Saint Armour.esp
A7 Enhanced Vegetation [125%].esp
A8 Toggleable Quantity Prompt.esp [Version 3.2.0]
A9 Wayshrines Improved.esp
AA Alternative Beginnings.esp [Version 1.2.1]
AB RefScope.esp [Version 2.1.2]
AC RenGuardOverhaul.esp
++ arrwspanddmgfix.esp
AD Oblivion XP.esp
AE 1em_Vilja.esp [Version 3.02]
** 1em_Vilja OOO FCOM Fix.esp
AF ViljainAleswell.esp [Version 1.1]
B0 ViljainRedRoseManor.esp
B1 Companion Neeshka.esp
++ X-Ray Detect.esp
** NRB4 OCReborn Road Record.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
B2 Bashed Patch, 0.esp
B3 ToggleCrosshair.esp



Masterlist updated, yes. I'll eventually reorder them by hand but the BOSS load order should be investigated.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Sat Aug 06, 2011 2:20 pm

If it still doesn't work, Sounds of Cyrodiil must be placed after weather mods, but also before All Natural - Real Lights if you have it. The patches must be placed right after Sounds of Cyrodiil.
Yep for all of those. :)


The patches are being loaded before their respective masters is what dAb meant.

e: slowpoke is slow
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sat Aug 06, 2011 3:43 am

Um, that way they are loading before their masters.

BOSS'ed load order:

Active Mod Files:
Spoiler
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Open Cities Resources.esm [Version 4.0.3]
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
** TNR ALL RACES FINAL.esp
** TNR - ShiveringIsles no helms.esp
04 Unofficial Oblivion Patch.esp [Version 3.3.7]
05 DLCShiveringIsles.esp
06 Unofficial Shivering Isles Patch.esp [Version 1.4.4]
++ LoadingScreens.esp
07 Natural Selection.esp [Version 1.0]
08 Natural_Habitat_by_Max_Tael.esp
09 All Natural.esp [Version 1.3]
0A All Natural - SI.esp [Version 1.3]
0B Immersive Interiors.esp [Version 0.8.1]
0C OBGE - Liquid Water.esp
0D Idle Dialogue.esp [Version 1.3]
++ Symphony of Violence.esp
0E Sounds Of Cyrodiil.esp [Version 1.0]
0F Sounds of Cyrodiil - OC Reborn Patch.esp [Version 1.0]
----> Delinquent MASTER: Open Cities Reborn.esp
10 Sounds of Cyrodiil - KOTN Add-on.esp [Version 1.0]
----> Delinquent MASTER: Knights.esp
11 Sounds of Cyrodiil - Mehrune's Razor Add-On.esp [Version 1.0]
----> Delinquent MASTER: DLCMehrunesRazor.esp
12 Sounds of Cyrodiil - Thieves' Den Add-On.esp [Version 1.0]
----> Delinquent MASTER: DLCThievesDen.esp
13 All Natural - Real Lights.esp [Version 1.3]
14 WindowLightingSystem.esp
15 FOV Modifier.esp
16 Enhanced Economy.esp [Version 5.4.1]
17 ExPCB.esp
18 Oblivion Graphics Extender Support.esp [Version 0.42]
19 Dynamic Map.esp [Version 2.0]
1A Map Marker Overhaul.esp [Version 3.9]
1B Map Marker Overhaul - SI additions.esp [Version 3.5]
1C DLCHorseArmor.esp
1D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
1E DLCOrrery.esp
1F DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
20 DLCVileLair.esp
21 DLCVileLair - Unofficial Patch.esp [Version 1.0.7]
22 DLCMehrunesRazor.esp
23 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
24 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
25 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
26 DLCThievesDen.esp
27 DLCThievesDen - Unofficial Patch.esp [Version 1.0.10]
28 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
29 Creature Diversity.esp
** LoadingScreens-OOO.esp
2A LBVermin.esp
2B LBUndeadAdditions.esp
2C LBWaterBeasts.esp
2D Vaernlor Manor.esp
2E AleswellHomeQuest.esp
2F Amen'thalas.esp [Version 1.21]
30 Amen'thalas - AN Patch.esp [Version 1.21]
31 (DC) Sutch Reborn.esp
32 EM_RedRoseManor.esp [Version 1.1]
33 Gold Road Cottage - Classy.esp
34 The Imperial Water.esp
35 MountainShackR13.esp
36 Region Revive - Lake Rumare.esp
37 Star's Rest.esp
38 Star's Rest - AN Patch.esp
39 Trail South East.esp
3A Trail WEST.esp
3B Trail EAST.esp
3C Trail Central.esp
3D VOILA.esp
3E VOILA - Soldiers of Empire.esp
3F Visually Enhanced Arena.esp
40 DLCBattlehornCastle.esp
41 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6]
42 DLCFrostcrag.esp
43 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
44 Knights.esp
45 Knights - Unofficial Patch.esp [Version 1.1.2]
46 OCC-KOTN-Patch.esp [Version 3.0]
47 RTT.esp
48 RTT-Weye Relocation Patch.esp [Version 2.0.1]
49 OCR + RTTv3 Patch.esp [Version 4.0]
4A The Lost Spires.esp
4B OCR + Lost Spires Patch.esp [Version 3.0]
4C AFK_Weye.esp [Version 2.3.Non-COBL]
4D AFK_Weye - Oblivion XP Patch.esp [Version 1.1]
4E Rumare-AFK_Weye Patch.esp [Version 2.2]
4F ElsweyrAnequina.esp
50 road+bridges.esp [Version 4.6.1]
51 Better daedric shrines Namira.esp
52 Better daedric shrines sanguine.esp
53 Better daedric shrines Sheogorath.esp
54 better daedric shrines Meridia.esp
55 Better daedric shrines Clavicus.esp
56 Better daedric shrines Vaermina.esp
57 better daedric shrines Nocturnal.esp
58 Better daedric shrines malacath.esp
59 Better daedric shrines molag bal.esp
5A Better daedric shrine Pyriate.esp
5B Better daedric shrine Hircine.esp
5C Better daedric shrine Azura.esp
5D Faregyl.esp [Version 2.0.4]
5E Feldscar.esp [Version 1.0.11]
5F Molapi.esp [Version 1.0.1]
60 ShezriesTownsMaster.esp
61 Vergayun.esp [Version 1.0.7]
62 xuldarkforest.esp [Version 1.0.5]
63 LostSpires-DarkForest patch.esp
64 xulStendarrValley.esp [Version 1.2.2]
65 xulTheHeath.esp
66 SutchReborn-TheHeath patch.esp
67 XulEntiusGorge.esp
68 xulFallenleafEverglade.esp [Version 1.3.1]
69 LostSpires-Everglade patch.esp
6A Anequina-Fallenleaf-Patch.esp
6B TrailsOfCyrodiil-FallenleafEverglade Patch.esp
6C xulColovianHighlands_EV.esp [Version 1.2.1]
6D xulChorrolHinterland.esp [Version 1.2.2]
6E TrailsOfCyrodiil-ChorrolHinterland patch.esp
6F xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
70 SutchReborn-LostCoast patch.esp
71 xulBravilBarrowfields.esp [Version 1.3.3]
72 TrailsOfCyrodiil-BravilBarrowfields patch.esp
73 xulLushWoodlands.esp [Version 1.3.1]
74 xulAncientYews.esp [Version 1.4.3]
75 BetterDaedricShrineVaermina-AncientYews patch.esp
76 xulAncientRedwoods.esp [Version 1.6]
77 xulCloudtopMountains.esp [Version 1.0.3]
78 xulArriusCreek.esp [Version 1.1.3]
79 xulPatch_AY_AC.esp [Version 1.1]
7A Amen'thalasWellHouse-ArriusCreek patch.esp
7B Amen'thalasWellHouse-xulPatch_AY_AC patch.esp
7C AFK_Weye Arrius_Creek Patch.esp
7D xulRollingHills_EV.esp [Version 1.3.3]
7E xulPantherRiver.esp
7F TrailsOfCyrodiil-PantherRiver patch.esp
80 xulRiverEthe.esp [Version 1.0.2]
81 BetterDaedricShrinesMeridia-RiverEthe.esp
82 TrailsOfCyrodiil-RiverEthe patch.esp
83 xulBrenaRiverRavine.esp [Version 1.1]
84 xulImperialIsle.esp [Version 1.6.7]
85 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]
86 xulBlackwoodForest.esp [Version 1.1.0]
87 xulCheydinhalFalls.esp [Version 1.0.1]
88 TrailsOfCyrodiil-CheydinhalFalls patch.esp
89 xulAspenWood.esp [Version 1.0.2]
8A xulSkingradOutskirts.esp [Version 1.0.1]
8B TrailsOfCyrodiil-SkingradOutskirts patch.esp
8C xulSnowdale.esp [Version 1.0.2]
8D Feldscar+Snowdale Patch.esp [Version 1.0.1]
8E OOO-Snowdale Patch.esp
8F xulCliffsOfAnvil.esp [Version 1.12]
90 OOOCliffsofAnvilPatch.esp [Version 1.1]
91 xulSilverfishRiverValley.esp [Version 1.0]
92 NRB4+UL-II Patch.esp [Version 5.0.1]
93 TrailsOfCyrodiilCentral-UL merged patch.esp
94 TrailsOfCyrodiilWest-UL merged patch.esp
95 TrailsOfCyrodiil-UL merged patch.esp
96 ImpeREAL Empire - Unique Forts.esp
97 ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp
98 ImpeREAL Forts + Lost Spires + Silverfish River Patch.esp [Version 1.0]
99 bartholm.esp
9A Frostcrag Village.esp [Version 1.0.4]
9B Open Cities New Sheoth.esp [Version 2.0]
9C Open Cities Bartholm.esp [Version 2.0]
9D Open Cities Outer Districts.esp [Version 4.0.2]
9E Open Cities Reborn.esp [Version 1.0.1]
9F ImpeREAL Empire - Unique Castles - All The Castles - OCR.esp [Version 1.1.5]
A0 OCR + OOO Patch.esp [Version 3.0.1]
A1 OCR+ULCH Patch.esp [Version 1.0]
A2 OCR+ULBWForest Patch.esp [Version 1.0.2]
A3 OCR+Cheydinhal Falls Patch.esp [Version 1.0.1]
A4 OCR+ULSkingradOutskirts Patch.esp [Version 2.0]
A5 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
A6 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
++ sixy Dark Seducer & Golden Saint Armour.esp
A7 Enhanced Vegetation [125%].esp
A8 Toggleable Quantity Prompt.esp [Version 3.2.0]
A9 Wayshrines Improved.esp
AA Alternative Beginnings.esp [Version 1.2.1]
AB RefScope.esp [Version 2.1.2]
AC RenGuardOverhaul.esp
++ arrwspanddmgfix.esp
AD Oblivion XP.esp
AE 1em_Vilja.esp [Version 3.02]
** 1em_Vilja OOO FCOM Fix.esp
AF ViljainAleswell.esp [Version 1.1]
B0 ViljainRedRoseManor.esp
B1 Companion Neeshka.esp
++ X-Ray Detect.esp
** NRB4 OCReborn Road Record.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
B2 Bashed Patch, 0.esp
B3 ToggleCrosshair.esp



Masterlist updated, yes. I'll eventually reorder them by hand but the BOSS load order should be investigated.


Alrighty never mind this. I got confused here with something else.
The patches must be placed after their masters.
I'll contact the Boss at the moment. :P
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Sat Aug 06, 2011 3:16 am

HOT DAMN booting up my game computer now so I can install this.
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Sat Aug 06, 2011 2:36 am

Sir, YOU ARE A GOD.

I don't know what else to say but THANK YOU, this is just FREAKING AMAZING. I'm going to wait a few hours, endorse it, register a thousand fake accounts and endorse it again till it reaches the highest nexus rank ever :P

I'm going to test it extensively this weekend and see how it goes. Again, thank you so much for your work, this is definitely a must have : )
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Sat Aug 06, 2011 4:20 am

Would ambient churches be compatible?
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Sat Aug 06, 2011 9:34 am

Awesome; Atmospheric Sound Effects was one of the best Morrowind mods, I'm glad Oblivion has one now too. Don't play the game anymore, but still, nice work.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sat Aug 06, 2011 3:38 pm

Just posting a note saying that I've fixed the load order in BOSS.
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Sat Aug 06, 2011 6:47 am

Sir, YOU ARE A GOD.

I don't know what else to say but THANK YOU, this is just FREAKING AMAZING. I'm going to wait a few hours, endorse it, register a thousand fake accounts and endorse it again till it reaches the highest nexus rank ever :P

I'm going to test it extensively this weekend and see how it goes. Again, thank you so much for your work, this is definitely a must have : )


I'm really glad you're enjoying it. :celebration:

Would ambient churches be compatible?


Yes, but you will need to disable SoC's Temple Songs by using the in-game config menu.

Awesome; Atmospheric Sound Effects was one of the best Morrowind mods, I'm glad Oblivion has one now too. Don't play the game anymore, but still, nice work.


One of my must-have as well and my inspiration. And with the sound work I did in SoC, I can do a Sounds of the Capital Wasteland, Sounds of the Mojahve or a Sounds of Skyrim without too much problem. ^_^

Just posting a note saying that I've fixed the load order in BOSS.


Thanks Wrinkly. :tops:
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Sat Aug 06, 2011 10:42 am

Any Shivering Isles support?
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Sat Aug 06, 2011 6:04 am

Any Shivering Isles support?


It's being planned as I type. Many sounds will be the same but the root dungeons will sound different. And I'm still undecided as if I should use the regular city sounds inside New Sheoth or if I should record some "crazy" type of voices. I'd have a blast recording a madman but would it be fun to hear in-game? Hmm.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Sat Aug 06, 2011 8:48 am

It's being planned as I type. Many sounds will be the same but the root dungeons will sound different. And I'm still undecided as if I should use the regular city sounds inside New Sheoth or if I should record some "crazy" type of voices. I'd have recording a madman but would it be fun to hear in-game? Hmm.

I think Crucible can have some more dark, sounds like people being attacked maybe. While Bliss could prehaps have praying or people laughing as it seems happy =)
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Sat Aug 06, 2011 6:57 am

When in doubt I'd say make it optional.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Sat Aug 06, 2011 8:27 am

Any Shivering Isles support?


good question. and thx Cliffworms for the birthday present lol just got out of bed ( from Austraila )
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Sat Aug 06, 2011 5:46 am

Good to see Christmas is early this year! Another one of my long-awaited mods gets released! :celebration:
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

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