Atmospheric Sound Effects 3.0 Update 2
Created by Duncan
Scripts optimised by CoolDemon
Contents
Description
Requirements
Installation
New in update 2
Cleaning a savegame
readme_AtmosphericSoundEffects-3.0.htm corrections
Morrowind.ini modifications
Compatibility
Users of previous versions (1.2, 2.0, or 2.1)
Description
This update to Atmospheric Sound Effects 3.0 adds 105 new sounds throughout the world of Vvardenfell with 2,646 sound emission points. All but a few sounds added are randomized. You'll hear creaking for wooden plank structures and wooden beams in caverns, water dripping in caves and sewers, and other sounds that give a creepy ambience to caves. Banners outside buildings have the sound of heavy fabric flapping in the wind accompanied by various clinking and clanking. And when you stand outside a tavern, you'll hear the muffled ruckus of what goes on inside.
Requirements
You need to have ase30.exe installed to use this update. You do not need ase30update1.zip.
Installation
- Run and extract ase30update2.exe, a self-extracting rar archive, to your Morrowind data files folder. This will overwrite AtmosphericSoundEffects-3.0.esp and/or AtmosphericSoundEffects-3.0-Tribunal.esp. No other files will be over-written.
- Use the Morrowind Launcher and select the plugin to load. Either AtmosphericSoundEffects-3.0.esp if you don't have Tribunal installed or AtmosphericSoundEffects-3.0-Tribunal.esp if you do have Tribunal installed.
- If you are having problems with volume levels, remember to play around with all the volume sliders in the Morrowind audio options.
New in update 2
- Added an npc named Juju to all the taverns that have music. Talk to her and pick the Tavern Songs topic to select the song you want played. Any song that's currently playing will be stopped and your selection will start. Once your selection is done playing, the next song selection will be random and will start playing anywhere from ten seconds to ninety seconds, unless you select another song to play.
- Added the script function dontsaveobject to all activators. This makes it so that none of the activator references that emit sound are saved in a savegame. The only objects this plugin will save are the following: 2 global variables and up to 20 instances of an npc with related data (script, topic, info/response, and whatever else the game engine saves for npc's).
- Added 12 randomized wood creak sounds to wooden plank structures. Previously, there was only a looping sound at these locations.
- Added 12 randomized beam creak sounds to beam structures in caves.
- Added 14 randomized ambient cavern sounds.
- Added 9 randomized pitch variations to the cave wind sound.
- Added 16 randomized cave drip sounds in caves, sewers, etc.
- Added 1 more swamptree sound.
- Added 8 randomized banner flapping sounds. The flapping is mixed with rope hitting wood and other clinking and clanking type sounds.
- Added 35 randomized outside tavern sounds that you'll hear while standing near an outside tavern door. The sounds are the same as the ones that play inside, but modified to sound muffled and like they are passing through a door.
- Added a new sound for torches. It's more of a flapping flame sound than crackling. However, there seems to be a bug in Morrowind with this sound, even with the default torch sound and no plugins loaded. I have noticed that many places in caverns, always near a torch and never in an exterior location, produce an audible stuttering effect. This is caused by the torches because if I replace that sound with a blank wav file, the stuttering goes away. The new sound lessens this stuttering bug somewhat, but it's still there. It could be that this bug is system specific. Although I have heard of other people experiencing this. If you find this unwanted effect a little too annoying, follow the instructions in the original readme file for replacing a sound with a blank wav file.
- Added new footstep sounds for bare, medium, and heavy boot types. The default for light boot footsteps sounds fine and fits well with the new types.
- Decreased the volume of light, medium, and heavy armor hit sounds.
- Fixed a bug in the swptree_owls script where owls wouldn't be chosen at random, and if a daytime sound was playing when it switched over to night, the daytime sound would continue playing. This bug only was introduced in the updated Update 1 esp files, and not the original Update 1 esp files.
Cleaning a savegame
Sometimes, a savegame can become unclean from a plugin. This can lead to some strange errors and occurrences ingame. This applies to many plugins available.
Note that if you have a savegame that has been used with the original ase30.exe, and you want to use this update with it, you must clean your savegame. However, it's probably a good idea to clean your savegame anytime you update a plugin.
So, if you're experiencing problems, and not necessarily with ase30, here are some instructions for cleaning a savegame quickly and easily.
- Open morrowind.ini, located in the root installation folder of Morrowind, in whatever text editor you use.
- Add the following line anywhere under the [General] section: AllowYesToAll=1
- Save the modified morrowind.ini.
- Use the Morrowind Launcher and select Data Files.
- Deselect all plugins you want a savegame cleaned of.
- Run Morrowind.
- Load the savegame you want cleaned.
- When given the choice, select the Yes To All button.
- Once the game is loaded, re-save. The savegame is now cleaned of whatever plugins you deselected in step 4.
readme_AtmosphericSoundEffects-3.0.htm corrections
Morrowind.ini modifications
In the original 3.0 readme file, I listed many ini entries that need to be changed. However, I wrote in it such a manner that had the comments with default values on the same line as an ini entry.
If you copy and paste these entries from the readme into morrowind.ini, the game will crash right after the Bethseda logo. The cause is too many characters (in this case, the characters happen to be spaces) for a sound id; a sound id can only have 31 characters.
If you have had or are having this problem, getting rid of all the space characters after a sound id name (e.g. _ase_water layer) and putting any comments on a separate line will correct it.
Compatibility
Atmospheric Sound Effects 3.0 Update 2 is compatible with any plugin available. There are some plugins that have conflicting sound entries, but technically there is no problem with this. The newer plugin will override the older one.
For example, Morrowind Sound Enhancements has some conflicting sound entries. By default, ase is the newer plugin file so any conflicting entries will be overridden by ase and will therefore not be heard from mse. If you want the opposite to be true, just load mse in the construction set and re-save it. Now any conflicting entries will be overridden by mse.
Users of previous versions (1.2, 2.0, or 2.1)
Follow the instructions for cleaning a savegame in this readme.