brucevayne's Content
There have been 40 items by brucevayne (Search limited from 12-June 23)
#383903 Companion Sound Sets
Posted by brucevayne on 31 March 2008 - 02:22 PM in Gameplay Changes
Yesterday I've released a new sound set: Ja-Khaiit-myr. He's a "Khajiit Assassin of the Suthay-Raht Clan (Ja-Kha'iit-myr translates as 'Great Moonwalker')." - Steve Boyes (Ibsen's Ghost); This sound set strongly refers to Elderscrolls lore. If you want to know more about it, see the 'Custom content' section in the readme.
Enjoy
#392109 Companion Sound Sets
Posted by brucevayne on 07 May 2008 - 12:35 PM in Gameplay Changes
I've just been having a look at the new stuff over at www.tesnexus.com and I noticed you've got a Dremora character. Awesome stuff! Is that from the same guy that did Jeremiah and Borrodin and are you going to be doing a companion set as well?
Yes and yes
#403069 Companion Sound Sets
Posted by brucevayne on 01 July 2008 - 01:51 PM in Gameplay Changes
#403072 Companion Sound Sets
Posted by brucevayne on 01 July 2008 - 02:10 PM in Gameplay Changes
I was very buse during last few weeks, but now I'll try spend some more time enchancing my mods...
#381355 Companion Sound Sets
Posted by brucevayne on 14 March 2008 - 06:49 PM in Gameplay Changes
Along with this set comes a new version(1.2), currently only this set contains a new version, I'll update all other sets asap.
New version changes:
- now your companion will comment a situation when standind still for more than 45 seconds;
- major script optimization
brucevayne
#389318 Companion Sound Sets
Posted by brucevayne on 26 April 2008 - 12:01 AM in Gameplay Changes
As for the town comment being used outside of town: my script checks wether the companion is in the city cell, but unfortunately cells that belongs to speified city are not only inside the city, but also around the city and for some cities - even pretty far from it, e.g. there is one cell that belongs to Bruma interior somewhere on the road in the middle between Imperial City and Bruma. I have an idea how to handle this issue though. This fix along with the 'too frquent comment issue' will be included in the new 1.3 version.
As for the number of comments - unfortunately for BG characters I am limited to the comments there are and there is not much I can do about it.
cheers
#385426 DM: PCSoundBorrodin - 2_6
Posted by brucevayne on 08 April 2008 - 03:36 PM in Gameplay Changes
#381821 DM: PCSoundJa-Khaiit-myr - 2_6
Posted by brucevayne on 18 March 2008 - 04:47 PM in Gameplay Changes
#380767 DM: PCSoundJeremiah - 2_6
Posted by brucevayne on 10 March 2008 - 03:20 PM in Gameplay Changes
#409390 DM: PCSoundKensai - 2_7
Posted by brucevayne on 02 August 2008 - 06:25 PM in Gameplay Changes
#390245 DM: PCSoundKyndrulhu - 2_7b
Posted by brucevayne on 30 April 2008 - 06:11 PM in Gameplay Changes
#384202 DM: PCSoundPreview - 30 sets
Posted by brucevayne on 02 April 2008 - 02:49 AM in Gameplay Changes
#406602 Oblivion Sound Sets
Posted by brucevayne on 20 July 2008 - 05:52 PM in Gameplay Changes
Any chance please to convert the Bloodrayne Morrowind voiceset (pc and npc)?
It is a mod for ES III pc voice complete:
http://planeteldersc...w...ail&id=2878
http://www.fileplane...fbloodrayne.rar
Hmm, I'll definitely take a look at it.
Meantime, I've released a new version of Kyndrulhu set, new version changes:
- further improvement of enviornmental comments script;
- improved functionality of enemy detection script;
- the day/night comments will now be used only with proper weather;
- PC will no more use the 'standing idly' comment when player's controls are disabled;
Along with this version Kyndrulhu set has been enhanced with:
- 11 new battlecries, Kyndrulhu will use them according on his enemy's race;
- 4 new enviornmental comments;
- 2 new hit sounds;
- a spell to turn on/off additional music samples; look in the readme for more details;
Along with version 2.7 a spell to turn on/off additional music samples has been added. Situations that trigger those sounds are:
- discovering a new oblivion gate;
- entering silillum sanguis;
- equiping weapon/armour summoned by a runestone;
- engaging combat with five or more enemies;
By default those sounds are short metal samples. Except enhancing the gameplay, this new feature is aimed to give the player possibility to adjust this part of mod by himself.
Those sounds are easily to be replaced with any other .wav sound files with proper format: 352 kb/s, 16 bit, mono, 22 kHz *OR* 705 kb/s, 16 bit, mono, 44 kHz. The sounds are to be found in 'Data\Sound\fx\PCSoundSet\Kyndrulhu\Additional Samples' folder.
will await for your opinions,
brucevayne
#407241 Oblivion Sound Sets
Posted by brucevayne on 24 July 2008 - 05:11 PM in Gameplay Changes
I'd like to know, if you like the new 'additional sounds' stuff, because I'm censidering implementung it into other sets as well. Of course the sounds should be different(or even silent - just to give you possibility to replace them with your own selection).
So, what do you think of it?
Here is a description of the 'additional sounds' feature for all who haven't tried new Kyndrulhu set:
Along with version 2.7 a spell to turn on/off additional music samples has been added. Situations that trigger those sounds are:
- discovering a new oblivion gate;
- entering Silillum Sanguis;
- equiping weapon/armour summoned by a runestone;
- engaging combat with five or more enemies (x2);
By default those sounds are short metal samples. Except enhancing the gameplay, this new feature is aimed to give the player possibility to adjust this part of mod by himself.
Those sounds are easily to be replaced with any other .wav sound files with proper format: 352 kb/s, 16 bit, mono, 22 kHz *OR* 705 kb/s, 16 bit, mono, 44 kHz. The sounds are to be found in 'Data/Sound/fx/PCSoundSet/Kyndrulhu/Additional Samples' folder.
brucevayne
#438652 Oblivion Sound Sets
Posted by brucevayne on 21 February 2009 - 02:32 AM in Gameplay Changes
or
http://www.fileplane...9;s-Gate-Series
If you'll manage to get the files, we might start to work on other matters.
cheers,
brucevayne
#409391 Oblivion Sound Sets
Posted by brucevayne on 02 August 2008 - 06:27 PM in Gameplay Changes
Happy playing!
#403594 Oblivion Sound Sets
Posted by brucevayne on 05 July 2008 - 03:37 PM in Gameplay Changes
brucevayne
#438609 Oblivion Sound Sets
Posted by brucevayne on 20 February 2009 - 02:35 PM in Gameplay Changes
As for your question: the only problem might be getting the german sound files. If you have a german version of BG, you might unpack them from the game... I don't know how to do such thing, but you might want to ask on this forum, since there are many BG modders in here, they shoud be able to do such thing. Next thing would be converting them into proper format, which is no problem, and the last thing would be translating some of the text spoken by PC to german and putting the text into mod in CS. Oh, I almost forgot: new lip files should be generated in german. If you'll be able to get the sound files we might think about other things.
cheers,
brucevayne
#379579 Oblivion Sound Sets
Posted by brucevayne on 01 March 2008 - 08:15 PM in Gameplay Changes
brucevayne
#386691 Oblivion Sound Sets
Posted by brucevayne on 13 April 2008 - 02:36 PM in Gameplay Changes
Awesome mod, sir!
kann kein Englisch deshalb auf Deutsch und das sich jemand findet der das übersetzt.
Die Sounds sind echt klasse,
jedoch wäre es vieleicht besser, die Abfrage der Kampfsprüche nicht über das vorhanden sein eines Gegners zu steuern,
sondern diese über das Ausführen eines Schlags oder Angriffes zu ermitteln.
Warum: Gegner ist in der nähe man schleicht sich an Ihm vorbei oder so, doch der Char spricht andauernd diese Kampfgebrabbel. Das passt nicht und stört gerade bei langen schleich Passagen.
Wäre schön wenn das bei den nächsten updates geändert werden könnte und das sich jemand findet, der das übersetzt.
Vielen Dank.
Hi there Robin,
unfortunately I don't speak german... from your statement I've only understood last two words. I'm glad you like my mod.
>>Annah: a female rogue character from Planescape:Tornment. She speaks with a wonderful Irish accent. Her alignment can be described as good unlawful.
With respect; Annah's accent is pure gutter Glasgow (Scotland). I think people got the idea it was Irish because of the Bioware 'Leprechaun Annah' mod some years back. I live on the Emerald Isle...
-Y-
Thanks for the expertise Yovaneth , I'll change the description then.
brucevayne
#380777 Oblivion Sound Sets
Posted by brucevayne on 10 March 2008 - 04:07 PM in Gameplay Changes
#378660 Oblivion Sound Sets
Posted by brucevayne on 24 February 2008 - 04:54 PM in Gameplay Changes
Available both on TesNexus and SHS.
#391560 Oblivion Sound Sets
Posted by brucevayne on 05 May 2008 - 12:16 PM in Gameplay Changes
new version changes:
- addressed the 'thumping sound' issue;
- improved the enviornmental comments script, now the enviornmental comments should be used more suitably;
- player character will not use a battlecry when he/she is trying to hide(is sneaking) in combat situation;
Happy playing
#381824 Oblivion Sound Sets
Posted by brucevayne on 18 March 2008 - 05:03 PM in Gameplay Changes
Available both on TESNexus and on SHS.
brucevayne
#379372 Oblivion Sound Sets
Posted by brucevayne on 29 February 2008 - 05:35 PM in Gameplay Changes
- the battle comments will be played only after the player has spotted an enemy, or is wounded in combat. That should make battles more immersive;
- the enviornmental comments will be played with equal frequency for all sets; previously sets that contains more of those comments were using them more frequently, of course no comments will be removed;
- added a spell to turn on/off original powerattack sounds(a facilitation);
Other sets will be updated ASAP
EDIT: Just uploaded new version of Jaheira.
brucevayne
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