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#407241 Oblivion Sound Sets

Posted by brucevayne on 24 July 2008 - 05:11 PM in Gameplay Changes

All Kyndrulhu fans should be happy with the new version.
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



#406729 Oblivion Sound Sets

Posted by brucevayne on 21 July 2008 - 03:26 PM in Gameplay Changes

Hey, thanks for the links!

IMPORTANT NOTE: I have re-uploaded the new version of Kyndrulhu set, as previously it contained a bug that could couse some of new features not to work properly. Currently available file is free of this bug. If you have already downloaded new version of Kyndrulhu sound set then please, do this again.

brucevayne



#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



#403594 Oblivion Sound Sets

Posted by brucevayne on 05 July 2008 - 03:37 PM in Gameplay Changes

Today I've uploaded new(2.6) version of next four sets: Anomen, Haer'Dalis, Indarion and Sillth. There is only few sound sets left to be updated... expect them to be ready soon.


brucevayne



#407570 Oblivion Sound Sets

Posted by brucevayne on 26 July 2008 - 04:44 PM in Gameplay Changes

Hi Im using Human race along with your mod (Imoen) and Im only hearing a few of the sounds. First of all, my pc doesn't make any sounds when shes hit, I looked in sounds folder and theres like 2 of them, and 1 dying "oof" sound (which works). one other thing, Human's default voice (same as the ainmhi voice from BP mod) is no longer used after the 2.6 update. I tried creating HUman folders and moving files and all that but it still didn't work. messed around with Load Order and nothing.

Plz help =(


Strange. Human race is using a Redguard voice for female characters. I've just tried Imoen as a Human female and it works. Either you don't have any sound files in Data\Sound\Voice\PCSoundImoen.esp\Redguard\F or you have some other mod that alters race's voices(like Corean mod). As for the powerattack sounds - I've turned them off, but you can easily turn them on by using provided PCSoundPowerattackControl spell. This way you should enable powerattack sounds provided by Human race mod. As for the hit sounds - there are three of them, not two... ;)

brucevayne



#409391 Oblivion Sound Sets

Posted by brucevayne on 02 August 2008 - 06:27 PM in Gameplay Changes

I've just uploaded a new soundset: Kensai.

Happy playing!



#438793 Oblivion Sound Sets

Posted by brucevayne on 22 February 2009 - 12:14 PM in Gameplay Changes

Hello again BuddhaKhan,

congratulations on the progress! Audacity is a very good program, it's exactly what I would recommend to you.
If you have any questions, don't hesitate to ask.

cheers,
brucevayne



#438652 Oblivion Sound Sets

Posted by brucevayne on 21 February 2009 - 02:32 AM in Gameplay Changes

You might also consider getting the sound files from BG2. As for Callisto, this set was recorded by Sorschana, anamateur voiceactor(though her recordings sound like made by a pro, truly amazing work), therefore I suspect it might be hard to get this set in german. There are 11 cusom custom made soundset, and I'm afraid that getting those in german might be impossible. As for where I have the sounds from, you might try: http://www.planetbaldursgate.com/
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



#438609 Oblivion Sound Sets

Posted by brucevayne on 20 February 2009 - 02:35 PM in Gameplay Changes

Thanks for the translation BuddhaKhan.

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



#419484 Oblivion Sound Sets

Posted by brucevayne on 25 September 2008 - 10:50 AM in Gameplay Changes

Sorry for my absence here, it is related with my health problems. I spent one week in a hospital, unfortunatelly the doctors did not found a reason why the symptoms(paroxymal vertigo + numbness of left arm) occur, they just said that they are propably because I was overworking myself.
In a few days I will have a MRI, since while I was in a hospital it was inpossible to perform it...(it's a long story, don't ask). After this hopefully I will know more about what is going on with me.
For some time I will have a break with modding(hopefylly not for long).


brucevayne



#378660 Oblivion Sound Sets

Posted by brucevayne on 24 February 2008 - 04:54 PM in Gameplay Changes

Brekke just got updated... ;)
Available both on TesNexus and SHS.



#391560 Oblivion Sound Sets

Posted by brucevayne on 05 May 2008 - 12:16 PM in Gameplay Changes

The new version(2.6) is out! So far I've updated Borrodin and Nalia sets.

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



#379650 Oblivion Sound Sets

Posted by brucevayne on 02 March 2008 - 04:21 PM in Gameplay Changes

I've just released a new version of Innocent, Viconia and Haer'Dalis set. Happy playing!

brucevayne



#380777 Oblivion Sound Sets

Posted by brucevayne on 10 March 2008 - 04:07 PM in Gameplay Changes

A new sound set is now available: Jeremiah. He's a Hammerite Missionary, recommended for palladins/clerics characters. Those of you who still remember "Thief" should have a lot of fun with this set, but even if you haven't played Thief, I encourage you to download and try this set.



#379579 Oblivion Sound Sets

Posted by brucevayne on 01 March 2008 - 08:15 PM in Gameplay Changes

The mp3 files should be 64 kb/s, 44 kHz, mono. Hope that helps.

brucevayne



#379563 Oblivion Sound Sets

Posted by brucevayne on 01 March 2008 - 06:05 PM in Gameplay Changes

New version of Calisto and Garrett are now available.



#379372 Oblivion Sound Sets

Posted by brucevayne on 29 February 2008 - 05:35 PM in Gameplay Changes

2008/03/01 - new version(2.5) of Algernon set released; new version 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



#381824 Oblivion Sound Sets

Posted by brucevayne on 18 March 2008 - 05:03 PM in Gameplay Changes

Today I've uploaded 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.

Available both on TESNexus and on SHS.

brucevayne



#383111 Oblivion Sound Sets

Posted by brucevayne on 27 March 2008 - 01:13 AM in Gameplay Changes

Currently Ibsen is working on a palladin set. This character is to be skilled in magic(It's a result of his parentage, but more of that later). Do you have any suggestions concerning this set? We're open for your suggestions.

brucevayne



#386699 Oblivion Sound Sets

Posted by brucevayne on 13 April 2008 - 03:08 PM in Gameplay Changes

Thanks K'aeloree,

I think I know what Robin had in mind, but if there is any German reading this - I woukld be thankful for the translation.

brucevayne



#389578 Oblivion Sound Sets

Posted by brucevayne on 27 April 2008 - 05:54 PM in Gameplay Changes

Hello to all,

Latest news: I've almost finished another sound set, Kundrulhu. He is of a Dremora race. It should be released very soon.

I am looking for someone to prepare few movies presenting my mod. Unfortunately currently I lack the time to do such thing by myself. Of course anyone who would do such thing will be mentioned in credits section and in the readme. Any help would be appreciated.


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... :cheers:

-Y-


Thanks for the expertise Yovaneth :cheers: , I'll change the description then.


brucevayne



#403069 Companion Sound Sets

Posted by brucevayne on 01 July 2008 - 01:51 PM in Gameplay Changes

Hey, thanks. I'll look into it.



#403072 Companion Sound Sets

Posted by brucevayne on 01 July 2008 - 02:10 PM in Gameplay Changes

Most helpful tool, but it requires OBSE, so implementing this similar code would make my mod OBSE dependant, which is something I would rather avoid. Not that I don't like OBSE, but people that doesn't use OBSE could not have acces to the new version.
I was very buse during last few weeks, but now I'll try spend some more time enchancing my mods...



#383903 Companion Sound Sets

Posted by brucevayne on 31 March 2008 - 02:22 PM in Gameplay Changes

Unfortunately there is no easy way to swich the Oblivion Sound Sets to Companion Sound Sets. Every set has to be prepared separately. At the moment I don't know wether I will release Garrett set for Companion Sound Sets, I'll think about it.

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