brucevayne's Content
There have been 40 items by brucevayne (Search limited from 24-April 23)
#438793 Oblivion Sound Sets
Posted by brucevayne on 22 February 2009 - 12:14 PM in Gameplay Changes
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
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
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
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
#409391 Oblivion Sound Sets
Posted by brucevayne on 02 August 2008 - 06:27 PM in Gameplay Changes
Happy playing!
#409390 DM: PCSoundKensai - 2_7
Posted by brucevayne on 02 August 2008 - 06:25 PM in Gameplay Changes
#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
#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
#406729 Oblivion Sound Sets
Posted by brucevayne on 21 July 2008 - 03:26 PM in Gameplay Changes
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
brucevayne
#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...
#403069 Companion Sound Sets
Posted by brucevayne on 01 July 2008 - 01:51 PM in Gameplay Changes
#394087 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 17 May 2008 - 04:58 AM in Resource Request Forum
All right, let's try this from a different angle. You said you've gotten several males to both write and record soundsets for you. Often times, soundsets work perfectly well for either gender. Post the written text of one of your male soundsets, and maybe it will work for a female, too.
Hmm, that's an idea, I'll just have to ask the script authors for a permission to use their work first.
cheers
#393986 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 16 May 2008 - 02:01 PM in Resource Request Forum
#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
#391998 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 07 May 2008 - 02:22 AM in Resource Request Forum
Surprisingly (or not), it doesn't look like the Oblivion sound sets are too different from BG2. I bet you could swipe most of what you're looking for from existing PC Soundsets, assuming you got writer/voice actor approval. It's not like there'd be any conflict, since you'd be using the sounds for a completely different game.
Well, the BG soundsets consists of ~ 40 sounds, the number of sounds I need id about 60. Aslo I would rather avoid using Faerun specific lines, I would be happy to put some Tamriel specific lines instead. I have tried such thing in the past, and often the result was not satisfactory.
Should anyone decide to prepare a set for me - go ahead and ask me questions about realm of Tamriel or anything you need.
brucevayne
#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
#391246 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 04 May 2008 - 09:28 AM in Resource Request Forum
brucevayne
#391081 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 03 May 2008 - 04:16 PM in Resource Request Forum
To be honest: since english is not my native language it's hard for me to prepare a good script(not a banal one); other thing is that my free time is very limited and I simply don't have enough of it to spend hours with the dictionary looking for most adequate translation of some expression. The only way is to ask somebody to prepare the script for me. I can only add that three male voiceactors have already prepared both scripts and sounds for me.
brucevayne
#391069 [AUDIO] Soundset - Female (Oblivion Sound Sets)
Posted by brucevayne on 03 May 2008 - 03:13 PM in Resource Request Forum
Woman.
2. How many lines would need to be voiced?
~60
3. Describe what kind of a voice you are after (tell something about the character if needed)!
For now the most needed sound sets are: assasin(deadly and sexy), palladin-knight(young and eager, loyal to her god), sorceress(an exemplary student of magic arts).
If you have some other ideas on characters you would like to cover, feel free to do that.
4. Preferred format of the audio files?
.wav 22 kHz, mono, 16 bit
5. Any deadlines?
No, I will wait as long as necessary.
6. What game and what mod is this for?
TESIV:Oblivion
7. Anything else you'd like to mention?
The sound sets I need are for my mod: Oblivion Sound Sets.
There is one problem though: lately my free time become very limited, and since I don't have much experience in writing script_s, I'm afraid I cannot afford to sacrifice too much time on doing this. I could give you some guidelines about what I need though. Basicly here is what I need:
Here are the comments I need:
- starting to sneak(2x);
- being noticed when sneaking(2x);
- battle started(2x);
- battlecry(6 - 8x);
- after the battle(2x);
- when combat ends without killing anyone/being killed = the enemy has fled, or the PC has fled. Comments like "next time", "you will fall yet!", "Damn!" would be perfect;
- an epic battle comment(used after the "epic' battle);
- dying;
- stealing/pickpocketing(2x);
- comment for wandering during the day;
- comment for wandering during the night;
- comment for wandering in the city;
- comment for wandering in the wilderness(e.g. forest);
- comment for exploring the dungeons/ruins(dangerous areas);
- comment for exploring the realm of Oblivion;
- equipping a weapon(2x);
- equipping a weapon when sneaking(2x);
- sheathing a weapon(2x);
- trespassing;
- bored when standing still;
- after waking up;
- discovering a new location(forts, ruins, caves,etc.);
- completing a quest(fame increased), (3 - 4x);
- completing a quest(infamy increased), (3 -4x) ;
- becomeing a leader of some organization(e.g. Mages Guild, Fighters Guild,...);
- badly wounded;
- encumbered;
- being hit(3x);
- powerattack(3x);
- tired;
If you have any questions about the realities of Oblivion - feel free to ask.
brucevayne
#390245 DM: PCSoundKyndrulhu - 2_7b
Posted by brucevayne on 30 April 2008 - 06:11 PM in Gameplay Changes
#389578 Oblivion Sound Sets
Posted by brucevayne on 27 April 2008 - 05:54 PM in Gameplay Changes
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
#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
#386699 Oblivion Sound Sets
Posted by brucevayne on 13 April 2008 - 03:08 PM in Gameplay Changes
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
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