Reverb and Ambiance Overhaul – Enderal

Skyrim Mods |

Reverb and Ambiance Overhaul – Enderal

Makes loud sounds (magic, traps, shouts, big animals) more realistic for player and NPCs. Improves and balances ambiance and reverb to be more realistic and lively. Increases the diversity and dynamics of in-game sound. Fixes numerous issues. Lightweight and compatible with all sound replacer mods.

What does this mod do?
TL;DR: Makes loud sounds (magic, traps, shouts, big animals) more realistic for player and NPCs. Improves and balances ambiance and reverb to be more realistic and lively. Increases the diversity and dynamics of in-game sound. Fixes numerous issues. Lightweight and compatible with all sound replacer mods. All of this is specifically tuned to Enderal sounds and thoroughly tested.

Good headphones or good speakers are highly recommended. This mod will rattle your sub-woofers and annoy your neighbors.

-Adds a slider in the Audio menu. “Ambiance” controls the volume of waterfalls, weather, birds, water drips, insects, room tones, etc. It defaults to about 70% – roughly vanilla volume.

-Adds ambient sounds and reverb types to regions where they were absent, or fixes inappropriate or generic settings. This makes the sound design of the game feel denser and more “alive”. Additionally, “one-shot” ambient sounds like wind gusts and creaking wood will now trigger more frequently.

-Adds newly created ambient types to areas that used generic settings. Caves, sewers, etc. now no longer sound identical. Unique locations such as the Undercity, Duneville, the Waterworks, and the various sewers have unique custom ambiance.

-Adds vanilla ambient sounds to appropriate regions. This includes birds and cicadas during the day, crickets and howling dogs and wolves at night, etc.

-Adds more wind, rain, and thunder to storms; water drips and gurgles to sewers; spooky sounds to caves; and mysterious machinery sounds to Pyrean architecture.

-Rebalances Indoor and Outdoor Ambiance. Vanilla is louder indoors – this brings them closer to being even without totally changing the dynamic. Some incidental sounds have been made slightly louder.

-Increases (or in some cases decreases) the amount of reverb certain sounds produce. Fireballs and other loud spells, exploding traps, and the like now behave much more realistically, and quieter sounds are somewhat tweaked as well on a case-by-case basis. Shouts, for example, will reverberate much more, especially indoors.

-Different room types and areas behave differently. Pyrean dungeons are now cavernous, echoey, and metallic. Wooden rooms are more muffled. The difference between small spaces and large ones is greater. Outdoors has as close to a simulated echo as the engine allows.

-Increases attenuation for almost all reverb types. This allows sound to propagate over longer distances, whilst decreasing the distance in which sounds will play in “2D”. An arrow whizzing next to your head will sound much different than a wide miss, or a hit.

-Larger creatures and NPCs produce more reverb and louder sounds.

-More variety for commonly heard repeated sounds – hammering, mining, wood chopping, ambient birds, thunder, wind, etc.

-More variety and weight for weapon and arrow impacts, especially on metal.

-Deeper and less intrusive sounds for soul trap, dog barks, and other obnoxious noises.

-Heavy armor footsteps have more variety and interact with reverb differently than light armor footsteps.

-Numerous small bug fixes and “quality of life” tweaks.

What does it not do?
-Does not use any scripts. This mod is lightweight, lag-free, safe, and easy to uninstall.

-Does not replace any sounds, and is perfectly compatible with all sound replacement mods.

-Does not add any new sounds.

-Does not affect UI sounds.

Load Order and Compatibility
I recommend you load this at the end (or near the end) or your load order, after any mod that changes cells.

All mods should be compatible if you follow this procedure.


Author: mm137
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