Download mod for Skyrim nature sounds. Improved sounds of Skyrim - Sounds and music - Mods and plugins for TES V: Skyrim

The Sounds of Skyrim plugin adds approximately 460+ sound effects to game world, affecting almost all locations and regions in the game. No place is silent anymore. The sounds depend on the time of day, for example, while walking along the city streets during the day, you will hear the echo of people’s screams, the sound of doors opening and closing, and the sounds made by workers. And at night, cats fighting for territory, dogs barking, drunkards shouting.

Ready modules-

Dungeons:
"Sounds of Skyrim - Dungeons" contains 115+ sound effects that add life to dungeons. All sounds depend on the type of dungeon and its inhabitants. In a dungeon with the undead, the moans of zombies and the howls of ghosts will be heard. In the Dwemer ruins inhabited by the Falmer, you will hear echoes of screams. And at the exit from the dungeons, the sounds of the weather outside will be heard. If there is a thunderstorm outside, you will hear thunder while being inside the fort or cave.

Nature:
Sounds of Skyrim - Nature focuses on adding sound effects to the wilderness of Skyrim. His goal with the help of 108 sounds is to increase the audible fauna of Skyrim; he will add sounds of various animals, birds, insects, which are played according to the current weather, time of day and region. For example, in the forest you will hear the sound of a fox, deer and raven. At night you will hear a distant wolf howl or the cry of a loon. In the Reach you may hear mountain goats or hawks.

In addition to the animals, Nature also adds the sound of rain dripping on your tent and wooden structures, the sound of rustling grass and bushes to simulate the movement of small animals scattering as you approach, and the quiet sound of waves hitting submerged objects.

Civilization:
"Sounds of Skyrim - Civilization" focuses on adding sound effects to cities, towns, villages and any locations where mortals live. The module adds 216 sound effects containing: city noise, cats and dogs, the sounds of doors opening and closing, as well as the ability to hear these and other exterior sounds inside buildings, including thunder, rain, blizzard.

FAQ
Q: The sounds in the video are too loud and/or the time between them is too short.
A: This is for video only. High volume allows you to clearly distinguish new sounds from standard ones and give a greater sense of fashion. In the game the sounds are much quieter.

Q: I don't like some sounds. What should I do?
A: There are two ways to get rid of sounds you don’t like.
1. In the sound folder there are empty sound effect files (Silent folder) with which you can replace sounds that you did not like.
2. Through the mod customizer, which appears when you first load the game with the mod installed.

Q: Is it possible to stop playing sounds associated with creatures after clearing a dungeon?
Oh no. I have a function that allows you to check if a dungeon is cleared, but it is only tied to the first time you clear the dungeon (when the dungeon is marked as cleared on your map). It stops the playback of creature sounds as soon as the dungeon is cleared, but does not affect subsequent clearings.

Q: Do Skyrim sounds affect performance?
Oh no. New sounds are played in the same way as standard game sounds. No scripts are involved.

PATCHES:
Patches are available for the following mods in the patch pack:
(RCRN) Realistic Colors and Real Nights
Realistic Lighting Overhaul (instructions below)
Sound Propagation Overhaul (instructions below)

Make sure you have the required Sounds of Skyrim module and any of the above mods installed. Then drag the eps file of the desired patch into the Data folder.

The patch file in download order should be after Sounds of Skyrim and the above mods

Realistic Lighting Overhaul
Is modular, so select the correct patch file for the RLO module you have installed.
If you are using the Major City Interiors No Home version, then drag and drop the patch file from the Major City Interiors No Home folder.

Sound Propagation Overhaul
Make sure Sound Propagation Overhaul is BEFORE Sounds of Skyrim in your load order.

Climates of Tamriel-
Since CoT is modular, you need to select the correct patch for the CoT modules you are using.

REQUIREMENTS:
Skyrim

AOS is an extensive sound mod designed to enhance your experience in Skyrim with clear, atmospheric, impressive, believable sounds. At the same time, it combines maximum compatibility and performance with both the original game and the already modified one.

The sounds have been reworked and often made from scratch in many aspects. They combine perfectly and represent a continuous, smooth interaction with each other. To replace the “game” sounds, more real, life-like stylizations of sounds have been created.

Also, the task was to create this mod so that it would not be perceived as a modification in full meaning this word, but as an integral, original and “native” part of the game. Nothing was stolen from other games, all sounds are unique and created specifically for this project.

Environment:
- added more than 400 new sounds to the environment and rooms.
- Different regions have different sound characteristics. In the forest you will hear birds, breaking branches and blowing wind, buzzing insects and other delights of wild flora and fauna.
- the game became 10-15% louder.
- more dynamic sounds (the difference between soft and loud sounds is now more clearly audible)
- all original sounds for exteriors and interiors have been reworked, recombined or completely redone.
- more than 300 new environmental sounds have been added to the game world, including ruins, dungeons, various animals, waterfalls, currents, all kinds of activity, etc.
- new sounds have been created for lighting effects, rain, snow and blizzards.
- some sounds are slightly muffled, for example, the too loud waterfalls of Markarth.
- added "NPC Steps" and "Waterfalls and Currents" sliders to the "Audio" menu.
- the sound of rain and wind can now be heard indoors if it is raining outside the window or a snowstorm is raging.

Note:
Don't expect to be bombarded with new sound effects as soon as you log into the game. New sounds should be subtle and integral to the game world. Everything that was added was chosen for one purpose - to introduce sounds that did not previously exist, and also to emphasize the dimension of the space in which they are played. The differences between night and day were emphasized. Differences in interiors. A lot of atmospheric sounds were added to the rooms - various activities, which could simply be the cracking of a tree or the fall of an object, or the activity of some living creature... The goal is to create a feeling of uncertainty whether there is anyone alive (or not alive) when being in the ruins, caves, ruins... and keep you on your toes for as long as possible.

Reverb/Echo:
(Reverberation is the reflection of sound from surrounding surfaces. Can be compared to the effects of echoes. Perhaps one of the most significant changes)
- much more clearly than in the original Skyrim.
- the sound is not just increased, but redone for a deeper transfer of effects from various items environment. Maintaining a balance between quality, volume and the specifics of a particular environment or setting.
- explosions (runes, fireballs) now have a special, correctly reflected sound.

Weapon:
- new strike sounds have been created for all classes (one-handed and two-handed weapon, axes, maces)
- new “heavy” sounds for shield blocking of all weapon classes.
- daggers now have their own unique sound, in the original it was simply a repetition of the sounds of swords.
- The sounds of archery and arrows hitting objects have also been improved.

Note:
Design of sound effects different weapons, different from each other, much better than the original. The cutting sounds of blades, the chopping sounds of axes and the peculiar sounds of hitting maces. You will know what kind of weapon NPCs are using by hearing its sound. Since the re-voicing of blades affected all blades in Skyrim, including unique ones, blades added by mods will still have the sound of the original, since Bethesda did not deign to create a unique blade sound.

Magic:
- The new sound design for magic was created from scratch and affects mainly Destruction and Affliction...mostly.
- sounds are clearly audible between the preparation of the spell, the action itself, and the impact on the object. For example, previously you couldn't hear the Fireball sound because it was interrupted by the length of the sound of its preparation.
- more aggressive, bright sounds of explosions.
- added more variety. Previously, the same sounds were used for many spells. Now, each spell has its own unique sound.
- some shouts have been slightly modernized.
- new sounds for the spells "Fire Arrow", "Fireball", "Lightning" and "Chain Lightning".

Traps:
- many traps have been made louder to scare you even more. Burning oil now has a more intense sound, for example.

Creations:
- new sounds have been created, added or remade for various types creatures.
- this applies to both small creatures, and there are more and more dangerous creatures.
- special attention was paid to Dragons (tail strikes, landing, snapping mouths...), Dwemer Centurions, Mammoths, Giants, etc.
- dogs no longer sound like asthmatic goblins (and why did no one notice this?)

Movements/Steps
- the steps of almost all humanoids and some creatures in the game have been improved. More than 1000 and a couple hundred more sounds were created specifically for this.
- the sounds of sneaking have been reworked.
- the sounds of movements when wearing all types of armor and clothing have been reworked. The speed of movement, surroundings, surface, etc. are taken into account.
- heavy armor now sounds “heavier” than all others.
- sneaking into heavy armor now has a unique sound.

Performance:
- High performance was a high priority from the very beginning. A balance was maintained between the number of simultaneously played sounds and memory allocation. For most people there won't be any FPS drop.

Miscellaneous:
- integrated fix with possible CTD (Crash to Desktop) in the Riverwood area.
- fix a bug with sound in the original, when the sounds of maces being blocked with a shield and troll strikes disappeared, the hammer used the sound of a sword, etc.
- the plugin was cleaned using TES5Edit from “dirty” edits.

Questions and answers:
1. "Is this mod compatible with other mods that affect sound?" Yes and no. You should consider which files AOS modifies and which files you want to replace, add, or remove. For example, let's take Immersive Sounds - Aural Assortment. Both mods have the same files. This means that you will need to make choices about which files to overwrite and which not to. If you want to keep the sounds added by AOS and at the same time add sounds from IS-AA - install AOS after IS-AA, agree to replace files and load AOS after IS-AA (with the opposite effect, I think it's clear). The same applies to other mods whose files match the AOS files.
2. "Can I remove these new bow sounds without any consequences?" Yes! There are three files in the Steam/SteamApps/Common/Skyrim/Data/Sound/fx/wpn/bow/fire folder - delete them and the game will return to the original sounds for bows.
3. "Does USKP need a patch?" No, it is already integrated into the main AOS plugins.
4. "What if I don't use USKP?" Nothing will happen even if you don't use this plugin - AOS won't break your game.

Compatibility:
- optionally there are compatibility patches with the most popular mods, including Climates of Tamriel, as well as Dawnguard and Dragonborn.
- if you use Immersive Sounds - Aural Assortment. It is recommended to install AOS after IS-AA and place it in boot order also after.
- if you use Wet and Cold. It is recommended to place before AOS in boot order or use a compatibility patch.
- if you use Splash of Rain. It is recommended to remove the sound of rain indoors through the MSM menu of the mod.
- the mod is not compatible with SoS (Sounds of Skyrim). You will have to make a choice.
- the mod is not compatible with Climates of Tamriel - Sounds. There will be no CTD or errors, but the loading order will decide which mod is responsible for loading the sounds added by both mods.
- the mod is not compatible with Immersive Sounds - Footsteps.
- the mod is not compatible with Improved Combat Sounds.
- the mod is not compatible with Smooth Blade Draw and Sheathe.

Requirements:
Skyrim, Optional compatibility patches for Dawnguard and Dragonborn are available.

Installation:
It is recommended to use Nexus Mod Manager.
For manual installation - unpack the archive, copy the "Sound" folder from "01 Sounds Loose" to the Steam/SteamApps/Common/Skyrim/Data folder and connect the corresponding plugin from the "00 Main AOS Plugin" folder in the launcher.

Removal:
It is recommended to use Nexus Mod Manager (use the "Smart installer" option)
For manual removal - remove the plugin from Steam/SteamApps/Common/Skyrim/Data, as well as all files associated with the mod.

What's new in version 2.5.1 ()

  • Fixes in the main AOS plugin:
  • Various fixes and patch updates
  • Added the Smart Installer option, which will automatically determine the mods you have installed and the required compatibility patches by checking the boot order.
  • Added new compatibility patches for:
  • -- + Unique Uniques v1.8
  • -- + Skyrim Climate Overhaul - Summer Edition v1.21
  • -- + Sounds of Skyrim collection (Civilization, The Dungeons, The Wilds), combined with:
  • --- + 1) ELFX Weathers beta v0.
  • --- + 2) Natural Lighting & Atmospherics (NLA) v2.0 (also works with NLA v1.4)
  • --- + 3) Purity v1.1
  • --- + 4) Pure Weather v2.2
  • --- + 5) RCRN AE v2.1.
  • --- + 6) Skyrim Climate Overhaul - Summer Edition v1.21

An extensive sound mod designed to enhance your experience in Skyrim with clear, atmospheric, impressive, believable sounds.

At the same time, it combines maximum compatibility and performance with both the original game and the already modified one.

The sounds have been reworked and often made from scratch in many aspects. They combine perfectly and represent a continuous, smooth interaction with each other. To replace the “game” sounds, more real, life-like stylizations of sounds have been created.

Also, the task was to create this mod so that it would not be perceived as a modification in the full sense of the word, but as an integral, original and “native” part of the game. Nothing was stolen from other games, all sounds are unique and created specifically for this project.

Environment:

Added over 400 new sounds to environments and rooms.

Different regions have different sound characteristics. In the forest you will hear birds, breaking branches and blowing wind, buzzing insects and other delights of wild flora and fauna.

The game became 10-15% louder.

More dynamic sounds (the difference between soft and loud sounds is now more clearly audible)

All original sounds for exteriors and interiors have been reworked, recombined, or completely remade.

More than 300 new environmental sounds have been added to the game world, including ruins, dungeons, various animals, waterfalls, currents, all kinds of activity, etc.

New sounds have been created for lighting effects, rain, snow and blizzards.

Some sounds have been slightly muted, such as the overly loud Markarth waterfalls.

Added "NPC Steps" and "Waterfalls and Currents" sliders to the "Audio" menu.

The sound of rain and wind can now be heard indoors if it is raining or a snowstorm is raging outside.

Note:

Don't expect to be bombarded with new sound effects as soon as you log into the game. New sounds should be subtle and integral to the game world. Everything that was added was chosen for one purpose - to introduce sounds that did not previously exist, and also to emphasize the dimension of the space in which they are played. The differences between night and day were emphasized. Differences in interiors. A lot of atmospheric sounds were added to the rooms - various activities, which could simply be the cracking of a tree or the fall of an object, or the activity of some living creature... The goal is to create a feeling of uncertainty whether there is anyone alive (or not alive) when being in the ruins, caves, ruins... and keep you on your toes for as long as possible.

Reverb/Echo:

(Reverberation is the reflection of sound from surrounding surfaces. Can be compared to the effects of echoes. Perhaps one of the most significant changes)

Much clearer than in the original Skyrim.

The sound is not just increased, but redesigned to more deeply convey the effects of various environmental objects. Maintaining a balance between quality, volume and the specifics of a particular environment or setting.

Explosions (runes, fireballs) now have a special, correctly reflected sound.

Weapon:

New strike sounds have been created for all classes (one- and two-handed weapons, axes, maces)

New “heavy” sounds for shield blocking of all weapon classes.

Daggers now have their own unique sound, whereas in the original it was simply a repetition of the sounds of swords.

The sounds of archery and arrows hitting objects have also been improved.

Note:

The design for voicing the effects of different weapons that differ from each other is much better than the original. The cutting sounds of blades, the chopping sounds of axes and the peculiar sounds of hitting maces. You will know what kind of weapon NPCs are using by hearing its sound. Since the re-voicing of blades affected all blades in Skyrim, including unique ones, blades added by mods will still have the sound of the original, since Bethesda did not deign to create a unique blade sound.

Magic:

The new sound design for magic was created from scratch and affects mainly Destruction and Affliction...mostly.

The sounds between the preparation of the spell, the action itself, and the impact on the object are clearly audible. For example, previously you could not hear the Fireball sound because it was interrupted by the length of the sound of its preparation.

More aggressive, bright explosion sounds.

Added more variety. Previously, the same sounds were used for many spells. Now, each spell has its own unique sound.

Some shouts have been slightly modernized.

New sounds for the Firebolt, Fireball, Lightning, and Chain Lightning spells.

Traps:

Many traps have been made louder to scare you even more. Burning oil now has a more intense sound, for example.

Creations:

New sounds have been created, added or redesigned for different types of creatures.

This applies to both small creatures and larger and more dangerous creatures.

Particular attention was paid to Dragons (tail strikes, landing, snapping mouths...), Dwemer Centurions, Mammoths, Giants, etc.

Dogs no longer sound like asthmatic goblins (and why didn't anyone notice?)

Movements/Steps:

The steps of almost all humanoids and some creatures in the game have been improved. More than 1000 and a couple hundred more sounds were created specifically for this.

Sneak sounds have been reworked.

The sounds of movements when wearing all types of armor and clothing have been reworked. The speed of movement, the environment, the surface, etc. are taken into account.

Heavy armor now sounds "heavier" than all others.

Sneaking while wearing heavy armor now has a unique sound.

Performance:

High performance was a high priority from the very beginning. A balance was maintained between the number of simultaneously played sounds and memory allocation. For most people there won't be any FPS drop.

Miscellaneous:

Integrated fix with possible CTD (Crash to Desktop) in the Riverwood area.

Fixed a bug with sound in the original, when the sounds of maces blocking with a shield and troll strikes disappeared, the hammer used the sound of a sword, etc.

The plugin was cleaned of dirty edits using TES5Edit.

Questions and answers:

1. "Is this mod compatible with other mods that affect sound?" Yes and no. You should consider which files AOS modifies and which files you want to replace, add, or remove. For example, let's take Immersive Sounds - Aural Assortment. Both mods have the same files. This means that you will need to make choices about which files to overwrite and which not to. If you want to keep the sounds added by AOS and at the same time add sounds from IS-AA - install AOS after IS-AA, agree to replace files and load AOS after IS-AA (with the opposite effect, I think it's clear). The same applies to other mods whose files match the AOS files.

2. "Can I remove these new bow sounds without any consequences?" Yes! There are three files in the Steam/SteamApps/Common/Skyrim/Data/Sound/fx/wpn/bow/fire folder - delete them and the game will return to the original sounds for bows.

Sounds of Skyrim is an audio project that adds... game Skyrim SE about 460+ new sound effects. The mod affects almost every location and region in the game. The main goal is to diversify the sound of the environment as much as possible to increase immersion in the game world. Sounds vary depending on time of day, weather and location. When walking along the streets of the city during the day, you will hear the echo of doors opening and closing, the screams of children playing, the sounds of a blacksmith or sawmill, and at night you can hear the noise of cat fights, dogs barking and much more.

This is a version of the mod for Skyrim SE. The version for Skyrim LE is located

History of changes:
Update: 1.9
- The main mod has been cleaned of unnecessary entries and dirty edits
- Updated compatibility patch for the Cathedral Weathers and Seasons mod.
- Added a compatibility patch for the Luminosity mod.
Update: 1.8
- The main mod has been cleaned of unnecessary entries and updated according to the latest USSEP edits.
- Beta testing of the MCM menu has been completed, and it is now integrated into the main mod.
- All compatibility patches are now in ESPFE format.
- Added compatibility patch with the Cathedral Weathers and Seasons mod.
- Other minor fixes and bugfixes.

Peculiarities:
Sounds of Skyrim Complete SE combines three sound mods:
- Sounds of Skyrim - Civilization - adds more than two hundred new sound effects to cities, villages, farms and other places where civilization is present. In cities you can hear the sound of a hammer, which is used by residents during repairs, a party in a tavern, the screams of children playing, dogs barking or the noise of cat fights. On or near farms, you can hear animal sounds if there are any. In bad weather, you can hear the rain knocking on the windows, or the cold wind whistling outside the window during a snowstorm.
- Sounds of Skyrim - The Dungeons - includes over a hundred new sound effects designed to add life and realism to dungeons. Now, by listening, you can identify what kind of creatures live in the dungeon. And at the entrances of the dungeon you can hear the weather outside, for example, if there is a storm outside, you will hear echoes of thunder.
- Sounds of Skyrim - The Wilds - focuses on adding over a hundred sound effects to the wastelands of Skyrim. Now the surrounding nature will be saturated with the sounds of various animals, birds and insects, which will change depending on the weather, time of day and area. In the forests, for example, you can hear the sounds of foxes, deer and birds, and at night even the howl of a wolf in the distance.

Compatibility:
Compatible without patches:
- : Load after SoS
- Reverb and Ambience Overhaul (RAO) : Load before SoS.
-
-
-
- Lucidity Sound FX
- Surreal Lighting
- Claralux
- AI Overhaul: Load before SoS.
- Relighting Skyrim: Load before SoS.
Compatible with patches included in the main installer:
- Cathedral Weathers and Seasons
-
-
-
-
-
- Natural Atmospheric Tamriel (NAT)
-
- Northern Saga Weathers and Seasons
- Realistic Lighting Overhaul (RLO) (RLO Interiors)
-
-
- (plus Enhancer, Hardcore, Weathers, and combinations thereof)

Regarding compatibility with - at first the author developed a compatibility patch, but then he deleted it, never releasing it from beta due to very large quantity conflicts. So now the author does not recommend use these mods together and choose one of them.

Requirements:
Skyrim Special Edition

Installation:
It is highly recommended to install not manually, but through NMM/MO, since it contains an installer that automatically detects already installed mods, which require compatibility patches. For the same reason, it is recommended to install this mod after installing all the other mods you need.

If you liked the mod, don’t be lazy to go to the original page, download it and like it. Have a nice game!

This sound modification will make one of the most powerful impressions on Skyrim players. The passage of the game will become more rich, pure and believable. Another advantage of this mod is that it is fully compatible with both the original game and other mods. The sounds themselves have been reworked, many of them created from scratch. The authors managed to make all the sound of the game as an integral part of it.

Environment

More than 350 new sounds have appeared in the ambient sound. Now different areas have different sound characteristics. In forest areas you can hear the crackling of dry branches breaking, birds singing, and the murmur of a forest stream or river.

Light effects, rain and snowfalls now sound absolutely real. When the player is in ruins, ruins or dungeons, he will hear any activity of animals, people and creatures. The creators of the mod did a good job on atmospheric sounds. The echo effects have been reworked and can be heard much more clearly compared to the original game. A balance is maintained between the quality of sounds and the specificity of different environments.

Weapons and explosions

Sounds from using runes or fireballs have a reflected sound. Two-handed and one-handed weapons, axes or maces will sound completely different. Each dagger will now sound unique. IN original game the sounds of blows with them simply repeated the sounds of blows with swords. When shooting from a bow, when hitting the target, the arrows will make believable sounds.

Magic

If earlier you could hear the same sounds when using magic spells, now they are all unique. You can clearly hear the difference in the sound of preparing a spell, the actual action and the impact on the object.

Traps and creatures

All traps sound much louder, which should undoubtedly frighten the player. New sounds have been added for various creatures. This fully applies to both small creatures and large creatures. Particular attention was paid to dragons - tail strikes, teeth chattering, etc.

Installing the mod

Requirements: . It is best to install through Nexus Mod Manager. If the installation will be performed manually, you need to unpack the archive and copy the “Sound” folder from “01 Sounds Loose” to the Steam/SteamApps/Common/Skyrim/Data folder. Activate the plugin in the launcher.

Download "Enhanced Sounds"

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