The Elder Scrolls V: Skyrim

Name: Sounds of Skyrim – The Wilds
Version: 1.11
Date:  03/07/2012
Category: Audio – Sound Effects
Requires: Skyrim 1.6 or higher
Author: Cliffworms (contact@benjaminlegault.com)

1. Installation
	1.1 Installing Sounds of Skyrim
	1.2 Installing Add-Ons
	1.3 Uninstalling Sounds of Skyrim
	1.3 Recommended Audio/Visual Mods
	1.4 Managing your Load Order/Completing Your Installation
2. Conflicts/Compatibility/Known Errors
3. Playing
	3.1 In-Game Configuration
4. Changelog
5. What is Sounds of Skyrim?
	5.1 Overview
	5.2 The Wilds
	5.3 The Dungeons
	5.4 Civilization
	5.5 Special Events
6. Advanced Customization
7. Using SoS in your mods
8. Credits
9. Legal Stuff/Disclaimer


================
1. INSTALLATION
================

=Installing Sounds of Skyrim – The Wilds=

Note 1: If asked to overwrite files used by other Sounds of Skyrim modules, accept. There are some sound effects shared by the three modules.
Note 2: If you are experiencing crashes with The Wilds, you can find a crash fix on the download page where you obtained The Wilds. After installing The Wilds, you must replace the current Wilds ESP file with the crash fix you downloaded.


=========
Wrye Bash
=========


Place the archive in your Skyrim Mods/Bash Installers folder. You can then install it via Bash. Make sure the mod is active in Wrye Bash mods tab.

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Steam Workshop
==============

Subscribe to the project in the Workshop. When you will be on the game's launch menu, Sounds of Skyrim will be automatically downloaded and installed.

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Nexus Mod Manager
=================

Use the "Download with Manager" button on Sounds of Skyrim's page on the Skyrim Nexus. The Manager will download and install it automatically. Make sure the mod is activated with the manager afterwards. 

If you have Sounds of Skyrim – The Dungeons installed, NMM may ask you if you want to update it to a new version once you activate The Wilds. Do not accept if you see this prompt. 
This is because Nexus Mod Manager thinks that The Dungeons is an update to The Wilds. Doing so will deactivate The Dungeons.
 

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Manual Install
==============

Extract the content of the mod's archive to your Skyrim/Data directory.

============================
Installing Add-Ons
============================

In the future, there will be add-ons added to Sounds of Skyrim to make it fully work with other official DLCs or other mods. In the meantime, this section is empty.

=============================
Uninstalling Sounds of Skyrim
=============================

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Manual Uninstall
================

To remove Sounds of Skyrim from your hard drive, go in the Data Files tab of your Skyrim Launcher. Select "SoS – The Wilds.esp" and click on "Delete".

If you only have this Sounds of Skyrim module installed, delete the “Sounds of Skyrim” folder in your Skyrim/Data/Sound/SFX directory.

If you have other modules, it is highly recommended not to delete any sound files from The Wilds since these modules might make use of The Wilds’ sounds.


=========
Wrye Bash
=========

Right-click on Sounds Of Skyrim – The Wilds.zip in Wrye Bash's Installers tab and select Uninstall.

==============
Steam Workshop
==============

First, unsubscribe from Sounds of Skyrim on the Workshop then proceed like the manual uninstall.

=================
Nexus Mod Manager
=================

In the Mods tab, select Sounds of Skyrim – The Wilds and click on the red X to remove it.

==============================
Recommended Audio/Visual Mods
==============================

Visual Mod: Realistic Lighting by Plutoman101
Download: http://skyrim.nexusmods.com/downloads/file.php?id=7654
Why: Realistic Lighting greatly improves the game's lighting in all areas, outside and inside. Dungeons are made darker and light sources are always needed to explore. With SoS – The Dungeons combined, it provides a dungeon delving experience that is more dangerous to your sanity while still being very enjoyable. With SoS – The Wilds, darker nights will make you listen more to your surroundings, allowing you to hear and distinct the new animal sounds around you.

Note: Make sure that the Sounds of Skyrim modules are loaded after Realistic Lighting in your load order to make them work together.

Visual Mod: Open Cities Skyrim by Arthmoor
Download: http://skyrim.nexusmods.com/mods/8058
Why: Open Cities Skyrim puts the walled cities in the same worldspace as the game world, meaning that there are no loading screens between the wilderness and the city itself. If you play with The Wilds and Civilization, the audio transition mixes perfectly with nature sounds slowly fading away while the busy city life starts playing as you enter the city and vice versa.

Audio Mod: Sounds of Nature by John129Pats
Download: http://skyrim.nexusmods.com/mods/19333
Why: SoN replaces waterfall and fire sound effects with higher quality ones making them sound not only better, but also sound better in a more immersive way.



======================================================
Managing your Load Order/Completing your Installation
======================================================

Before you jump into the game, you must make sure Sounds Of Skyrim and its add-ons are placed correctly in your game's load order. It is highly recommended you use BOSS to do so as it automatically manages it and will place Sounds of Skyrim at the right place. Here's the utility download link: http://skyrim.nexusmods.com/downloads/file.php?id=6

If you want to do it manually, Sounds of Skyrim must be put after weather mods. If it's not, you will not hear the new sound effects in the wilderness.


=======================================
2. CONFLICTS/COMPATIBILITY/KNOWN ERRORS
=======================================


=Conflicts=

- Some users experience crashes using this module. If you do, you can download the crash fix from the download page where you obtained The Wilds. Replace the original Wilds ESP file with the crash fix to solve this issue.


=Known Sounds of Skyrim-related errors=

- Rain impact sounds won't start playing as soon as it starts raining. They will initialize only if it's already raining when you arrive at their emission points. (Walking to the cell, loading your game, exiting/entering a building)
- Some users have reported hearing nature sounds playing inside buildings and dungeons, notably when an action is performed such as opening containers or firing an arrow. At the moment, I do not know of any fix. Other sound mods have this issue, leading me to believe it might be related to how Skyrim handles sound mods.


=Compatibility=

SoS is fully compatible with the following mod(s):
- Open Cities Skyrim by Arthmoor


==========
3. PLAYING
==========


After making sure Sounds of Skyrim is at the right spot in your Load Order, activate it to get it in your game. The mod will automatically start when you'll have loaded your save. If this is the first time you use Sounds of Skyrim, you will be prompted with the in-game configuration menu that allows you to enable or disable the sound additions.

Refer to Section 6 for information on how to proceed and to know how you can customize more Sounds of Skyrim..


============
4. CHANGELOG
============

V.1.1.1

=Additions=
- Added more locations where you can hear ice sheets crackling.
- Added an in-game config menu to replace the volume sliders which, unfortunately, didn’t work as intended.
- All animals become silent if you are in combat.


=Changes=
- Removed the volume sliders.


V.1.1

=Additions=
- Added one new sound category: Horkers on the northern coast.
- Added three new bat sound effects.
- Added four new deer sound effects.
- Added three cuckoo sound effects, birds taking off and two wood pigeons sound effects in the forest birds playlist.
- Added volume sliders in the game’s audio settings where you can configure the output of each sound category.

=Changes=
- All sounds’ default output volume has been raised for better customization with the new volume sliders.
- Added compatibility with Arthmoor’s Open Cities Skyrim.


V.1.0.2
=Changes=
- Reduced the frequency at which most sounds play.
- Adjusted the volume of several sound effects.

=Fixes=
- Cleaned the ESP to prevent crashes or save game corruption.
- Provided a crash fix (Available on the download page)


V.1.0.1
-  Fixed the bug where sounds would play inside locations.

V1.0
- Initial release.


============================
5. WHAT IS SOUNDS OF SKYRIM?
============================

========
Overview
========


Sounds of Skyrim is an audio project split in four parts that, in the end, will add around 460+ sound effects to the game world. It affects almost every cell and region in the game. My main goal is to not have one environment that is soundless to enhance immersion. The sounds are affected by the time of day and current weather. So when walking in the city streets during the day, you'll hear the echo of people shouting in the distance, doors opening and closing, workers sawing things. While at night, cats fight for territory, dogs bark, drunkards yell. 

It is still a work in progress and modules will be released as they are completed. Those are The Dungeons, The Wilds, Civilization and Special Events.


=======================
This Module - The Wilds
=======================

The Wilds focuses on adding sound effects in Skyrim's wilderness. With the 108 new sound effects, the purpose of The Wilds is to audibly enlarge Skyrim's fauna with the addition of various animals, birds and insects that play according to weather, time of day and region. In the forests, for example, you'll hear the sounds of foxes, deers and ravens. At night, you'll hear wolves howling from far away or common loons calling others. In The Reach, you might hear the occasional mountain goat or hawk. 

In addition to animals, The Wilds also adds rain-impact sounds on tents and wooden structures, sounds of rustling bushes to simulate the movements of small mammals that scatter away as you approach and sounds of calm water waves hitting wood on tree logs or structures that are partially submerged in water. 

There are more sound effects than what has been described above. Refer to the next sub-section to see the full list. 

Finally, this mod would never have been possible without the contribution of many sound recorders and artists from Freesound.org. There's a file in the archive with the credits for everyone who made the sounds. A HUGE thanks to them, otherwise the sounds would not have been as high quality as they are.


===================
The Wilds Soundlist
===================


*	Around 50 new bird sounds including crows, ravens, hawks, common loons, owls, sea gulls and other forest birds that are heard depending on the region, time of day and weather.
*	Insects flying-by your character's ears on occasion.
*	Rustling bushes in forests.
*	Water waves' impact on small embarkations and docks.
*	Night animals (Coyotes, Wolves, sabre cats)
*	Day animals (Deers, Foxes, Mountain Goats, Horkers)
*	Buzzing bee nest sound on the collectible nests.
*	Some ice sheets creak when you walk on them.
*	Rain impact on tents and wooden structures. (Not in cities or settlements)
*	Echo of rain dripping near exterior cave entrances.
*	Shoreline, waves and wind hear from the top of Solitude's Lighthouse.

======================
The Dungeons Soundlist
======================

The Dungeons includes 115+ sound effects to add life to the dungeons. The enemy type that inhabits a dungeon will make itself heard. In an undead infested dungeon, zombies moan and spirits yell. In Dwemer ruins inhabited by the Falmer, listen as you hear their distant, echoed screams. At dungeons’ entrances, you also hear the exterior weather. If there’s a thunderstorm raging outside, you’ll hear the thunder rumbling in the fort or cave.

There's a standard sound set for each type of dungeon: Cave, Dwemer Ruins, Forts and Sewers. These sounds play in these dungeons regardless of who or what lives in it. To spice it up, dungeons inhabited by Falmer or the Undead have their own sound sets in addition to the standard ones. Undead dungeons have zombies and wraiths screaming or moaning. In Falmer dungeons, you'll hear their occasional screams; a way of communicating with each other since they are nearly blind.

Standard Caves
*	Rats squeaking about
*	Bats flapping-by

Standard Dwemer Ruins
*	Mechanical impacts and machinery

Standard Forts/Burrows
*	Rats squeaking about
*	Distant stone impacts
*	Doors being opened/slided/closed

Sewers
*	Rats squeaking about
*	Screeching gates opened/closed

Mines
*	Unstable wood supports



=====================
Civlization Soundlist
=====================

Civilization focuses on adding 216 new sound effects to cities, villages, farms and remote locations where civilization is present. In cities, you can hear the sound of a hammer being used by a villager repairing something, children playing, dogs barking or cats fighting. As you get closer to a tavern doorstep, the sounds of patron chatting from behind the door are played. When you get in, some patron may laugh out loud, yell or break something.

On farms or near them, you can hear the sounds of their animals, if they have any. Most of those sound effects can be heard inside buildings too, linking the interior cells with the exterior. If I take the farm example, you may hear the hen’s “cock-a-doodle-do” if you sit close to the window. If it’s raining, you’ll hear the rain hitting the windows; if there’s a snowstorm, you’ll hear the cold wind whistling by the windows.


•	Hear the rain from the inside of buildings (Near windows, entrances and wooden rooftops)
•	Hear the impact of rain on tents and wooden structures.
•	Horses snort and neigh in stables
•	Hear cows and goats from a distance or from inside on farms.
•	Hens cock-a-doodle-do at dawn.
•	Around 60 SFX for city streets. dogs bark, cats fight, doors are opened and closed, children play and more.
•	A looped city chatter background for the walled cities.
•	Listen to the taverns' activity from the doorstep.
•	Around 40 SFX for taverns. People burp, shout, laugh, cough or break bottles. 
•	Looped tavern chatter background
•	Hear what's going on on the taverns or factions' headquarters first floor if you're in the basement. Footsteps walking over your head, chairs being pulled, doors being opened and closed.
•	An echoed, looped ambiance for castles, The College of Winterhold and other unique hollow locations.
•	Chain shackles in prisons.
•	Wilderness sounds heard inside remote buildings, near the windows.
•	Many NPCs snore while asleep.
•	Potions boil where NPCs brew potions. Notably in alchemy shops, dungeons or the College of Winterhold.
•	Military horns and soldiers marching heard from Solitude's Castle Dour Courtyard when the player is far from it. (And from the inside of buildings)
•	Two easter egg sound effects. (Hint: One is heard in taverns, the other is heard on the streets of walled cities at night)


========================
Special Events Soundlist
========================
This adds/improves sounds related to certain Skyrim quests. I will not list them here to not spoil you, but you can see the list in the mod's thread in the official forums: http://forums.bethsoft.com/topic/1280813-relwip-sounds-of-skyrim/


=========================
6. ADVANCED CUSTOMIZATION
=========================


=In-Game Configuration Menu=

When you launch The Wilds for the first time, you are prompted with a message inviting you to launch the mod’s configuration. It allows you to enable/disable every sound categories added by The Wilds. Step-by-step, the configuration guides you through each sound.

If you close the configuration by accident or wish to go through it again, open the console and type:

StartQuest SoSConfigTheWilds


=Removing sounds=

If you want to remove a particular sound that you don't like, do not delete it or it may cause problems in the scripts.
Instead, refer to the Silent folder found in the Sounds of Skyrim's sound folder for instructions on how to do so.


=Adding sounds=

If you're interested in adding your own sounds in Sounds of Skyrim, it is very easy. For most sounds, Sounds of Skyrim relies on folders that contain sounds related to a certain theme. Customizing these folders is as simple as adding sounds in them to get them played in the game. So you can add sounds you found elsewhere to the appropriate folders if you want. But there are a couple of things to know.

First, the sound files must be in WAV format. The settings used for Skyrim's sounds are the following:

Uncompressed, 22,050, 16 Bit, Stereo

I also recommend to have a sample rate of 44 100KHZ or 48KHZ for better quality.

And that's pretty much how you can easily add your own sounds, such as recording yourself yelling and putting it in dungeons or in streets. The choice is yours!

=========================
7. USING SoS IN YOUR MODS
=========================


If you are a mod author and would like to add SoS's sounds and scripts to your environments, you can export the sound IDs and settings from SoS to your project. Refer to the credits section to know who to credit for the sounds you've taken.

When you've added the sound add-ons to your mod, let me know and I'll add it to the list of add-ons on the download page.


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8. CREDITS
==========


Sounds of Skyrim would never have been possible without the kind generosity of many authors on FreeSound.org. This website allows professionals and semi-professionals to upload sound samples under the Creative Commons Sampling Plus License, which allows users to download and use the sounds in their own projects as long as the author is credited for his work.

Since the list is very long, please refer to the SoundCredits file to view who the authors are, what sounds are credited and where to get them.

But, of course, this project received kind help and feedback from other people. Here they are:


Vendayn and Viltuska for the crash fix
Zanderat, Vinu, Shadowscales, Vermourn and Dark_Ansem for testing.
The Community for suggesting additional sound effects and excellent ideas.
Duncan for his Atmospheric Sound Effects mod for Morrowind, which inspired me to do Sounds of Skyrim (Also credited in the SoundCredits file)

Bethesda Game Studios for the best open-world RPGs and Construction Set
Mark Lampert for his superb job as Bethesda's Sound Director. ;)

=========================
9. LEGAL STUFF/DISCLAIMER
=========================

I’d appreciate if you’d contact me before re-packaging any part of this mod. Since most sound effects have attributed authors that must be included in the credits, I could point them to you.
