Tes4Mod:Mod Ideas/Sound and Music
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- This article provides Sound and Music ideas, as part of the Content section of the Mod Ideas article.
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[edit] Voices
There should be more voices. It's like all of the people of the same gender and race sound the exact same. And with certain races (IE beast races) you would expect a certain sounding voice but get something more generic (a few Kajiits and Argonians really strike me as individual and exotic, but others are just blah).
- Please note that the chances of voice replacement mods seeing the light of day are near zero (sound effect replacements are workable). I'd love to be proven wrong, but the amount of work involved in (re-)recording voices is ginormous (not the least of which is finding good amateur voice actors with good recording equipment). I fully agree that Bethesda's work in this area is so-so at best. For example, listen to a beggar feebly whining for coins in a fake accent, then chat that same beggar up and ask for rumors—the beggar will reply like any other commoner, sounding a whole lot less pitiful in the process. At least the voice still matches...
- Although the repetition overall is quite noticeable, this is not really any worse than seeing the same fort/dungeon/church over and over again (then again, that could be improved too).
- Side note: it's not just the same voices over and over again, it's the same dialogue over and over again (everyone says the same things about the Gray Fox, the emperor's assassination, etc.)
[edit] More dialogue options
and real consequences to choosing the wrong one. It should be extremely rare that there's only one choice of what to say in a conversation. Most of the conversations feel pretty one-sided.
- Enhanced Roleplay is the the mod for you!
[edit] Music
The regular music in Oblivion is decent. Nothing spectacular. There are a ton of fan-made compilations that add to the mix. However... It would be very nice if there were a few more cues for songs than 'Battle', 'Dungeon', 'Explore', and 'Public'. Especially different weather types, night/day, and elevation, and different combinations of these. This would make things a lot more atmospheric if you have as much music available as I do - the stuff included in the game seems purposefully vague, because the same piece may be played when raining at night in Blackwood, or during clear skies at day in the mountains.
- A nice tweak would be to have battle music starts when the battle actually begins rather than when you are spotted by the creature. It would add a nice effect of surprise, and could be very nice combined with other mods (with not so aggressive crabs, for example).
- I think there should be a different song for each city. Bruma is not nearly the same sort of place as Imperial City, and neither is Cheydinhal. A change in the music would be good for the spirit of the different towns.
- I think that different battle songs should play depending on how strong your enemy is. I'm sick of hearing Last Legs when I'm fighting a rat.
[edit] Musicians
I'd like to see NPC musicians playing in upscale inns, buskers in market squares, etc. Such a mod would of course require new objects (instruments) and animations for their use, along with sound tracks to be played by these instruments. The mod would probably need to mute the ambient music while near an in-game musician, too.
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