Total War: WARHAMMER III

Total War: WARHAMMER III

Better Sound Levels Mod v7.3
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Update: 17 May, 2023 @ 5:39pm

Version 2.3

-Added a sound entity (limitation) profile for large roars, and allowed large roars to be heard over distances. Now large monsters will let out loud roars that you can hear (because roars are cool, am I right??).
-Increased the volume of some Kdaai Destroyer sounds to make it more menacing.

Update: 17 May, 2023 @ 5:29pm

Premature update, see above text.

Update: 17 May, 2023 @ 4:37am

Version 2.2

-Included the sound_settings script file with some changes, to help further reduce the vocals during battles. Now the vocals are just about right, dropping off over distance (which is something that it didn't do before - when you selected a unit on the other side of the map, they would yell into your speakers like they were right next to you).
-In the sound_settings, also made adjustments that reduced the frequency and volume of "battle conversation" vocals.
-Removed the ridiculous and extremely loud engine idle sound from the Blood Throne when present on the ***campaign map***. That is to say, when a Hero (agent) was given the Blood Throne, and was moved around independent of an army on the campaign map, the engine idle loop was so loud that most people probably muted the audio, or changed the Hero's mount to something else. Now the engine is silent on the campaign map, which makes more sense.

Update: 17 May, 2023 @ 12:50am

Version 2.1

-Made a significant breakthrough/discovery with some experiments regarding vaguely worded variables. Based on this discovery, changed several limitations so that guns and energy weapons now can be heard at further distances - sounding much more realistic. Be warned that this can cause a busy battlefield to get pretty loud with sounds of melee, cannons and guns. The idea here is that we are replacing much of the vocal yelling with sounds of combat.
-With the same discovery above, also adjusted all melee sounds to be far more apparent, allowing for much greater detail to be heard (you will hear sounds you have never heard before).

(NOTE: A lot of work is still planned, to fine tune the volume levels of many sounds, but this seems to be a good improvement over the previous versions. If you hear a sound you think is far too loud, or too quiet, then describe it in the comments.)

Update: 16 May, 2023 @ 7:51pm

Version 2.0 (revised, "T" variant)

-Greatly reworked the overall sound levels, this is now variant "T", where I am trying a different approach. (It remains to be seen if this is a change for the better, let's see -- feel free to comment).
-Reworked the volume of melee sounds yet again. How many times can I rework them? At least this many times.
-Increased the volume of various Foley sounds, which are seldom hear at all.
-Adjusted the volume level of projectile impacts and flyby sounds.

Update: 15 May, 2023 @ 3:54am

Version 1.9 (revised)

-Reworked the melee sound effect volume levels again.
-Adjusted vocal range, again.
-Changed the terrible Campaign Map's corruption loop sound (the loud droning sound - my pet peeve) to instead be a subtle sound of wind across a wasteland. This was done because the constant corruption sound loop was so loud, you couldn't hear yourself think, nor could you hear any other audio details. I tried lowering the attenuation of this sound, but that doesn't seem possible, so I replaced it (which is probably better anyway).
-Split up the vocal limitations of various entities by their size (for example, ogres are no longer the same as humans).

Update: 14 May, 2023 @ 12:26am

Version 1.8

-Lowered the "refire" time for the melee sounds, in an attempt to improve the "silent melee" issue (had to do with culling). It seems to improve the situation.
-Increased the distance in which the melee sounds can be heard.

Update: 13 May, 2023 @ 1:29am

Version 1.7 (revised)

-Streamlined the mod, removed some adjustments that might have caused negative effects to what was intended.
-Greatly reduced the vocal noise during melees -- removed more of the excessive screaming and yelling.
-Reworked melee sounds levels again.

Update: 3 May, 2023 @ 8:05pm

Version 1.6

-Fine adjustments to a few campaign map sounds levels.
-Increased the distance that rifles can be heard, again.

Update: 2 May, 2023 @ 2:07am

Version 1.5

-More adjustments to the sound levels of various sound effects on the campaign map. Now even more detail should be heard. The goal is to be able to hear the details and the background music without either competing with each other (pushing each other off the stage, so the speak -- a harmonious choir instead of a crowd of lead singers).
-Storms (especially sand storms) are now much easier to hear on the campaign map. Sand storms were hard to hear before but now they are clearly heard, as well as snow storms and tempests (this is important because they cause attrition). Lightning is also heard over longer distances.
-Weather on the campaign map also sounds more realistic. The sound of rain was so loud originally that it sounded like crackling fire (I thought it was lava). Now rain is more subtle.
-Set some campaign map sounds to have reverb effects (over distance).