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Mihail

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MihailMods

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About this mod

A complete revamp of the Werebear sounds, adding 14 new sound effects to them and much more, making these ferocious beasts finally truly unique and imposing.

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  • This mod is included in a themed pack: High Fantasy Pack (LE/SE-AE). If you downloaded the pack, you don't need or should keep this standalone mod in your load order, to avoid duplicating this mod's features in your game, whether areas, items, creatures, etc. Remove the esp of this standalone mod if you intend to install, or already installed, the themed pack where this mod is included. The action can be done mid-game without issues;

  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
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  • Do you have any doubt? Read my Frequently Asked Questions (FAQ).





Werebears are creatures added by the Dragonborn expansion, werecreatures that while similar to Werewolves, transform into bear-inspired abominations rather than lupine monsters. They are bigger, heavier, and overall more powerful. Due to their similar origins and lore, they re-use Werewolf animation and its sounds. I accept in an immersion context the animation part, but the sounds part completely breaks the immersion, and this mode solves that.


Aiming at the perfect understanding about what this mod does and how
it affects vanilla Werebears, everything will be explained below in detail:



How creature sounds are implemented in the vanilla game? - There are several ways, and I use several of them myself in my mods: they can be loop sound (produced constantly and usually used for breathing), through dialogue inputs (which randomly or in order produce phrases and sounds when activated by the correct stimulus, such as death, hit, attack, etc.) or through sounds coupled with magical or weapon attacks. There are still the sounds of footsteps, and the sounds of unarmed attacks

What is the problem with the Werebear sounds? - They re-use all Werewolves sounds, and this is a problem because the sounds match Werewolves, but not Werebears, as they are based on wolves, and on a lighter and more agile creature in general;

With this mod the Werebears will have new unique sounds? - Yes, and inspired on bear sounds, but with a werebeast-style touch, while the sounds of the Werewolves remain untouched on the Werewolf creature.




This mod offers a full revamp of the Werebear sounds, adding 14 new sound effects to them:

- Keeps the Werebear breath sound as looping idle, as it is the only custom sound that Werebears have in the vanilla game;


- Adds the Werebear's ability to emit a powerful Werebear Roar of Dominance, which can even shake the stability of some enemies for seconds;

- Adds 4 combat roars that are emitted by Werebears randomly during battles;

- Adds 4 sounds that are emitted randomly when Werebears are injured;

- Adds 2 new sounds for when a Werebear dies, also emitted randomly;

- The Werebears now have new footstep sounds, instead of the light footsteps of the Werewolves, now their footsteps are heavy and intimidating, matching the appearance of these beasts;

- The noise emitted by the claws of the Werewolves is no longer used in attacks by the claws of the Werebears, it is now a louder and heavier sound, like the blows of these creatures are;

- The bug that sometimes caused werebears to speak in a nord voice when transformed has been fixed.


A final note regarding the new features: - This mod includes a small fix created long ago by me to prevent creatures that use the werewolf animation as a base from getting sounds very characteristic of these. Let me explain: some sounds are built into animations and are impossible to remove unless they are removed from all creatures that share that animation. The most common, unique and well known are the scream of the gargoyle and the roar of the werewolf when each one is spawned/ rendered by the game. In this case, this fix gets around the problem of other creatures making that werewolf roar sound by removing the "spawning-roar", replacing it with a roar that still matches but is more generic, therefore applicable to a larger number of creatures, and ingeniously puts the original very specific werewolf roar it in the process of Werewolf transformation itself. Werewolf transformation is done in 3 phases, which emit respectively 3 sounds, the third is the same sound shared by any creature using werewolf animations when spawned. I moved this roar to phase two as it didn't have any relevant sound originally, this means that when you transform, or witness someone transforming, be it a Werewolf or Werebear, the sound is still produced, only not occurring in werewolves found already transformed or creatures that use this base animation but are not werebeasts. So the sounds of transformations are not lost, they are still present where they matter, but this fix improves the immersion when it comes to other creatures. In doubt, you can test your transformation, and you will see that everything works the same as always. Never delete any sound files from my mods, as each one has a very well thought out reason for being there. 



Extra features and last details:

- the mod links werebears with the skeleton and proportion intended by the vanilla game, and they are no longer affected by mods that modify the skeleton of the werewolves;

- in vanilla, when reanimated, the Norse afflicted by the werebear's curse can no longer transform, which made them useless and non-immersive since nonetheless the game considered them still werebears, and gave them sounds of these, so it is no longer possible to reanimate them with this mod;

- instead of having static levels, now they can go up to level 25, following the player, while in the vanilla version they had the static level of 17, what makes some werewolves far stronger and affects balance. This is now also fixed, with Werebears being able to reach the level of higher werewolves.





This mod is NOT compatible with ABSOLUTELY ANY mod that in any way modifies THE SOUNDS of the Werebears. If you want to use it in combination with any of these mods, use it at your own risk.

(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)




The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.




Author: Mihail- sounds, game implementation


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