IMMERSIVE SOUNDS COMPENDIUM 2.0 CHANGELOG
-Lots of new additions. Over 600 new sounds in total!
-General optimizations to some of the most common time-sensitive sounds to increase responsiveness, especially under heavy script load. This increases the overall memory load slightly, but the amount should be negligible.
-Blocking and parrying sounds for both shields and weapons have been extensively revised, and will now react appropriately to each specific weapon type. So a light shield blocking a two-handed sword, or a two-handed axe, or a one-handed mace parrying a one-handed sword, etc etc etc, will all yield separate sounds corresponding to the specific weapons/shields clashing. In vanilla Skyrim there is only one set of generic blocking sounds for shields and weapons. In previous versions of IS this was split up into generic heavy and light hit categories. So this update extends the system to its logical conclusion to maximize feedback and make combat feel more reactive.
-There are now also unique shield bashing sounds specifically against living and undead creatures respectively, so shield bashing NPCs will sound different from bashing inanimate (fucking) objects.
-A new set of heavy armor footstep sounds has been created. It sounds more subtle and tight fitting. If you prefer the old sounds, fret not! They are still available as an alternate install option.
-Draugr footsteps overhauled and expanded. They now have unique footstep sounds for a variety of surfaces, instead of just a meager 4 universal footstep sounds.
-Draugr also have a unique new voice overhaul available as an optional feature.
-New optional voiced Flame Atronach available. Now gives off a haughty daedric laugh when summoned and a scream when defeated.
-All wolf movement sounds have been edited and overhauled. The breathing sounds have been toned down as I found them to be a bit excessive, and their paw sounds have been slightly accentuated as well as overhauled to cover a variety of surfaces rather than just a single universal set.
-Spriggan footstep sounds have also been expanded to cover different surfaces.
-Fixed an issue with skeleton footsteps where the right foot would play the left foot sounds on dirt.
-Unique weapons like bound swords and forsworn swords now also have unique appropriate sounds available as an install option to further differentiate them from their parent weapon types.
-Added an option to mute the strange ambient sound playing while the player is ragdolled.
-USLEEP changes have been integrated into any overlapping records.
-Updated Complete Crafting Overhaul Remade compatibility patch. It now adds the appropriate sounds to the many new items added by the newer version.