Preface
Hello everyone,
JPNeufeld is in charge of organizing Skywind's SFX. As of late we have gotten quite a few of you coming to help Skywind with your imagination and skill. We will collect your contributions and give you insight into what needs to be done in this thread regarding Skywind’s SFX. We will attempt to make a full list of all that is needed, however it is likely that this will change as we advance in the project.
Before you take an assignment
Be sure to introduce yourself properly. This is as a courtesy to your fellow artists on this project as well as to show us some of your work – preferably we would like something inspired from TES or Morrowind. Modern SFX like a car wouldn’t be a good gauge of what you could provide for example. This will also serve as an opportunity for you to tell us if you have any particular ideas for certain areas or objects in the game.
We will try to find you work that suits your skillset and style. You have to be prepared for some disappointments however – even really good sound ideas will be rejected if they don’t fit Morrowind’s style and atmosphere. We don’t want to limit anyone’s imagination since it is the core of creativity, but a designer needs to be flexible – and we need consistency in our game’s style so it feels like a whole, and not like a bunch of different bits and pieces thrown together chaotically.
When you are writing a piece
Keep in touch with me through the creative process. It’s a team effort, and every idea needs to be constantly reviewed and discussed with other members of the team. We can provide you with inspiration and references. We have careful consideration for the different aspects of Morrowind’s overall feel and we want you to understand our vision before starting a project. I will gladly discuss and share what I’m working on too – as every artist needs some feeback, and the more – the better.
We strongly encourage that you play Morrowind to familiarize yourself with the variety of environments and locations found across the game universe. We want to give life to Skywind the alien creature and culture on Vvardenfell. Keep this in mind while thinking of the different kinds of elements to incorporate.
This thread can cover submissions and examples of things we could use for environmental sounds. We need a lot of sounds to compensate for Morrowind's different regions and climates that were not present in Skyrim. We will need sound for every new creature and obviously sound for the story elements unique to Morrowind.

Edited first post with additional sounds.
I'm in absolute love with the blightstorm sound, those whispers really make a difference :D It really does sound like a carrier of nightmares. Awesome!
I just hope the sounds aren't over done.
One of the sound mods in MGSO really goes overboard with the ambient sounds to the point where it makes the game feel way too different, and I end up removing the sounds.
Mehh wrote:
I understand what you mean. It was also my worry but for now we're just trying to really get the creativity flowing. This'll probably be a process of trial-and-error over the entirety of the project. We'll be trying different iterations of every sound and if it does turn out that the sound is immersion-breaking rather than enhancing we'll be working on them some more until we get them right :)
Edit: Added in the ghostfence sound!
Hm, the sound of Ghostfence sounds a bit more like music if I'm honest :P I could really see that as a part of some ambient track.
We really wanted to make the ghostfence have kind of a divine feel to it. The ''choir'' in it actually came up as we wanted the fence to almost sound like it embodied the essence of thousands of souls in it. The musicality is absolutely deliberate in this example ;)
I figured it out, and I really like it :D Hopefully it won't be interfering with the music, unless I (or somebody else) figures out the right track for it. Or maybe we could turn of the music completely near the Ghostfence.
However - I think this track might go pretty well with it: https://soundcloud.com/trolldragomir-1/azuratemple
Dragomir wrote:
I like that track quite a bit Dragomir :D
You and I should probably collaborate on a few things to see how we can compliment music with sound effects!
Trying to contribute, but this spam filter has it out for me.
Here's part of the soundcloud link: /debug-misc/snowstorm2post
Hey everyone, Tajnarasha wanted me to post this here,
https://soundcloud.com/dc-mixing/sets/bitter-coast/s-5tOmu
It's my take on the sound fx for bitter coast.
Hope you like it!
Dunnel123 wrote:
Dunnel, this is absolutely brilliant. This is a very good example of what a submission should be like. Detailed and broken down so we can piece individual parts as per the needs of the artists in CK. With this we can already make a lot of the Bitter Coast more SFX appropriate. Keep em' coming! I'll be adding your submission under the Bitter Coast section. ;)
This Bitter Coast sounds absolutely brilliant! I can really feel like being there. And it sounds like if it's full of life, but not tropical - which is the exact feel we wanted! Far ocean waves complete it's awesomness :D I'm really looking forward to hearing more of you!
Dragomir wrote:
Thanks!
I was worried about making it sound too tropical, its easy to do in situations like that.
You'll definitely hear more from me, I just hope I can live up to this projects expectations!
Someone puts this in-game so I can merge it :)
We need someone to work this in CK!
Here's the Dropbox link with all my sounds for Bitter Coast, split up into individual elements (rain, animals, wind etc...) and in .WAV stereo files.
https://www.dropbox.com/sh/nclmqg0wjn5mdsu/m73uCBZEAR
Great work here by all involved, SFX is really really important to create the atmosphere we need, and i'm very happy with the quality so far.
in some cases we may need voice actors to make sounds for creatures, grunts etc :p
https://soundcloud.com/mateo-velilla/sets/dwemer-sounds-finally-done - dwemer ruins
https://soundcloud.com/mateo-velilla/corpus-walker-sfx-moose... - corpus stalker
hopefully the links work, let me know what you guys think :D
Moose
Nice submission man! I like that you've imitated Dunnel's style by breaking up the different elements of a montage so we can take them apart and place them as needed in the world. This is going to give us a little additional material over Skyrim. If you want to do more Dwemer sounds try and think of unique ruins in Morrowind that are not present in TES5 like the centrifugal room early in the main quest for example. Be sure to make the files downloadable if you want us to use them btw! :P
Ha Moose those were awesome.
here is the kagouti demo, tried to keep it similar to morrowinds
https://soundcloud.com/mateo-velilla/kagouti-demo-moosekaka
here is the original
http://www.youtube.com/watch?v=px1BuHduzss
Moose
This sound is far too screechy to be used. It sounds like it's being played through a filter rather than a natural sound. The Kagouti could also have a lower growl sound like one of a dinosaur as it would be more appropriate for the beast. When doing creature sounds, keep in mind that we need a sound for their Idle, Attack, Wounds and Death. Keep at it :)
Tajnarasha wrote:
Definitely sounds like a guitar haha! Maybe with a high pass envelope and some pitch shifting you can get it to sound better? Good ideas though!
Alright, I would love to do some sounds for critters. This was done spur-of-the-moment, with no real editing or consideration to what animal I was imitating. With a little direction, I could do a better job of it. Actually, some of these could pass for kagouti. That is my new goal in life - to be able to hear myself as one of the 'mating kagouti'.
I can also throat-sing and whistle, too.
https://soundcloud.com/smitehammer/stupid-grunty-growls
https://soundcloud.com/smitehammer/guar-sound-sorta
https://soundcloud.com/smitehammer/throat-singing-example
I recorded some mindless rambling as well with the an idle Corprus Stalker in mind, but it would work with the Lame Corprus too.
https://soundcloud.com/unclesweetshare/skywind-corprus-stalker
I can do an alert and combat version as well if you guys like it.
Hi guys, i kinda wanted to put the kagouti thing on hold and do more ambiences. i tried making a daedric ruins ambience, let me know what you guys think.
https://soundcloud.com/mateo-velilla/daedric-ruins-0-2-add-fire
Ooh, sounds nice!
Made some experiments playing with steam and echo in pipes for Dwemer Machines
https://soundcloud.com/lukalebanidze/dwe-amb1
Maybe have the Corprus Stalker almost sound as if it might be saying "Help me" or something similar... play up the body horror aspect?
I thought about that, and near the end you can sort of make out a garbled "help me" if you listen hard enough, but I decided against it because Corpus drives its victim to lose their mind and become more animalistic.
Hi, i already introduced myself at a other topic, so if you wanna know more about me then have a look there. I was wondering if i can help you guys and where you would need some help with?
Justin
I've been working on some creature sounds. Starting with kagouti, I've got some 'long idle', 'eating', 'attack', 'injury', and 'death' sounds. I'll post a SoundCloud link to them when I'm finished editing.
Edit: Alright, here's the SoundCloud link!
First though, I need to know what all sounds need to be made for each creature, which creatures need to be done, what to name the files, and where to send them.
Hi all, I'm new here (as you guessed). I'll try and spare too much rambling. I come from a mainly musical background, but as a part of my studies have spent time working on Foley/SFX elements. This was typically in the form of film/pre-recorded video though, so the process of presenting the sounds was different - you'll have to forgive me if my initial efforts don't quite adhere to the usual organisation/presentation standards you have going on here. I have tried to learn what I can from listening to some of the other work (some great stuff by the way, some talented people here). I have nothing to show right now (stumbled here late at night) but I'll try and get some ambience and creature sounds together over the next few days to amend this post with for your scrutiny.
Hey there, I'm Jeremiah. Sooo I'm not a composer, nor do I really have much experience with many music programs, but I've researched folly and sound effects from when I wanted to get into film. So I was wondering if there would be any place for folly for walking, armor, weapons, etc., or if that was already recorded / has been taken straight from Skyrim/Morrowind. Also if there is a list somewhere that shows what is done and what isn't that I could take a look at, or if it's just whatever we want to tackle first. (Regrettably I haven't played Morrowind, Skyrim was my first Elder Scrolls, so having a list might make it easier for me to search and find relatable armor to have as a base sound) Thanks!
Hey Jeremiah,
Welcome aboard! Do not be too alarmed by not having played Morrowind, as many sounds in the game are not unique to its world. Stuff like bugs, oceans, lava lakes, etc., are all present in the game, and still very much sound like what we'd hear in our own world here. Your knowledge of soundeffects, albeit limited, can still be useful if you can deliver on making them sound believable for what they're meant to be.
I'll be working on a spreadsheet soon to give artists a tangible set of directions on what to do specifically. A lot of sounds can already be found in Skyrim and likely won't need a redo, however stuff like Bonemold armor, which isn't strictly speaking metal, may need a new set of sounds.
More to follow, stay tuned!
It would be a good idea to have a list of creatures that will need to have sounds created for them, and what kind/how many of each sound there should be for a given creature. Perhaps even a new thread shoukd be made for creature sounds. We could possibly use altered publicly available animal sounds for many of the creatures, and have people develop new sounds for Dwemer Automatons and the like, while others could be 'voiced' by actors.
Hey guys, I'm hoping to contribute some SFX to this project. Here's my soundcloud and some other projects I'm working on!
https://soundcloud.com/rig
https://www.youtube.com/watch?v=vFEOtHu09oc
https://www.youtube.com/watch?v=lmVsOl9qAhs
Cool, looking forward to hearing what you come with! Will you be going for animal SFX or just mechanical/explosiony stuff?
Either one would be fine with me. To be honest, I've never played Morrowind, but I went through a lore phase after playing Skyrim and watched a lot of videos. It seems like every creature makes that lion roar sound, haha
I think what would be best is to check out character models and animations that the others have made and let that inspire the new SFX. Could the list be updated with links to each character/environment's concept art or WIP thread? I could do some searching and make a new list, if needed.
Writing a guide to sound implementation now. It should be on the first tab of the spreadsheet. This will be very useful for anyone tackling environment sounds.
Alright, spreadsheet is all done but for the Dynamic Objects tab. I'm also having a problem with emitters on the coast - this reddit thread has the details. If anyone knows the answer, let me know!
My question has been answered. Turns out you just have to click the Create A Sound Emitter button in the toolbar - the one that looks like a speaker next to a line - and it will be made. D'oh. :S
Here is a sample of creature noises I did. Let me know if any of you guys are interested!
https://soundcloud.com/iccotak/creature-noises-sample-skywind
Iccotak wrote:
Those are pretty cool! They could use more processing to disguise the source, but it's halfway there :D
Would you want to join us in Skype and claim some creature sounds? My Skype name is jp.neufeld
Hi guys, it's me again.
i started to work on the golden saint sfx, it was one of the "unclaimed" creatures.
i would love to help.
here is my work so far: https://soundcloud.com/gottylol/golden-saint/s-sf6h9
i need some advice tho:
1: i'm uncertain in the file format, mono or stereo? (how the engine handles audio?)
2: what db range? (i'm asking this because i cant find a copy of the mod, and i can't try these so it's really difficult to adjust them "on the go")
3:what kind of sound is "aware loop" ? i thought some kind of heavy-breathing sounds of the creature when it goes "aggro" and chases you? or is it when they are in idle status? left these behind for now until i know clearly what to do ;P
i hope someone picks this up, i'm eager to help in any possible way. also im planning to expand a little my studio and since i need a microphone for my next ep maybe i can help with dagoth ur, vivec and other deities voice, i already got something in my mind on what fx to use on them :D
thanks guys
-daamn double post again sorry-
hello every one i made a general sound for Grazelands it is 3 parts
1 - mix down
2 - dry grass
3 - general creatures
i used the wiki and the images as a reference besides some game play videos
https://soundcloud.com/jorzine-team/grzlnds
please give me some feed back
Hey man! I really like the general approach here, but I do have some feedback: mainly the harsh wind is taking up a lot of the audio headroom. I would try experimenting with a less drone-like wind, i.e. a less static one, and lower it in volume. Possibly add some tonal, sweeping wind gusts/foliage just to liven things up. Looking forward to your next iteration!
Here's my go at a wide, rainy environment. Mastered, and all by me.
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