RimWorld

RimWorld

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Rimworld: Soundscape Enhanced
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Mod, 1.4, 1.5
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284.413 MB
27 Jun @ 10:35am
21 Jul @ 7:21pm
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Rimworld: Soundscape Enhanced

Description


Rimworld: Soundscape Enhanced is a project with the purpose of revamping/replacing almost every sound in Rimworld in order to create a new experience for the player. I have spent a lot of time working on completely new weapon sounds as well as new alternative UI sounds and many more various improvements to the soundscape that fit right in with the world of the Rim.



- Version: 0.9.3

Completely New Weapon Sounds & Explosions (Core, Biotech & Royalty)
Revamped Bullet Impacts + New Variations & Melee Sounds
Overhauled UI Elements (Letter Alerts, Building, Tools)
New Ambient Sounds (Wind, Rain, Jungle)
Revised sounds for various Buildings/Devices
New and Improved Mech & Mech Turret Sounds
Improved Psycast Sounds (Neuroquake)
New sounds for various map & world events (Psychic Ship, Mechboss Arrival)
...and many more changes!



It's recommended to load this mod before other mods that modify sound files to avoid issues.
This mod can safely be added and removed from a savefile as it just affects audio files.
All rights go to their respective owners.

Thanks to everyone for the support!

Popular Discussions View All (1)
0
7 Jul @ 1:59pm
PINNED: Mod Conflicts
trocapalot
39 Comments
Mur Derer 16 Jul @ 4:20am 
Okay, unsubbed the other one. Waiting for update from yours. Take your time
trocapalot  [author] 16 Jul @ 4:19am 
@Mur Derer

Serious Melee Sounds is mentioned in the mod conflicts, please look at that first.
My mod doesn't have new melee sounds however I'm planning on releasing an update with new melee sounds soon, you can run both for now but it'll eventually lead to unnecessary errors.
Mur Derer 16 Jul @ 4:01am 
Does it change what Serious Melee Sounds changes? There a point to run both or I can just choose your mod?
trocapalot  [author] 7 Jul @ 1:54pm 
No problem, thank you for reporting it anyways. You should be able to ignore the error safely though, it will only show up once when loading and never again during gameplay.
Benji 7 Jul @ 1:48pm 
My bad it was conflicting with serious melee sounds
trocapalot  [author] 7 Jul @ 1:25pm 
@Benji

Thank you for the report, do you have a mod that touches any bullet impact sounds specifically the one for deflects against metal? Also it'd be helpful if you could tell me your game version
My mod should be overwriting the original path but it seems it can't find the original path.

This is either because original game files have been modified or another mod is overwriting the path to the clip folder before mine does = mod conflict.

You'd do me a huge favour if you could launch the game with just RSE at the end of your mod list and tell me if that fixes this error if you haven't done that already.
Benji 7 Jul @ 12:39pm 
[Rimworld: Soundscape Enhanced - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/SoundDef[defName="Deflect_Metal"]/subSounds/li/grains/li[clipFolderPath="Impact/Deflect/Deflect_Metal"]/clipFolderPath"): Failed to find a node with the given xpath [End of stack trace]
trocapalot  [author] 7 Jul @ 7:52am 
@Daevinski

I actually use both all the time, it runs completely fine.
Daevinski 7 Jul @ 6:54am 
Can I use it alongside Ambient Rim or both mods will overlap?
Bonible 2 Jul @ 8:53pm 
This is my dream ever since I've made those two gun sound revamp mods.
You've done well, even if I only heard the sounds through the video for now!