This mod turns Fallout 4 into a Silent Hill like Nigthtmare. From now on you will be surrounded by Thick Fog, strange sounds and occasionally being dragged into a otherworld where monsters await you!
This mod turns Fallout 4 into a Silent Hill like Nightmare with Sirenhead and PyramidHead, a own questline and a new world to explore - a city called Whispering Hills. From now on you will be surrounded by Thick Fog, strange sounds and occasionally being dragged into a otherworld where monsters await you!
Please support me with Patreon or join our discord for comments and questions: Discord.gg
This mod turns Fallout 4 into a Silent Hill like Nightmare with Sirenhead and PyramidHead, a own questline and a new world to explore - a city called Whispering Hills. From now on you will be surrounded by Thick Fog, strange sounds and occasionally being dragged into a otherworld where monsters await you!
Please Join our discord for comments and questions: Discord.gg
THE DARK OTHERWORLD
Now and then the Day turns into the night and you'll be Dragged into the otherworld.
Here you will face your deepest Fears as Monsters attack you constantly.
This lasts just a few minutes but you better be prepared!
INSTALL INSTRUCTIONS
DO NOT install this mod manually by dragging files to your data folder - Always use Mod managers like Modorganizer2 or Vortex to manage your mods! Do not forget to wait 24hours ingame (or sleep) to let the fog kick in.
THE HOLOTAPE
You can Craft yourself a Controll Holotape at any Chemical Station.
Here you can setup many aspects of the Otherworld for example
How often it shall appear and how likley it is that monsters attack you.
CREDITS
Fadignsignal - for donating his Ghoul Rezzer script from Truestorms
All Audiofiles are Property of Konami and SilentHill1 - I do not claim owning them just using them as part
of this presentation based on the "Freedom and Innovation Revitalizing United States Entrepreneurship Act of 2007" (FAIR USE Act)
Skarlett645 for the nurse meshes and textures
TraVinh for the fused creature
Charaline/Aria for inspiration and ideas of the Sirenhead monster
Trevor Henderson - creator of Sirenhead -- Draconius for the Sirenhead 3D Model
RayzerCalitri: Mumbler and Lying Figure 3D Modell and Textures
Releasenotes:
7.05
7.04
7.02
7.01
Fixed: Crash on main menu
Had to remove the main menu music from the files because it caused crashes. I added it now as raw Wav to the installer wich the game seems to like more.
7.00
Episode 4 Update!
After a year of working on this, it's finally done!
The town of Whispering Hills now has about 100 hectares to explore, and the questline continues!
Tons of bugs and inconveniences were fixed as well, which will take way too long to write down here,
but all the typos should be gone now as well.
In this episode, we try out new crazy stuff with the Fallout 4 Engine and are most likely pushing it to its limits right now. So, be prepared!
6.03
- Finally hopefully i fixed the falling through the floor in apartment Floor 3...mabye... please?
- Fixed the Foxy secret follower so the voicelines work. For all of you already unlocking her it might be too late as shes bugged in your savegame. The Engine does not like it if a NPC gets disabled and wont reenable the voicelines. You might try to resurrect her via console.
- Added a gameplay section to the Whispeirng Hills Holotape that lets you remove the Foxy follower as wel las tweak other values of the game.
- Minor fixes here and there on leveldesign.
6.02
Hopefully fixed the Xbox bug where people falling trhough the floor on the Apartments Floor 3. ... WHY?
Added missing Voicelines to Johnny at the end of EP3
Fixed a few leveldesign mistakes here and there.6.01
I am glad to announce a small Bugfix update!
Fixed:
- Main Menu song and a few other sounds where missing
- Fixed the Cult door in dunwitch not working
- Made the fire exit more obvious to find by moving it in the floor itself
- Placed the Isotope more prominent and marked the path to the Heart puzzle with a arrow...
6.00
UPDATE INSTRUCTIONS
These only apply if you are right now in the Whispering Hills town:
Before updating please head back to the dunwitch boerers and then update the mod.
I changed a important part that NEEDS you to go trough the passages to whispering hills again.
Grab all of your stuff from the box of Redemption just to be sure.
Changelog:
-Added new Content to the town of Whispering Hills - Episode 3 the Apartments
Now all of the Apartments and a great deal of the Town is explore able!
New Factions await you and a lot of Storytelling slowly revealing the what happened in Whispering Hills.
-Added a new Flashlight that gets activated/deactivated once you enter/leave the town of whispering hills through the Passages of Dunwitch.
Please make sure it does not collide with your Pipboy mods.
- Grabbing the Teddy from the first hell now disables to door towards Whispering Hills as too much confusion happend about the Key.
- Dunwitch has now two doors for you to use to quickly travel up and down. Use the key found by the box of redemption.
- Changed a lot of bugs and improved level design all over the town and quest lines.
- We added a special follower to Sanctuary for you once you complete the secret Pass code in the Apartments.
- I reduced the pacify change from 40% to 5%. Everyone is frenzied and on the edge by monsters and fog so pacify NPC's is not that easy anymore... Use the Holotape to rise this value if you really need it.
- ... tons of more stuff i simply forgot i did as usual ;)
5.54
Fixed a bug where on old savegames there where no Key of Burden in the teddy of shaun. The key will now appear after you took the teddy and flee from the hell dimension on a metal table infront of the closed door.
5.53
-Added a few more "things" to the Sewers.
-hopefull fixed several reported bugs about the PT halls acting like a trap when you jump down the holes.
-removed the need to have the teddybear to enter the Whispering Hills world. You now have to get a key from the first hell inside Shauns teddy as well. The key also is available (metaltable right of the door) if you come from Whispering Hills as safe fallback option.
-Fixed several small details everywhere.
-Added a friendly Hell Dog to Whispering Hills as patreon request. He will become relevant later on.
5.52
-Fixes the crash in the mannequin PT Loop.
-Hopefully fixes compatibility with the Pip Pad mod (if your pippad already is gone, disable the mod, load savegame, Save, Enable the pip pad mod)
5.51
Fixed Packing error resulting in missing rain textures and violet Rain.
5.50
This update can be seen as Episode 2.5 making parts of Episode 3 content already available.
It introduces some new mechanics we had to develop for Episode 3 and while we eagerly await to finish EP3 as soon as possible, we don't want to keep you all waiting.
Just head to the sewers now using the maintenance key.
Please note that we know of a random crash in the new levels that i can not narrow down yet. I think i push this engine a little too hard.
Important: Do not use follower mods of any kind in the whispering Hills City. This is a solo player experience and any follower will trigger
doors effectively locking you out.
With Whispering Hills PT we are also happy to announce the first Band Music being produced! This would never been possible without your help!
Lyrics and ideas as well as after composition made by TheSaferoom: Youtube.com
Vocals, instrument and Melody made by GriffinHeart: Youtube.com
5.08
Happy Spooktober!
I decided to add a long requested weather with this update to the Commonwealth: The Downpour Rain.
With this update you have a 15% chance on every weather change to experience this Rainy foggy weather.
But its not just rain that you can expect. You will be watched from above and there is a 50% chance that you will
experience brain eater Worms coming out of the soil to hunt you down. (You can set the chances for this to happen in the Holotape).
Other changes:
- I calculated a Visual Graph for the city of Whispering Hills. This makes the mod slightly larger but hopefully you will experience better FPS especially on Xbox.
If you notice the performance going down or oddity's please let us know in our Discord, i would be happy to remove this if it does nothing for you as this is some black magic that requires a daily sacrifice for it to work.
- Several small fixes in the level design all around the worlds.
- Updated the Patreon List
- updated Glassy planes and Prime Comes to life music tracks
5.07
Added some waiting time to the start popup to prevent being stuck in the vaul 111 elevator.
updated 13 Tracks of music as well the pyramid head hell track.
5.06
- Adding numerous new background and score music tracks to convert normal events of Fallout even more to a Silent hill vibe.
- Fixed alot of small bugs and typos and made it easier to find the notes in the hospital as well.
It still might happen that pyramidhead walks outside of his room in the alchemilla hell.
I still have no clue what could cause this as it is so strangley random and just happens for a bunch full of people.
5.05
Good news Everyone!
Today we have The voice acress of Lisa Garland (Thessaly Lerner) having a concert our discord server at 5PM EST! Discord.gg
Fixes:
Fixed rare bug where the Background music was not playing after leaving Hell.
Fixed final quest stage not starting leading you to the Sewer Maintenence Place after leaving the alchemilla Hell (hopefully)
Fixed WH Main Quest not starting for people using certain mods altering the Vanilla Main Quest.
Many minor level editing fixes
5.04
Fixes the missing endquest proceeding (hopefully)
Fixes Braineater having wrong Loot.
5.03
Still trying to fix the missing ambience bug some people having. Lets see if this works now.
5.02
-Fixed final quest not starting while talking to Lisa.
-Fixed music problems caused by the music Priority sysem
-Some more Navmesh fixes hopefully making NPC's behave now.. but lets be honest, this Enginge is a walking zombie :wink:
5.01
Fixed the missing Floor in the hospital
Fixed Navmeshes
Moved the underground sewer key from the corpse to a small table nearby so it does not glitch out.
Several small fixes
Added a temporary Quest promoting the Disocrd Concert from Thesselay Lerner (Voiceactress SH1,SH2,WH - Lisa)
5.0
Episode 2:
A new location, the Alchemilla Hospital awaits you! If you are inside Whispering Hills go to the Midwitch Elementary Shool Basement and then update the mod. Do not update while being in the city!
Do not use Follower mods with the city of Whispering Hills. It will break stuff if you have followers!
We added alot of new music to this mod, replacing old music and also fixed tons of bugs.
I hope you enjoy this release!
4.03
-optimised Normalmaps and specular maps for less Storage space use and better performance
- Added a Map to the School Floors showing your location
- Added a small extra Radio to the Hell dimension
- fixed a few text passages
4.02
- Redone the Dunwitch Boerers entrance so hopefully no more blocked entrances when other mods are conflicting.
- fixing some Navmeshes
- Updated a few music tracks
- corrected some text passages
- Removed all small font formatting becasue the font was too hard to read for some people (especially in VR all notes where unreadable)
- corrected key location in the SchoolHell for the Wodden door so it is easier to find.
4.01
-Replaced walls in the School Hell that where without collision
-Hopefully fixed the Hell Basement key to not fall through the floor
-Forgot to add Sirenheads unique sound in the installer for Nuka World
-Corrected a few typos
-updated the Titlescreen movie
-corrected the UI sound lag
4.00
This upgrade introduces the official "Episode 1" of this mod.
There is now a Quest line for you to follow with Voiced NPC and a complete new world to explore:
== The town of Whispering Hills ==
Whispering Hills is a ongoing project to rebuild the City of Centralia,PA - that very city inspiring the Silent Hill Movie.
Laser scanning data was acquired to rebuild the ground map and roads.
Episode 1 Introduces you to a small part of the town with the rebuild Midwitch Elementary School from Silent Hill 1
as well as a new Hell dimension and new Enemy.
Changelog beside this huge update:
- Added tons of more SFX and Music replacing and adding the Vanilla Music - thanks to JackTheRipper
- Overhauled the Nursed from ground up. They are not 100% Perfect yet but we get there.
- countless fixes and tweaks to everything under the hood like Weathers and scripts.
- new main menu music and Video thanks to sammiblu!
- made savegames available in Hell dimensions.
- Moved the Hell entrance away from Parson states Asylum to a new location witch you discover following the quest line.
- countless small fixes i totally didnt keep track of ;)
Important for Upgrading:
It should be fine to upgrade from a older version in general. But if you have not been to Hell yet
then a clean savegame is always the best solution.
General notes
We new created a Founding campaign to help us creating/licensing more content for the future:
Gofound me: gf.me/u/zjxn25
Patreon: Patreon.com
or our Money Pool for paypal users: Paypal.com
3.60
Added new monsters:
- The Eyeless Gnasher:
A monster, once human, being deformed and mutated by the radiation. Cancer and cysts developing and opening cosntant over the body as it is traped in a never ending painfull cycle of regeneration and bleeding. They are the survivors of the first fallout years after the bombs fell. A mysterious being has outfitted these abominations with butcher hooks in order for them to properly tear their victims apart, thus making them not only terrifying, but just as dangerous as normal ghouls, if not worse.
He replaces most of the randowm spawn ferral ghouls wich was beforehand replaced with jsut nurses. So nurses and mumblers are back where they balong - into shools and hospitals!
- The Corpselicker
This long skulled creeper uses his long tongue to dig into graves and lick the rotting flesh of the corpses. It then digs them out and feeds from the bones. You can encounter it on the graveyars trhough the commonwealth. It much prefers fresh flesh, so try not to come too close
Fixes:
- Reenabled the super mutant boss in metford memorial Hospital for quest reasons.
- added mannequins to the hell dimension
3.52
-Fixed a bug that prevents the Otherworld from happening
- retweaked health and base health values from wendigo and wormhead monsters
3.51
Alot of stuff changed and got fixed but in short this is new:
- Overhauled all of the background music.
Whispering Hills contains now over several hours of music for Background and effects.
All Exploring and Fight music has been overhauled as well as i added alot of region specific music. You will see what i mean whenyou go to diamond city or sanctuary hills ;)
- Added following new monsters:
+The Missionary - a Huge spike armed monster you can encounter in all churches
+The Regenerator - The original one from Resident Evil 4! He regenerates his health really quick - Encounterable in Vault 114 overseers office
+The Wendigo - a huge deathclaw like monster form the myths. You can encounter him in dense forrest areas.
+The Wormhead - a abdomation of dog trying to suck the guts out of you
+The Mannequin - All the Male mannequins are now abdominated and ..some of them alive.. but wich?
+The Demogorgon- Skinned and his face sawn together he seeks for revenge - a young verison is encounterable in the otherworld event. Hard one in the Dunwich ruins.
General Changes:
Alot of bugfixing here and there. honestley i never noted them down but i think maybe you can experience some surprises still ;)
3.02
This update adds new Snowy radstorms to the Glowing sea.
It as well fixes a old bug where the Glowing Sea weathers where prevented to kick in as well as the deadly radiation. So the Glowing sea is back to normal hopefully now.
Compatibility with VR and older Fallout 4 Versions has been restored with this version too.
I replaced now most of the Vanilla weathers with Foggy ones so you won't end up in your old sunshine weather when you enable this mod from a previous save.
3.01
New:
This update Adds a new option to the holotape for Performance.You can choose between FPS+ for reducing the LOD and FPS++ for reducing the Item fadein distance.This will only work for the actual Game you are in and wont be saved so you need to apply it once you reload a savegame. (Only usefull for Xbox users as PC users can do this ingame in the preferences)
Fixed:
CBBE stuff should be back to normal again as the modding tools decided to include some Vanilla Assets.
You can find the latest update as usual on Moddb and ingame.
Version 3.00
Update notice: Please make a clean save before updating (make a savegame without Whispering hills and update)
New:
Pyramid Head
------------
I worked very long on this but now PyramidHead is part of this Universe.
He is a very strong entity with custom Animations and you won't encounter him on the normal Gameplay. For him to appear
you need to go to a new location:
The first Hell
--------------
This is a new Interior Location i build from ground up. You will find the access
tunnel on the Parson State Asylum Basement. (console command: coc Parsonsstate03) Before entering the Hell put your belongings in
the Green Chest of Redemption on the entrance. The game will do so too when you enter Hell
so you know where to grab your stuff when heading back out.
The Hell dimension itself represents the main Actors fear and worrys for his lost son Shaun.
Your VATS and Savegame capabilities will be Disabled in the Hell. There is a bug where the game might
still save when lookign at your pipboy but discard those savegames as they are not ment ot be stable.
You will need to grab something at the end of the Hell in order for Pyramid Head to be enabled in the Game.
IF you make it out alive with that Item you will now have a 15% chance to encounter the:
Pyramid Head Otherworld (console command:"sw XX05AA86" where XX is your Mod ID in your load order)
-----------------------
This otherworld sets in now and then and makes Pyramid Head hunt you down with his Sword and Roaches.
He will act as a follower so he WILL follow you into Interiors too. The best thing is to run and keep moving till its over or
drain him that much that he is teleported away and drops his Knive.
You can only disbale this Otherworld happening by putting back the item of the first Hell where it belongs to.
If you manage to kill Pyramidhead you will gain his Sword.
Additional Addons and changes:
- Replaced all ambush ferral ghouls of the Commonwealth, Nukaworld and Far Harbour with Silent Hill enemys.
- Added Sirenhead to Far Harbour
- Added a special Sirenhead to Nuka World playing the themesong.
- Added Robbie the Rabbit as Enemy in Nuka World and the first Hell
- Added a new Enemy - The Piercer - he is made out of Flesh without skin and is spiked with nails.
- Added Wearable Rabbit Costume
- refined the factions so the Silent Hill monsters are now in ally with the deadly wildlife.
- countless small changes i never keep track of but adding to game enhancements.
- new Intro Animation by Kyle youtube.com/watch?v=f2BZK1N2udA
Todo:
Custom SirenHead Animations (one day)
Radstorm Weathers in the Glowing Sea
Fixing a few issues with the rabbit costume
Thanks to all Helpers making this release possible! Especially
UchihaDrew, Ultima, kenny
2.58
- Added new background for the loading screen
- fixed wind in fog weathers
- small tweaks here and there for the enemy AI
- fixed installer for the UI Sounds
- Lowered the loudness of the Fighting Music (i hoped todo a volume Slider but that wont work)
- a special something for my patreons
2.52
1. Moved one sirenhead away from Red Rocket so it wont cause unnesseary harm by other mods
2. Made Sirenhead more stronger and added more Health
3. lowered the lyingfigures difficulty a little bit
4. reworked Fog weathers
5. removed UI sounds to move them into a own mod and make them optional on high request.
I hope this will be the last bugfix release. Next up: Pyramidhead and the town of Whispering Hills
2.51
- VRFix - VR users shoulc be able to use it again
- Added a special someone in the asylum floor.
2.50
-This release introduces the Lying Figures that will spit acid on you. They are scattered all around the commonwealth especially in Concord so be aware! Speaking of concort: it is now deamon infested!
-Also in this release i made some fundamental changes to Sirenhead. He is not anymore flying right at you when you attack him. Instead he will spawn creatures of hell that attack you including new cockroaches and others. He will still attack you as you have about 20 seconds time to retreat. So be carefull! The area where he lives is lightly radiated now too giving you a hint when you get too close to him. Despite that i made him less common now in the commonwealth.
- new Silent hill UI sounds where added for selecting stuff in the menus and for experience gain and level up.
- some esp cleanups and smaller fog enhancements had been done too.
- fixed that you couldnt attack mumblers in VATS
- hopefully fixed the dissapearing nurses when they get all burned or covered with something.
2.40
This is a rather huge update introducing the Mumblers that attack you with their sharp
claws as well the Otherworld now starts to move into the Fog world.
That means that different buildings started to be populated by Monsters.
In particular following Buildings have been stripped off raiders and ghouls
mostly and being populated with:
The nurses: Kendall Hospital, Mass Bay Medical Center and the Medford Memorial Hospital.
Mumblers (wich once where children):South Boston High School, Suffolk County charter school, East Boston Preparatory School, D.B. Technical High School and Malden Middle School
I also added a special surprise in the Parsons State Insane Asylum.
In addition i also added Silent hill 1, 2 and 3 background music to the Hospitals as well to the Shools
2.31
- fixed a bug that prevented the settings for otherworld chances to appear to apply from the holotape.
- Added a installer for Vortex or Mord Organizer 2 users
- Added a optional plugin to just have silent hill music played as background music and not silenthill + spooky vanilla music
2.30
Added new options to the Holotape to force different Fog Weathers
Added a optional esp "Whispering Hills - Lower fog density" that cuts all fog density to half (load after Main mod).
Tweaked the Otherworld weather for a much smoother fade in and fade out
added missing files to the archives that hopefully fixes some Holotape functions
added background music from vanilla fallout 4 that fits rather well so the music does not sound as repetive
2.24
Emergency fix: The modding tools internally renamed all FormNumbers resulting in possible crashes and instability or not working functions! Please update.
2.23
fixed all fog weathers with refined fog values
Fallout4VR compatibility
2.22
Sirenhead tweaks: More health and Damage, No more attacking other sirenheads and otherworld creatures, lowered the occurences to actually meet him by half making him not so common.
2.21
fixed that sirenhead could pick up any weapon
enhanced the portal effect
2.20
Added a new Monster on Daytime: Sirenhead. This little fella roams the commonwealths forests and outskirts. He is usually not agressive untill you decide to come too close or attack him..then Hell breaks loose! I also fixed a particlebug with the otherworld weather and small minor bug fixes here and there.
It Overhauls all background explore sounds of the Commonwealth and replaces them with Spooky and creepy ones from Silent Hill.
It also overhauls Combat Music and adds 10 Fog Weathers for you to constantly experience by now. Say good bye to Sunshine!
Quick question if I may dose the mod have the radio static from silent hill when creatures are near by?
hi there, no that simply would be a scipt events overkill for that poor engine in addition to all the other mods people add.
What? No it wouldn't. It would just be a simple check on a repeating timer. You would tie it to a custom model radio and when equipped it would look for monsters within X distance and if found play a white-noise audio clip. There are certainly much more intensive processes already happening with the game that something like this really wouldn't make that much difference. I'm not saying you have to add it to your mod, but don't give some BS excuse for why you can't, just say "no".
make one yourself and see how much much script lag you get, problem solved.
Hi I'm familiar with Fallout 4 modding and have worked on producing creature mods in particular
No, it is not easy to do that. You 100% do not know what you're talking about and have probably never opened the Creation Kit lol
What COULD be possible is tying a sound emitter straight up to the models of the entities, which would in turn constantly emit the noise and get louder as they get closer
I am, however, unsure if sound emitters can be tied to moving objects or entities
I assume so, I just never had any reason to try it
Fallout 4 modding is rarely internal-engine based scripting like you're describing. There is no coding for "check if - then"
What you describe would need F4SE to execute and would be suuuuper overkill, and absolutely tank this awful game engine's capabilities, and inevitibly crash many people
Fallout 4's engine is garbage
They must have some sort of inbuilt proximity check function or else things like proximity mines or the player compass wouldn't work. If the game can constantly do calls to check if enemies are in the area to display on compass or if someone is walking by a proximity mine there is no good reason I can see why you shouldn't be able to make something like this work one way or like how you described tying it to the enemies themselves (which might actually be the simpler version to pull off).
even if that's the case I doubt we would do it, a lot of the noises the monsters make are obvious enough and while the radio can be a good scare tactic (in theory), it ain't worth dealing with the jank in fo4's engine just for that. Especially with everything else going on.
Yeah tell the author how his mod should work, get him, guy with no modding history, at least not on this site.
Yeah the game has combat music already. This isn't too much of a stretch.
hey Whispering Hill's composer here, uh the music system is a hot mess. Its literally based on priorities and having one set up wrong can break most of the music in the game. Having combat music isn't difficult because your just replacing the old music. Hell for episode 2 we originally had a music breaking bug at the end of the entire thing cause one song's priorities were ****** up, making all the general ambience music break. *reloading a save after your away from the area didnt fix it either* it lead to the final boss track needing to be cut.
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Hi Mangaclub
I am using your other mod vivid weathers and want to know would if there are compatibility issues. If I use whispering hills with vivid weathers.
If you load whisperings hills after vivid weathers it iwll work, although you will experience non of the vivid weathers itself but still can use the Vivid WEathers Holotape to summon them.
The Silent hill plugin for Vivid weathers is just fog weathers for those people without the need for scary sounds and spawning monsters.
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Is it safe to update? Or do I have to uninstall it and load a save prior to installing the old version as to install the new one?
always the best to use the safe method
Will this be available for PS4 anytime? If so will it be under mods??
File cannot be downloaded,Discord has also not added a Google download for 2.30。
will you be adding this to nexus?
no, nexus wont allow third party assets (music)
make a plugin without the music and just link to this version with the music included, like TFTC.
a lot of people probably don't know about this mod because they mainly go through nexusmods, and it's a shame
i dint know how to download this mod. can you help
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Does this release include the nuka world and far harbor plugins or do i have to download these two seperately ?
it includes that
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Is this the same as the Bethesda mod you have?
almost, this veriosn includes a main menu video
Cool looking mod. I saw a review of it, so I came to check it out. Any chance you would be willing to make the Mumblers into a standalone creature mod? I would like to add them to my game, but I had my fill of fog in Far Harbor.
you can invalidate all weathers of WH when you load Vivid weathers after it. The only downer would be then that the otherworld woult stop from happening then
I don't even use any ENB's or weather mods, never have and probably never will. I prefer to have weapons, armors, quests and critters added to my games. The Mumblers that you have in your mod are really the only thing that I would want it for I'm not very big on the creatures that are in Silent Hill and never really have been. I just wanted something to add to my game to place in various playgrounds and schools to represent what may have happened to some of the children that were out and about the day the bombs dropped. Thanks for the reply though. I do appreciate it. And I hope lots of people download your mod and really enjoy it.
Thanks again for responding. :-)
if you load like vivid weathers after it you will reduce this mod only to its monsters
Cool mod, is it possible to have siren head specifically spawn in far harbor? I just feel like seeing them on the mainland during the day is sort of immersion breaking and not very scary.
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just a quick question so i have always used the nexus to mod my games so i dont really understand how to install the mod correctly. any help?
just manually install it with your mod manager. every mod manager has a option for that
thats still really unclear and i still don't know how to do it
Hi,this mod looks awesome! Is there any Chance that this comes to the ps4?
not till sony and bethesda change their policy about mods
Will more SH based enemies be made and added in future updates? Including Pyramid Head?
absolutley
Does anyone else have issues with small white squares falling from the sky with this mod? I don't have any other weather mods installed and the closest thing I could think of is my Enhanced Lighting and FX mod. they only start falling every now and then, then stop.
that means the snow texture isnt found. usually something wrong happend during mod installation
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Does this mod require a new save or can it be added to an existing one?
it can be added in midgame, just wait 24h
Hi.
1. Do you have some basic compatibility list?
2. Any vanilla fauna or faction left in the game? How many new creatures have you added to your mod?
3. How much are quests affected by your mod?
4. Is this really the definitive definitive edition?
If it's written somewhere, I'm sorry, I didn't find it.
Generally, weather mods are not compatible.
Also mods messing with your timescale.
Thank you for your response.
I tried this mod with Horizon (timescale 10)+War of the Commonwealth+Unique NPCs - Creatures and Monsters of the Commonwealth and many other mods, so far everything works fine, at least I think so. I must say that the atmosphere of your mod is unique, it really evokes the Silent Hill and most importantly, I finally feel fear in this game. I think that lighting overhaul mods are fine (I have couple of them) and of course Terrifyer - Ghouls+Terrifyer Extended (it can't be downloaded anymore).
On this mod I can only say - Bravo! I hope you keep expanding it. Maybe I'll make some wallpapers for it - my work so far:
Nexusmods.com
thanks;) well i just updated it to version 2.5 :3
Just perfect. In the old version, I noticed a delay between the darkness and the siren, it will probably be the timescale 10. Is there anything I can do about it (except switching timescale to 30) ?
try 20 ;) thats default. Every timing is ment to be for that timescale.
Sorry, 30 is for Skyrim.
Just a note. I had to silence all your UI sounds, FOR MY TASTE they are a little intrusive, weird, do not fit in the game. Maybe you can add an option to installer?