Some ambient sfx play louder than they should
An example of this is the myriad number of ancestral tombs dotting the landscape. There are a number of (invisible) sources therein that play ambient "ghostly" noises. On similar volume settings, OpenMW will play these effects much louder than vanilla Morrowind from the same distance. Whether the radius of the effect is larger or the effect is simply played back louder, I find it hard to tell.
#2 Updated by August Avatar 9 months ago
coc "Ilunibi, Soul's Rattle" and setpos x 4165.44, y 3759.45, z 12170.75
(minor curiosity: the z coordinate placed the character slightly above the ground in OpenMW despite both characters being ostensibly the same height - male, dark elf)
You will be placed in front of the 6th house ash altar.
In order of strength, the ambient effects from this position in vanilla MW are as follows:
1) crackling fire of the braziers surrounding you
2) drops of water from the cavern roof
3) the faint sound emanating from the ash statue on the altar
4) the sound of wind blowing through the cave tunnels
5) the ghostly noises emanating from the 6th house bells at the rear of the cave
5 is virtually inaudible until you move closer to its source at the rear of the cave.
In OpenMW, the order of strength almost appears to be the opposite - that is, 5,4,3,2,1.
You will hear 5 from a huge distance away. You must retreat to about y 2829, past the braziers, before you no longer hear it.
It's also bugged in vanilla, but you have to do something specific: turn up the "effects" volume all the way to max (it has to be max) while in the room and you'll see that 5, and only 5, will play at full strength from anywhere in the room. You need to retreat from the altar room to kill it, and it will then play at the correct volume even at max upon returning - unless you adjust the volume in its vicinity again. That may be useful in diagnosing the problem.