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LoRdKoRn

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  1. After getting no reply and an amazing 4 views total in the Bethesda forums I try again here... So I tried to have dual casting a spell sound different than the regular version. After fiddling arround a long time with the CK I could only find one possible way to achieve this, which however has multiple problems which I mention later. With the example of the good old Flames (concentration) spell I did the following: Under Magic - > Dual Cast Data I added a new entry called FlameDualCast. Under Special Effect -> Projectile I duplicated the regular Flames spell effect and made one change, add a sound to the "Select Sound" field. Now in my new Dual Cast Data instance FlameDualCast I linked to the new Flames effect duplicate with the added sound. Under Magic -> Magic Effect I opened up the effect for Flames, which is called FireDamageConcAimed and there, under the Dual Cast section for Art I choose my new FlameDualCast instance. Now, this is happening in game: When I dual cast flames it does play the new sound and it does play the regular flames visual effect BUT after stopping to cast both the light (not the flames but the light on the environment) lingers for about 2 seconds and then drastically shuts off. The new added sound also keeps playing longer for the same amount of time, on the LEFT side and the drastically gets cut off, without playing the ending section, like it would be normal for envelope fast looping sounds. After I changed the Projectile Special Effect that has the sound attached to a missile type, instead of flame I noticed that after casting the now messed up looking flames there is a visual effect on the LEFT hand that lasts just as long as the sound and light after stopping the spell. I also tried attaching a one shot sound (not a loop) and it would play out as long as the flames are active but after stoping the spell (by releasing the mouse buttons) it also got cut off with the same roughly 2 second delay as the light. So my questions is... What's up with that?! Eventhough barely anyone deals with sound I hope someone more experienced with the CK knows how to handle this. What I want to do idealy is play an additional looping layer of sound when dual casting that is specific to the spell and only plays as long as the casting is active, while being properly centered. I would also like to be able for the game to recognize when you cast the same spell in both hands, but not dual casting and then lower the volume of the spell a bit so that it is not overkill for the mix like right now where it just plays the same sound twice, essentially doubling the volume. But that one is of lower priority right now. Suggestions?
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