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Turret sound muted How

fallout4 creation kit

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#1
greekrage

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Asking for a friend...

The guy wants to edit a turret pack to remove the sound of the turret...using FoEdit..

Does he go to the actor and remove the voice reference ?

 

Or is there another way ?

 

Would using CK be easier ?



#2
LarannKiar

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Idle sounds are in their animations.

 

- NPCRobotTurretLowTechMotorLPM (Sound Descriptor, the motor sound of tripod turrets)

 

- Animations\Turret\Standing\Idle.hkx (havok idle animation of tripod turrets)

 

- Animations\Turret\Behaviors\TurretStandingRootBehavior.hkx (behavior graph, the sound descriptor is actually here).

 

So in case of idle sounds, I suppose the easiest would be to add the Condition GetGlobalValue "TrueGlobal" == 0 (Run on: Subject) to their sound descriptors like NPCRobotTurretLowTechMotorLPM. This sound make them (the motor actually) silent.

 

Some other sounds (e.g., hit sounds) are in dialogue quests like CreatureDialogueTurret. In this case, either the actor record or the quest needs be edited. (Since most turrets are templated, editing the actor record in the Creation Kit would be much more user friendly).



#3
greekrage

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Idle sounds are in their animations.

 

- NPCRobotTurretLowTechMotorLPM (Sound Descriptor, the motor sound of tripod turrets)

 

- Animations\Turret\Standing\Idle.hkx (havok idle animation of tripod turrets)

 

- Animations\Turret\Behaviors\TurretStandingRootBehavior.hkx (behavior graph, the sound descriptor is actually here).

 

So in case of idle sounds, I suppose the easiest would be to add the Condition GetGlobalValue "TrueGlobal" == 0 (Run on: Subject) to their sound descriptors like NPCRobotTurretLowTechMotorLPM. This sound make them (the motor actually) silent.

 

Some other sounds (e.g., hit sounds) are in dialogue quests like CreatureDialogueTurret. In this case, either the actor record or the quest needs be edited. (Since most turrets are templated, editing the actor record in the Creation Kit would be much more user friendly).

Thank you so much...Will pass it on.







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