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My Mod Theory To Fix Sounds.

sound unarmed claws theory skyrim mod adamantium

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#1
JetSteele

JetSteele

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Hi,

 

I just thought of something. For a mod of mine, I have claws that are armor and when you swing they use the sound of punching. If I duplicate unarmed and change the id to say Adamantium_Unarmed and change the sounds to that of sword swinging sounds and then add to my claws script that when the claws are equipped to equip the mods unarmed so the new sounds will play. Is this possible? Would this be a fix to the sounds? do I also have to unequip the normal unarmed also?

 

I would appreciate feedback to let me know if you believe it would work before I attempt to implement it.

 

Thank you for your time

 

 

P.S. I have permission to use the claws in my mod by the original mod author



#2
Fallerent

Fallerent

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Your theory seems like it would work, however- my recommendation would be to make the claws (currently a set of gloves) an equippable weapon instead of armor, whereas you can use animations and sounds from the rest of the weapons in the game at your disposal rather than relying upon scripts to unequip currently wielded weapons when the claws are equipped. Does this make sense?



#3
JetSteele

JetSteele

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yep, makes sense. And thanks for the reply, I'll start working on it.







Also tagged with one or more of these keywords: sound, unarmed, claws, theory, skyrim, mod, adamantium

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