So I wanted to have quieter or silent Dwemer Piston statics. I can get a silent piston but I'm unsure about making a quieter version.
The sound FX is not added in the static form, but embedded in the nif, along with the start and stop times for the animation.
It is found in NiTextKeyExtraData.
I can change the number of strings from 4 to 2, edit the second string to change it to 'end' for the animation end point, then remove the other 2 strings. and optimize 'remove unused strings'. I can then sanitize and optimize other things (Nifskope crashes if you don't remove unused strings before sanitizing). Bingo! Silent piston.
Ideally I want a much quieter piston. I can easilly take the original sound FX wav files and 'amplify' them by -12dB or so, but I can't work out how to direct the NIF to these new files. The string texts that handle the sounds don't follow the actual filepath to the sounds. This would be really useful to know to change all sorts of embedded sounds.
To explain what I mean, these are the string texts in the NIF...
Sound: OBJDwemerPistonA and Sound: OBJDwemerPistonB
These are the actual sound filepaths...
So it looks like the sound played is actually determined somewhere else. It's not at all like changing textures simply by editing the filepaths. Does anyone know how this system works? I can find nothing else in the Nif (Meshes\Dungeons\Dwemer\Pipes\DwePipe1wayPiston01.nif). If it's in hkx files, I'll probably just stick with a silent piston!