LordXayd Posted July 21, 2013 Share Posted July 21, 2013 (edited) I'm trying to import a Zeta Activator called Cryoburst. It randomly shoots a little smoke jet. And when it does, it calls on a wav file. I was able import the NIF as an activator, and the script as well (looks NV friendly), and it works great. But it doesn't call on the sound files (I did import them, but I can't see where to reference them). The sound file is two wavs in the same directory, so you point the sound object at the directory and it will randomly choose whatever's in the directory. That part would work, but I can't see how the script is calling on the sound file. http://i23.photobucket.com/albums/b396/Devastation74/Cryoburst_zps314ffe75.png I spied a curious looking sound reference in the NIF and thought maybe the sound reference was embedded. NifSkope revealed no further information, but I could not select anything except a texture when adjusting the NIFs properties. Which of course make sense! I'm thinking it has something to do with that PlayGroup line in the script. But that's not only for sound files, so my research has been haphazard. I get the impression that the sound file is part of the player, in the player's PlayGroup? I dunno how that works. I get the feeling it's just some minor detail, that I just need to be pointed onto the correct bread crumb trail. I don't need exact instructions. Just a clue of where to look, cause I can't see where the sound file is referenced anywhere. And it's not in the Activator. Both of the sound options are blanked in the Zeta Activator (though I tried them both anyway). Thanks for taking a look! * The two wavs are amb_dlc05cryoburst_01 & amb_dlc05cryoburst_02. EDIT: It did just occur to me that I could add a sound file call into the script after the PlayGroup line, but I'd rather do it the way it was intended. Edited July 21, 2013 by LordXayd Link to comment Share on other sites More sharing options...
jazzisparis Posted July 21, 2013 Share Posted July 21, 2013 I'm thinking it has something to do with that PlayGroup line in the script.That is correct. The sound is called to play by the NiControllerSequence from inside the NIF file. However, the reference in the NIF file is to a GECK Sound editor ID, not to the actual WAV file. Link to comment Share on other sites More sharing options...
LordXayd Posted July 21, 2013 Author Share Posted July 21, 2013 (edited) I'm thinking it has something to do with that PlayGroup line in the script.That is correct. The sound is called to play by the NiControllerSequence from inside the NIF file. However, the reference in the NIF file is to a GECK Sound editor ID, not to the actual WAV file. You rock bud! That fixed me right up. It's working great now. I love mysterious details :smile: I hooked up with a Kudo. Edited July 21, 2013 by LordXayd Link to comment Share on other sites More sharing options...
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