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I need help with my mod


Valus34

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Hello everyone, how are all of you? I have uploaded my mod a couple of months back and I can't seem to get the sounds to work right.

 

Don't download the update, I'm going to have to correct a teture problem that was uploaded by accident. If you all decide to help out just download the Main Files.

 

So anyways, I have searched and searched high and low, I even saw a youtube tutorial that does not even help. This has been going on for two months now and I have been trying to troubleshoot this darn thing and still I cannot achieve my results that I want.

 

I am trying to get my Dwemercycle to make the sound when it runs and sprints. When Idle, the sound effect of the horse is pawing. It's a mesh replace of the horse file. I even tried renaming the files to my Dwemercycle name but still nothing. It can do the motorcycle cranking up sound and turning off.

 

Would someone help me with correcting the sound effects? Is there anyone who is skilled in this field?

 

Here's the link to my mod. http://skyrim.nexusmods.com/mods/38364/?

 

Thanks

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This is just off the top of my head dude but have a look into registering for animation events.

 

Attach a script to your bike that registers for animation event run/sprint/idle or whatever.

 

When it detects the event, play sound.

 

Only guessing but I'd say what happens is there's a script on a horse doing the same thing. When it detects the horse idle playing it plays the horse sound. Maybe the sound is embedded to the idle but I doubt it.

 

Anyway just some ideas to get the ball rolling.

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This is just off the top of my head dude but have a look into registering for animation events.

 

Attach a script to your bike that registers for animation event run/sprint/idle or whatever.

 

When it detects the event, play sound.

 

Only guessing but I'd say what happens is there's a script on a horse doing the same thing. When it detects the horse idle playing it plays the horse sound. Maybe the sound is embedded to the idle but I doubt it.

 

Anyway just some ideas to get the ball rolling.

 

Where do I go to get the script?

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Well first you have to find the name of the animation event.

 

Creation kit-Gameplay-Animations

 

Actors\Horse\Behavior.hkx

 

ActionIdle\HorseIdleRoot

 

(at this point just gonna use horseidleridden as example)

 

HorseIdleRidden\HorseIdlePet

 

when you click on HoseIdlePet the right side of the CK fills up with the data you need. The event your registering for is the AnimEven NOT the id, so in this case idlepet (watch those capitals or lack of) is the event so in the script attatched to the bike(or player) you would have something like

 

“when player rides horse/bike” (this is just code off the top of my head dude, probably won't compile but just to give you an idea)

 

RegisterForAnimationEvent(Game.GetPlayer(), "idlepet")

 

 

and script what should happen on event (idlepet) occuring

 

Event OnAnimationEvent(ObjectReference akSource, string asEventName)

if(akSource == self)

if (asEventName == "idlepet")

VROOM.Play(akSource) ; Vroom is your sound-don't forget sound descriptor/marker

endif

endif

endEvent

 

http://www.creationkit.com/RegisterForAnimationEvent_-_Form

 

http://www.creationkit.com/OnAnimationEvent_-_Form

 

 

Can't recommend TesAlliance highly enough for stuff like this, check out this thread, should help you out.

 

http://tesalliance.org/forums/index.php?/topic/5727-changing-bow-stretching-sound-with-papyrus/?hl=registerforanimationevent&do=findComment&comment=85419

 

I use registering for anim event a lot in my mods, check out Valdr's lucky dagger redone

 

http://skyrim.nexusmods.com/mods/40775//?

 

and look at the ani script source.

 

Anyway that should get you up and running dude, hope it helps :smile:

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