greekrage Posted June 9, 2022 Share Posted June 9, 2022 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 ? Link to comment Share on other sites More sharing options...
LarannKiar Posted June 10, 2022 Share Posted June 10, 2022 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). Link to comment Share on other sites More sharing options...
greekrage Posted June 10, 2022 Author Share Posted June 10, 2022 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. Link to comment Share on other sites More sharing options...
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