gustonuevo Posted October 18, 2013 Share Posted October 18, 2013 Hope someone who knows scripting sees this. I cannot get a call to UnequipItem to happen silently. I have tried: PlayerRef.UnequipItem(IronDagger, abSilent = true) and PlayerRef.UnequipItem(IronDagger, false, true) My PlayerRef and IronDagger properties are set correctly because the dagger does unequip. It just makes a noise no matter what I do. Anyone have any ideas? Link to comment Share on other sites More sharing options...
Pevey Posted October 18, 2013 Share Posted October 18, 2013 The silent option just means you will not get the notification in the top left corner of the screen. It will still make the default sound. Link to comment Share on other sites More sharing options...
Senviro Posted October 18, 2013 Share Posted October 18, 2013 I'm no expert on the Creation kit, so my advice would be to replace the sound file itself. I don't know the name of that exact file, but if you get some sort of .BSA opener and open "Sounds - Sounds.bsa," you should be able to extract the .mp3 file and replace it with a blank mp3, so that you don't hear anything. If you can find that file containing the sound, all you have to do is extract it and put it in the right file path (Data/sound/etc/etc/etc.) If you can find the path to the file, you can make a duplicate of that file path in your data folder and replace the sound, removing it entirely. Link to comment Share on other sites More sharing options...
Pevey Posted October 18, 2013 Share Posted October 18, 2013 I'm no expert on the Creation kit, so my advice would be to replace the sound file itself. I don't know the name of that exact file, but if you get some sort of .BSA opener and open "Sounds - Sounds.bsa," you should be able to extract the .mp3 file and replace it with a blank mp3, so that you don't hear anything. If you can find that file containing the sound, all you have to do is extract it and put it in the right file path (Data/sound/etc/etc/etc.) If you can find the path to the file, you can make a duplicate of that file path in your data folder and replace the sound, removing it entirely. This is not something you will likely want to do if this is a mod that will be offered to the public. Link to comment Share on other sites More sharing options...
Senviro Posted October 18, 2013 Share Posted October 18, 2013 This is not something you will likely want to do if this is a mod that will be offered to the public. Yes... it kinda is. The reason being: To uninstall the mod, all you would have to do is delete the modded sound file. Once the new (modded) sound file is deleted, Skyrim will look into the "Skyrim - Sounds.bsa" for the file, returning to the original audio. That's just my experience with such edits, however. If you have a piece of information I'm missing, feel free to make me aware of it. Because otherwise, I see no potential problem; could be wrong, though. But, another way to do it, is to find the edit in the Creation Kit, and change the sound path to a blank mp3/wav file. That might do the trick also. Link to comment Share on other sites More sharing options...
gustonuevo Posted October 18, 2013 Author Share Posted October 18, 2013 (edited) The silent option just means you will not get the notification in the top left corner of the screen. It will still make the default sound. Oh really? Ok. Thanks for the reply. Well here is another question then. In the Vanilla main quest script, a RemoveAllItems(), or whatever it is, is done before the opening titles and it makes no sound. But when I do it, it makes a really loud mess of a sound which is all items being unequipped at once from the player. Why does the one they do in vanilla not make any noise? Anyone know if there is a way to shut off sound effects temporarily in script? replace the sound file itself Thank you very much for the suggestion, but I don't want to get rid of it permanently. I just want to have it be silent at a specific time (imagine someone pickpocketing a weapon off the player!). Edited October 18, 2013 by gustonuevo Link to comment Share on other sites More sharing options...
Senviro Posted October 18, 2013 Share Posted October 18, 2013 Thank you very much for the suggestion, but I don't want to get rid of it permanently.... Ah, wasn't aware of that. Yeah... totally beyond me. Link to comment Share on other sites More sharing options...
Pevey Posted October 18, 2013 Share Posted October 18, 2013 You could try looking at that script to see how it was done. Do you know the quest id? One sort of hack work-around I can think of would be to mute the sound effects audio category right before the line that removes the item, and then unmute it right after. http://www.creationkit.com/Mute_-_SoundCategory Link to comment Share on other sites More sharing options...
gustonuevo Posted October 20, 2013 Author Share Posted October 20, 2013 The muting works perfectly! Thank you so much! Link to comment Share on other sites More sharing options...
myztikrice Posted October 21, 2013 Share Posted October 21, 2013 (edited) What did you do? I'm still unclear about the syntax. I get Cannot call Mute() on a None object, aborting function callerrors when I try to implement Mute. Edited October 21, 2013 by myztikrice Link to comment Share on other sites More sharing options...
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