Qrsr Posted June 13 Posted June 13 Im currently trying to fix some weird and wrong footstep sounds, a bunch of meshes is affected. I know it was technically very easy to swap the soundfile via NIFskope for Skyrim: bhkCollisionObject>bhkRigidBody>bhkMoppBvTreeShape>bhkCompressedMeshShapeData: Chunk Materials>Chunk Materials>Skyrim Material Something like that. In FO4 however it seems it is baked into the mesh?! No idea how to swap via material editor, there seem to be no sound file path or else. Anyone able to help? Thanks.
hereami Posted June 21 Posted June 21 Is it strictly vital for that idea to deal with nifs exactly? Well, just in case it's unknown somehow. Footsteps are/can be managed via esp, IPCT, IPDS, FSTS, FSTP. Though nifs define hardcoded material for steps handling, it seems.
RoNin1971 Posted June 22 Posted June 22 The collision material type(s) determine the sound (metal, metal hollow, wood, concrete, etc.). Which is baked into the collision data. Would have been better if it was defined by the material file containing the textures.
d4em Posted June 22 Posted June 22 (edited) Untested theory: Grab a mesh with the footstep sounds (and collision settings like static/havok) you want to copy Open the mesh in nifskope, go to the bhkPhysicsSystem In block details it says binary data, right click and export Open the mesh where you want to change the footstep sound, paste the binary data in it Note: I did not test this for changing footstep sounds. I use this to change havok-enabled meshes to static, but it might work for this Edited June 22 by d4em 1
Qrsr Posted June 22 Author Posted June 22 2 hours ago, RoNin1971 said: The collision material type(s) determine the sound (metal, metal hollow, wood, concrete, etc.). Which is baked into the collision data. True. It was much easier in Skyrim NIF. This way BGS made sure due to the shitty PreCombination and else that footsteps are baked into the NIF which in turn is baked into the PreCombined cluster which in turn cannot be modded. Epic fail for modders. 1 hour ago, d4em said: Open the mesh where you want to change the footstep sound, paste the binary data in it Clever, this will probably work.
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