Jokerine Posted April 11, 2016 Author Share Posted April 11, 2016 Well I can't find it buried in the skeleton, the .kf's, or your esp. :confused: Don't know if it will help but you could try making up a new blank audio template and get it to use that. If you still have no luck I can knock you up a new skeleton and anims without too much trouble. I'll test with a blank template then. If not I may hit you up in a PM, if that's okay :) Dirty savegame? Nope, I'm testing with a clean savegame that I keep specifically for mod testing. Link to comment Share on other sites More sharing options...
mindboggles Posted April 11, 2016 Share Posted April 11, 2016 Should be pretty easy to do. Link to comment Share on other sites More sharing options...
Jokerine Posted April 11, 2016 Author Share Posted April 11, 2016 PM sent :cool: Link to comment Share on other sites More sharing options...
prensa Posted April 11, 2016 Share Posted April 11, 2016 Jokerine - Hello!"so I think the sounds are probably linked somewhere in the vanilla idle animations/locomotion of the sentrybot. Does anybody know? Would I have to go through every animation file to remove something in Nifskope to disable the sounds and then stick everything into a custom folder under creatures?"I'm not an expert on Creatures but I've some experience with sound calls in .kf's from my work with weapons & the Point Lookout doors I fixed.As you figured & like RoyBatterian said, some sounds are indeed called directly from .kf's.Just not from all.For example:meshes\creatures\sentrybot\idleanimsspecialidle_armdiag1.kfIn the bottom NiTextKeysExtraData, in number 2 (middle) Text key there is a call to the sound:NPCRobotSentrybotDiagnostic02Several of the .kf's in the Sentrybot/idleanims folder have sound calls.Also a few of the .kf's in the Sentrybot folder like:2hhequipThe sound calls will always be in the NiTextKeysExtraData, there will be at least three keys if there is going to be a sound call as the first & last keys are always Start & End.If you can work out what animation your robot is performing when the sound occurs you might be able to narrow down which file is the culprit.The sounds can be changed in the .kf's easily, just need to point them to a sound you've placed in your .esp & your mod's Sound folder. Or point to an already existing vanilla sound of course.You'd need to add the modified .kf as an addition since changing the vanilla .kf would affect all Sentrybots.A handy quick way for checking .kf's for sound calls is going to GECK & selecting the Sentrybot, go to the Animation tab & left click on the listed KF Files.There is a box called "Group Sound Properties" where the sound will show up if in the .kf.For example clicking the 2hhequip in the list will show it has a sound as I mentioned above.It even lists what the sound is, NPCRobotSentrybotEquipGatling.If you click the Preview box it will display the creature performing the selected animation which might help you identify which has the offending sound.Hope this information is of some use to you, best of luck!Prensa Link to comment Share on other sites More sharing options...
mindboggles Posted April 11, 2016 Share Posted April 11, 2016 For example: meshes\creatures\sentrybot\idleanims specialidle_armdiag1.kf In the bottom NiTextKeysExtraData, in number 2 (middle) Text key there is a call to the sound: NPCRobotSentrybotDiagnostic02 Several of the .kf's in the Sentrybot/idleanims folder have sound calls. That would be the cause of it then, those idleanims are conditioned to run randomly when the sentry bot is just standing around. They do that kind of thing to give creatures more variety than just relying on the mtidle animation alone. Bit moot now the new skeleton and anims are almost finished. Link to comment Share on other sites More sharing options...
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