PrettyMurky Posted June 26, 2011 Share Posted June 26, 2011 I'm using an activator to cast a spell to run checks on the area around the player, and it is generally working fine. However I could do without the resonating 'thud' sound that plays whenever the spell is cast. Is there some way to remove this? I've found the OBSE command 'SetMECastingSound' but can't figure out how to use it. I've tried making a sound (with no associated wav file), and tried to attach that to my spell, but to no avail. Anyone have any ideas? Thanks,PM Link to comment Share on other sites More sharing options...
fg109 Posted June 26, 2011 Share Posted June 26, 2011 (edited) I did a google search and found this. Maybe you could try doing the same thing and see if it helps? Edited June 26, 2011 by fg109 Link to comment Share on other sites More sharing options...
PrettyMurky Posted June 26, 2011 Author Share Posted June 26, 2011 I did. That mods the sound effect of ALL script effects. I'd prefer to just change it in the one instance, but I guess that this is better than nothing. Link to comment Share on other sites More sharing options...
fg109 Posted June 26, 2011 Share Posted June 26, 2011 Well then, the syntax for SetMECastingSound is SetMECastingSound newValue:ref effect:refOrCode The new value should be the name of the sound that should play, and effect should be the effect code. So you'll want something like SetMECastingSound YourSound SEFF The problem here is, you obviously do not want to put this in as part of the spell script. Otherwise, the regular sound would play before you actually changed it! You'll probably want to handle this in the script that controls the activator. So change whatever script you have to ... SetMECastingSound YourSound SEFF YourActivator.Cast YourSpell ... And the custom spell should have ... SetMECastingSound SPLAlterationCast SEFF ... However, if you used a custom spell to summon an activator to cast a second custom spell, you probably want to change the sound before the first custom spell casts. Then you'll need to use a quest script scn questscript short changed Begin GameMode if (GetPlayerSpell == YourSpell) && (changed == 0) SetMECastingSound YourSound SEFF set changed to 1 elseif (GetPlayerSpell != YourSpell) && (changed == 1) SetMECastingSound SPLAlterationCast SEFF set changed to 0 endif End Link to comment Share on other sites More sharing options...
PrettyMurky Posted June 26, 2011 Author Share Posted June 26, 2011 Excellent! Thorough as always FG. Luckily my need isn't for custom spells casting other custom spells; nonetheless useful to know for future reference! Link to comment Share on other sites More sharing options...
Recommended Posts