Qeesify Posted June 24, 2016 Share Posted June 24, 2016 Hello fellow nexus modders! I haven't been making any mods as of yet, only some weapons for Skyrim that I didn't finish into the game yet, thus I will ask you. What would the general idea of the process in making an edgy breathing sound when you wear a gasmask in Fallout 4? I'm pretty sure I haven't heard one, so I'm 99% sure there aren't any such things implemented. Do I have to put a sound effect on the item itself, add a new script or is it possible at all? Is this forum thread stupid? Thanks in advance for any suggestions and tips. Link to comment Share on other sites More sharing options...
Predence00 Posted June 25, 2016 Share Posted June 25, 2016 I don't think you can add an idle sound to an armor. If you can, that should be simple, just make a new sound descriptor with the proper keywords and add those keywords to the mask. If not, you could make a script that runs while the player has the mask equipped that plays the sound but, A constantly running and looping script could cause issues (of which I'm uncertain, but some dirty edits to have looping scripts could cause issues). I'd check the Skyrim CK papyrus section and the dangerous mods list(s) to see what to do and don't. Link to comment Share on other sites More sharing options...
LucidMovement Posted June 28, 2016 Share Posted June 28, 2016 Scriptname PlaySoundRandomLoop extends ObjectReference {Used playing a random sound} Import Utility Import Debug Sound Property SoundDescriptorMale const auto {Sound Descriptor that this script will play for females} Sound Property SoundDescriptorFemale const auto {Sound Descriptor that this script will play for females} float property delayMin = 1.0 const auto float property delayMax = 5.0 const auto float property talkingTimer = 0.2 const auto Bool bRunning = False Bool firstTime = True Actor ttActor voicetype property vt = none const auto keyword property at = none const auto int iPlaySoundTimerID = 1 const int iCheckTalkingID = 2 const EVENT OnInit() bRunning = isEnabled() if (bRunning) StartTimer(GetWaitTime(), iPlaySoundTimerID) ;StartTimer(talkingTimer, iCheckTalkingID) endIf EndEvent EVENT OnEquipped(Actor akActor) ;akActor.ChangeAnimFaceArchetype(at) akActor.SetOverrideVoiceType(vt) ttActor = akActor bRunning = true if (bRunning) StartTimer(GetWaitTime(), iPlaySoundTimerID) endIf EndEvent Event OnUnEquipped(Actor akActor) akActor.SetOverrideVoiceType(None) akActor.ChangeAnimFaceArchetype() bRunning = false CancelTimer(iPlaySoundTimerID) ;debug.trace("Audio Debug: turning loop off "+self) EndEvent Event OnTimer(int aiTimerID) if (aiTimerID == iPlaySoundTimerID) ;Debug.Notification("Play Sound") int sleepState = ttActor.GetSleepState() bool isDead = ttActor.IsDead() if sleepState != 3 && !isDead ; play when not sleeping or dead. if(ttActor.GetActorBase().GetSex() == 0) SoundDescriptorMale.Play(ttActor) else SoundDescriptorFemale.Play(ttActor) endIf endif if (bRunning && isEnabled()) if ttActor.IsTalking() StartTimer(talkingTimer, iCheckTalkingID) else StartTimer(GetWaitTime(), iPlaySoundTimerID) endIf endIf endIf if(aiTimerID == iCheckTalkingID) if(ttActor.isTalking()) ; Debug.Notification("Is Talking") if(ttActor.GetActorBase().GetSex() == 0) SoundDescriptorMale.PlayAndWait(ttActor) else SoundDescriptorFemale.PlayAndWait(ttActor) endIf if(bRunning && isEnabled()) if ttActor.IsTalking() StartTimer(talkingTimer, iCheckTalkingID) else StartTimer(GetWaitTime(), iPlaySoundTimerID) endIf endIf endIf endIf EndEvent float Function GetWaitTime() return RandomFloat (DelayMin,DelayMax) EndFunction Here is a script I use for one of the mods I'm working on that plays a set of sound effects. This is probably not the best way to do it and is quite inefficient, but it works. Link to comment Share on other sites More sharing options...
LucidMovement Posted June 28, 2016 Share Posted June 28, 2016 Oh, I should note that I'm also using a custom VoiceType to override the normal voice and all of this gets applied as an enchantment. Link to comment Share on other sites More sharing options...
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