Deleted82156User Posted July 3, 2016 Share Posted July 3, 2016 I have plonked a jukebox in my house, but it only plays classical music. How do I set it up to play something else? Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 4, 2016 Share Posted July 4, 2016 (edited) You can replace the songs played by all jukeboxes. In the creation kit, in the object window go to Audio, then Sound Descriptor. Select the files which start with "MUSRadioInstitute..." and end with "...jukebox". Alternatively open the sound descriptors up in FO4Edit. They are the following records. 23E60A23E60B23E60C23E60D23E60E23E60F23E61023E611 edit the .wav that they link to and change it to the music file that you want it to play. The annoying thing is I don't know where jukeboxes receive the instruction to play these sound records, so I'm not sure why it's these ones that play. I've looked everywhere I can think of and can't find the link between them. Edit: I think I found it... as strange as this sounds I think it may actually be the ANIMATION that makes it play these sounds. (!?!) Or I've gone off the deep end after staring at file formats that I don't really understand, but the .nif has a sound node and it look like maybe the instructions to play the music just might come from the .hkx animation file. Edited July 4, 2016 by PoliteRaider Link to comment Share on other sites More sharing options...
Surilindur Posted July 4, 2016 Share Posted July 4, 2016 (edited) Just a shot in the dark, and maybe a suggestion pretty close to a useless Captain Obvious one, but could there be a script attached to the jukebox that could act as a place to start hunting down the place where it keeps the music lists? Maybe it uses a FormList, or an array property? Or something else? I am not at home at the moment, but when I get there (edit: in about nine hours, I hope), I can also start digging. This sounds so interesting. I never knew there were jukeboxes in the game, I have not yet gotten that far. In Skyrim, for reference, there were commands to play, stop and set volume for a sound, and it used either Sound Markers or Sound Descriptors to do it. The Sound Script it was, I think. The same one is in Fallout 4, so maybe they have used it to play the sounds, and stored the sounds to play in a list somewhere? Or not? If the thing has scripts on it. http://www.creationkit.com/fallout4/index.php?title=Sound_Script_(Papyrus) Edited July 4, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 4, 2016 Share Posted July 4, 2016 Just a shot in the dark, and maybe a suggestion pretty close to a useless Captain Obvious one, but could there be a script attached to the jukebox that could act as a place to start hunting down the place where it keeps the music lists? Maybe it uses a FormList, or an array property? Or something else? The only script attached to the jukebox is default2stageactivator (the standard script for activator objects which play an animation) and its only properties are the strings that reference the text names of the animation cycles in the .nif file. There is the sound output model SOMMonoWorldRadio_02500_Jukebox which is attached to each of the music files, but that's only connected to the AudioEffectChainInWorldRadio effect chain. There's finally the jukebox lights FX, the sound effect for clicking on them (the coinslot sound), the material swap from dirty to clean and finally the workshop construction recipe. That's it as far as I can see, although I might have missed something. I had a look through the main workshop papyrus scripts and couldn't find anything that referenced them either, but that would be unlikely as it wouldn't explain how you could have jukeboxes in non-workshop locations that played music. Link to comment Share on other sites More sharing options...
Surilindur Posted July 4, 2016 Share Posted July 4, 2016 (edited) Posted before I had a look at the other thread where the script name was mentioned, sorry. The script sounds so generic no wonder it does not contain anything. I need to go digging around when I get home. Thank you for the explanations. :) Edit: Something was mentioned about radio stuff. Could it have a radio channel of its own that is somehow activated? Or not? Ugh. Eight hours before I get home and can start digging instead of speculating. :pinch: Edited July 4, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 4, 2016 Share Posted July 4, 2016 Edit: Something was mentioned about radio stuff. Could it have a radio channel of its own that is somehow activated? Or not? Ugh. Eight hours before I get home and can start digging instead of speculating. :pinch: Not so far as I can tell. The 'is a radio' checkbox is unticked in CK. There's no frequency set for them. There's no quest like there usually is for a radio station. I've made radio stations in the game before with previous (unreleased) mods, so I'm pretty solid on the features that they require and beyond the sound-descriptors specifying the music file there's absolutely nothing that's normally associated with radios associated with the jukebox. The closest you get is that both they, and the classical radio station, both play some of the same songs which are the same files in the data directory. However they do have their own unique sound descriptor records. Unfortunately I don't think it's a simple answer, although it's always best to check in case I missed something. I used to work in IT so I know how often the solution is something ridiculously obvious that you should have thought of but didn't. Link to comment Share on other sites More sharing options...
Reneer Posted July 4, 2016 Share Posted July 4, 2016 (edited) As you guys have figured out, the filenames are baked directly into the Behavior.hkx file for the Jukebox. It doesn't operate as a radio at all, unfortunately. I learned that the hard way when I was developing my Radio Mod. The easy solution, which I could do in an update to my Radio mod, would be to remove that default script and add my Radio mod script to it instead, allowing every jukebox to be used as a radio. That's the (potential) solution that I may implement on my end. Edited July 4, 2016 by Reneer Link to comment Share on other sites More sharing options...
Deleted82156User Posted July 4, 2016 Author Share Posted July 4, 2016 Thank you so much everyone for looking into this for me, I really, really appreciate it. :) Looks like right now it is one of those things I am going to have to put on the back burner as it is just too complex. Shame, for some crazy reason I remembered a jukebox somewhere in game that was playing more upbeat music then classical. Maybe I am getting my Fallouts confused. lol Link to comment Share on other sites More sharing options...
Surilindur Posted July 4, 2016 Share Posted July 4, 2016 (edited) I would also like to thank Reneer and PoliteRaider. I never thought that would work, I have no idea how animation stuff works, and it is great to know they can do that, too. :blush: Sort of odd, though. I also missed the edit by PoliteRaider in the first post. Could have saved you all from my non-contributing speculations. Sorry about that. :laugh: <snip> Edit: Somehow I missed the last part of your post, Reneer. Sorry. Nevermind, then. I managed to make a simple version where the sounds play, and the thing cycles through a FormList of Sound Descriptors, but when I play the animations to add more live to the jukebox, the original sounds kick in. Good luck with your project. :thumbsup: Edited July 4, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
PoliteRaider Posted July 5, 2016 Share Posted July 5, 2016 Yeah, I never imagined that's where it would be but then after you've eliminated the impossible whatever remains, however improbable... Thanks for the confirmation Reneer, it was such a weird answer that I was doubting it myself even after I saw that's where it seemed to come from. I'm glad I was able to help. Thanks for speculating on it with me Contrathetix, it was good to have some double-checking to make sure I hadn't missed something. I think I probably posted my edit just as you were posting your reply, which is why you might not have seen it. Also that was a really interesting puzzle Shezrie, good question. Sorry it's a bit out of reach, but I learned a lot just from trying to figure that one out. Link to comment Share on other sites More sharing options...
Recommended Posts