Cohagen Posted October 14, 2016 Share Posted October 14, 2016 (edited) Hello. I am hoping anyone would help me with a follower i am making. I created a vault boy puppet in 3ds max and i attached it to a duplicate of the feral ghoul race now called puppet race. The puppet race plays the same sounds as the feral ghoul race which i would like to change to my custom ones but not replace the sounds of all feral ghouls. I'm not trying to create dialogue, i just want custom sounds when the creature idles, attacks etc. I have created sound descriptors based off of the feral ghoul ones like 'NPCFeralGhoulIdleAnim' renamed to 'NPCpuppetIdleAnim' and changed the sounds within to my own. This tutorial Creature SFX Implementation Guide | TESRenewal: Morroblivion, Skywind, Skyblivion tells me to edit the behavior graph FeralGhoulProject.hkx to point the races sfx towards my custom sound descriptors. The application ConverUI might be out of date because i cant get it to do anything with FeralGhoulProject.hkx so im stuck trying to make FeralGhoulProject.hkx editalbe. Please share any knowledge you have on this subject, i would really appreciate it as i really want my puppet to play spooky phrases/music and not just zombie sounds. Thanks. Edited October 14, 2016 by Cohagen Link to comment Share on other sites More sharing options...
steve40 Posted October 14, 2016 Share Posted October 14, 2016 (edited) You should be able to change quite a lot of sounds without even needing to edit the hkx files. Look at Quest CreatureDialogueFeralGhoul. In the Combat tab, for example, you can define a lot of sounds, while using a custom VoiceType in the Conditions to make it play only on your custom creatures. So simply make a copy of the quest, add your sounds, and create a custom voicetype for your puppet. That was actually how I made the "sound injector" for my skyBirds mod that added custom sounds to all the birds from Birds of Skyrim :smile: Also, sounds like ConsciousLoop can be changed directly on the Actor form in the sounds tab. Another option is to put a script on the creatures that plays certain sounds. My Jaws mod for Skyrim used a combination of sounds played via the Actor form and scripted. Your new models look awesome btw. I'm looking forward to your mod :smile: Edited October 14, 2016 by steve40 Link to comment Share on other sites More sharing options...
Cohagen Posted October 15, 2016 Author Share Posted October 15, 2016 You should be able to change quite a lot of sounds without even needing to edit the hkx files. Look at Quest CreatureDialogueFeralGhoul. In the Combat tab, for example, you can define a lot of sounds, while using a custom VoiceType in the Conditions to make it play only on your custom creatures. So simply make a copy of the quest, add your sounds, and create a custom voicetype for your puppet. That was actually how I made the "sound injector" for my skyBirds mod that added custom sounds to all the birds from Birds of Skyrim :smile: Also, sounds like ConsciousLoop can be changed directly on the Actor form in the sounds tab. Another option is to put a script on the creatures that plays certain sounds. My Jaws mod for Skyrim used a combination of sounds played via the Actor form and scripted. Your new models look awesome btw. I'm looking forward to your mod :smile:Thank you :)Its great to have the puppet speak the phrases i recorded. I'm going to record more sounds now and make him a companion. Link to comment Share on other sites More sharing options...
Cohagen Posted October 15, 2016 Author Share Posted October 15, 2016 I'm not sure if this is ok because its off topic.I am sculpting a head for him which is more terrifying for when he fights.Does anyone know how i can make him change outfit just for combat?I'm trying to follow tutorials as fast as i can come up with ideas but i can't find one that would help me with this specific one.Thanks for any input :) Link to comment Share on other sites More sharing options...
steve40 Posted October 19, 2016 Share Posted October 19, 2016 You can put a script on the puppet and use the OnCombatStateChanged() event to detect changes in combat state and then use the SetOutfit() function to change the outfit.Alternatively you might be able to do this using Packages, but that is outside of my area of expertise. Link to comment Share on other sites More sharing options...
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