Doc4Holliday Posted August 22, 2017 Author Share Posted August 22, 2017 (edited) In FO3 or FNV the impact sound is referenced in the collision object as HAV_MAT (Havok Material). There's a drop down list from which you can choose the fitting one. Havok Material will decide: The impact sound, the decal, the particle effect on impact, the sound when walking over, the colliding sound. These are hard coded. I found 96 Havok Material which are combinations of different thing mention before.32 of them are the most commonly used by the game. Mind that that their names don't reflect the effect at all and can be misleading.Thanks for the information. Unfortunately, I don't know the first thing about where to find such a drop-down menu. Where would I look for this setting in the nifskope window? This is what I see when I'm trying to figure out what to set the latter item to so it has the same collision sound as the former.http://i.imgur.com/EOayF7v.png Edited August 22, 2017 by Deborah40 Link to comment Share on other sites More sharing options...
Deleted1205226User Posted August 22, 2017 Share Posted August 22, 2017 In the Block list window, select the BHKCollisionObject, expand and look into each Nodes in the Block Details window. Depending on the type and structure of the Collision, you should find one or two places where HAV_MAT is noted, double click on it to access the drop down list. Link to comment Share on other sites More sharing options...
Doc4Holliday Posted August 23, 2017 Author Share Posted August 23, 2017 Thanks, managed to do all of that, did some testing changing the value to other materials, but it makes the same impact sound for all of them. This is how it looked by default. Even though the value for that setting is the same, they make different sounds.http://i.imgur.com/OxjS3nL.png Link to comment Share on other sites More sharing options...
Deleted1205226User Posted August 23, 2017 Share Posted August 23, 2017 Make sure to check every node underneath (sub shape). MAT_HOLLOW_METAL calls for different sounds (5 if I remember correctly) that are played random. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 23, 2017 Share Posted August 23, 2017 Found this nugget on a thread about creating a multi-material collision object: The material you set in the bhkRigidBody(T) overides any setting on the lower blocks. To get multiple "Havok Materials" with a single NIF, you have to nest multiple NiNodes and create a new bhkColisionBlock for each material you use. Check to make sure that the Layer and Layer Copy entries in your bhkRigidBody(T) and the Layer setting inside Data Layers in your bhkNiTriStripShape all match. Collision sequences are one of the few places in a ".NIF" file where the exact order is essential.". -Dubious- Link to comment Share on other sites More sharing options...
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