trashgarbage666 Posted January 22, 2018 Share Posted January 22, 2018 Wasn't really sure how to phrase that question, so hopefully I'm not being too vague. Basically, I'm trying to change the sounds associated with certain havok objects, like brooms, phones, etc. When a stimpak hits the ground, it sounds like you dropped a huge metal box from 20 feet in the air. However, when looking at the Stimpak entry in the GECK, it only lets me change the pickup, putdown, and use sounds. Obviously, the collision sounds are set elsewhere, I'm just not sure where to look! Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 23, 2018 Share Posted January 23, 2018 This is in NifSkope, I believe in the collision object. I've seen it before but can't remember exactly where. Was having a look but I need to go for now. Maybe you can have a look in the meantime. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 23, 2018 Share Posted January 23, 2018 Yes, this is something you fix in NifSkope. Specifically the sounds are linked to the "havok material properties" in the "collision object". See the "TIP: Collision Impact Sounds" under the "Collision" topic of wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
trashgarbage666 Posted January 23, 2018 Author Share Posted January 23, 2018 I had a feeling I might need NifSkope for this one. I was hoping to keep my mod contained within a single .esm, with no additional files required. Does NifSkope work within your .esm, or does it just give you mesh files to include with your mod? Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 23, 2018 Share Posted January 23, 2018 You will need to upload the mesh in this case, unless there's some way the text string can be accessed via JIP but if that's possible, I'm not sure how we're going to find out or if it's worth it. What exactly did you want to do? Link to comment Share on other sites More sharing options...
trashgarbage666 Posted January 23, 2018 Author Share Posted January 23, 2018 (edited) I'm not sure what I'm being asked to elaborate on. Do you want to know the exact objects I want to edit the sounds of? All I need to know is if the edits I make in NifSkope can be applied to my existing mod's ESM. If working in NifSkope is going to result in me having to include loose mesh files with my ESM, I'd rather just leave the vanilla collision sounds. Edited January 23, 2018 by punchbattle Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 23, 2018 Share Posted January 23, 2018 That's basically what I was asking. That and maybe why you wanted to change them, so that I could try to think of some alternative that would satisfy that without requiring loose files (though it would not change the colision sounds in that case, hence being an alternative). Link to comment Share on other sites More sharing options...
trashgarbage666 Posted January 23, 2018 Author Share Posted January 23, 2018 (edited) I'm not sure which objects I would be changing. I'd probably examine each item's collision audio one by one after securing a method to change it, and decide as I go. But changing object collision audio isn't really integral to my mod. Just thought it'd be a nice, subtle nudge towards realism. I'd be cool with any method, so long as it's done within ESM. Edited January 23, 2018 by punchbattle Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 23, 2018 Share Posted January 23, 2018 Ah, so, is this a realism overhaul sort of mod? I thought you had a specific item in mind and wanted to get a specific effect, which is why I was asking. For a general thing like this, I'd probably just leave them as is or make it a separate mod. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted January 25, 2018 Share Posted January 25, 2018 As pointed by DubiousIntent, the sound of a collision is handled by Havok Material Properties in a nif and is altered in Nifskope. This includes the sound when walk upon, dropped or hit. But it doesn't handle the sound only; it combines it with the particles emitted when hit or shot as well as the decals associated. These combined Havok Material properties are hardcoded, you cannot create new ones.I found 96 different Havok Material properties definition, but only 32 are used by main object in game, they appear in a drop down list in Nifskope. Their naming is sometimes misleading. I have a table I can share that should help a little (have to find it a my place and come back to post, give me a day)I have also a test room with all the Havok Material set up to test in game. Made for FO3, so it requires you to have it. If you alter the nifs for your mods, you will have to include them in your upload. Two ways of doing:- If the items are replacer for vanilla item and should affect the all game: place the modified meshes, keeping the original naming, in loose folder reproducing exactly the original folder structure.You shouldn't make any change to your esp/esm to have the new meshes active. - If the items are specific to your mod and should coexist with Vanilla items: place the modified meshes, with new names, in a folder structure specific to your mod.In Geck your are creating new uniques instances of the items to have them included in the esp/esm. Link to comment Share on other sites More sharing options...
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