Radioactivelad Posted March 29, 2018 Share Posted March 29, 2018 (edited) For Reasons, I was wondering if/how it could be possible to remove The Player's footstep sounds? My first guess was using a custom armor with a modified audio template, but that only gets rid of the Armor Foley which is identical to being naked. Would the Script Extender be necessary for this? Edited March 29, 2018 by Radioactivelad Link to comment Share on other sites More sharing options...
EPDGaffney Posted March 29, 2018 Share Posted March 29, 2018 (edited) Don't go too crazy in the GECK before confirming that they aren't directly a part of the animations themselves. That's not uncommon in this game by any means. I would look at that if you don't find anything in the editor. Animation is one of the only things I haven't touched in this game, so I can't offer much help there. I would just be googling for you. Edited March 29, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
dubiousintent Posted March 29, 2018 Share Posted March 29, 2018 Aren't "footsteps" a "collision" sound effect? Would think you need to define a material for the player's footwear (or trait/perk) with either a very muffled or non-existent sound effect. Then you would have to apply that "material effect" to whatever armor type the player is wearing at the time combined with the surface material. Don't know if there is any specific distinct "footwear" collision. pixelhate would be the one to ask. -Dubious- Link to comment Share on other sites More sharing options...
Deleted1205226User Posted April 5, 2018 Share Posted April 5, 2018 (edited) Every type of collision has a sound (or several) that relates to it. The sound is triggered when player interacts with objects (and their collision).Interaction could be: grabbing, dropping, kicking, hitting, shooting, walk over.For objects, the sound is depending of the Havok material chosen for collision, this can be tweaked and changed in NifSkope I believe that the sound for terrain is hardcoded, I didn't found any way to change things at Geck or NifSkope level. The only way I know, would be to replace the sounds themselves. At the animation level, something says "trigger step sounds", but then according to which terrain you're over, this type or that type of steps sound will be played. I short, it is not what you're wearing that generate sounds but what you walk over. At least, that what I understand of it... Edited April 5, 2018 by Guest Link to comment Share on other sites More sharing options...
miguick Posted April 8, 2018 Share Posted April 8, 2018 Hey, this brings me back because I did implement a player footstep silencing method in Oblivion once.Basically, you can control their volume with the fPlayerFootVolume ini setting, under [Audio]. it has a value of 0.65 by default, which means the player's footsteps play at 65% volume.You can alter it in scripts using NVSE's SetNumericINISetting command, as in: SetNumericINISetting "fPlayerFootVolume:Audio" xwith x a float from 0 upwards. Using 0 will make your footsteps totally silent. Link to comment Share on other sites More sharing options...
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