dikr Posted August 10, 2018 Share Posted August 10, 2018 For instance a rubber tire plays a sound when it bumps into something. I can see those impact sounds are linked in an ImpactData file in the CK which is used by a matching ImpactSet file. But how are ImpactData files linked to world objects? Weapon dialogues have their own fields for sound but world objects don't and I can't find the 'missing link': when I create a new object based on an existing world object it loses those impact sounds in game and I have know idea how or where to assign them. All help appreciated! Link to comment Share on other sites More sharing options...
akiras404 Posted August 10, 2018 Share Posted August 10, 2018 Possibly in collision data in nif file.When I use ChunkMerge to set the collision on the mesh, there are options for collision materials. Link to comment Share on other sites More sharing options...
dikr Posted August 10, 2018 Author Share Posted August 10, 2018 (edited) Thanks Akiras! Would it be possible to clone the info from an existing object in Nifskope? I see a bhkNPCollisionObject block in the nif with a bhkPhysicssystem node attached with a 'binary data' string. Edited August 10, 2018 by dikr Link to comment Share on other sites More sharing options...
dikr Posted August 10, 2018 Author Share Posted August 10, 2018 Update: it's baked in the nif alright. Unbelievable what they manage to stuff in there :) I managed to create a dirty fix by adding the mesh with the sound effect to my custom one in Outfit Studio. Link to comment Share on other sites More sharing options...
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