JonoPhoenix Posted July 29, 2012 Share Posted July 29, 2012 (edited) In vanilla Skyrim, the sounds that accompany "DRAGON SOUL ABSORBED" and "WORD OF POWER LEARNED" sequences are the same, drawing from sound files entitled: MUS_special_WordofPower01-02-03. In my mod I would like to silence the sounds for the dragon soul absorb sequence but keep the word of power learned ones. However, opening up the MQKillDragonScript it is not as simple as finding the play.sound and deleting it. What's actually coded is: -------------------------------------------------------------------------------------------- ; increment dragon count DragonsAbsorbed.value = DragonsAbsorbed.value + 1 ; add dragonsoul point to player GetPlayer().modActorValue("dragonsouls", VoicePointsReward) ; do this right now for MQ104 dragon: if !MQ104.GetStageDone(90) && MQ104.IsRunning(); debug.trace(self + " setting MQ104 stage 90") MQ104.SetStage(90) int Property VoicePointsReward = 1 Auto {how many soul points to give player} -------------------------------------------------------------------------------------------- I am thinking that VoicePointsReward is something that can be edited. However, I am not able to find it in CK. There is a voicepoints under Actor Values, but it cannot be edited or anything. If anyone has ideas/suggestions please let me know! Thanks in advance, :rolleyes: Edited July 29, 2012 by JonoPhoenix Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 31, 2012 Share Posted July 31, 2012 In cases like this, it might work better to approach it from the other angle... Breaking both where they rely on the same trigger, then manually scripting that sound trigger in just the one you want. Link to comment Share on other sites More sharing options...
JonoPhoenix Posted August 1, 2012 Author Share Posted August 1, 2012 In cases like this, it might work better to approach it from the other angle... Breaking both where they rely on the same trigger, then manually scripting that sound trigger in just the one you want. That sounds like good advice. I would have script not only the sound though, but also the function for adding dragonsoul points and one for making the "dragon soul absorbed" message appear. Link to comment Share on other sites More sharing options...
Vagrant0 Posted August 2, 2012 Share Posted August 2, 2012 In cases like this, it might work better to approach it from the other angle... Breaking both where they rely on the same trigger, then manually scripting that sound trigger in just the one you want. That sounds like good advice. I would have script not only the sound though, but also the function for adding dragonsoul points and one for making the "dragon soul absorbed" message appear.Sorry, kinda derped since I'm clueless with papyrus. If I'm reading this script correctly it both increments dragon kills and the amount of voice points. the lineint Property VoicePointsReward = 1 Autois just setting an internal variable. the adding of points is handled by:DragonsAbsorbed.value = DragonsAbsorbed.value + 1andGetPlayer().modActorValue("dragonsouls", VoicePointsReward) This doesn't actually help make what you want to do easier since you're still needing to find the script that controls the sound and text, or atleast what component. But given this that component probably isn't a full script and is just something else tied to the event. Link to comment Share on other sites More sharing options...
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