roland113 Posted November 6, 2012 Share Posted November 6, 2012 I'm trying to discover how to add new sounds to newly created Creatures. HOw Do i hook up new sounds to an Actors attacks and such? I've made a new model and made a duplicate of an SaberCat - it runs around the world fine - but I don't want its attack sounds to be "cat" sounds. This thing isn't a mammal - so I want new sounds.. But no matter what I've tired - my creature still uses the cat sounds for its attacks. I've created my new .Wav sounds (added to my sound fx dir and tested the sounds - they play fine.)added new sound MarkersAdded new sound descriptioncreated Audio Template for the new Actor classI've set my Actor's audio template to my new audio template category. Still - when I test my new creature - I still get all the base cat sounds even though I've selected other sound templates.. Just how do I hook up NEW sounds to new creatures? Link to comment Share on other sites More sharing options...
roland113 Posted November 7, 2012 Author Share Posted November 7, 2012 OK - I discovered "How to add new sounds to new Actors" The only new sound you can modify/add for a new creature actor with the creation kit, is the default 'breathing' idle sound. The rest of the actor's sounds are Hardcoded into the Havoc Animation behavior files! LOL Dreadful huh? In order to make new sounds for new creatures (not overriding the old sounds) you not only have to make the new audio and create definitions for it like any other sounds, but you have to convert your havoc files to XML - edit the text pointing to sounds and convert back to Havoc files. These modified files are now NEW animations which then must be applied to the new actor.. So now there is a master list of animations per actor / race that must reflect your new animations (er old animations - new links to new sounds within them) So the last bit (which i'm still wrapping my head around is) getting this master list set up so I can select it in the Animation field in the race. I'm assuming this works the same as any 'adding new animation' so i'll be looking toward other tutorials for this. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted November 8, 2012 Share Posted November 8, 2012 If your still in need of help with this i have recently cracked this problem wide open after banging my head against a wall for months without any advice until i just Plain gave up.But they i pulled apart a mod that had managed it and followed suite.The secret to getting custom combat sounds working is in the creature dialogues you can find them under quests in the Creation kit . Everything you did was identical to me before , and its right :) but this is the missing link. give em a look and see how they used them to point to the cr voice. Proof of my up-coming Update that not only adds authentic working witcher 2 monsters but adds the original sounds too.bottom 3 vids.http://skyrim.nexusmods.com/mods/9198 Link to comment Share on other sites More sharing options...
roland113 Posted November 8, 2012 Author Share Posted November 8, 2012 The secret to getting custom combat sounds working is in the creature dialogues you can find them under quests in the Creation kit . Everything you did was identical to me before , and its right :) but this is the missing link. give em a look and see how they used them to point to the cr voice. Proof of my up-coming Update that not only adds authentic working witcher 2 monsters but adds the original sounds too.bottom 3 vids.http://skyrim.nexusmods.com/mods/9198 Ah - good to hear there is a solution - the creature dialogues in the creation kit's quest section. I'll explore that avenue tonight! I just hit my 'wall' this week after fruitlessly scrabbling and nothing quite working out. I've been poking around the Havok animation files trying to get things right and trying to edit the whole mess in XML. I'll examine the link you sent and see how the links were established in the quest system. No doubt I'll have to ask for a few more pointers after i've dug around a bit. Thanks to pointing this out. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted November 9, 2012 Share Posted November 9, 2012 (edited) THE 3 VIDS I POINTED out are not the contwent currently in the mod they are just previews of stuff in the update . but they show custom monsters working with custom sounds. here is the guide i followed that was posted in the skyrim forum, I just want to note that where the guide says you set a link to your npc- set a condition to "getisID = yourNPCname,, you can also use the the custom CrVoice you created aswell , like gets voicetype, i think its better this way personnally because you can add it to multiple npc's then NOT just a single npc , which i what i needed to do. To get my companion to speak, I created a quest and under the combat tab it has pre-defined entries for attack, assault etc... - Create a new topic of attack in the quest combat tab - can leave the topicID as blank and it will just leave {attack} when u click OK- create an info and put a response text in there- Somewhere on that same window it should say something like soundfile name which is normally something like "myQuestName_00012181278317"- Copy that text and ok the window - In the root of your skyrim folder goto:\data\sound\voice\- In there you need to create a folder with the name of your mod, ex: "mymod.esp"- Go into that new folder and create another folder with the name of your new voicetype, ex: "myVoiceType"- bung your wav file in there and rename it to the file name you copied before, ex: "myQuestName_00012181278317.wav"- Then you gotta convert that file into a xvm file using a tool like "MultiXwm" (on the nexus) and put the new xvm in in same folder alongside ur wav file- This xvm file, ex: "myQuestName_00012181278317.xvm" is what the game will actually play - Back in your quest info, set a condition to "getisID = yourNPCname"- Then doubleclick on the response text, in the window it should now only list your voicetype and none others so OK the window Something to note is that when I created my voicetype I left "use default speech" un ticked so only my dialogue would be spoken by the NPC and none of the generic stuff. The NPC should speak dialogue when it attacks you (not always but every 5-10 seconds or so) Edited November 9, 2012 by AlphaWoIF Link to comment Share on other sites More sharing options...
steve40 Posted November 11, 2012 Share Posted November 11, 2012 (edited) Use the Quest Combat Dialogue tab for the custom sounds. Just filter the Quests for "CreatureDialogue*", it's not rocket science many vanilla creatures use it.You can also simply script the sounds in events like OnHit() and OnDeath(). I used both these methods (plus the custom Conscious Loop sound) in my JAWS mod about 8 months ago. Edited November 11, 2012 by steve40 Link to comment Share on other sites More sharing options...
roland113 Posted November 12, 2012 Author Share Posted November 12, 2012 Thanks guys! I'm going to give the different techniques a try - I'll let you know how well the prototypes go! Link to comment Share on other sites More sharing options...
roland113 Posted November 22, 2012 Author Share Posted November 22, 2012 Use the Quest Combat Dialogue tab for the custom sounds. Just filter the Quests for "CreatureDialogue*", it's not rocket science many vanilla creatures use it.You can also simply script the sounds in events like OnHit() and OnDeath(). I used both these methods (plus the custom Conscious Loop sound) in my JAWS mod about 8 months ago. Yeah - this method seems to work the best - just generate the sounds normally - then make a new Quest and use keywords to assign it to creatures and scripts to make it go. The quest system has everything from being hit - to changes in alerts - to finding friends dead and everything you could want. A much easier way than messing with the Havok Animation files without proper tools. Link to comment Share on other sites More sharing options...
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