antstubell Posted April 25, 2020 Share Posted April 25, 2020 Does anybody know where the player voice files are, you know for when player gets hit or dies? I've looked through sound descriptors but can't find any.Thanks. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 30, 2020 Share Posted April 30, 2020 Sorry to be late on this. I just spotted it. if you look at the Combat tab for Dialogue Generic, you'll see that most of the lines such as: "like the bite of a flea!" are conditioned as GetIsId, Player = 0.0, so they are never used by the player. My guess is the game engine just pulls one of the others when the player gets hit. In essence there are no player voice lines, only a few lines that can be shared with the other playable races, so if the player is a Nord, the game playes the Nord 'oof!' when they get hit. If you pick apart the few lines of dialogue in there that the player can use, you'll probably trace your way to the right voice files. This is backed up by using Lazy Voice Finder and searching through it, there are no forms specifically referring to 'Player', that I can see. Link to comment Share on other sites More sharing options...
antstubell Posted April 30, 2020 Author Share Posted April 30, 2020 Thanks. Sounds tedious but a step in the right direction. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 30, 2020 Share Posted April 30, 2020 Yeah. I agree with the tedious bit. Of course I could be wrong, but that's what it looks like to me. there'd be no need to condition the other lines that way if these weren't the voice files used by the player. Since I posted that I just followed one of the lines through in the Dialogue Generic quest and the available voice types for the lines include all the playable races. Of course, if I'm right and if you do anything to alter any of these lines, you'll alter what a whole bunch of actors say when hit/dying, not just the player. Link to comment Share on other sites More sharing options...
antstubell Posted June 10, 2020 Author Share Posted June 10, 2020 (edited) Follow up on this.I did the tedious bit and settled for simply male Nord and female Nord 'Oof'. I will make them Sound Descriptors and when player takes damage I can GetIsSex a script and play them 'Self'. EDIT.Decided to elaborate on what I am doing to see if I can get more ideas from you guys.In 1 scenario player is 'ejected' from an interior cell out into the world. I use MoveTo to do this. I want the player when spawned in the world to fall and take damage. Even if I place the XmarkerHeading way above ground level, player will spawn at the X, Y co-ordinates but at about a foot above ground level, so like a small hop down is seen/heard. In order to get around this I use a OnTriggerEnter script around the XmarkerHeading for player to take damage. Even if I set the player to take massive damage, barely alive, player never reacts 'vocally'. Hence my original post. Edited June 10, 2020 by antstubell Link to comment Share on other sites More sharing options...
antstubell Posted June 11, 2020 Author Share Posted June 11, 2020 Having trouble making a script to detect player's gender. Here is what I have. Actor Property PlayerRef AutoSound Property M_ouch AutoSound Property F_ouch AutoGender = PlayerRef.GetActorBase()EVENT onTriggerEnter(ObjectReference akActionRef)if Gender.GetSex() == 0Debug.Notification("Player is male")ElseDebug.Notification("Player is female")EndifEndEvent (7,7): no viable alternative at input '=' Link to comment Share on other sites More sharing options...
cumbrianlad Posted June 11, 2020 Share Posted June 11, 2020 Hi. Just a thought, but the mod 'The Forgotten City" does exactly this. When the player first enters the city and finds something (can't think what), they fall from a balcony and their health is reduced to around 5%. ... could be what you need. Link to comment Share on other sites More sharing options...
maxarturo Posted June 12, 2020 Share Posted June 12, 2020 (edited) Try this. Actor Property PlayerRef Auto Sound Property M_ouch Auto Sound Property F_ouch Auto EVENT onTriggerEnter(ObjectReference akActionRef) ActorBase Gender = PlayerRef.GetActorBase() if ( Gender.GetSex() == 0 ) Debug.Notification("Player is male") Else Debug.Notification("Player is female") Endif EndEvent Or Actor Property PlayerRef Auto Sound Property M_ouch Auto Sound Property F_ouch Auto EVENT onTriggerEnter(ObjectReference akActionRef) if ( PlayerRef.GetActorBase().GetSex() == 0 ) ;0 = Male, 1 = Female Debug.Notification("Player is male") Else Debug.Notification("Player is female") Endif EndEvent As for the,"Even if I set the player to take massive damage, barely alive, player never reacts 'vocally'. "In the same trigger box that you are using add one more function, Sound FX function, that it will play the "reacts vocally" at the Player's location.This needs some "Wait" function and a little testing to get the timing right to play the sound when the player touches the ground. I hope it helps. Edited June 12, 2020 by maxarturo Link to comment Share on other sites More sharing options...
antstubell Posted June 12, 2020 Author Share Posted June 12, 2020 (edited) All is good now, thanks. Quick after thought, not essential but an added effect - blood splatter on screen? I've never done this so I don't know how. Edited June 12, 2020 by antstubell Link to comment Share on other sites More sharing options...
maxarturo Posted June 12, 2020 Share Posted June 12, 2020 (edited) The number (10 - in this occasion) is the number of blood droplets on the screen (PC), experiment yourself with it but i think 10 is a good number.Game.TriggerScreenBlood(10) Have a happy modding. Edited June 12, 2020 by maxarturo Link to comment Share on other sites More sharing options...
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