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Supermutant footstep sounds for player, and slower walk speed


LucidLady

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I don't think legendary effect is appropriate, rather should be a regular Object Modification, specific to the armor in question. Ok here's the thing. Footstep sound I've only seen as setting in the Armor Addon, but I haven't seen it as property in the Object Mod. If you want to switch between with/without the sound, then you will have to include Property in the Object Mod, to change the Armor Addons(represented by an index). Every Armor has its own Armor Addons(with different indexes), that's why it's best not to set the Object Mod as legendary.

If you don't need to switch between with/without the footstep sound, then you can directly edit the Armor Addon records and add the sound. In any case, you will still need an Object Mod for the reduction in speed. Sprinter's legendary effect adds actor value SpeedMult [AVIF:000002DA]. The value used is 10. My guess is it has to be the same property, except the value should be less than 1 to reduce the speed, for example 0,10. I really haven't messed with footstep sound and this speed multiplier, so it needs testing. I'm just sharing what I gather from looking at the game files.

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Yeah I don't know why I said Legendary Effect like that - I just meant something that can be equipped and unequipped.

I think I understand the slower run speed. But i'm still not sure about how to add the sound effect to a piece of equipment.

I'll try and figure it out based on what you've said.

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I think you can do this entirely in FO4Edit. Here is a quick explanation. Duplicate the Armor Addon as new record. For the Armor Addon add new Footstep Sound. Find and select the one for Super Mutants. Add the new Armor Addon in the Armor records. Give it an index number, use 1 or greater. Usually 0 is for the default addons. Create new keyword(type: attach point) and add it to the Armor records(to the Attach Parent Slots). Create new Object Mod:

Type -> Armor

Attach Point -> the new ap keyword

Add Full Name(this will be seen at the armor bench). Don't add anything else, even misc mod. This mod will be used to revert changes.

Create new Misc Mod. Create another Object Mod, same type and keyword. Add a Full Name. This time add Properties for the actor value and for switching the Armor Addon.

Looks like this

 

FormID,Float

ADD

ActorValues

SpeedMult [AVIF:000002DA]

0.1

 

Int

SET

AddonIndex

1 -> this should match the index you gave the addon in the Armor records earlier

 

Add the Misc Mod (under Loose Mod) to the Object Mod. Better to have one if you are planning to add material/component requirements for the second Object Mod.

Create Constructible Objects for both Object Mods, to make them available at the armor bench. No need for requirements for the first mod, which doesn't have any Properties.

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Damn, my reply didn't go through earlier.

 

Ok, I understand most of what you're saying. But you lost me, what do you mean by "Add the new Armor Addon in the Armor records"?

And how do i give it an index number?

Can i not just simply add the footstep sound to a piece of equipment?

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Look for Models. Lets take the vault suit for example. It has one armor addon under Models: AAVault111Suit [ARMA:0001F0E0]. This addon has index 0.

The only sound options I see for the Armor are pick up and put down sounds. While in the Armor Addon there is an option for Footstep Sound. Check the AA for the vault suit, it has sound set to DefaultFootstepSetXXX [FSTS:0003E091].

 

Edit: I did a bit of testing. I got wrong some of the info about indexes. Will post again with updated info. On the bright side footstep sound works. But that's about it. Speed multiplier didn't change a thing. I guess it can only make movements faster, not slower. Will test this again. If it doesn't work, there are other options.

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I'm still not sure I understand :C

So basically you're saying that all I have to do is make sure that the Armor Addon has the correct footstep sounds?

Or do I need to give the Armor Addon an index number in the Armor section?

I don't have any misc mods or object mods involved anywhere yet. I don't need the sounds to be an armor addon, i'm fine just attaching the sound effect to a specific piece of equipment.

Does the piece of equipment need to take up the feet armor slots?

I don't understand!

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If I understood correctly, you want to switch between normal footstep sound and super mutant footstep sound. You can add footstep sound in the armor addon. That's why you need to duplicate the default addon and add the super mutant footsteps. What I got wrong was the index numbers. Indexes for both addons must be changed. So the original becomes 1, the one with footstep sound becomes 2. First Object Mod will have one property:

 

Int

SET

AddonIndex

1

 

Second armor addon will have two properties, one is for the speed reduction, the other will set the armor addon index to 2. The first Object Mod also has to be included in the Object Template Combinations in the Armor records. Like in the example of the vault suit, this includes the mod for Lining.

In the game, by default the first OMOD will be selected. At the armor bench you will be able to switch to the second OMOD. The model will be the same, but it will have different footstep sound(the one you've chosen in the AA).

 

Yeah, I know I can't explain this too well, and it's difficult without including any screenshots. I'm working on a test plugin with duplicate forms of the vault suit. The footstep sounds are working, the speed reduction isn't. I'll try to check other ways for slowing down the speed when I have the chance(cryo effects maybe?). New week is starting, time for work again. Here's what I've done so far:

(removed the link, because I updated the same file. read next post)

Maybe it will make more sense when you look inside the plugin.

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Ok, managed to get the job done with a magic effect. Here is updated version of the test plugin:

https://drive.google.com/file/d/16zY9t_WRILOl7BiJQbfZQca3dkwfZ6qX/view?usp=sharing

Running feels slower and the footstep sound is changed. While sprinting the sound is gone(I'm guessing super mutants don't have sprinting animations and sounds) and the speed is normal.

Things you can try if you are not satisfied with these results:

  • Change the magnitude for the Object Effect/Enchantment. Less than 50 will increase speed. Greater than 50 will decrease it, to the point where running turns into walking.
  • Change the Actor Value inside the Magic Effect, from SpeedMult [AVIF:000002DA] to AnimationMult [AVIF:000002D2]. If you can't find it in a drop down list, you can copy it from here and into FO4Edit. But AnimationMult will probably affect all kinds of animations, not just the walk/run and sprint.

I didn't make the experimental vault suit into constructible. Use console command to add it to your inventory if you want to test things around:

additem FExxx801

Note: xxx -> your load order for the light plugin. It has the same name as regular vault suit, when you change the addon, it will switch to vault 81 material.

 

Edit: The actor value can't be changed in the Object Mod the way I thought. Looks like you can only increase the speed with a property in the OMOD.

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How am I this late to reply?

I was also trying to get the slowdown effect to work via a Magic Effect. I feel like I got 90% there, but I don't understand Int Values. x_x

I'm excited to attach other effects to the various different footstep sounds, and various degrees of slowness too :D

I didn't think this request would be nearly as complicated as it has turned out to be. Thanks so much for helping me figure this out.

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