How do I remove sounds from an animation?

Post » Tue Jun 19, 2012 11:54 am

Hi,

For my real wildlife mod, I need to make my tiny spiders and chaurus silent. I've tried doing this by reducing their weight, setting their sound date to 'sound level = silent' and their 'inherit sound data = http://forums.bethsoft.com/topic/1353080-how-do-i-remove-sounds-from-an-animation/NONE'.

But they still make a fairly loud walking sound that I want to remove completely. Any one any ideas how?
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Eire Charlotta
 
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Post » Tue Jun 19, 2012 9:32 pm

Ok, so far, I have found the sound data for the spider and chaurus, the individual foodstep sounds, the footstep sets for left and right (or back and front in the chaurus case) and what I think is the combined set for the walking loop. However, I can't for the life of me work out how they are attached to the spider and chaurus actors. It's not mentioned in the race data or the sound actor data.

I don't have any ideas where to look next! Or where else to go for help. I don't want to delete my ambient insects, but if I can't stop them from stomping about I'll have to. I'm guessing from the lack of responce no one here knows - so where else do I look or who do I ask?

Thanks!
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Euan
 
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Post » Tue Jun 19, 2012 7:23 pm

I don't know if it's the same in Skyrim as it was in Oblivion, but the sound cues are embedded in the animation files in the http://www.truancyfactory.com/tutorials/oblivion/ob_animation_textKeys.html (Enum: Right, Enum: Left, etc.). Assuming you copy all of the animations over to the new critter, and assuming you can access the AnimText, you should be able to delete the text key cues and remove the sound.

I haven't touched custom creatures at all for Skyrim yet, so I don't know if any of this will still be useful.
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Nathan Risch
 
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Post » Tue Jun 19, 2012 12:03 pm

Thanks - that gives me a place to look, at least. Will the animations be linked to the new critter then? So if I delete them from that critter, the other spiders should be fine?
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BEl J
 
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Post » Tue Jun 19, 2012 9:27 pm

If you duplicate all of the vanilla spider animations, meshes, skeleton, etc., and place them in a new folder and set your spider up as a new creature pointing to that folder it will look for your custom critter's animations in its own folder. You can edit those without affecting the original spider animations because it will be a completely new creature using its own files. At least, that's how it was in Oblivion. I can't say if this will work for Skyrim or not without trying it myself.
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kennedy
 
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