Custom Sounds for Animal Actor, How?

Post » Wed Jun 20, 2012 10:00 pm

I been trying to add some custom sounds to some of my animals, but i am stuck and clueless... so far i already did the changes i needed to do inside "Sound Descriptor" and "Sound Marker", but i am stuck here... i dont seem to find a way on how am i supposed to assign those into a custom "Voice Type", im so clueless... anyone knows? i need to do this step by step, i clearly dont understand how all this works.
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Jessica Thomson
 
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Post » Wed Jun 20, 2012 9:44 pm

Ok... i think i have to create a quest? in the combat tab, add each type the want i want to replace??
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Petr Jordy Zugar
 
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Post » Thu Jun 21, 2012 6:25 am

I'm interested in this - and seen you answer another post saying you got your thing working.

I have found the "DialogueQuests" you are talking about ... but can you explain why Wolves don't appear to have a DialogueQuest (but still work with their own sounds)

Cheers if you can :)
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chinadoll
 
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Post » Wed Jun 20, 2012 10:10 pm

Ill copy and paste what i sent Nedius.

Step 1 assign the sounds in the "Sound Descriptor" and "Sound Markers" .

Step 2 open your mod in Tesvsnip and search also in "sound descrip" which i think its in the last and search the one you plan to "fix" in this case lets say its some "NPCBearCub", you will see in the lower left part of the editor some tags that has "ANAM" (in some cases there are more than 1, depends if there are many sounds assigned) and double click on them, then you will see some sort of "directory" go to the beggining and delete the " / " at the beggining, yes this / slash o whatever is called in english, seems the CK messes up the directory and somehow prevents the sound to be played, so fix the directory (dont forget to do the same to all the "ANAM"), SAVE and quit.

Step 3 now in the CK create a "Voice Type" and name it how you want.

Step 4 This is where it gets complicated, go to quests and create a new quest and name it CreatureDialogXXX (xxx stands for whatever creature is planned for) and in the "Quest Data" tab create a new Condition with "GetIsVoiceType" and select the "Voice Type" you created in step 3 with a value of 1 (stands for TRUE), then go to the "Combat" Tab, this is where you assign which sound to be played and in under what conditions... so in the Combat tab add a new Subtype to Attack, Taunt, Hit, Death, Flee or what ever you plan on adding... and select each one of them and add a new type and open it, a "Topic Info" window will appear, in the "Response Text create a new type with nothing in there, just add the sound file you wish to be played under this condition, and thats it! now you gona need to do this to each and every Attack, Taunt, Hit, Death, Flee or whatever, hope this help you a lot.
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Daniel Brown
 
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Post » Thu Jun 21, 2012 4:13 am


Step 2 open your mod in Tesvsnip and search also in "sound descrip" which i think its in the last and search the one you plan to "fix" in this case lets say its some "NPCBearCub", you will see in the lower left part of the editor some tags that has "ANAM" (in some cases there are more than 1, depends if there are many sounds assigned) and double click on them, then you will see some sort of "directory" go to the beggining and delete the " / " at the beggining, yes this / slash o whatever is called in english, seems the CK messes up the directory and somehow prevents the sound to be played, so fix the directory (dont forget to do the same to all the "ANAM"), SAVE and quit.


That's why I have been struggling (the rest is what I was doing)

Thanks for the info, mate :)
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michael danso
 
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Post » Thu Jun 21, 2012 2:16 am

No problem hehe.
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Amelia Pritchard
 
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