» 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.