Support soundgen calls for activators
To reproduce, the activator in this plugin uses the dremora NIF:
placeatPC "test_dremora" 1 1 1
Then on the dremora:
playgroup death2 1
OpenMW gives in console:
Error handling text key soundgen: scream: class does not support soundgen look up
Error handling text key soundgen: land: class does not support soundgen look up
Vanilla engine just plays the sounds. I don't think this is used by any vanilla objects though.
#1 Updated by Chris Robinson 3 months ago
It's been a while since I dealt with the soundgen stuff, but IIRC it works by matching the type of creature in the list of sound generators, and taking the appropriate scream/land/etc entry. If it's called for a non-creature type, how's it supposed to know what to pick?
The way it's handled by the CS is confusing. It seems to look up to the earliest CREA in the load order that uses the same NIF model. That would be how it finds the sounds for non-creatures. If you're making a new creature ID, it even overwrites a different soundgen selection in favour of the first one.