Project

General

Profile

Feature #4285

Support soundgen calls for activators

Added by rot tor 3 months ago. Updated 2 months ago.

Status:
New
Priority:
Low
Assignee:
-
Category:
Scripting
Target version:
-
Start date:
01/04/2018
% Done:

0%

Severity:
Minor

Description

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.

test_dremora.ESP (512 Bytes) rot tor, 01/04/2018 08:48 PM

History

#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?

#2 Updated by rot tor 3 months ago

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.

#3 Updated by rot tor 3 months ago

To clarify, I initially thought that this specific death animation somehow included the sound IDs. I don't think CS behaviour is desirable.

#4 Updated by Alexei Dobrohotov 2 months ago

  • Category set to Scripting

Also available in: Atom PDF