#footsteps - CSO half port
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(i also curated tracks from the kenshi soundtrack and stuck them in s3maphore playlists and it goes kinda crazy)
what are your headbob settings here?
does it look ok with wepon drawn? Since weapon will not really follow bobing cam
looks reasonably good imo
the headbob seems to mostly temper off when i have a weapon out so it's not nauseating
i do specifically use a third person alt attacks animation for 2h weapons in first person cuz reanimation never covered 2h stuff so that looks a little janky but it also just kinda reminds me of playing bushido blade in first person as a kid so it's kinda sick
yea never got my hands on 2h unfortunately... maybe this playthough I'll feel like it, I even downloaded all the necessary armatures today :3
hell yeah
i've been lowkey waiting for you to get back into modding everything you've done so far is a permanent mainstay in my load order
How does the script decide what sound to play when walking on terrain?
Is it just texture-based or something?
Cause a lot of stone-looking roads play the dirt footstep sound, but some actually play the stone one
there's a text database of texture filenames assigned to certain materials
it's possible some road textures aren't properly mapped, i was seeing a few myself that played the dirt sound
or else the terrain blending is such that the engine is reporting it as a dirt-mapped texture
haven't had the time to do a real audit of the state of the world since terrain texture lookup got implemented into the engine so that part is probably still a bit finnicky
Hm, it might be the blending thing cause sometimes the same texture will play a stone sound and other times a dirt sound
Huh never mind
Different textures after all
I'm starting to realize that maybe the one with the brown dirt and smaller stones is maybe set to have a different sound on puropose?
Though I'm not sure how I'd check cause I don't know what the texture name is or if there's a way to check outside of the CS?
Ah, looks like this specific texture (tr_at_cobblestn_01.dds) just isn't set to anything in data.lua
Hm... did I edit the wrong file?
Cause adding it to data.lua didn't fix it
Is this not what I'm supposed to do? ๐
pretty sure that's the right file
if a texture isn't mapped to anything it defaults to dirt steps so that would explain it if it's not mapped
Hm
Why doesn't it work then ๐
It still plays the dirt sound
To clarify
Doesn't look like it's being blended with anything either
is that old ebonheart
Yeah
lemme see if i can figure it out
The road leading out of it and a bunch of other roads in the region use the same texture too
And they still make the dirt sound for me as well
So I'm wondering if I somehow missed a step or made a mistake or something
the formatting looks right
huh.
so it's not working for me either
i'm also noting that a lot of textures in tr/lnd/ are for some reason mapped as being in tr/ind/, which is a directory that does not exist
so this seems to be a recurring issue among
multiple TR areas spanning multiple map releases
because i'm getting the same thing in necrom
which is not to say that i think it's a bug in TR because they're not doing anything at all notable here i think the terrain code needs to be adjusted
Wonder if it's a typo
Cause I mean
Depending on your system font that looks a lot like an uppercase i
Also looks like those are duplicates of the /tr/lnd ones?
๐
well it's populated by a script so i'd hope the computer isn't gonna sight read /lnd/ as /ind/ lol
i do not have any idea what could be causing this though, i did a few tests earlier and nothing worked
so it's something that i'm gonna have to focus on when i get the chance
๐
Maybe the script had a typo, idk ๐
luckily there is at least A Sound and it's not like the project cyrodiil bug where it was just killing the script
n it's something about the structure of the textures i think?
Huh
like all i can think of is that like
What was the Project Cyrodiil bug?
TR terrain textures are the only terrain textures that are nested inside of multiple directories
PC had like a patch of grass that wasn't mapped and if you walked on it it was just silent and threw a bunch of errors it was weird
Damn
Huh, looks like a lot of the models in Anvil have another weird thing going on, where theymake the sound of the last properly detected surface you walked on
(also some of them were missing and I had to add them to nif_data.lua and/or data.lua)
Found another place in Project Cyrodiil that doesn't make a sound and spams the logs
Here
sorry for the necro, but what mod was this location from?
The locations in the vid are much changed now since I moved to using actual water level for interior design, but they are from this WIP https://discord.com/channels/260439894298460160/1452943124245516380
Bug report - Walking backwards whilst sneaking on the latest version causes a stampede ๐คฃ
U sure you not using some weird animation replaces with broken backwards sneak anim? I believe anim defines when sound will sound
@blazing rose
Could be, will test any animation mods tonight. Disabling footsteps fixes issue
Btw @hushed torrent are you planning to make more sound? I oersonally eouldve liked to hear your take on better impact effects and maybe weapon-type soecific swing sounds
Although i think combat sound overhaul is already pretty good and swing sounds are nice but they certainly can use some more dynamic logic and some polish
maybe
i plugged away a little at the idea of more expansive ui sounds but that didn't really go anywhere
i generally like the stuff that exists already as far as swing and impact sounds if i did anything else it'd probably be magic sfx
Theres a mod nifty magic sound effects i think
It replaces some magic sfx
And its quality stuffgenuinely
Not just "plug skyrim and oblivion sfx where they dont belong"
Re impact effects i still didnt find one that will sound like a good mix of realistic and satisfying, all that i tried had this big measure of that hollywood fake impact crunch
Also overall impact visuals is my pers pet peeve, i want proper blood splatters on impact but it seems like its not going to happen until i figure how to render it out in blender myself
Since i havent found anyone whod be interested in producing such spritesheets
Hello! I need help installing this mod. And new to installing mods, and I need the step by step installation guide...
nvm i've managed to make it work. Great mod! Although there's a bit of delay on the footsteps when you start walking. However, in 3rd person makes sense since you can see that it hasn't fully landed the first step yet.
@hushed torrent id like your opinion on something, i was experimenting with reworking combat sounds (weapon impacts mostly), take a look at this:
https://cdn.steamusercontent.com/ugc/17860783231654248737/E8B650D0C2113FF69210983651AF2D93BD01E1DC/
So ive removed generic hp damage sound ehich in vanilla was doing that crunchy impact that i felt is cartoonish and added some other minor stuff. Layers now are:
- Short hitmarker thud (from dynamic reticle mod)
- Vanilla heavy armor impact sound
- New blood gash sound
Its somewhat close to what i wanted, but something is missing
Any idea what? I feel like some feeling of swordiness of the attack is not there
Maybe needs some cutting or like can-opening sound as if the blade cuts throug armor (i know that actual swords cant chop through plate but whatever)
Also i prob want to replace vanilla heavy armor impact sound with less obnoxious more realistic series of plate impacts, and make the blood gash thicker and add more variety, but i feel something will still be missing