Ramen Package Posted January 27, 2024 Posted January 27, 2024 So I’m attempting to make what I though would be a simple mod for my future playthroughs. The mod would consist of a ring that essentially when equipped, would play a sound. Once the ring is unequipped, the sound would then stop playing. The ring itself populates in-game, however it does not play any sound :(. Also, this mod is going to be for Xbox one, Skyrim AE. These are my steps. I’ve created the ring (from the stock silver ring in CK). Created a sound descriptor with said sound that I will be using. Created a sound marker. The script that I made is probably dead wrong, but it’s all I could find on YouTube/creationskit wiki/tesalliance/and some Reddit posts This is what I got: scriptname extends ObjectReference ObjectReference Property PlayerREF auto Sound Property soundname auto Event OnEquipped(Actor akActor) soundname.play(PlayerREF) EndEvent - I added the properties for the script through the CK. moved the files to a dummy data folder to archive it, with what I assume would be the correct file paths data/sound/fx/mod/ scripts/ (for the pex) source/scripts/ (for the psc) . The was a mod I was kinda using as guide called Breathing Skyrim Female SSE. The scripts in it seem to be conditional, and with multiple sounds triggered by certain conditions. All I’m really looking for is the ring to play one sound that I have, loop, and stop when it is unequipped. Anyone who would like to share some knowledge on the subject would be greatly appreciated! Thank you.
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