Investigations based on 1.3
PlaySound3d is severely broken. Even with the base attenuation down to nil, and the falloff reduced by maximizing the distances you can only hear the bells if you're right on top of the object emitting the sound. You'll have to change the script to use playsound instead.
The script works with GetDistance Player - I tested it by using PRID to select the object, and then checking its variables with SV. It shows playernear=1 when I am, and it shows soundplaying=1 at the right times. But I still didn't hear it because the playsound3d makes it too quiet.
In theory playsound and playsound3d should be the same loudness when you're inside the minimum falloff radius, and the base attentuation is zero, but in practice it's at least 20db down. I gave up and retested the script with playsound. Since there's no falloff wth distance, and the sound has no position, the location of the object only controls the triggering circle, so you might as well put it around the bench.
The fire behind the bar is shooting straight out, instead of up the chimney. I changed its x rotation to -90, and lifted it up a bit to the level of the logs.
The new extra gate to the corral looks a bit odd. I think you could lose the posts, and it would still fit between the fences.
The Water Statics are in Water Statics, not WaterStatics, so I was seeing a WTF until I re-pointed them to the right folder. Just to confuse me, I have a WaterStatics folder, but the identical nifs in there have the wrong names.
The InnSign needs to be an Activator, not a static, or it won't swing. t's not significant for thw one above the door, as you don't get that high normally. The one by the road is more obvious.
This post has been edited by ghastley: Jun 11 2013, 02:38 AM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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