Skyrim Special Edition
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doodlum

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doodlum

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About this mod

SKSE framework which allows sounds to be distributed at runtime, greatly simplifying audio mods and patches.

Requirements
Permissions and credits
Changelogs
OVERVIEW

SKSE framework which allows sounds to be distributed at runtime, greatly simplifying audio mods and patches.
Audio mods typically edit many forms which are shared between different types of mods, which was a compatibility nightmare... until now!

Effectively, sound records now get their own load order separate from other mods.

THIS MOD DOES NOT DO ANYTHING ON ITS OWN.


* not real configs.


HOW TO USE

The game loads all of its forms as normal. Then, this mod parses all config files tied to loaded plugins, and patches loaded records. Afterwards, any config files not tied to a plugin are parsed in alphabetical order. Names are loaded in alphabetical order. Both JSON and JSONC are identical, but the latter supports syntax highlighting with comments. YAML is recommended for the most compact configs.

For config files tied to plugins, they must be named as
[PluginName][Name][_SRD][.json/.jsonc][.yaml]
e.g. 
Immersive Sounds - Compendium.esp_SRD.jsonc
Immersive Sounds - Compendium.esp_Mysticism_SRD.jsonc

For config files not tied to a plugin, they must be named as
[Name][_SRD][.json/.jsonc][.yaml]
e.g.
MyCoolMod_SRD.jsonc

For each compatible form, a Form must be specified. This is either formatted as
PluginName | LocalFormID
or
EditorID

The phrase NULL is reserved and should not be used in any entries. 

You can optionally add Requirements to a config file. Specifying a ! at the end of a plugin name will mean that the config will only be used if that mod is not present.

In this example, a patch for Mysticism would be parsed only if Mysticism was present, only if Immersive Sounds was not present, and parsed according to the load order of "Audio Overhaul" only if it was loaded.



Outside of Region and Sound Descriptors all forms require powerofthree's Tweaks to use EditorIDs.



Regions are unique compared to other compatible forms. If referencing a sound which already exists in a Region, it will replace that sound record. Otherwise, it will always add a new sound. You can effectively disable a sound by giving it a Chance of 0.00. You can reference the sounds added by previous config files. Currently, an RDSA entry must already exist in the Region already.

Chance defaults to 0.05, and Flags default to all enabled.

Outside of regions, the full list of replaceable sounds are as follows:
Weapons
Pick Up
Put Down
Impact Data Set
Attack
Attack 2D
Attack Loop
Attack Fail
Idle
Equip
Unequip

Magic Effects
Draw/Sheathe
Charge
Ready
Release
Cast Loop
On Hit

Armor Addons
Footstep

Armors
Pick Up
Put Down

Misc. Items
Pick Up
Put Down

Soul Gems
Pick Up
Put Down

Projectiles
Active
Countdown
Deactivate

Explosions
Interior
Exterior

Effect Shaders
Ambient

Ingestibles
Consume

MERGE MAPPER

This mod supports MergeMapper, however you must not merge plugins tied to configs. So do not merge Audio Overhaul, for example, as it will otherwise not load the configs properly.


REQUIREMENTS

Address Library for SKSE Plugins


COMPATIBILITY

Does not conflict with any existing mods.


SOURCE

doodlum/skyrim-srd


CREDITS

Dylan James for testing this mod and feedback, as well as pushing for its existence and supporting it
Parapets for FormUtil
Powerofthree for some directory iteration code
CommonLibSSE