Issue Data
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Issue #31551: No weapon impact effect or sound in area halfway across Riverwood's bridge
In an area past Riverwood's bridge, hitting world geometry like the bridge's sides, the road, ruin blocks, the roadsign, tree trunks or rocks with melee weapons produces no impact effect or sound. The affected area goes from halfway across the Riverwood bridge, up to the first few ruin blocks marking the start of the trail up to Bleakfalls, and down the Whiterun road roughly until the corner with deers and wolves. The area appears centered on the tree with the bird flock spawner. Tested with banging an iron war axe and iron sword on everything in sight. Iron arrows from a long bow work fine.
Tested in a pure Vanilla setup (all mods purged in Vortex): bug is present. Tested with only USSEP and Enfine Fixes enabled: bug is present. Tested with only USSEP, Engine Fixes, Unofficial Material Fix and Immersive Sounds Compendium: bug is present. Steps to reproduce: 1) go to Riverwood a little bit past the midpoint of the bridge towards the road sign; 2) bang an iron war axe or iron sword on world geometry like the sides of the bridge, the road sign, the ground or nearby rocks, stumps or trees. |
It seems that the problem is specific to the RiverwoodBridge (5, -10) cell. Why that would be is beyond me. The cell properties don't appear to be any different than the surrounding cells.
Activator FXBirdFlockFleePineACT (base record 000BA556), RefID 0010C334. If you delete/disable this ref then the bird swarm isn't here anymore (of course), BUT all collision sounds are restored back to normal.
So, something is wrong with the base activator. Possible script/property issue worth investigating, or just a mesh issue (meshes/effects/fxbirdflockfleepine.nif). The collision layer (block 175) seems to be required to trigger the birds fleeing, but maybe it has an inapropriate layer (currently SKYL_TRIGGER). Blocks 173 & 174 have the SKY_HAV_MAT_CLOTH material set by default, and changing it to any other thing doesn't seem to affect the issue.
Just a side note: it may be interesting to check if the issue is also present with bats swarms. If I remember right they are quite rare, too, but one of them is present at the entrance of the draugr boss room in bleak falls barrow (the one you have to kill to get the dragon stone for Farengar).
So, something is wrong with the base activator. Possible script/property issue worth investigating, or just a mesh issue (meshes/effects/fxbirdflockfleepine.nif). The collision layer (block 175) seems to be required to trigger the birds fleeing, but maybe it has an inapropriate layer (currently SKYL_TRIGGER). Blocks 173 & 174 have the SKY_HAV_MAT_CLOTH material set by default, and changing it to any other thing doesn't seem to affect the issue.
Just a side note: it may be interesting to check if the issue is also present with bats swarms. If I remember right they are quite rare, too, but one of them is present at the entrance of the draugr boss room in bleak falls barrow (the one you have to kill to get the dragon stone for Farengar).
Comment #2 Aug 16, 2021 12:01 pm
Edited by Nico coiN on Aug 16, 2021 12:03 pm
A 'not so bad' script solution may be to disable the activator once the anim has been played, and then reenable it once the player exits the cell containing it.
I went to check the Bleak Falls bats. Impacts are fine in the room. (pure vanilla)
Seems it's just the spawner-parrot-thing that's an issue.
Seems it's just the spawner-parrot-thing that's an issue.
I think this has something to do with the fact that when the cell is attached in memory, the birds are supposed to have a continuously looping background sound of them chirping and this is only interrupted when you approach and cause the flock to fly away. This is called by way of FXBirdFleeSCRIPT but I don't see why it would cause other sounds to end up blocking.
I don't think disabling the activator will matter either because the sound instance will still be active in the background.
I don't think disabling the activator will matter either because the sound instance will still be active in the background.
Maybe there's a maximum to the number of sound instances that can be handled at the same time ? If so, reducing the number of birds spawned might help.
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