Other cell ghost noises and purging cell buffers?

Post » Mon Jan 12, 2015 5:27 pm

This problem goes back at least a year now and when I raised it there wasn't any answers, so for the original issue.

In one of my Skyrim mods I had a pet Chaurus in one cell, being all Chaurus like, including making Chuarus noises, yet in a certain position in another cell only one load door away I could hear the Chaurus. I asked at the time but drew a blank.

Now in FONV I have had a similar issue except it is a Deathclaw (it's not friendly but I skip past it while play testing) and yet again in not just one but 2 cells I can hear the damn thing and once again only in a certain location in each cell. Theory that the sound data is still loaded in the cell buffers and if you happen to land another cell in a similar position to the noise source it's going to be heard, which means extra care may be needed in locating connected cells otherwise the issue might happen.

I found a solution but also a problem with the solution, I just tested in NV a scripted trigger box calling PurgeCellBuffers which fixes the problem. Now for the screwy part NV has no console command for it but a script function, Skyrim has a console command but no script function? :bonk:

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Lilit Ager
 
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