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tobiasfrost

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Layman

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  1. I'm starting to think this just isn't possible, at least not the way the mod currently does it. The mod adds a spell with multiple magic effects with the scripts attached to them. They work off oneffectstart, onanimationevent, onhit, onspellcast, oncellload, ontrackedstatsevent, and so on, but can onopen be used in this way?
  2. Hello, I am a beginner and attempting to learn by modifying an existing mod for my own use. I'm working on Additional Player Voices. If I'm looking at the mod correctly, it creates a hidden quest and attaches its scripts to it, and they trigger the sound descriptors/effects on certain events, such as unsheathing weapons, firing an arrow or bolt, health thresholds, and so on. What I'm wanting to do is add to this so sounds play when chests are opened. I am just unsure of how to write the script for it. I can find examples around but they all seem to be written with the intention of attaching them to a specific chest created for a unique purpose. Would it be possible to have a sound trigger only on opening certain chests such as boss type chests?
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