I'm currently in Flooded Faron Woods, collecting the tadtone pieces in order to get the Water Dragon's piece of the Song of the Hero. I've collected all of the pieces save one. Near the entrance to the first dungeon in Faron Woods, there is a lilypad containing a tadtone. I'm unable to get it. I've tried flipping it over with my whip, jumping on it from another lilypad, smashing into it, and just about anything else I can think of, however nothing has proved successful.

To be able to get that tadtone, you need to flip that lilypad over. The spiky side is down in the water so you won't be able to use your whip on it. So if you remember what happened in the Ancient Cistern with the lilypads, to flip it, you need to jump on it from high above. The only way you'll be able to jump on it with a significant enough height would be from the great tree.


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It should be pretty obvious where to jump from. When you climb the tree, there will be a part of the platform jutting out in the direction of that lilypad. Go to the end (and make sure you're facing in the direction of the pad) and jump down. You should be able to land on the lilypad, flipping it over and releasing the tadtone.

edit: I just changed by skin tone via block editing, and it indeed changed.

I'm under the impression you're doing something wrong, hence neither the fashion block edit or skin tone edit are showing up for you. /edit


Try to only import the fashion block, and see if the change it there.

Then export the save with PKHeX, and import the save into your game with a save manager.

If not, you're clearly doing something wrong.


Yeah I've used the fashion block editing before and can definitely confirm that I do that right. The problem on my end is that my character in the over world seems to be wearing the default clothing whereas when I walk into thee dressing room in the video... I'm wearing the ultra ball tee + other clothing and have different hair. Unless you're suggesting that I try the fashion block on my already edited skin tone file?

My original skin tone vs the modified skin tone.

As you can see, the skin tone changed.


I have a hard time imagining this is a gender specific issue, especially when it comes to the following points..


To clarify, I'll be using these for me and my mother:


Is this exactly what you did? Because I did this exact process and I do seem to have that weird error still. My mother's skin tone changes, I have all of the clothing, but my trainer in the over world is still in the default clothing (and I can't change my clothing/hair/eyes in-game to fix this either, so I'm stuck looking like the default trainer).

As you can see, the one that changed skin-tone couldn't change clothes.


I don't think this is a gender specific issue (even though it wasn't tested on the male save),

but rather it's an issue with the hair color not being changed as well.


As you can see, the hair color on the top image and bottom image doesn't match.

As you can see, the one that changed skin-tone couldn't change clothes.


I don't think this is a gender specific issue (even though it wasn't tested on the male save),

but rather it's an issue with the hair color not being changed as well.


As you can see, the hair color on the top image and bottom image doesn't match.

Okay, great to see that it wasn't just me! Is there anything else I can possibly try out? I do not have any experience looking into games and documenting what else should/could be changed to make the skin tone editing more efficient (and thank you very much for all the help thus far!).

Open a save with the intended skin color, and copy over their Lips, Brows, Contacts, Hair over, and it should work.


I managed to make cloth changing work this way (for a skin tone edited save)


Open a save with the intended skin color, and copy over their Lips, Brows, Contacts, Hair over, and it should work.


I managed to make cloth changing work this way (for a skin tone edited save)

It was the tone wheel leakage from a B3. When run though a Leslie w/ the horn spinning it added a metalic phasing signature to it. The strait leakage is more usable vs the Leslie, which is more distant but added it's thing. Then into the funky Tel-Ray style echo/delay with feedback, which also had an adjustable square - sine wave LFO modulation on it like the PCM42's do, and you have the sound. here is an embedded pdf file with the source sound see the attachment after downloading the pdf file

The ringtones on this website are in .mp3 format and is compatible with almost all mobile phones. Download ringtones and use them on Nokia Mobile phones, Samsung, Sony Ericsson phones, LG mobiles, Motorola phones etc...

When I got going in 2003, it was a nom de plume for my pixel illustration. I liked the idea of it being unnecessarily pluralized and a little bit confusing. I always had the idea that it would be cool if there were video games that had that kind of tone, style, and vibe. I would try to make those games myself with my limited skill set.

Just got the Sword's Age of Winters disc. {censored}, that's some good tone! I like how thick and sludgy, yet clear it is, all at the same time. I heard they use Laneys and Oranges. Does this sound about right? Which Oranges do they use, if that's the case.

Damn. I'm still kicking myself from the time that one of my local GC's had 2 AOR 50's for $200 each. I had an AOR 100 for a little bit and our other guitarist has an OR120. We were able to get the same tones as the Sword very easily.

It was {censored}ing great. They played mostly new stuff, which kicked ass. Can't wait for the new album. The tone at the beginning of the set was thunderous and badass, then as it went on, it started sounding worse and worse (meaning the engineer was tweaking knobs he shouldn't have), but then the mixing was correct by the last several songs. But overall, GREAT SHOW

Hamlet, Horatio and Marcellus are running around swearing on the sword multiple times. I find this scene extremely confusing. Watching the scene during the 1996 Kenneth Branagh version, it's almost comical. When the ghost was addressing Hamlet earlier, there was a sombre tone. Then we get to this almost slapstick scene. He calls the ghost old mole... "Well said, old mole!" Is this supposed to be humorous? Why the sudden shift in tone?

Each Aeolian tone model is called a compact source. It can be seen that more are placed at the tip of the sword rather than the hilt. This is because the acoustic intensity is far higher for faster moving sources. There are 6 sources placed at the tip, positioned at a distance of 7 x the sword diameter. This distance is based on when the aerodynamic effects become de-correlated, although a simplification. One source is placed at the hilt and the final source equidistant between the last tip source and the hilt.

The azimuth and elevation of the sword pre and post swing can be set. The strike position is fixed to an azimuth of 180 degrees and this is the point where the sword reaches its maximum speed. The user sets the top speed of the tip from the GUI. The Prime button makes sure all the variables are pushed through into the correct places in equations and the Go button triggers the swing.

It can be seen that there are 4 presets. Model 1 is a thin fencing type sword and Model 2 is a thicker sword. To test versatility of the model we decided to try and model a golf club. The preset PGA will set the model to implement this. The golf club model involves making the diameter of the source at the tip much larger, to represent the striking face of a golf club. It was found that those unfamiliar with golf did not identify the sound immediately so a simple golf ball strike sound is synthesised as the club reaches top speed.

To test versatility further, we created a model to replicate the sound of a baseball bat; preset MLB. This is exactly the same model as the sword with the dimensions just adjusted to the length of a bat plus the tip and hilt thickness. A video with all the preset sounds is given below. This includes two sounds created by a model with reduced physics, LoQ1 & LoQ2. These were created to investigate if there is any difference in perception.

The demo model was connected to the animation of a knight character in the Unity game engine. The speed of the sword is directly mapped from the animation to the sound effect model and the model observer position set to the camera position. A video of the result is given below:

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