[RELz] Better Music System

Post » Fri Oct 15, 2010 10:32 am

Hi there! New version is ready, what's new this time?

- Shop and Temple music has been added. Optional. Mourhold Temple has its own music, to differentiate it from the other ones.

- Morrowind original music take place in the mod with a playlist only for it. When enabled, original music will be played randomly in Bitter Coast, West Gash, Ascadian Isles and Azura's Coast regions. Possibility to change chances to be played and if will be played at night.

- Towns' Music will start now only when actrually close to the towns/cities. (Activation modified only where necessary).

- Added the External Cells' Music Delay system, music switching can be delayed avoiding repeated change of tracks when near cell limit lines. Another option permits to block track switching until the current track running is over.

- Now using lutes implementend into the mod you can decide to listen to personal playlists wherever you want. Added 5 lutes which have 5 playlists connected. If you own a house, or a mod adds a particular building or whatever, you can add specific music to these places. However, lutes work everywhere, and you can also use them as "portable radios".

-In the category "better late than never":the music cube message appears only after character generation, final bosses music have now a separate playlist, music restarts automatically upon loading.

Download at http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7899

Description of the mod:

Complete overhaul of Morrowind music system. No more explore tracks played randomly in any place, no more battle music played randomly for any enemy.

Highly configurable through an in-game menu, and over 30 tracklists you can customize by using the Costruction Set (in a quite easy way explained in the very detailed apposite readme file).

REQUIRED: MWSE 0.9.4 (BUT it might work with some earlier versions, never tried them though) or, if you are using the latest version of MGE, just enable the internal MWSE; Tribunal, Bloodmoon.

RECOMMENDED: My Music Compilation (5 zip files), I've selected over 170 music themes that fit very well with Morrowind environments. This mod is set to play these tracks, but if you dislike some of them or want to add more you can always customize the tracklists for yourself.

Feature in details:

1) Explore Music played according to the place you are in, each of these places has its own playlist:

-All Vvanderfell and Solstheim regions.
-All Morrowind, Tribunal and Bloodmoon major and minor towns (major ashlander camps comprised).
-All Morrowind, Tribunal and Bloodmoon dungeons: ancestral tombs and other tombs, dwemer ruins, daedric shrines, dunmer strongholds, velothi towers, caves, Solstheim ice caves, mines, grottos, Old Mournhold sewers, Sixth House Bases.
-All Imperial forts and taverns.
-All shops and temples (optional).

2) Battle Music played according to the enemy you are fighting with. From the weakest to the strongest ones, everyone has specific tracks connected depending on their strength (this mod does NOT change any creature or NPC directly).
Also Final Bosses, Sub-bosses and other particular characters have their own music (check the list in the readme file, possible spoilers).

3) Night Music, optional feature that permits to play with different music at night inside regions and towns.

4) Underwater Music, you can swim within the ocean or a river with a different music, optional.

5) Event music: only present in TR and BM main quests, a few events now have a specific music.

6) Werewolf form music, played obviously when you are in that form (optional).

7) Unique playlist to listen to Morrowind original music.

8) Possibility to connect 5 playlists with personal tracks to any place you want by placing objects (lutes) into it.

9) With the in-game menu, several options are available. Among these, you can turn off/on explore/battle music (want to listen only to explore music, even if in battle? You can do it), you can manually select a type of music (region/town/dungeon music etc.), regardless of the place you are in, you can enable/disable/configure all the optional features, or even change battle music mode to not play battle music when fighting the weakest enemies.

---------------------------------------
Thanks to:

All the authors of the beautiful tracks coming along with this mod, and that has been so kind to give me permission to include their works into this.
Fliggerty, for having helped me solving an irritating CTD problem and on mod optimization (and I've learnt more about MWSE!).
Raflod, for the help given on optimization phase, and for having tested my mod finding some bugs at the early stage.
Elderscroller, for the great work with the “normalized mp3s”.
Starwarsguy975, Drakkmore, theorified, Marbred, ZesvotzashniSinkunndaijari, vtastek, Homie_sampson, MeshGearFox for their suggestions, and others at the Bethesda Forum and PES for bug reports and constructive comments.


EDIT: forgot to insert the link :whistling:
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Fri Oct 15, 2010 10:13 am

I just installed all packs as I think I had a couple of missing files. Thanks for this, your compilation is also very good and fits game world.

One thing though, don't use the file extension doc. Anything but a doc would work: pdf, txt, rtf.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Thu Oct 14, 2010 10:15 pm

Glad you like the compilation, you can't figure out how much time I spent putting that together :wacko:

About doc format, if you can't open it you should download http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=3657ce88-7cfa-457a-9aec-f4f827f20cac, so at least you can read this type of documents.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Fri Oct 15, 2010 1:45 pm

Glad you like the compilation, you can't figure out how much time I spent putting that together :wacko:

About doc format, if you can't open it you should download http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=3657ce88-7cfa-457a-9aec-f4f827f20cac, so at least you can read this type of documents.

Don't worry about me. :disguise: I can view it with open office. It can also be opened with wordpad if renamed to rtf. It is just DOC format doesn't fit for a game mod as it is restricted viewability.. Most people wouldn't like to install a third party software just for a mod. We have this thread about formats and mods, take a look.

http://www.gamesas.com/index.php?/topic/1091350-is-there-a-consensus-on-mod-archive-file-format/

I'm impressed with your music taste(I'm enjoying one of the tracks reminds me GATTACA) and also it is amazing as a first mod. Do you have other projects planned?
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Fri Oct 15, 2010 4:05 am

Well, I've just added a readme in txt format, so everyone should be happy now :D

Did you play a little the new version? It has been hard to make all the new and old features work together, so maybe I might have left something not working too well (even if I made a lot of testing).

Other projects? Yes, in primis (translated: first of all :D ) BMS is not finished yet. My last step should be making it compatible with any mod that adds new cells. This is a hard task, I don't even know if will be possible, but someone suggested me a way using MWSE. We will see what can be done. Then I have in mind another project concerning creatures (but not new models, I don't even know how to make them).
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Fri Oct 15, 2010 8:15 am

[edit] Never mind, Fileplanet's usual hijinks. Thanks for this, Xiran!
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Fri Oct 15, 2010 7:12 am

Absolutely Beautiful...I was just about to play my first play through - great addition on just the first few tracks I have heard.....my thanks.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri Oct 15, 2010 6:27 am

Just curious, does the city of Sotha Sil have it's own music as well? Or rather, can one add unique music for it.
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Fri Oct 15, 2010 3:24 am

Just curious, does the city of Sotha Sil have it's own music as well? Or rather, can one add unique music for it.


Yes, Clockwork City has its own playlist. Adding new ones is not possible unless you change the scripts, but it's possible to add new personal playlists in new (or already included) cells placing lutes (not normal lutes, but the ones implemented into the mod) wherever you want.
User avatar
Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Fri Oct 15, 2010 3:53 am

I've just download your mod.
One suggestion : why you don't create your own directory for store all your music tracks instead of putting them in the music directory.
For example, Music/BMS/
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri Oct 15, 2010 5:15 am

I've just download your mod.
One suggestion : why you don't create your own directory for store all your music tracks instead of putting them in the music directory.
For example, Music/BMS/


I'd have to change all playlist scripts to do that, and I'm not going to do it. You'll have to live with it, anyway not a big deal, I think.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri Oct 15, 2010 1:10 pm

Available v1.7.1, fixed a couple of bugs of v1.7.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Fri Oct 15, 2010 8:16 am

Since I'm finally going to play rather than mod for a while, I'll be able to give this a try :)

Out of curiosity, what happens in mod added cells? the usual vanilla tracks play, well, as usual?
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri Oct 15, 2010 1:29 pm

Since I'm finally going to play rather than mod for a while, I'll be able to give this a try :)

Out of curiosity, what happens in mod added cells? the usual vanilla tracks play, well, as usual?


Unfortunately won't. This mod is set to work correctly only with vanilla cells. But there are two ways to play tracks in other cells, one is choosing music manually, the other one is placing wherever you want lutes implemented to play different playlists customized by the player. However, as I said above, I'm going to try to make BMS totally compatible with any cell added by other mods.

EDIT: actually it may work in some cells. For example new buildings inside towns, it's enough they have the name of the town they belong in their cell names.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Fri Oct 15, 2010 8:58 am

Let's resume the 1.7 thread.

A patch for the timers problem is now available, it should work quite well and for all mods that influence timers. I only tested with GCD. Unfortunately I had to change all music playlist scripts so now those that have customized playlists and want to use the patch will have to restore them manually.

Also in the archive is included a fix for the Tower of Dusk of GhostGate, no more CTD there now!

All the credits for the patch goes to Galsiah and his precious hints. I would have never figured out what was wrong without him.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri Oct 15, 2010 12:37 am

Also in the archive is included a fix for the Tower of Dusk of GhostGate, no more CTD there now!
Well THAT is just plain awesome.
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri Oct 15, 2010 2:34 am

Good news Xiran. But do we have a seperate track for Ghost gate yet? Ta
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri Oct 15, 2010 3:48 am

Good news Xiran. But do we have a seperate track for Ghost gate yet? Ta


Nope. And I'm not sure I will add a playlist for GG in the "official" version. However http://www.4shared.com/file/oOY9nDco/BMS_Ghostgate.html an esp for Ghostgate. It's not compatible with all mod features (too much work) but at least you have your GG playlist. :)

ps: the playlist is empty, you have to add tracks for yourself.
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Fri Oct 15, 2010 1:45 am

Nope. And I'm not sure I will add a playlist for GG in the "official" version. However http://www.4shared.com/file/oOY9nDco/BMS_Ghostgate.html an esp for Ghostgate. It's not compatible with all mod features (too much work) but at least you have your GG playlist. :)

ps: the playlist is empty, you have to add tracks for yourself.

Awww, just for me? Now that's a way to warm one's heart! Thanks :) . I didn't think it'd be loads more work, appreciate it though!
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri Oct 15, 2010 2:09 am

Downloading now, can't wait to try it out!
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Fri Oct 15, 2010 2:23 am

Hi, I just downloaded but everytime I start a game an error message comes up saying
Script XN_Check_Battle
Trying to RunFunction index greater than
function count
the script will not run anymore

What did I do wrong? Do I have to do stuff with morrowind script editor?

Was I supposed to put ESPs in data files directory or music folder
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Fri Oct 15, 2010 8:11 am

Never mind, I didn't have morrowind script extender and thought you needed morrowind script editor..yeah. Anyway I downloaded it and it works fine! Great work!
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am


Return to III - Morrowind