[RELz] BetterMusicSystem

Post » Fri May 27, 2011 10:52 am

Not sure what happened, but the next time I opened BAIN it all seemed to work fine.

Perhaps forgot to click has extra directories then did and forgot. I dunno
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Dj Matty P
 
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Post » Fri May 27, 2011 8:23 am

Does this mean the bug caused by saving when the music fades out is fixed? :D


it should...


But the mystic emporium guy does not have a phonograph for sale. I checked that all the files are in there proper place. The new esp is checked and the ini file is in data.


tried loading BMS at last / late?
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Carlitos Avila
 
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Post » Fri May 27, 2011 2:42 am

tried loading BMS at last / late?


I don't see why it should be necessary, especially not to http://cs.elderscrolls.com/constwiki/index.php/Adding_Sellable_Items_To_Merchant_NPC. It's really annoying when every mod wants to be last...

How do you add the phonograph to the merchant? By placing a new chest owned by the vendor?

I you had modified the NPC's inventory there could be a conflict and a need for a Bash tag, but judging from the records contained in the mod, you shouldn't need that.
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Marina Leigh
 
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Post » Fri May 27, 2011 8:33 am

Shazbot, after I just started playing this week I began working on a pretty much identical mod and am around 75% finished before even seeing this. Are you going to add a function for weather-based playlists?
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amhain
 
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Post » Fri May 27, 2011 7:46 am

Ah, I ended up splicing parts of my mod into yours so I can have weather-based playlists too. I hope this function will be added to the next release though.

I'm so happy a mod like this is possible now. I have even better use now of the score I re-mastered from Daggerfall :D
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Wayland Neace
 
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Post » Fri May 27, 2011 1:36 pm

I just want to say again how awesome this mod is, and I would love to see weather based music to make it in. I literally have hundreds of tracks that I've gathered from all my various soundtracks, the Nexus, etc., and being able to enter certain areas or have it trigger at certain times is purely awesome.
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Tammie Flint
 
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Post » Fri May 27, 2011 3:30 am

I take it you would only want weather to override the Explore, Public, Night, and Nightpublic folders?
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Timara White
 
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Post » Fri May 27, 2011 1:12 am

Possibly, I'm using Storms & Sounds for weather sounds inside as well, so I'm not sure. That sounds good, though.
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Nathan Risch
 
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Post » Thu May 26, 2011 10:00 pm

Ah, I ended up splicing parts of my mod into yours so I can have weather-based playlists too. I hope this function will be added to the next release though.


it would be nice for me to see how you detect the weather... especially thunderstorms that were added by mods...?

sometimes the night playlist is not playing, i want to fix that first.
and did someone test the oblivion playlist?
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Margarita Diaz
 
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Post » Fri May 27, 2011 10:59 am

All I did was use the pre-existing functions in the default script system (IsRaining, IsSnowing, IsCloudy). I just added blocks to check the states of those and change to the appropriate playlist. I don't have any weather mods installed so I didn't check for those. I imagine that kind of mod would use quest scripts with custom variables for new weather types so you should be able to just check the state of those. But I could be wrong on that. I'm a network specialist, not a coder :)

Most of the time the music changes flawlessly but where I have seen the most issues with the Night playlist is outside towns where the Explore playlist is. It seems to reset itself if you change cell types.
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Brandi Norton
 
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Post » Fri May 27, 2011 1:00 am

it would be nice for me to see how you detect the weather... especially thunderstorms that were added by mods...?

sometimes the night playlist is not playing, i want to fix that first.
and did someone test the oblivion playlist?

I was kinda wondering if current climate works with weather mods, might be best to use a static value for gamehour or currenttime.


GetIsCurrentWeather Thunderstorm - I'm not sure if this works with mod added weathers. http://cs.elderscrolls.com/constwiki/index.php/ForceWeather has some vanilla weather id's.

GetCurrentWeatherID - returns the refID of the current weather (lets you use ar_Find against an array of weathers to look for).

GetWeatherClassification weatherID - returns the precipitation classification of the weather as defined in the editor.

IsPleasant
IsRaining
IsSnowing
IsCloudy - Returns 0 if the current weather is not classified as cloudy. Greater than 0 and less than 1 means the weather is transitioning to a cloudy weather. 1 means that the weather is stable and cloudy.
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X(S.a.R.a.H)X
 
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Post » Thu May 26, 2011 10:45 pm

Hi,

I've just try your mod, and it's great mod.

But, I've got some crach now, when I play and in the menu too when I do nothing.... So, for now I removed the mod.

How can I create some log to point the trouble, I really want to play with your mod.
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~Sylvia~
 
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Post » Fri May 27, 2011 11:15 am

I think I had a crash in menu once and the windows error showed that it was from EMC's dll. If that's the case, nothing can be done about it in BMS (except maybe not using menumode hooks).
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Jade
 
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Post » Fri May 27, 2011 7:17 am

Ok so I'm definitly noticing crashing with this installed.

It seems this happens most when I cross cell boundaries while still in combat (or transitioning out of combat).

I'm using Vista 64 and have an X-Fi card.

In post 40 above Mikhot85 detailed how he disabled codecs - I'd like to try that too, but I'm a tard when if comes to that and a google search revealed little I could understand. Can someone hold my hand through this a bit or point me in the right direction on how to do that?

thanks
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Jeremy Kenney
 
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Post » Fri May 27, 2011 4:05 am

I was kinda wondering if current climate works with weather mods, might be best to use a static value for gamehour or currenttime.


yes, i used static values for the 1.2... did not fix the night bug...

IsRaining does not help to separate smooth summer rains from heavy thunderstorms. we'll have to get wind speeds and lightning frequencies and fog distances...
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Kirsty Collins
 
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Post » Fri May 27, 2011 3:49 am

Okay, this is partially copy-pasted from a thread I created before I know which mod was the "culprit" here.

I have a slight issue with the mod; it works fine, but keeps spamming my console with a debug message OwnerIsNoFaction, which is mildly annoying. It doesn't seem to actually do anything detrimental, it's just a little something I'd rather see gone.
So I did some digging and found out the part in the mod's script that does it. I tried to edit it so it wouldn't print the debug message, but for some reason I can't launch the CS with OBSE, as it gives an error message "Could not inject dll". Dunno if I'm doing something wrong (I clicked "run TESCS & OBSE" in Wrye Bash) since I have no experience in such advanced modding, let alone scripting. :shrug:

Here's the section of the script just for sh**s and giggles, maybe some script-savvy individual could get something out of it:

if ( CombatMusic == 0 && StartCombatMusic == 0 )	set CurrentCell to Player.GetParentCell	if ( PrevCell != CurrentCell )		set CellChanged to 1			set PrevCell to CurrentCell;DebugPrint "CellChanged"	  else			set CellChanged to 0	  endif	if ( CellChanged || ResetMusic )		set CellOwner to Player.GetParentCellOwner		if ( GetObjectType CellOwner != 6 )			debugprint "OwnerIsNoFaction"			set OwnerIsNoFaction to 1		else			set OwnerIsNoFaction to 0		endif		set LastLoadDoor to GetPCLastLoadDoor


Anyone know if there's a way to stop the debug spam without having to fiddle with the script itself? For example with some .ini tweaks or somesuch?
Or, alternatively, what to do so I could open the CS with OBSE and thus be able to tweak the script in the CS. Like I said I know squat about scripting, but I figure with my massive intellect that removing the line "debugprint "ownerisnofaction"" should do it. (...right?)
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M!KkI
 
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Post » Fri May 27, 2011 2:13 am

it works fine, but keeps spamming my console with a debug message OwnerIsNoFaction


if you get debug messages you are not using the current version of BMS.

please always use the latest version rather than editing old versions!
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David John Hunter
 
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Post » Fri May 27, 2011 12:56 am

VERSION 1.5 is online!

We have many improvements and a completely new combat detection which is way more accurate... i think the most features are working now. (for non english versions too.)

:)

Side
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Yama Pi
 
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Post » Fri May 27, 2011 1:15 pm

Thanks man :)
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tannis
 
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Post » Fri May 27, 2011 10:41 am

Thanks for the update, some nice new features there :)
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Ross
 
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Post » Fri May 27, 2011 12:33 am

I'm afraid to say that your stormy weather detection will result in a few false positives, at least for users of All Natural. I'll try to think of a way you could get around this, and come back to you. :)

In the meantime, I don't think that it'll be much of a problem.
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Sabrina garzotto
 
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Post » Thu May 26, 2011 10:44 pm

Absolutely fantastic mod. Not only is the combat detection pristine and immersive, I was also inclined to download a bunch of new, great sounding, musical pieces to compliment this.
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Shannon Lockwood
 
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Post » Fri May 27, 2011 4:01 am

if you get debug messages you are not using the current version of BMS.

please always use the latest version rather than editing old versions!

Well, it was the latest version when those messages started appearing. Can't really have used the newer version before it was released, now can I? ;P
But anyways, I'll update to 1.5 when I play next. (would've done that even without any debug messages). Thanks, and keep up the good work! :)

EDIT: Well, at least I suppose it was the latest version since it was the only one up on TESNexus.
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Stephanie Nieves
 
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Post » Fri May 27, 2011 5:16 am

So I had a window pop up that said "Storm" (Ok) and then it rained for like 2 seconds then it stopped and popped up another window. It was the only time my storm music worked though. Other times it's raining with explore music. Does this work with All Natural?
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Caroline flitcroft
 
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Post » Fri May 27, 2011 10:58 am

I ended up rolling back to my previous version. This new one has some difficulty with exiting battles and going back to ambient, specifically the combat music hitches a bit. I hear a brief static noise twice or three times, then for a second I hear combat music again. Then, ambient. Really, quite annoying. So, I rolled back.
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CSar L
 
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