[RELz] BetterMusicSystem

Post » Thu May 26, 2011 11:06 pm

NEW VERSION 1.51!!

fixed that fade out bug. and the dummy ghost should now be gone forever! if anyone still can see it, or if it gets knocked out,... please report!


I'm afraid to say that your stormy weather detection will result in a few false positives, at least for users of All Natural.


any weather with a wind speed > 0.3 will trigger the storm playlist. may be all natural has some scripts running...

EDIT: Well, at least I suppose it was the latest version since it was the only one up on TESNexus.


well, 1.2 which i released a few weeks ago had debugmessages disabled but in your special case it may have changed itself back... ;)

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?


the popup is gone now. i will have a look at all natural...

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.


i hope the new version will fix this.

:)
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Davorah Katz
 
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Post » Fri May 27, 2011 10:16 am

No, you miss my point, there will be false positives because All Natural (haven't checked anything else yet) has some non-stormy weathers with wind speeds >0.3. I think there are quite a few clear weathers which have this property.
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Roberta Obrien
 
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Post » Thu May 26, 2011 10:32 pm

Nabbed. this looks hot, and gives me a reason to use those Daggerfall music themes that would have otherwise felt out of place (Inn music playing in the wilderness, etc). Thanks for a hot and awesome mod.
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Suzy Santana
 
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Post » Fri May 27, 2011 1:09 pm

any weather with a wind speed > 0.3 will trigger the storm playlist. may be all natural has some scripts running...


the popup is gone now. i will have a look at all natural...


Awesome! Thanks for the fix in such a short amount of time!

I noticed All Natural allowed the game to storm for 2 days straight, I guess I better put more music in that category.

Oh, another bug I forgot. PublicNight music overrides Inn music. It plays the Inn music for a sec then switches back. (I havent tried the new version just yet so if you fixed this, ignore this)
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Kim Bradley
 
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Post » Fri May 27, 2011 8:49 am

New fix seems to have worked out my problems right and fine. Thanks.
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Kim Bradley
 
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Post » Fri May 27, 2011 7:29 am

I just had a few ideas:

-Regional music
-The ability to set a lil sunrise chime sound (like Zelda)
-Choice wether or not night/day transitions interupt current song
-Induvidual volumes per indoor set (Like quieter Inn music so you can hear people talk.)

Anyway, It's been working great now with the storms. Anyone know of a good program where I can quiet down a few of my mp3s?
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Spencey!
 
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Post » Fri May 27, 2011 9:43 am

I use a combination of http://mp3gain.sourceforge.net/, http://audacity.sourceforge.net/, and http://www.dbpoweramp.com/ (free alternative is http://mediacoder.sourceforge.net/) to get all my music at the same volume (gain) level as every other piece of music. This way, when music changes, there isn't a huge fluctuation in volume at all (other than the natural crescendos of the pieces themselves) between tracks.

I like the sunrise music. I also love this mod so much, great work on it!
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james kite
 
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Post » Fri May 27, 2011 11:47 am

This is a fantastic mod, and I really appreciate it.

I've been trying to adjust a few minor issues in the last hour. They are not serious, but there probably is something I missed down the line (I've already installed all of the required plug-ins of course). Sorry in advance if I ask something that is either answered somewhere or is absurdly simple, I tried looking and asking directly seems the best way to go.

First: During the intro video to the game, dungeon music plays right over it. Any ideas on how I can disable or prevent that? I'm assuming that the same goes for any video file that is played. [Edit: Turns out this is caused by Enhanced Music Control. The author of that mod mentions it in his readme too. Any ideas on how to nip this?]

Second: Loading screens still play the old regular music that was intended for the cell that I'm entering (Public, Explore, etc.), which is then promptly replaced by the new music once I'm actually in the cell. Any ideas on how I can disable music during loading, or some other elegant approach?

Third: Chapel music does not seem to work at all. It starts up once I'm in the cell, and then reverts after 1-2 seconds to Public or PublicNight music. I've enabled it in the .ini file, and it works for just a second or two. The dummy files are of course deleted. I tried Cloud Ruler Temple, and the music for that location does not trigger either.

I'll be tweaking things on my own to see what works, but if you have any input or know the reasons for the above, please let me know.

Thanks again for this mod. Its great to distinguish day and night with different music.
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Jennie Skeletons
 
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Post » Fri May 27, 2011 9:38 am

is anyone using OBSE 18 with BMS??
i'm having slight problems with SoundCommands... may be the stutter is caused by this.


All Natural (haven't checked anything else yet) has some non-stormy weathers with wind speeds >0.3.

how can a weather with such a wind speed be non-stormy??

Oh, another bug I forgot. PublicNight music overrides Inn music. It plays the Inn music for a sec then switches back. (I havent tried the new version just yet so if you fixed this, ignore this)


this was intented as a feature (which was not really thought through) and will be fixed with the next release.

-Choice wether or not night/day transitions interupt current song


you will get this with the next release.

Second: Loading screens still play the old regular music that was intended for the cell that I'm entering (Public, Explore, etc.), which is then promptly replaced by the new music once I'm actually in the cell. Any ideas on how I can disable music during loading, or some other elegant approach?

Third: Chapel music does not seem to work at all. It starts up once I'm in the cell, and then reverts after 1-2 seconds to Public or PublicNight music. I've enabled it in the .ini file, and it works for just a second or two. The dummy files are of course deleted. I tried Cloud Ruler Temple, and the music for that location does not trigger either.


2.: if we disable music during loading we will disable it for load screens between cells with the same music type too! this would be ugly. why not using sneak silence and entering sneak mode before activating a load door? just kidding...

3.: night overrides custom playlists. this will be fixed with the next release.
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lauren cleaves
 
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Post » Fri May 27, 2011 12:52 pm

I'm running OBSE 18 with BMS and haven't had any problems
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Jennifer Rose
 
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Post » Thu May 26, 2011 11:47 pm

I'm running OBSE 18 with BMS and haven't had any problems

Same here
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Richus Dude
 
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Post » Fri May 27, 2011 3:14 am

VERSION 1.6 is online!

- tweaked combat detection for use with companions and mmm.
- combat music will end now when you flee from battle and an enemy is chasing you. you will never know if he is still behind you.
- if you leave a location via load door the combat music will not stop immediately. you will have to realize if there are any enemies.
- new playlists: caves and mines, fort ruins
- night playlist has no precedence over any custom playlist anymore.
- you can choose if the night playlist should interupt the current track at the beginning / end of the night.


I'm running OBSE 18 with BMS and haven't had any problems


would you please go to your oblivion folder (where the .exe is, not DATA) and tell me what SoundCommands.log said?

thank you!

:)
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Lauren Denman
 
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Post » Fri May 27, 2011 8:21 am

I am using OBSE 18 with BMS 1.2, and it performs very well ... sorry that I can't say the same for 1.5 (I heard some rather bizarre behavior due to using All Natural). No glitches so far with this version, and I have little to no sound-related stutter (awesome good for a non-Creative sound card), better in fact than the native Oblivion sound system ever was. I haven't tried 1.6 yet, mainly because to me, further subdividing the playlists a la 1.5 really didn't add that much anyway (and I had trouble disabling the ones I didn't want to use, particularly Storm) ... I use Ayleid, Mages Guild, Arena, Chapel, Inn, Home, Cloud Ruler, Night, and NightPublic, all are working without a hitch. So for now I'll be sticking with 1.2--and loving it--thank you for adding so much to my game! :D

(My sound commands log simply says 'loading Sound Commands', and nothing else)
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Kat Lehmann
 
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Post » Fri May 27, 2011 1:57 am

2.: if we disable music during loading we will disable it for load screens between cells with the same music type too! this would be ugly. why not using sneak silence and entering sneak mode before activating a load door? just kidding...


Fair enough. Is there a way to delay a loading screen from changing the music (based on the original playlist for the cell I'm entering) so that the original playlist does not have any time to kick in before the new modded playlist starts (which does so only when I'm actually in the cell)?

Of course, different computers will have different loading times.

Thanks for your help, by the way.
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meg knight
 
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Post » Fri May 27, 2011 4:40 am

VERSION 1.6 is online!


Dude, thank you again. Your work on this is second to none, I'm really impressed with all the updates and bugfixes you're pushing out.

This is a mod that I cannot play Oblivion without anymore.
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scorpion972
 
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Post » Fri May 27, 2011 8:50 am

still trying to get this mod working. Combat music hasn't played yet. I also have no music in Ayleid ruins (the ayleid steps ruins), but I think that because i haven't filled the AyleidPlaylist with music yet. Just installed 1.6, maybe that fixes something.

But to be certain, i have a question about the OBSE plugins. In the soundcommands.zip, there's a Data folder and a src folder. The Data folder is pretty clear, but im uncertain what to do with the src folder? I can't find anything in the soundcommands readme.

I must have made a mistake during installation or something, since it seems to work for pretty much everyone :)

edit: still no dungeon and explore music.
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ijohnnny
 
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Post » Fri May 27, 2011 3:23 am

Been giving this a whirl, I'm liking what I hear so far. I mainly wanting this for the improved handling of music in combat, so I'm running with all of the custom playlists disabled in the .ini file and the directories empty. The only problem I've encountered so far is that after playing a track in it all goes silent until I move to a cell with a different kind of music. Disabling the silence between tracks feature seems to cure this, though.

For reference, I'm using OBSE v18b4 and Oblivion Stutter Remover 3b6. I've also replaced the various tracks in the default music directories with their higher-quality equivalents from the downloadable soundtrack album (the difference in audible quality is quite remarkable), and I've also added some of the Morrowind soundtrack.
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I love YOu
 
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Post » Fri May 27, 2011 8:34 am

I loved using this mod, but soon i got something called bettermusic system dummy on my screen, that was seen as an enemy, AFter that it just wouldnt go away, and what ever it was, it was invisible. It also gave me constant persistent crashes. so i had to uninstall it, but mabye someone knows how to fix this...


Thanks, this is really a great mod.
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Imy Davies
 
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Post » Fri May 27, 2011 1:57 am

I loved using this mod, but soon i got something called bettermusic system dummy on my screen, that was seen as an enemy, AFter that it just wouldnt go away, and what ever it was, it was invisible. It also gave me constant persistent crashes. so i had to uninstall it, but mabye someone knows how to fix this...


Thanks, this is really a great mod.

What version were you using? He said to have fixed it in BMS v1.51 and was wondering if anyone still had issues with the dummy.
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sophie
 
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Post » Fri May 27, 2011 8:17 am

What version were you using? He said to have fixed it in BMS v1.51 and was wondering if anyone still had issues with the dummy.

The version right before the realease of 1.6 today :P
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Daniel Lozano
 
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Post » Fri May 27, 2011 1:30 am

This is not the only mod I've used that has dummy effects.

However when it was installed the dummy effect that chased me was easy to track to this mod. When this mod is not active then I get the same effect but from another mod.

I've also seen how a mod like Duke Patrick's script silencer changed the name of the dummy effect to .

So the name of the dummy effect can be hidden too.

It really shows up when using life detect spell - glowing balls that follow you. Wish I knew what mod also added one.

Also wish I had the patience it would take to get this mod running right and handling all the codec issues - because I crash with this.
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Reanan-Marie Olsen
 
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Post » Fri May 27, 2011 8:16 am

(and I had trouble disabling the ones I didn't want to use, particularly Storm)


did you edit the ini file in the right folder (i.e. the data folder)? if you set UseStorm to 0 the storm playlist won't play anymore.

Fair enough. Is there a way to delay a loading screen from changing the music (based on the original playlist for the cell I'm entering) so that the original playlist does not have any time to kick in before the new modded playlist starts (which does so only when I'm actually in the cell)?


i will run some tests... may be i can put the cell detection into the menumode block... for the most playlists this may work.

Combat music hasn't played yet. I also have no music in Ayleid ruins (the ayleid steps ruins), but I think that because i haven't filled the AyleidPlaylist with music yet.

The Data folder is pretty clear, but im uncertain what to do with the src folder?

edit: still no dungeon and explore music.


1. try with 'userats' set to 1.
2. the ayleid steps is a mod afaik. if a mod is not using vanilla meshes for the load door, BMS can't recognize a cell as 'ayleid'.
3. you don't have to fill folders. you get silence then.
4. ignore the src folder.
5. do the troubleshooting steps from the readme.

The only problem I've encountered so far is that after playing a track in it all goes silent until I move to a cell with a different kind of music. Disabling the silence between tracks feature seems to cure this, though.


yes, this is the pause feature. you can set the duration of the pauses via ini...

i got something called bettermusic system dummy on my screen, that was seen as an enemy, AFter that it just wouldnt go away, and what ever it was, it was invisible.


you are not using the current version. the dummy ghost is not named dummy ghost anymore. please refer to the troubleshooting steps from the readme.
btw: if it was invisible, how can you get it on your screen??

It really shows up when using life detect spell - glowing balls that follow you.


technically the dummy ghost should not be visible with vanilla detect life spells. if anyone can still see it and walked through the troubleshooting steps he should be able to tell me if this is true. this would make it possible for me to solve the problem.
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 10:56 am

Well I alternately use LAME and Tejons life detected.

I can't help because currently I don't have this mod installed and as I tried to explain I have the same effect from, obviously, another mod. But I don't know which - yet.
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Mario Alcantar
 
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Post » Fri May 27, 2011 6:16 am

ok, i'm almost to ashamed to admit....but...err....my music was disabled in the oblivion.ini :embarrass: :banghead: seriously don't know how that's possible. But when i disabled your mod again i realized i still had no music :o, looking in the oblivion.ini to see if my thinking was correct, showed me indeed I was correct. I suppose switching on the music is quite an essential step in order for your mod to work :rofl: Anyways....thanks for your help, it's working know ;) :celebration:
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Jerry Cox
 
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Post » Fri May 27, 2011 1:09 am

I do believe that Enhanced Music Control causes CTD's. I was getting very frequent CTD's until I removed it.
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David John Hunter
 
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