[RELz] BetterMusicSystem

Post » Fri May 27, 2011 2:28 pm

BetterMusicSystem 2.0

BetterMusicSystem is a complete overhaul of the Oblivion music system - enhanced combat detection, custom playlists for many locations, silence while sneaking... and much more!

DOWNLOAD: http://www.tesnexus.com/downloads/file.php?id=26892

Teron started a thread for those looking for music suggestions http://www.gamesas.com/bgsforums/index.php?showtopic=1043886.


FEATURES:
(most of the features can be toggled via the ini file)

- ENHANCED COMBAT DETECTION (more info below)
- CUSTOM MUSIC PLAYLISTS at home, in taverns, churches, temples, mages guild and fighters guild houses...
- CUSTOM MUSIC PLAYLISTS at night, storm, when sneaking
- 7 CUSTOM PLAYLISTS that you can assign via spell or phonograph (see below)
- FADING between tracks, music types (explore, public...), playlists
- RESUME of normal music after combat if combat was short
- battle music fades out SLOWLY after combat before normal music fades in slowly too
- music fading out when sneaking (as an alternate to the sneak playlist)
- PAUSE FEATURE: custom pause after each track (that ends after a given time, on a shortcut press, on music type change)
- track names can be printed to the console.
- there is a playlist for the load screens. (otherwise the mod would play the default music for a few seconds before it is able to recognize the target cell) by default it's silence, but you can put any short jingle in here.

THE PHONOGRAPH:
If you place it somewhere, whenever you are in the same cell, it will play a custom playlist which you can choose by activating it. it can use all the playlists that come with BMS, also the ones you have disabled via the ini. you can use as many of it as you want. AND you can use it in ALL EXTERIOR cells too! you can buy the phonograph at the Mystic Emporium.

THE POWER OF MUSIC:
this is a spell that gives you the power to alter the music for a cell, all cells owned by a faction / npc, or for a whole worldspace (including cities!). it does not work in the wilderness. (where you can still use the phonograph though!)
you can also change playlists for predefined locations (e.g. mages guild).
if you want to change a single cell that is owned by a faction you have to use the phonograph.

ENHANCED COMBAT DETECTION:
(most settings can be altered via the ini file)

START of BATTLE MUSIC
- you must be aware of an enemy. battle music won't warn you about enemies that you can't see yet unless you get hit.
- VoyeurMode: combat is also detected if player is not engaged in a battle that is happening near.
- rats (and very weak enemies) don't trigger battle music at all, unless they hit the player or the player has low health. more then 3 rats will
- trigger combat music though.

END of BATTLE MUSIC
- when you THINK (or don't know if) combat is over. again the battle music won't warn you about further enemies waiting for you in the dark and you
- will never know if the battle is really over!
- when you are chased by an enemy that is far enough behind you that you can't hear him. and you will never know if he is still behind you!
- music fades out slowly while some adrenaline heartbeat and breath sounds calm down... (depending on combat duration. short combat = short fade
- out, no heartbeat)
- silence after combat (few seconds) before happy explore flute music restarts


REQUIREMENTS:
OBSE v0018 beta 4 http://obse.silverlock.org/
Enhanced Music & Control v0.72B (OBSE-Plugin) http://www.tesnexus.com/downloads/file.php?id=19772
SoundCommands v4.0 (OBSE-Plugin) http://www.tesnexus.com/downloads/file.php?id=16288
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Fri May 27, 2011 12:01 am

Kudos on the release, I'm looking forward to trying this out since I already use Enhanced Music & Control. The Pause and fadeout sound particularly good.

Thanks!
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Fri May 27, 2011 12:51 pm

Sweet, I'm using Immersive Combat Music right now but it seems that this mod has a few extra things. And more importantly, it also fixes the one thing I felt ruining my immersion: after combat (as in player.IsInCombat) the combat music doesn't stop right away. :goodjob:
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri May 27, 2011 10:56 am

Great mod, I tried it after adding some additional music and I like it so far.
I got sneak attacked by a timber wolf and died instantly! I've got to watch my back better now!
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Fri May 27, 2011 5:24 am

This sounds quite nice, Oblivion's soundtrack is good, but the music system does leave something to be desired, and it looks like what this mod does is just what I feel it needs.
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Fri May 27, 2011 7:24 am

I was just just just thinking about the desire for a mod like this, since Nuanced Music hasn't been released. This seems really good, looking forward to trying it. Insta DL =]
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Fri May 27, 2011 5:28 am

Awesome, I can't wait to give this a shot.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Fri May 27, 2011 5:05 am

This mod is top quality, wonderfully executed. I found no bugs, awkward mistakes, imperfections ... I feared that heart beat and breath would sound cheesy, but it is actually very subtle, very well implemented. It is one of those kind of mods that is embaressing for the Bethesda for not making such thing in the vanilla. A definite must have!
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Fri May 27, 2011 2:57 am

Wow, very nice and a great idea! Will definitely download.
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Fri May 27, 2011 10:50 am

I was using a beta version for over a month and it really is the best music system for oblivion :)

Resuming music after combat and random silence between tracks, usually you can only find one or the other in music overhauls. The sneak silence is immersive. I don't use the heartbeat, but I really like how well the breath sounds were done. Supports custom music tracks for a lot of locations (Inns/Taverns, player homes, Night time, etc.). And i really like how easy it is to add music to these locations, no console commands or having to create your own playlists.

Some notes:
If you enable a location in the ini and haven't added music to that folder yet, you will get silence in that location.
Weak enemy detection works after you gain a few levels, when they're no longer a threat by comparing health.
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Fri May 27, 2011 1:49 am

This mod sounds great! Ive used other Music Overhauls, but this one seems more advanced! I'm actually very eager to see use the feature that lets you play certain tracks in different types of places. I'm not sure if I will like the breathing and heartbeat thing, but I'm going to have to give this a try later, if anything I'm sure i could figure out how to disable it
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Fri May 27, 2011 10:08 am

Very nice. I haven't heard the breathing or heartbeat yet, but the difference it has made to my music playing is noticeable and appreciable. :thumbsup:
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Fri May 27, 2011 7:37 am

Very nice, will have to test it out.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Fri May 27, 2011 4:37 am

Brilliant ! You should tell Scanti that your plugin uses SoundCommands - He'll be ecstatic :lol: Keep up the bad work, mate :thumbsup:
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Thu May 26, 2011 10:17 pm

Wow, I've been waiting for a mod that does all this for a long time. Downloading now! Many thanks!
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Thu May 26, 2011 11:32 pm

sounds great! any performance impact?
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Fri May 27, 2011 11:37 am

sounds great! any performance impact?

Nope, the scripts are pretty slick. The combat detection is the most demanding and I haven't noticed anything, it uses all of the proper obse functions to do this. And the locational check is done only once per cell change.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Fri May 27, 2011 8:00 am

great. gonna give it a whirl ASAP!
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Thu May 26, 2011 11:31 pm

I've been testing this out and its great, a suggestion for the future would be to include a few tracks that fit the new audio categories as an optional download.

I'm defiantly going to endorse this, good job :)
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Fri May 27, 2011 5:03 am

thank you for your responses! :)
i'm glad to see that so many people enjoy my work!


if anything I'm sure i could figure out how to disable it


don't be afraid of editing the very self explaining ini file, where you can toggle everything on / off or change lengths of fades! ;)


sounds great! any performance impact?


i use an invisible dummy ghost during combat to prevent the engine cutting off combat music. it's an extra actor for the cpu. and the two great OBSE plugins upon which BetterMusicSystem is built may cause an impact too... but i don't think it is noticeable if there is any. and if there is any, i think it is worth that half of a frame. :)
anybody with more than 1 lost frame out there?
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Thu May 26, 2011 10:46 pm

i have a question what do i do with the Battle, Explore, Public, and Special Folders, do leve them or remove them :confused:
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Thu May 26, 2011 10:35 pm

Leave them, they are still used as normal. Whatever is in the added folders overrides the normal stuff only when the conditions are met (location or night time).
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Fri May 27, 2011 1:54 am

Leave them, they are still used as normal. Whatever is in the added folders overrides the normal stuff only when the conditions are met (location or night time).


ok thx its to bad it dont work for me becouse iam useing obse 0018 beta 4 Requirements of All Natural :banghead:
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri May 27, 2011 12:07 am

So am I, and it works for me (except for also having those slowdowns as mentioned above).

Edit: just realized "those slowdowns" weren't talked about in this thread, but in http://www.gamesas.com/bgsforums/index.php?showtopic=878782. Sorry for the confusion.
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Fri May 27, 2011 11:17 am

Well I'm the first to report a lot of problems. I did everything in the requirements but the combat music only plays once and then it never plays again. Also the music disables at random points, turning the volume to 0. When I set it back then it will be set back to 0 automaticly when I resume the game. Now this is even greater, I have removed the mod and now the game won't start. It just crashes when I start it!
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Next

Return to IV - Oblivion