» Tue May 07, 2013 11:23 pm
Ok, so at some point in the near future, I'm going to update two of these: Morrowind Advanced and BMS. Both of the are sort of for the same reason, which is to get rid of situations where there is constant changing between battle/explore music.
In the field, BMS is already set to not play battle music for "weak" enemies. However, due to changes made by Morrowind Advanced, enemies that are supposed to qualify no longer due, particularly Cliff Racers. I'll have to look at all of the monsters edited by MA and coordinate the changes between both plugins accordingly.
Dungeons, on the other hand, are constant back-and-forths simply by the nature of their layouts. I'm still not sure what I'm going to do about them, but my current idea is to simply extend the length of time that the script stops checking for things that want to kill you before switching back to the dungeon BGM. And by "extending", I mean simply waiting until the current track ends... which *shouldn't* be much of a problem since most battle tracks are fairly short, but I fear it might make dungeons just constantly play battle music instead.
Also due to be updated in the near future is BTBGI (details in the BTBGI thread) and my edited version of Vality's Ascadian Isles plugin. I've recently updated to using MGE XE, which has introduced me to the wonderful new world of shaders. It also means that my framerate gets murdered whenever I go to Pelagiad, Dren Plantation, or Ebonheart, so I've cleared out some of the foliage in those cells to keep your FPS at least within the 15-20 range (and honestly, playing through, you'd never notice anything was missing).
Of course, this isn't the only game I'm currently working on modding at the moment, so my attention is very much split, and thus my updates won't be as timely as you're all probably used to from me.