So, I've been working on versions of this mod for quite a long time now. It started out as a simple idea, I wanted to add dungeon and town specific music like there was in Oblivion, but then after the improvements made to Beth's music system in Fallout 3 and later Skyrim, and music mods like Xiran's Better Music system, I wanted to make something a little more than just a few location specific playlists.
However, this mod is my way of fulfilling a want of mine that Xiran's mod didn't satisfy, and neither did my mod, which only added Dungeon music. I'm in no way suggesting Xiran's mod or any of the other music system mods are bad mods, they just haven't been what I was looking for.
What my mod aims to do, is bring a number of improvements to Morrowind's music system without adding too many specific playlists or extensive feature sets. Instead, I wanted to create music that I felt was fitting with the game's original soundtrack, something I'm very picky about myself, and some subtle changes for immersion. Essentially, COdA is an unofficial expansion for Morrowind's soundtrack that is intended to sound like it was written by Jeremy Soule himself at the time of Morrowind's development.
What music the mod adds:
- "Dreary" Explore music. This will be played in the Ashlands, Molag Amur, Red Mountains, Firemoth, and possibly future TR regions.
- Dungeon Music. This will be played in caves, forts, sewers, ancestral tombs, and other dungeon type areas.
- Atmosphere music. The function of these are similar to the https://www.youtube.com/watch?v=v7UknoLYtGE. They will play in unnamed region cells in addition to the regular explore or dreary explore music. They may also play in some interiors.
- A few silent tracks. Right now the tracks that will be included will be three thirty second silent tracks, one one minute silent track, and one ninety second silent track. They will play as part of the atmosphere and dungeon playlists, in order to add breaks in between the music.
A something I would like to add is possibly a system for HP/level dependent queuing of the battle music. With the help of a programmer I'd love to make this all native to OpenMw once it's passed 1.0 as well, but that's for later. Initially, I had ideas for other placements of music, such as location discovery tracks, and possibly some other cinematic type tracks, but I wasn't sure how to go about making them, or how to make the system work ingame, so if I do end up adding things like that, it will be in an expansion to the actual mod, rather than the final or a future version.
What's done?
An early version of the soundtrack is done, right now I am reorchestrating it from scratch and have currently finished the atmosphere tracks. The soundtrack currently contains:
- 19:22 minutes of dreary explore music
- 34:43 minutes of dungeon music
- 36:37 minutes of atmospheres
- 3:01 minutes of short "palette" tracks
- three thirty second silent tracks, one sixty second silent track, and one silent track which is a minute and a half long
- the entire soundtrack, not including the silent tracks, totals to 1 hour, and 40:52 minutes in length
- Morrowind's Special Edition soundtrack is 45:48 minutes long, making COdA's soundtrack more than twice as long as the game's OST
- Oblivion's soundtrack is roughly an hour in length, 58:42 minutes, making it longer than Oblivion's soundtrack as well
- Skyrim's soundtrack is a whopping 3 hours, and 35:08 minutes, while COdA's soundtrack isn't nearly as long, it could be in the future, depending on how much additional music I write. Currently, Morrowind's Special Edition Soundtrack Plus COdA's Soundtrack is 2 hours and 26:41 minutes long, which is almost three quarters of the length of Skyrim's soundtrack, and more than two thirds as long.
An older version of the soundtrack can be listened to on a YouTube http://www.youtube.com/playlist?list=PLHIpuFLnytJSSCM9CoLk0C9HUFmHqLwgp&feature=view_all. The entire soundtrack will be availible upon completion on my bandcamp (link when it's done) in a variety of formats such as mp3 320kpps, or even 24bit FLAC. It will be entirely free, with payment being optional.
Right now Greatness7 is working on creating all the nitty-gritty scripts and systems to make all this work ingame, while I am working on reorchestrating and expanding the soundtrack. Hopefully we can get a polished, fun, and well tuned product out for release as soon as everything is done. Stay tuned!