Thank you for the reply HawkleyFox.
Actually, looking at that script now I see that it NEVER would have created a new play-list (at least the way I had it set up there). It always would have returned a "1" to "
if WolfenMusicFailed == 0". GAH! That's what happens when I run on too little sleep. ;
Anyway, so are you saying that I should create all of my play-lists as soon as the game is loaded up? Is there a way I can run a script every time a game is loaded? Once again I am writing with very little sleep, so if I am mis-reading or mis-stating, please forgive me. I assume we have to set up our play-lists every time a game is loaded because the play-lists are not saved with a save-game, correct?
If I am understanding everything correctly:
First, I'll need a script that runs every time the game is loaded and in that script I will need to define all of the play-lists I'll be wanting to use.
Second, I'll need to figure out a way to turn on the battle override AND change to my custom werewolf combat play-list BEFORE the player ever actually engages in combat with a werewolf. That's going to be a monster to pull off simply because you can never predict what the player might do or where they might decide to go, like suddenly changing directions to go AWAY from a combat encounter just after I've switched the music-list out and engaged the battle override. GRRRRRR.
I'm not even sure exactly how I could do that one if I have any wandering creatures.
Third, on my werewolf's OnCombatStart I'll do the
emcChangePlaylist 4 StrDpWolfenCombatFourth, when the combat is over, I'll turn off the battle override and also switch back to the default Oblivion combat music with:
emcRestoreDefaultPlaylist 4Does that sound about right?
To answer your question, "
Also, doesn't the OnStartCombat block only execute once?" Yes, that is the case, unless you get far enough away from the combatant to do whatever it takes to make the engine think you both are no longer in combat, and then re-engage them once again. Obviously THEN it will execute more than once. the chances of that happening are slim, but it can happen.
"
Also, you should check the Wolfen's target, as its technically possible for the wolfen to be murdering innocent civilians and totally ignore the player which would still cause the music to change. It could be happening anywhere in the same cell too. The player may not even be able to hear the carnage, but still hear the music (if hes in combat)."
Yes, I would have put a check in there to make sure the combat target was the Player. Plus, if the music type was 4, then the player would NOT hear it unless he was also in combat somewhere, right?
Anyway, please let me know if I'm on the right track here as I'd really LOVE to use this plug-in, that is, if I can figure out HOW to use it.