Well checking for hp<5 is already a good option, unavoidable if you think that sometimes the deads haven't 0 Hp, I found out corpses with still 3-4 hp's left, and it's very likely that they might have more sometimes (rare cases, however).
There needs to be a better way to work around that. That being said, if faced with the option of battle music not ending when it should or ending too quickly, I'd take the former over the latter. At least battle music not ending can be reset with a simple cell switch.
I will take a look at it. I too have lowered the number, mostly for one reason: reducing lines. I set 7 enemies max monitored, yeah I like that number! And a good number of lines has been wiped out.
Of course, I checked and the way I had the script set up had regular battle interfering with the bosses/subbosses,s o I need to do a bit of tweaking. I put a "placeatPC" command for Umbra in the reset script, meaning that he shows up at my feet whenever it runs. It's hilarious because a good sign that one of my tests has gone awry is when four or five of him suddenly spawn at once >.<
Ok, take your time, however I would want to release the new version at the end of the next week at the most. Well you'll be able to test that in 5 minutes. But if you could confirm that the general stability is now acceptable for you it would be a good thing. And music not restarting automatically on reloading is the lesser of two evils.
Yeah, I'll look into it as soon as I'm done with mine. As quick of a job it is to look it over, I've noticed that constantly switching between your version of the mod and mine tends to cause lots of crashes when the game loads (apparently, Morrowind stores a lot of crap in the RAM that it shouldn't).
EDIT: I also seem to be having a *lot* of problems with your distance checks. Set the value any higher than 4000, and the game doesn't really keep track of them past 4500 or so and the music never resets. And lower, and the AI will usually still be tailing you, and there's lots of resets in and out of battle when you hit the threshold.
The problem seems to be that there's no way to tie this in neatly to whether or not the AI is still following you or not, otherwise I'm sure you would have. But I have an idea that seems just crazy enough to work: call on the reset script every time a battle track gets done playing. If the AI still *is* on your ass, then the transition should be seamless. If it *isn't*, then the normal explore music will resume. And all of the battle music tracks are generally short enough that there shouldn't be any circumstances where the music plays for an inordinately long time before a reset occurs unless you're deliberately trying to invoke it.
REVENGE OF THE EDIT: Yeah, that definitely works. It makes the battle music behave a lot like I have the town and explore music behaving, actually (lack of harsh transitions and all). So, you either kill your opponent outright and have the battle music end immediately, or you run and (hopefully) have escaped by the time the battle music ends, at which point it transitions smoothly into the explore music. It also gives me one more excuse to just say "[censored] it" and reduce the HP thresholds for opponent deaths from 5 to 0 (at least until we figure out a better system).
Wow... I just said "we", didn't I? Sorry if I sound like I'm horning in on your work, here. I'm honestly just glad I feel like I have something to contribute at this point.
Speaking of contributing, there seems to be something wrong with that latest update I downloaded. It's incredibly small (100 some-odd KB, whereas your last updates were around 800 kb-ish), and Morrowind refuses to even load when the file is in my "Data Files" directory, unchecked or not. It says that "BMS_UPDATE_v1.7.3 - Test vresion" isn't even a valid .esp file. Maybe I just got a corrupted download or something. I'll look into it more in the morning when I'm less exhausted.
Oh, and I'm, going to say that my version is pretty much "done" at this point, since the boss battle music was the last thing left that I hadn't tested. I ended up having to restructure the battle script a bit more to accommodate it properly, so the final version is a bit different from the last one I posted.
Again, if you're curious (which I frankly wouldn't fault you for not being at this point), this is my finished product:
http://btb2.free.fr/temp/morrowind_bms.zip