[WIP] New Music: Dungeons

Post » Sat May 28, 2011 8:21 pm

Didn't work for me, sadly - I put oblivons dungeon music into the 'dungeon' folder in morrowind's music, checked the esp, nadda. I tried 5 different 'dungeon' environs just to be sure. Maybe a conflict with interior weather/ expanded sounds? Its a great idea though :)

Hmm.. that's strange, it works all fine for me, in every dungeon I go to. Maybe try a dwemer ruin or dunmer stronghold. Try it without expanded sounds too, I use it with interior weather and it works just fine, but maybe more background on expanded sounds will help, does it run on the streammusic command?


Oh wait, I came here to ask a question, can I merge the http://www.search.yacoby.net/click.php?id=4085&location=PES_MW&url=http%3A%2F%2Fplanetelderscrolls.gamespy.com%2FView.php%3Fview%3DMods.Detail%26id%3D4085 with my ESP safely? Cause I'd rather use just one than run two at the same time.
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Katie Pollard
 
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Post » Sat May 28, 2011 4:39 pm

I like the idea of this mod... :)
I really need to get a copy of Oblivion though... :(
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ezra
 
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Post » Sat May 28, 2011 11:50 am

I like the idea of this mod... :)
I really need to get a copy of Oblivion though... :(

The final version won't require Oblivion, but I can't figure out the combat thing, argh!
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Sarah MacLeod
 
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Post » Sat May 28, 2011 5:27 am

Seems to be working pretty well. It is very nice to have the Oblivion dungeon music trigger in Morrowind "dungeons." *chuckle* It didn't seem to trigger again after combat for me, but I only tried fighting once.
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Amy Cooper
 
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Post » Sat May 28, 2011 11:06 am

Seems to be working pretty well. It is very nice to have the Oblivion dungeon music trigger in Morrowind "dungeons." *chuckle* It didn't seem to trigger again after combat for me, but I only tried fighting once.

It WILL reactivate after combat, although sometimes it takes a minute or two, that pretty much the only problem I'm trying to solve before I do a full first release. And keep in mind the first real release won't require Oblivion or it's soundtrack.
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Niisha
 
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Post » Sat May 28, 2011 3:09 pm

Expanded sounds won't cause a conflict, it just works with sound activators in the normal way as vanilla MW. No streaming music.

So what music are you using, and do you have permission to use it?
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Your Mum
 
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Post » Sat May 28, 2011 5:45 am

Expanded sounds won't cause a conflict, it just works with sound activators in the normal way as vanilla MW. No streaming music.

So what music are you using, and do you have permission to use it?

No music is included in the package, just required. And maybe the scripts overlap, Dungeon Music uses activators too, that could potentially cause a conflict, or else Von Djangos, did you use any music replaces or anything in Oblivion? Cause the mod needs the exact default music that comes with Oblivion. Like the "dungeon_02.mp3" etc.
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 11:45 am

Hey guys, for those who can't run the beta for whatever reason, I uploaded a video of the mod http://www.youtube.com/watch?v=N3Mte0OKLaM.
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Nina Mccormick
 
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Post » Sat May 28, 2011 4:09 pm

How is work going for this mod? any progress?

This works pretty well, the only problem is dungeon music reactivating after a fight, it takes very long. Though i was waiting for a mod like this for long time!!

There's a few errors to report, while loading the esp file these errors occur: script "float" in NewMusic_Dungeon.esp has been not compiled, script SignRotate in NewMusic_Dungeon.esp has been not compiled.

Keep up the good work!! (hoping you're still on it...)
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Rhiannon Jones
 
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Post » Sat May 28, 2011 4:53 pm

How is work going for this mod? any progress?

This works pretty well, the only problem is dungeon music reactivating after a fight, it takes very long. Though i was waiting for a mod like this for long time!!

There's a few errors to report, while loading the esp file these errors occur: script "float" in NewMusic_Dungeon.esp has been not compiled, script SignRotate in NewMusic_Dungeon.esp has been not compiled.

Keep up the good work!! (hoping you're still on it...)

Those errors can be safely ignored, it's just the scripts I'm using, and I can't get rid of those errors.

And yeah, that's what I'm having trouble with; the combat, luckily it WILL reactivate it just sometimes takes a minute or two, and a few times it has never reactivates unless you leave and re-enter the cell.

But I think I'll go ahead and mess with the combat detector and see if I can fix this problem.
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Queen of Spades
 
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Post » Sat May 28, 2011 4:18 pm

Hi there, SWG!
I'm loving the sound of this mod!
Since I've seen your comment about suggesting new music (on Youtube), I thought you'd be interested in http://www.newgrounds.com/audio/listen/30163

I love that piece. It's very dark and scary and I think it would fit in great with the game's atmosphere (the Strider sound is too cute!).
Anyway, I have just read the edited OP and haven't read through the newest replies yet, but I thought I'd throw this in there.
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Rachel Briere
 
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Post » Sat May 28, 2011 12:09 pm

I'd like to suggest http://tesnexus.com/downloads/file.php?id=1879 music. It's the same style as Oblivion's dungeon tracks, so it'd make a good alternative. That way you wouldn't need the original tracks. All you'd need is permission from the author.
Anyway, good luck with your mod. ^_^
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Robert DeLarosa
 
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Post » Sat May 28, 2011 9:25 pm

This mod is SO what Morrowind needs. It's a total mood breaker to me to have the Explore music going in the dungeons. I can't believe no one's done this already.

But in addition to the two "script has not been compiled" errors already mentioned I get the errors "Failed to load spell 'brown rot, resist frost_75, resist shock_75, resist poison_75" when loading a saved game. It didn't do that the first time I loaded. But after saving my game it's done it every time I've loaded.

But the only real problem is when I enter or leave a dungeon and the music changes it sets the music volume right up. I tried fiddling with my desktop volume settings to compensate but I can't get it right. So I'll sadly have to wait until you release the finished mod, and I really hope you do. The game desperately, desperately needs it!

Thanks.
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Shirley BEltran
 
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Post » Sat May 28, 2011 9:51 am

Couldn't agree more. Nothing takes the seriousness out of Dagoth Ur's words more than the happy-go-lucky Morrowind title theme playing in the background...
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Eve Booker
 
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Post » Sat May 28, 2011 8:36 am

This mod is SO what Morrowind needs. It's a total mood breaker to me to have the Explore music going in the dungeons. I can't believe no one's done this already.

But in addition to the two "script has not been compiled" errors already mentioned I get the errors "Failed to load spell 'brown rot, resist frost_75, resist shock_75, resist poison_75" when loading a saved game. It didn't do that the first time I loaded. But after saving my game it's done it every time I've loaded.

But the only real problem is when I enter or leave a dungeon and the music changes it sets the music volume right up. I tried fiddling with my desktop volume settings to compensate but I can't get it right. So I'll sadly have to wait until you release the finished mod, and I really hope you do. The game desperately, desperately needs it!

Thanks.

The two first errors don't cause any actual problems, and I don't know why you are getting spell errors, my scripts don't edit or even reference them at all, it's probably another mod.

And about the sound volume, you can avoid that issue with the http://www.tesnexus.com/downloads/file.php?id=19510.
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Matthew Warren
 
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Post » Sat May 28, 2011 7:11 am


I get the errors "Failed to load spell 'brown rot, resist frost_75, resist shock_75, resist poison_75" when loading a saved game. It didn't do that the first time I loaded. But after saving my game it's done it every time I've loaded.
Saw http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13684043 the other day in the Morrowind Code Patch thread, it seems to describe the problem you report..? If so, this sounds like a problem in the vanilla game rather than starwarsguy9875's mod.
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Lynne Hinton
 
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Post » Sat May 28, 2011 9:11 pm

Saw http://www.gamesas.com/bgsforums/index.php?s=&showtopic=942375&view=findpost&p=13684043 the other day in the Morrowind Code Patch thread, it seems to describe the problem you report..? If so, this sounds like a problem in the vanilla game rather than starwarsguy9875's mod.


Thanks, I thought it was weird that spells would be affected by this mod but it occurred right after I first tried it so just some weird coincidence.
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Lisha Boo
 
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Post » Sat May 28, 2011 7:05 am

The two first errors don't cause any actual problems, and I don't know why you are getting spell errors, my scripts don't edit or even reference them at all, it's probably another mod.

And about the sound volume, you can avoid that issue with the http://www.tesnexus.com/downloads/file.php?id=19510.


Thank you very much indeed. I've tried it again and I don't get those spell errors, just a weird coincidence that I got them the first time I started with your mod. And thanks for linking me to that patch, the sound volume thing is now fixed as well as a few other niggles, so I very much appreciate it. The mod works as advertised now and I love it.

But I wonder if you know about the 72 dirty GMSTs. I've started learning the toolset for the first time recently and I ran into this issue. It may be that you know about this and have left them in for a reason, I don't know. But I thought I'd mention it. Here's my thread about it which includes a guide to creating a GMST blocker. I've used the blocker and edited your mod to remove the GMSTs. I don't know if there's any reason I should not have done that, but I hope it's cool with you.

Anyway thanks again for a MUST HAVE mod! You've improved the game no end.

http://forumplanet.gamespy.com/morrowind_cs_general/b49689/19994847/p1/?5
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Alexis Estrada
 
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Post » Sat May 28, 2011 6:04 am

But I wonder if you know about the 72 dirty GMSTs. I've started learning the toolset for the first time recently and I ran into this issue. It may be that you know about this and have left them in for a reason, I don't know. But I thought I'd mention it. Here's my thread about it which includes a guide to creating a GMST blocker. I've used the blocker and edited your mod to remove the GMSTs. I don't know if there's any reason I should not have done that, but I hope it's cool with you.

Ahh GMST's, the most evil thing in modding. The reason they are there is because I didn't have the enchanted editor installed when I made the esp, so I never cleaned this, it's no big deal, it won't break your game or anything, this is just the beta after all.

Anyways, GMST's will be gone in the final, and hopefully the issues with battle music disabling the scripts may be fixed too!
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Siobhan Thompson
 
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Post » Sat May 28, 2011 5:43 am

I get the errors "Failed to load spell 'brown rot, resist frost_75, resist shock_75, resist poison_75" when loading a saved game. It didn't do that the first time I loaded. But after saving my game it's done it every time I've loaded.

"Failed to load spell" errors on spells that are present in the base game are caused by the Morrowind engine mismatching references. You're probably experiencing a local ref bug. Using the MCP should fix that too. Also, it wouldn't hurt if you cleaned your savegame with Wrye Mash.

If you're interested in the details, check http://abot.silgrad.com/guppy/file/articles/BadRefDebuggingGuide.html (excellent and very well researched, but a bit technical) or a short write-up which I did for Children of Morrowind http://lovkullen.net/Emma/COM_conflicts.htm.

The problem may have been triggered by SWG's mod if it puts references into places where other mods add things too. If so, then renumbering refs with Wrye Mash would prevent the problem, but this won't be nexessary for people who use the Morrwoind Code Patch.
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Kat Stewart
 
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Post » Sat May 28, 2011 6:03 pm

Anyways, GMST's will be gone in the final, and hopefully the issues with battle music disabling the scripts may be fixed too!


That't be cool. That's something I've just noticed. It's still great but it's not as good as it could be.

Thanks for your reply.
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Jaylene Brower
 
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Post » Sat May 28, 2011 1:17 pm

"Failed to load spell" errors on spells that are present in the base game are caused by the Morrowind engine mismatching references. You're probably experiencing a local ref bug. Using the MCP should fix that too. Also, it wouldn't hurt if you cleaned your savegame with Wrye Mash.

If you're interested in the details, check http://abot.silgrad.com/guppy/file/articles/BadRefDebuggingGuide.html (excellent and very well researched, but a bit technical) or a short write-up which I did for Children of Morrowind http://lovkullen.net/Emma/COM_conflicts.htm.

The problem may have been triggered by SWG's mod if it puts references into places where other mods add things too. If so, then renumbering refs with Wrye Mash would prevent the problem, but this won't be nexessary for people who use the Morrwoind Code Patch.



Thanks very much. I do use the code patch as of today, and don't know how I got by without it.
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Rachel Hall
 
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Post » Sat May 28, 2011 7:09 am

Have you found replacement music for your final release yet? Oblivion music is good, but I'm waiting for different music.
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Eve Booker
 
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Post » Sat May 28, 2011 8:14 am

Have you found replacement music for your final release yet? Oblivion music is good, but I'm waiting for different music.

I'll probably use the Generic Dungeon Drones that Antique Miya pointed out, it obviously isn't as good as Oblivion's dungeon music (it's bland, whereas OB's dungeon music is a masterpeice), but it's as close as I'll get.
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RUby DIaz
 
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Post » Sat May 28, 2011 6:17 am

Ok then, I'll package a demo tommorow.

As of now, goodnight guys.


I saw your video on youtube ( awsome work ! )

anyway i downloaded your beta and installed it, however i don't think i've done it right...
( and i did read the readme <_< )
ok so the music won't play when i enter the cells with the activators in, it does change track but it won't play the oblivion dungeon ones, and i renamed them just like the readme said.
i haven't actually got the official oblivion music files ( as i don't have oblivion :hugs: ) but i recorded these ones of Imeem.com
but this shouldn't affect the actual script as long as they have the right names right?

Any help on this matter? :brokencomputer:

P.S. in your video, what texture pack were you using for morrowind??? they look awsome!
P.S.S. How did you get the contrast levels to change ( brighten up the screen ) when you entered the cell?
i would love to know :cheat: :thumbsup:
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YO MAma
 
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