[WIP] New Music: Dungeons

Post » Sat May 28, 2011 8:06 am

Hey! You still alive or what? This game needs dungeon music!
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clelia vega
 
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Post » Sat May 28, 2011 6:38 pm

How's this coming along?
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Manuela Ribeiro Pereira
 
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Post » Sat May 28, 2011 6:57 am

I'm curious, how difficult would it be to adapt this upon completion - assuming it doesn't change to radically after you resolve the battle music issue - to other purposes, such as town music? Does it rely on the cell name? I've got such a boatload of music that suits Morrowind, I wouldn't mind being able to have unique town music, maybe some tunes for a forest, a specific one for Dagoth Ur's ruins, so on and so forth.
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michael flanigan
 
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Post » Sat May 28, 2011 5:10 am

Thanks for the bumps guys, and now to awnser your questions

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:

Your recorded files are probably causing the problem, make sure they are mp3s as well, and make sure they work as explore or battle music, just to see if they will actually work in the game.

I'm mostly using Connary's stuff, as well as a bunch of other people's stuff, and a lot of my own stuff in Morrowind, in that video, mostly Connary's stuff was shown.

And the "contrast" effect is caused by the bloom in EnbSeries, don't know why it does that.
Hey! You still alive or what? This game needs dungeon music!

Yeah, I'm alive, sane? Maybe not, but I never was anyways :P , and the game already has dungeon music, did you try the beta? It works, at least it does for me.

How's this coming along?

It's not, I'm too lazy to figure out this battle problem, allthough it's probably because I'm patching an esp with an esp...

I'm curious, how difficult would it be to adapt this upon completion - assuming it doesn't change to radically after you resolve the battle music issue - to other purposes, such as town music? Does it rely on the cell name? I've got such a boatload of music that suits Morrowind, I wouldn't mind being able to have unique town music, maybe some tunes for a forest, a specific one for Dagoth Ur's ruins, so on and so forth.

That's the plan, it's called "New Music" for a reason, and I'll put in other types of music when I get this method working good.
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daniel royle
 
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Post » Sat May 28, 2011 12:55 pm

Right on. I suspected you might head that direction, but you know what they say about assumptions.
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x_JeNnY_x
 
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Post » Sat May 28, 2011 5:35 am

That's the plan, it's called "New Music" for a reason, and I'll put in other types of music when I get this method working good.



If want some ideas on what music to put in I would suggest something quite different. You all know that Morrowind is a colourful, wonderful world, with endless towns and cities filled with a lovely and cheerful spirit of the people. But, when you got put on your gear, got your assignment and starts walking out of the woods and into the blissful, dark caves where haunting ghost and other creepy monsters are lurking. Then you need to get the right atmosphere. You need to establish a feeling thats it's time for the real adventure to kick in. To achieve this one shall have a fitting tune, and in my opinion one of.. if not the best places to find dungeon music ever is founded in Diablo. Diablo I and Diablo II's music has been consider by far many to be the best tunes ever made. Examples can be found on the links below here.

Diablo I, Caves: http://www.youtube.com/watch?v=rbJcv2w2soY
Diablo I, Catacombs: http://www.youtube.com/watch?v=0v829LHb4ys
Diablo II, Crypt: http://www.youtube.com/watch?v=CdpBFsi2Gg4

These are just a few choices, there is alot more to uncover if you look it up. Personally I would absolutely love to have the "Tristam" sound playing somewhere in the game, but it's maybe to far fetch to use in the overall "explore" domain of Morrowind and there no cities mod so-far that I know about. Anyways, great job on pulling this one together! Will try it out and comment later how it worked.
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Rach B
 
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Post » Sat May 28, 2011 7:03 pm

If want some ideas on what music to put in I would suggest something quite different. You know the Morrowind world is a colourful, wonderful word, with endless towns and cities filled with a lovely and cheerful spirit of the people. But, when you got put on your gear, got your assignment and starts walking out of the woods and into this blissful, dark caves where haunting ghost and monsters are lurking you need to get the real atmosphere, need to know it's time for the real adventure to kick in. To achieve this you should have a fitting tune, and in my opinion one.. if not the best dungeon music ever to be found is in the game Diablo. Diablo I and Diablo II's music has been consider by far many to be the best tunes ever made. Examples can be found on the links below here.

Diablo I, Caves: http://www.youtube.com/watch?v=rbJcv2w2soY
Diablo I, Catacombs: http://www.youtube.com/watch?v=0v829LHb4ys
Diablo II, Crypt: http://www.youtube.com/watch?v=CdpBFsi2Gg4

These are just a few choices, there is alot more to uncover if you look it up.

Yeah, I've played Diablo 1 and 2, and heard a bit of the Diablo 3 music, it's a good choice, but I'm not going to make a playlist for it, people can do that themselves, it's really easy actually, I'll make a tutorial on how to do it when this is released.
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Stephanie I
 
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Post » Sat May 28, 2011 8:59 am

The volume bug.

Every time someone ever tried to make a mod like this, the volume bug got in the way. However, these days we have the Morrowind Code Patch, which I think actually fixes the volume bug. Now maybe scripted music can be an unbuggy reality... maybe include a note in your readme that the Code Patch is a good idea?
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Emma Parkinson
 
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Post » Sat May 28, 2011 7:25 am

The volume bug.

Every time someone ever tried to make a mod like this, the volume bug got in the way. However, these days we have the Morrowind Code Patch, which I think actually fixes the volume bug. Now maybe scripted music can be an unbuggy reality... maybe include a note in your readme that the Code Patch is a good idea?

I already have.
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Andrew
 
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Post » Sat May 28, 2011 8:08 am

Yes!
I want to see this mod, morrowind really needs it, good luck, and I hope you resolve the battle music issue.
Godspeed!
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 8:03 pm

I'll make a tutorial on how to do it when this is released.


Right. I'm looking forward to the release of MOD and the tutorial. ;)
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Stu Clarke
 
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Post » Sat May 28, 2011 8:18 pm

What happen to this project, havn't been any activity for more then 1 month.. :unsure:
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 12:58 pm

Well, the beta works extremely well (assuming you have Oblivion), except for taking a while to get the music back after a fight, which isn't a huge problem.
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Trish
 
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Post » Sat May 28, 2011 8:03 am

Hm, tried to download it from the site, but keeps getting a message that the link is broken. Sad, would really like to try this out :/.
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candice keenan
 
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Post » Sat May 28, 2011 10:28 am

Could you please provide us with a new link? I want to try this out :)
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Nikki Morse
 
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Post » Sat May 28, 2011 4:45 pm

Updated the download link.
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Antony Holdsworth
 
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Post » Sat May 28, 2011 9:13 am

So will this include ALL dungeons? Caves? Dwemer ruins? Tombs? Mines?
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Nathan Maughan
 
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Post » Sat May 28, 2011 12:05 pm

I recommend Doctor Eternal's and Mashed Buddha's dungeon music, if you don't own a copy of Oblivion. Thanks for the mod, swg :thumbsup:
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City Swagga
 
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Post » Sat May 28, 2011 3:49 pm

So will this include ALL dungeons? Caves? Dwemer ruins? Tombs? Mines?

Read the FAQ.

I recommend Doctor Eternal's and Mashed Buddha's dungeon music, if you don't own a copy of Oblivion. Thanks for the mod, swg :thumbsup:

Again, read the FAQ, adding your own music won't work, even if it's renamed to "dungeon_02" etc. The scripts have a specified amount of time the songs are set up to be and tracks shorter/longer than those times won't work properly. If the file isn't named with the OB sheme, it won't even read, and if there's a missing music file, the game will crash.
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Jake Easom
 
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Post » Sat May 28, 2011 5:35 pm

Thats one of the few negatives with this mod, since listening to the OB dungeon music in MW makes me sad tht I can no longer run OB :(
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Curveballs On Phoenix
 
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Post » Sat May 28, 2011 5:33 pm

Thats one of the few negatives with this mod, since listening to the OB dungeon music in MW makes me sad tht I can no longer run OB :(

It's not that hard to optimize the scripts to play your own music, if you have a basic understanding of Morrowind scripting it's fairly easy to figure out what to do by just looking at the script...
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Lucie H
 
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Post » Sat May 28, 2011 6:43 pm

This is an excellent and much-needed mod. It will fill a niche that has never been filled in Morrowind before, which is saying quite a lot seven years after a heavily-modded game's release date.

Kudos, SWG. Your user name is funky, but your work is top-notch! I use several of your mods in my game.
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Hearts
 
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Post » Sat May 28, 2011 7:58 pm

Really? Thats good to hear, I though it would be rather complicated :)
Once I learn how to script (if ever) I'll no longer feel nostalgic about oblivion.
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Angela
 
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Post » Sat May 28, 2011 5:05 pm

Your mod breaks the vanilla "Float" script. I'm not sure why you'd even be touching that script for a music mod like this, or how you'd even break it using the regular TESCS.

To fix it, all you have to do is delete the reference using the Enchanted Editor. As a previous poster pointed out, the current version of this mod is also pretty dirty, so while you're at it you might want to delete all of the altered GMSTs as well.


Great idea, glitchy implementation.


EDIT: Actually, there are also several other vanilla scripts that have been altered by this mod. I'm not sure why, but seeing as how the "SignRotate" script has been altered, it probably wasn't intentional. A few end game scripts have also been touched; I'd advise anyone why is planning on using this mod to either wait for the next version or take a look at it using the EE.
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lauren cleaves
 
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Post » Sat May 28, 2011 5:39 pm

snip

Signrotate and float haven't been altered, float is a function as well as a script, but adding the function into the mod unfortunately breaks the function.

I as matter of fact, did not take the time to clean the plugin in Enchanted editor at the time I released the beta, since my enchanted editor was not working at the time, I will do so soon enough.


EDIT: There, just cleaned out the mod, redownload and report your findings if you want, I'd appreciate it. :)
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Dawn Farrell
 
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