[WIP] New Music: Dungeons

Post » Sat May 28, 2011 7:17 pm

BETA -http://www.4shared.com/file/117580190/7a2e814f/NewMusic_Dungeons--BETA--.html-

http://www.youtube.com/watch?v=N3Mte0OKLaM

I haven't worked on my Dungeon music mod for a while now because I got annoyed with scripting and decided to take a break.

Anyways, I wanted to put in a few Q/A's for people who are thinking "I don't care about your scripting troubles, just give me info on the mod!"

Q: Umm, what's this mod anyway?

A: It is a project of mine to make dungeon specific music in Morrowind work.


Q: When will it be released?


A: I don't know, probably a while, it's just depending on how long it takes me to get the scripts to work.

Q: Will this require any external programs? Like MWE or MWSE?

A: Nope, I wanted to make this work with vanilla scripting, and anyways, I don't know diddly about either type of scripting.

Q: Can I add my own music to this mod?

A: Yes and no, you'll have to know how to add the music to the scripts, or else it won't work.

Q: Will this add music to all dungeons in the game? Including ones from mods and expansions?

A: Yes and No, my first release will include all the dungeons in the Vanilla game, after that, I will add music to the expansions and some mods.
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Miragel Ginza
 
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Post » Sat May 28, 2011 1:27 pm

Awesome idea, I like it a lot, just one question-what music will you use? Will you make something new, or..?
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Keeley Stevens
 
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Post » Sat May 28, 2011 2:08 pm

Awesome idea, I like it a lot, just one question-what music will you use? Will you make something new, or..?

I'm currently using the Oblivion dungeon music, but I will probably make alternate playlists when I get the scripts to work. Including music from the Oblivion music pack "Ultimate Dungeon music".
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Margarita Diaz
 
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Post » Sat May 28, 2011 6:26 pm

Hello,
Just thought I would post and say good luck on this WIP. There was always something missing from the caves and dungeons in Morrowind. This is one of them. One thought on the music: Daggerfall had some of the creepiest dungeon music that I ever heard. Would be great to here some of that in your works. On your script for the restart of dungeon music after combat, have you looked at the script for the standard music when combat occurs? I'm not a scriptor, but mimicing that might work. Just a thought. Keep it up. Hope to hear some of your tracks soon.

Raed :bigsmile:
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Nicole Elocin
 
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Post » Sat May 28, 2011 2:44 pm

Hello,
Just thought I would post and say good luck on this WIP. There was always something missing from the caves and dungeons in Morrowind. This is one of them. One thought on the music: Daggerfall had some of the creepiest dungeon music that I ever heard. Would be great to here some of that in your works. On your script for the restart of dungeon music after combat, have you looked at the script for the standard music when combat occurs? I'm not a scriptor, but mimicing that might work. Just a thought. Keep it up. Hope to hear some of your tracks soon.

Raed :bigsmile:

Umm, I think that is hard-coded into the game, so your suggestion is kind of useless. I will chack out the Daggerfall music though, but I'm not releasing any music with this mod, you'll have to provide it yourself.
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Michael Korkia
 
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Post » Sat May 28, 2011 6:29 am

begin DungeonMusic_Script	short rand	short playOnce	float timer	if ( CellChanged == 1 );WARNING: May not work in cases of teleport, only on going through the door		set playonce to 0		startScript StopMusic_Script		endif;if ( startcombat == 1 );doesn't work like this;startscript CombatReactivator;endif	if ( playonce == 0 ) 		set Rand to random 5		if ( Rand == 0 )			Streammusic "Dungeon/Dungeon_01_v2.mp3"			set timepassed to 103			set timer to 103		elseif ( Rand == 1 )			StreamMusic,"Dungeon/dungeon_02.mp3"			set timepassed to 152			set timer to 152		elseif ( Rand == 2 )			StreamMusic,"Dungeon/dungeon_03.mp3"			set timepassed to 65			set timer to 65		elseif ( Rand == 3 )			StreamMusic,"Dungeon/dungeon_04.mp3"			set timepassed to 71			set timer to 71		elseif ( Rand == 4 )			StreamMusic,"Dungeon/dungeon_05.mp3"			set timepassed to 66			set timer to 66		endif		set playonce to 1	endif	if ( playonce == 1 )		set timer to ( timer - getsecondspassed )		if ( timer <= 0 );as the timer is counting down, we need to wait till it is less than 0			set playonce to 0		endif	endifend

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Benjamin Holz
 
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Post » Sat May 28, 2011 8:24 am

So are you going to finish this?
It sounds great! :)
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Yvonne Gruening
 
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Post » Sat May 28, 2011 1:05 pm

So are you going to finish this?
It sounds great! :)

I guess I will, but I have to add a large number of activators into a long list of cells.

If anyone knows a faster way to do this other than manually, please tell me.
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StunnaLiike FiiFii
 
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Post » Sat May 28, 2011 5:20 pm

Very exciting :clap:
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 6:31 am

Hey everyone! Progress just jumped tonight. The script Yacoby gave me pretty much works, it will re-activate after combat most of the time, and loops the music perfectly.

I have just tagged a load of cells as dungeons, all of them starting with "a". I'm pretty far down the cell list now, so I'm going to keep tagging cells until I've hit them all in Morrowind.esm then I will move on to some testing. If all goes well, I may release a beta, and see what people think.

But yeah, progress is going well, and I wanted to upload a vid for you guys on Youtube, but it's a little big and in all my attemps of uploading it I haven't got it to work yet, but I might later on tonight.

Anyways, continue to pour on the support, this IS going well, and my goal becomes closer for every cell I tag!
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Gaelle Courant
 
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Post » Sat May 28, 2011 7:27 pm

congrats SWG, im sure you'll do well
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Georgia Fullalove
 
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Post » Sat May 28, 2011 8:43 am

I've now just finished tagging all cells up to "c", I'm pretty much halfway down the list!
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Craig Martin
 
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Post » Sat May 28, 2011 7:14 pm

I've now just finished tagging all cells up to "c", I'm pretty much halfway down the list!

Now I'm done tagging cells. I can rel a playable beta if you guys want, but it will require either Oblivion or the Oblivion soundtrack.
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Steven Nicholson
 
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Post » Sat May 28, 2011 4:08 pm

Now I'm done tagging cells. I can rel a playable beta if you guys want, but it will require either Oblivion or the Oblivion soundtrack.

Or one could just rename music they like and chuck it to wherever you directed the sounds to.
I love this guy's music, and have a lot of them in my MW game: http://www.kirillpokrovsky.com/
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Russell Davies
 
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Post » Sat May 28, 2011 6:36 pm

Or one could just rename music they like and chuck it to wherever you directed the sounds to.
I love this guy's music, and have a lot of them in my MW game: http://www.kirillpokrovsky.com/

No, you can't. The audio files have to be a fixed length. That's why this will require separate plugins to use different playlists.
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NeverStopThe
 
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Post » Sat May 28, 2011 8:29 pm

So do you guys want a beta? Even if it will require Oblivion music?
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Zosia Cetnar
 
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Post » Sat May 28, 2011 8:59 pm

No, you can't. The audio files have to be a fixed length. That's why this will require separate plugins to use different playlists.

But your OP states:
Q: Can I add my own music to this mod?

A: Yes and no, you'll have to know how to add the music to the scripts, or else it won't work.

So, you're going to give us the procedure to do that, right? Otherwise we're stuck having to use your choice of music. :nope:

You'd be better off designing this so that people will be able to swap in whatever music they prefer. :nod:
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Lawrence Armijo
 
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Post » Sat May 28, 2011 12:59 pm

But your OP states:

So, you're going to give us the procedure to do that, right? Otherwise we're stuck having to use your choice of music. :nope:

You'd be better off designing this so that people will be able to swap in whatever music they prefer. :nod:

The mod will come with a tutorial on how to do that, so yes. I do know there are mixed opinions about music, so I took that into mind.

I personally wanted to add my own music when this was completed, so I completely feel with you.

But, do you guys want a beta, just to try it out? Cause if not I may go on and start tagging bloodmoon and tribunal cells or fixing the combat problem completely. After all, a finished mod is better than a beta.
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Ilona Neumann
 
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Post » Sat May 28, 2011 6:54 pm

I'll get back to you when I get OB installed again. But sure, I'd love to test a demo.
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butterfly
 
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Post » Sat May 28, 2011 5:08 am

Ok then, I'll package a demo tommorow.

As of now, goodnight guys.
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FirDaus LOVe farhana
 
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Post » Sat May 28, 2011 2:45 pm

Beta Released!

EDIT: Has anyone tried it yet?
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Penny Flame
 
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Post » Sat May 28, 2011 4:17 pm

Beta Released!

EDIT: Has anyone tried it yet?

So, has anyone tried it? I want to know what to improve for the first release, should I make a new thread for this beta?
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Kate Schofield
 
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Post » Sat May 28, 2011 8:21 am

What cells are affected? I'll be sure to test it out once I find my OB disk :D
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Charlie Sarson
 
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Post » Sat May 28, 2011 11:06 am

What cells are affected? I'll be sure to test it out once I find my OB disk :D

488 cells are affected, pretty much all the caves, shipwrecks and dungeons of Vvardenfell. The Morrowind.esm is completely tagged.

EDIT: if you want to test it now, I can send you the music.
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Catherine Harte
 
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Post » Sat May 28, 2011 5:44 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 :)
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Jay Baby
 
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