Better Music Sytem doesn't work at all

Post » Mon Mar 14, 2011 9:35 pm

It has gotten steadily worse with every new version now with the latest version the game is pretty much unplayable.


First problem surfaced in an older version after the first when town music simply wouldn't play at all, and even going to a town would break your music until you saved, exited and reloaded the game outside of any town. The menu box would play all tracks manually except for any and all town music. EVERY OTHER TYPE OF PLAY-LIST WORKED THOUGH.


Now with the latest version, the issue is global, NO music can be played manually through the menu box, you can configure stuff but not play music.The music won't update or play, period. And you CANNOT simply save, exit and reload to fix it because it corrupts your save beyond repair causing instant crashes on load.


SOMETIMES, although very rarely, when you load the game the music and menu box actually works! And you can save safely.
But only RARELY. Ever other time it is both useless and unstable.

I have already tried replacing it with a fresh download and adding the playlists from scratch, no difference.


I've checked it with TESPCD and couldn't find conflicts with other mods only overrides from newer version to older ones, what's up with this mod?
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Matt Bigelow
 
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Post » Mon Mar 14, 2011 1:50 pm

Are you updating your installation as new versions come out? I.e. adding the updates to an existing save game?

It could be that there's problems unless all traces of the old version are properly removed form your savegame.

You can try Wrye Mash and its Updaters function or the old way:
Goto a cell not modified by the plugin (usually an interior cell is best for this, like someone's house, not sure which are modified by this mod)
Save game and the exit
Remove mod from your load list
Load up your save game and (probably) click through a load of error messages; AllowYesToAll would be handy here.
Save the game again
Enable the new version of the mod
Start game

I'd recommend using Wrye Mash though, you could also combine the two if things are really sticky.

BTW, the Better Music System thread is http://www.gamesas.com/index.php?/topic/1093030-relz-better-music-system/, although Xiran's not been on since the start of October.
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Rodney C
 
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Post » Mon Mar 14, 2011 3:57 pm

OK I did that, I coc'ed into the "toddtest" cell, saved and then disabled the mods & removed all save references to them.

I was able to narrow it down to the "BMS_Timers_Patch" or more specifically, an edited version of it that includes custom playlists.


I just went and got a freshly downloaded version of the timers patch, v1.7.2 & v1.1.1. It works perfectly fine.

Then, I went and edited the Ascadian Isles play-list on "BMS_Timers_Patch", inputting the exact timer/random settings to enable my custom music.

Saved and tested it, BAM. Instant break of the menu box & music playing functions. This time it gives an error:

Script Error: EXPRESSION in "XN_Music_Ascadian"Continue running executable? [Yes] [No] [Yes To All]


Both of the yes functions will force it to run anyway, but the music is permanently borked from that point on unless you revert to an unedited version.



This is VERY frustrating because one of the entire focus points of the mod involve being able to add your own music to it's lists.

I'm using MWEdit v0.6.1 to edit the scripts, which has not caused any problems on pre-v.1.5 BMS versions. Did they make it require an updated version of MWEdit to save it or something?
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Motionsharp
 
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Post » Tue Mar 15, 2011 3:25 am

error expression? right or left eval?
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Lew.p
 
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Post » Mon Mar 14, 2011 10:41 pm

error expression? right or left eval?

???
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Mistress trades Melissa
 
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Post » Mon Mar 14, 2011 5:56 pm

i thought "Script Error: Expression" came in two flavors, "RIGHT EVAL" and "LEFT EVAL"

they have somewhat different causes and fixes.
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Bryanna Vacchiano
 
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Post » Mon Mar 14, 2011 8:58 pm

i thought "Script Error: Expression" came in two flavors, "RIGHT EVAL" and "LEFT EVAL"

they have somewhat different causes and fixes.

How to tell the difference? Both in-game & in the Warnings.txt I don't see anyway to discern what kind it is.
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Alycia Leann grace
 
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Post » Mon Mar 14, 2011 2:35 pm

IIRC, you get "Script Error: Expression" and the "Do you want to continue running the executable?" question. Click yes and you then get whether it's Left or Right Eval.
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Roberta Obrien
 
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Post » Mon Mar 14, 2011 11:16 pm

Infix to postfixContinue running executable?[yes] [no] [yes to all]


That's what I got pushing yes, no mention of evals.




Can't edit it in the construction set, it gives an error based around the battle scripts and will not save, MWEdit will save it but the corrupts the mod, really backed into a corner here.

Seems the only solution is to get Xiran himself to compile a version with the custom timers & random settings, even then I got the feeling it'd still be messed up.
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No Name
 
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Post » Tue Mar 15, 2011 5:50 am

infix to postfix according to morrowind scripting for dummies -

Usually indicates bad syntax. Can be caused by bad set commands using the "fix" arrow:
set somevar to ActorID->GetHealth
should be changed to:
set somevar to ( ActorID->GetHealth )
An alternative is again a forgotten variable declaration of variable type functions, e.g. of
OnPCEquip, etc


i'm not familiar with this mod, but unless it requires mwse, you shouldent need mwedit to compile it. have you tried "strict syntax checking"?

regardless, can you point me to a download? i'll poke around and see if my newbie eyes can find anything glaring, if you like.
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Epul Kedah
 
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Post » Tue Mar 15, 2011 1:27 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7899




KF
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Mrs. Patton
 
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Post » Tue Mar 15, 2011 2:13 am

Before stating the mod doesn't work, let's make a few things clear.

1) Make sure the unmodified mod works fine for you. By your statement here seems this is verified.
I just went and got a freshly downloaded version of the timers patch, v1.7.2 & v1.1.1. It works perfectly fine.


2) When you modify the scripts, using MWEdit is not recommended. As for what I could see, you could use it but THEN you should re-save the scripts in the CS. So you could simply use the latter.

3)
Can't edit it in the construction set, it gives an error based around the battle scripts and will not save


I think this is mentioned a couple of time in the "Customization Readme": DO NOT COMPILE in the CS. You will get the battle script errors because the CS doesn't recognize MWSE functions. All you need to do is modifying the scripts, saving them and saaving the mod. No need to compile.

That should solve the problem, let me know.
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Roberta Obrien
 
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Post » Mon Mar 14, 2011 11:19 pm

looking at it, the error you're getting is one i'd expect if you were not running 1.1.1 with 1.7.2 also after it in your load order.


i'm not seeing anything overt as yet, but then again, i've been up all night.
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Samantha hulme
 
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Post » Mon Mar 14, 2011 4:14 pm

think this is mentioned a couple of time in the "Customization Readme": DO NOT COMPILE in the CS. You will get the battle script errors because the CS doesn't recognize MWSE functions. All you need to do is modifying the scripts, saving them and saaving the mod. No need to compile.

That should solve the problem, let me know.

I literally can't save the scripts. I haven't tried compiling them. But I can't save them, either.

Unless it's auto compiling them or something, if that's the case I'd like to know how to disable that.
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Jennifer May
 
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Post » Tue Mar 15, 2011 5:24 am

Whenever you save a script in the CS it compiles it and won't let you save if it can't compile. I don't think there's a way to stop it either.
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FITTAS
 
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Post » Tue Mar 15, 2011 5:01 am

I literally can't save the scripts. I haven't tried compiling them. But I can't save them, either.

Unless it's auto compiling them or something, if that's the case I'd like to know how to disable that.

you are running both plugins, correct? (v1.1.1 & v1.7.2)

the reason i ask is just running 1.7.2, you wont have global variables required for the townscripts in particular (didnt check all the scripts and globals, but a goodly number are not included in 1.7.2 that were declared in 1.1.1)
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Richard Dixon
 
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Post » Mon Mar 14, 2011 10:52 pm

Can't edit it in the construction set, it gives an error based around the battle scripts and will not save


It's this that makes me think that you compiled all the scripts, it shouldn't give errors from other scripts if you just press the save button. It should give you only errors for the script you changed. As other said it may be a load order issue. Does it happens with all playlist script if you change them? Have you tried to press the save button without changing anything and see what happens?
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RObert loVes MOmmy
 
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Post » Tue Mar 15, 2011 3:05 am

Whenever you save a script in the CS it compiles it and won't let you save if it can't compile. I don't think there's a way to stop it either.

Yep I'm beginning to think that.

Fresh mod. No compiling. No changes to the script just hitting save:

Script XN_Music_AscadianSyntax Error Line 35.Could not find variable or function "xn_in_battle."


All play-lists do this, it doesn't matter which one I try to edit.

This is why I used MWEdit in the first place it was the only one capable of actually saving the scripts. But it doesn't work anymore for that since the latest patch.
you are running both plugins, correct? (v1.1.1 & v1.7.2)

the reason i ask is just running 1.7.2, you wont have global variables required for the townscripts in particular (didnt check all the scripts and globals, but a goodly number are not included in 1.7.2 that were declared in 1.1.1)

Yes I've got the original and the latest version, I've also got Ghostgate fix & timers patch.

I'm trying to edit the timers patch as it (supposedly) should be the last in load order & overwrites play-lists.

It's this that makes me think that you compiled all the scripts, it shouldn't give errors from other scripts if you just press the save button. It should give you only errors for the script you changed. As other said it may be a load order issue. Does it happens with all playlist script if you change them? Have you tried to press the save button without changing anything and see what happens?

I should've been more specific.
It only gives an error about the script that is currently opened making a reference to where-ever line the xn_in_battle was placed in it. Not all of the scripts at once.

And yep I just tried doing that, same issue for all play-lists.

The load order I use is pretty much this v1.1.1 -> v1.7.2 -> Ghostgate fix -> Timers patch as the last mod.
I've tested that particular order WITHOUT ANY EDITS and it works as intended, so I don't think it's a load order issue.
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Jason Rice
 
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Post » Mon Mar 14, 2011 4:11 pm

Load order is right, you can even exchange the last two.

But this:
Script XN_Music_Ascadian
Syntax Error Line 35.
Could not find variable or function "xn_in_battle."


means that it cannot find a global variable and it's very odd. The first thought is that that var is not loaded in the CS. So, let's go on with banol questions, are you sure you loaded all plugins in the CS?
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Karl harris
 
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Post » Mon Mar 14, 2011 10:57 pm

are you sure you loaded all plugins in the CS?

Excuse me while I fall out of my fair and die a couple times. Maybe three.











Oh you have to be kidding me. Now it makes perfect sense why the mod got "steadily worse" after each new version, I kept editing the newest file without loading the prerequisites, back in the original version(s) that would've been no big deal. But obviously you can't do that now.

I knew the cause was something simple but this the new record so far. How can something so tiny cause so much grief?


I was able to both save the mod and test it, it does not "mute" and the box is working correctly.

EDIT:
UNFORTUNATELY it occasionally leaves bad "traces" in saves causing them to CTD on load, in order to fix it I had to remove the mod, clean the save, re-add the mod and then load it. It has something to do with the music being auto-played on load.

I'll continue to keep an eye on the mod, it's still alittle unstable but otherwise playable.
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lucy chadwick
 
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Post » Mon Mar 14, 2011 9:53 pm

Can I suggest you to do this? --> :banghead:

:P However, all that is well written in the readme, or you missed that part.

Thje case is closed. About CTD upon loading, I think it's pretty stable now, but things get worse running MGE with distant land activated. I also get CTDs with it sometimes on loading, but disappear without distant land. Don't ask me why. Maybe it's your case too.
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cosmo valerga
 
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Post » Tue Mar 15, 2011 5:06 am

Can I suggest you to do this? --> :banghead:

:P However, all that is well written in the readme, or you missed that part.

The case is closed. About CTD upon loading, I think it's pretty stable now, but things get worse running MGE with distant land activated. I also get CTDs with it sometimes on loading, but disappear without distant land. Don't ask me why. Maybe it's your case too.

Thanks for passing the blame on to MGE ( :sarcasm: ). You'll need to do extensive testing and provide more thorough documentation then just your opinion that it's MGE distantland causing the issue. Please head on over to the MGE thread and post there any issues regarding MGE (make sure to include the requested info under the *Attention* section of the MGE OP).

The more mods and third party extensions you run along side Morrowind, the greater chance to expose its inherent memory handling limitations. :glare:
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Michelle Smith
 
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Post » Mon Mar 14, 2011 7:06 pm

Well it's been a while now with alot of saving, loading & updating of older mods.

It's goes mute & refuses to update music per zone naturally sometimes, but the menu box works and automatically cycles through the selected playlist, so it's easily worked around.

It also corrects itself and starts the zone-specific music up again on it's own.

Haven't had any CTDs in a while. So yeah I'd call it a closed case aswell.

Thanks for the help everyone.
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[ becca ]
 
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