[RELZ] BLS Water Sounds - Vivec Temple

Post » Tue May 17, 2011 8:35 am

This is my first mod. I've taken a script for fake water planes that my brother ZXT made when he was still in the Province: Cyrodiil team.
Download at http://www.tesnexus.com/downloads/file.php?id=37695!

Readme
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The Elder Scrolls III
Morrowind Mod:
Water Sounds - Vivec Temple
by ZXT012 and Blackst4r
REQUIRES TRIBUNAL AND BLOODMOON

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Index:
1.Installing the Plugin
2.What this mod does?
3.Playing the Plugin
4.Save Games
5.Issued and Conflicts
6.Credits And Usage

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1.INSTALLING THE PLUGIN

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Extract the file in Data Files Folder into the
Morrowind\Data Files directory.

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2.WHAT THIS MOD DOES?

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This mod adds a script to an invisible activator placed above the
entrance of the Temple in Vivec. This script plays the proper
sounds for light/medium/heavy armors, shoes and barefoot when
the player is walking or jumping in fake water planes. It's also well
commented and there is an intro/comment by my brother about
possible uses for the script like adding different sound steps to
different terrain textures. Check it out!


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3.PLAYING THE PLUGIN

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From the Morrowind Launcher, Select Data Files and check the box
next to the Clean BLSWaterSounds_VivecTemple file. In game, go
to the Vivec Temple and walk/run/jump in the water planes of the
Temple.


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4.SAVE GAMES

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I don't expect to be any problems, but backup your original save
games, just to play safe.


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5.ISSUES & CONFLICTS

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The script detects when the player is within certain fixed coordinates
to play the water sounds so any mod that rescale and/or moves the
water mesh will create problems.
Also, it's still possible to hear the normal steps even if the
stopSound command is there because that damn thing doesn't want to
work at all (well, at least I'm not able to make it work).
The trick used, is to lower the steps volume and cover them with
the water steps.


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6.CREDITS AND USAGE

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You can use this as a modder resource if you want it as long as you
give credit to me and the people below.

My brother ZXT012 for the original script.
The Province: Cyrodiil team for allowing me use the script.

Also thanks to:
Bethesda for this wonderful game.
TESNexus.com for the a one-stop-shop resource for authors and players.

You can contact me at the Bethesda Forums.

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Jack Walker
 
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Post » Tue May 17, 2011 6:02 am

Congratz on your first mod! It sounds like a real winner to me! ;)
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Ashley Clifft
 
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Post » Tue May 17, 2011 12:35 am

sounds nifty!
i think i might have a place for something like this... :whistling:
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Facebook me
 
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Post » Tue May 17, 2011 4:12 am

Sounds like a great idea for an immersion mod, thank you for sharing this with us BLACKST4R. And I offer my condolences for the loss of your brother. Even though I didn't know him personally, it's saddening to lose a modder, especially one so talented.
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Patrick Gordon
 
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Post » Tue May 17, 2011 3:54 am

Guess I double posted...
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Krista Belle Davis
 
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Post » Tue May 17, 2011 11:37 am

Thank you guys! Does anybody have taken a look at the script? In the intro my brother wrote about a possible way to use the script to have different sound steps according to the ground texture like oblivion, do you think it is something doable?
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Bird
 
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Post » Tue May 17, 2011 2:22 pm

Thank you guys! Does anybody have taken a look at the script? In the intro my brother wrote about a possible way to use the script to have different sound steps according to the ground texture like oblivion, do you think it is something doable?

He had told me about his water WIP, but never about the sound footsteps, although I'm now fairly certain that his water scripts could be modified to attach footstep sounds to specific surfaces, those in the form of invisible collision blocks placed over terrain. It would be mighty tedious to place them, and wouldn't exactly be the most practical way to do it, but it would be possible.

Back to the topic of your mod, congrats on a first mod, I'm glad that ZXT's work still lives on, I was quite torn to hear the news when it happened, he was a very talented modder, and I was lucky to have gotten the chance to work with him before he passed on. It is good to see that you are picking up where he left off to an extent, I guess modding lives in your family. ;)
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ijohnnny
 
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Post » Tue May 17, 2011 7:27 am

Thanks SWG, and who knows, maybe we have a genetic disposition towards modding :biggrin:

I could be wrong but IIRC he told me about a program floating around that converts MW terrain in NIFs. He was thinking about converting the terrain in nif and splitting up the mesh in different smaller invisible meshes - one for each kind of texture present in cell's terrain. Then he should have imported them as activators and attach a modified version of the script that uses getcollidingactor (or something like that) instead of finding the player's coordinates. I think it could work for the terrain, but I have no idea about meshes placed on the terrain like rocks, fences and so on. And I agree with you, it would be an incredible amount of work.
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Micah Judaeah
 
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Post » Tue May 17, 2011 11:11 am

Thanks SWG, and who knows, maybe we have a genetic disposition towards modding :biggrin:

I could be wrong but IIRC he told me about a program floating around that converts MW terrain in NIFs.


I think the programme your talking about is http://yacoby.silgrad.com/MW/Mods/CellToNif.htm by Yacoby.
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Jessica Nash
 
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Post » Tue May 17, 2011 4:12 am

I think the programme your talking about is http://yacoby.silgrad.com/MW/Mods/CellToNif.htm by Yacoby.

Thank you for the link He Is Legend! So, the terrain part could be really doable but getting what kind of mesh the player is colliding with could be a huge problem.
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CHANONE
 
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Post » Tue May 17, 2011 6:49 am

Hi, the idea of adding different sounds for different terrains is awesome, but requires a huge amount of work, hehe. It could be a lot less work if one chooses to limit the idea to only a few surfaces, at least in the beginning.
As a first release (if you're planning to work on it) you could add alternate sounds only on wood and metal for example. This way players will hear the standard sound for most surfaces, but with some really nice touches when they walk on a wooden dock or a bridge, or in a dwemer ruin. Just a suggestion. :)

A little warning... I noticed that the function GetSoundPlaying is used in your brother's script to detect and interrupt the standard sound. If I remember correctly, that function is unreliable on some systems, meaning that your mod could not work on some computers. I never used that function, though, so maybe someone else can give you more info on this issue.
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Lovingly
 
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