Would appreciate it if somebody updated this tiny OBSE plugi

Post » Wed Dec 14, 2011 9:02 am

I know that I, and may others who have had issues with the http://www.tesnexus.com/downloads/file.php?id=19772 plugin would appreciate it if a generous modder would take the time and update it. Many users, including myself are having issues with the game CTDing when using it (I get that when I try to leave the intro dungeon) and others have reported issues with framerate drops when using it. Another issue with the plugin is that dungeon music continues playing during cutscenes (at least I know it does during the intro cutscene).

I believe the plugin was made with OBSE 0015. Back in the day it worked fine for me but one of two things changes that: newer versions of OBSE or newer versions of Windows (I don't think Windows 7 was out when this came out, or if it was it wasn't as popular as it is now). The author has since obviously abandoned the plugin since there's been no attempts to fix it. It would be simply awesome if someone would take a little time and see if they could get this working with today's Oblivion.

Why do we want this plugin working? Why, because of this amazing music mod for Oblivion: http://www.tesnexus.com/downloads/file.php?id=26892.
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Blaine
 
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Post » Wed Dec 14, 2011 9:15 am

Also, a very nice and lighter alternative to Better Music System is Strategy Master's http://www.tesnexus.com/downloads/file.php?id=23545. It uses the exact same obse plug-in.
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Paul Rice
 
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Post » Tue Dec 13, 2011 11:52 pm

I think it is written with C++. Anyone with can take a whack at this as Hawkleyfox put the soucre code up on Nexus.
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Cheville Thompson
 
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Post » Wed Dec 14, 2011 1:12 am

Also, a very nice and lighter alternative to Better Music System is Strategy Master's http://www.tesnexus.com/downloads/file.php?id=23545. It uses the exact same obse plug-in.


Yeah, meaning it likely won't work either :( There's actuallyhttp://www.tesnexus.com/downloads/file.php?id=33871 for Better Music System that makes use of the mod's regional music feature (sort of like the BMS music pack for Morrowind).

If I had C++ knowledge I would look at it myself but I don't. I know a lot of people (on nexus at least) would love for this to be updated.
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Kanaoka
 
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Post » Wed Dec 14, 2011 6:36 am

Changes in OBSE have not broken backwards-compatibility with already-compiled plugins... ever, to my knowledge (it probably wouldn't recompile as-is under v0020, though the necessary changes for it to do so would be minor).

Therefore, it's presumably to due with changes in Windows, or more accurately the massive changes in DirectX, which is much more complicated. I know a fair amount of C++ and I know a fair amount about OBSE's API, but I know little-to-nothing about DirectX, which makes the idea of updating this (especially maintaining functionality in DirectX 9 while allowing it to work for 10 and 11) basically a non-starter; I don't have the time or inclination to pore through the DirectX docs to try to figure it out.

And it also means that you're likely to have trouble finding someone who can do this quickly and easily; what you really need is someone to actually take over the project, instead of some kind of quick one-shot update. Unfortunately, I know I for one do not have the time to do that.
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Bedford White
 
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Post » Wed Dec 14, 2011 1:36 am

The Blackmarsh mod I work on, also needs the BetterMusicMod to work again. Our musician, Xae, has created many custom music tracks for our mod. I don't want his efforts to go to waste. As it stands now, people will have to swap out their Oblivion music with Blackmarsh's tracks, to get our tracks working (and even then, not in the right areas they are meant for). But since our mod will allow travel back and forth between Tamriel and Blackmarsh, the process of swapping out tracks will have to be done each time the player travels between Tamriel and Blackmarsh - this would get frustrating and messy.

I mentioned our issue on OBSE thread, and I think someone said they'd try to look into it. But I haven't heard of any progress yet. We need the use of BetterMusicMod and its plugins, before Skyrim comes out, preferably.

Koniption
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Fiori Pra
 
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Post » Wed Dec 14, 2011 4:34 am

Changes in OBSE have not broken backwards-compatibility with already-compiled plugins... ever, to my knowledge (it probably wouldn't recompile as-is under v0020, though the necessary changes for it to do so would be minor).

Therefore, it's presumably to due with changes in Windows, or more accurately the massive changes in DirectX, which is much more complicated. I know a fair amount of C++ and I know a fair amount about OBSE's API, but I know little-to-nothing about DirectX, which makes the idea of updating this (especially maintaining functionality in DirectX 9 while allowing it to work for 10 and 11) basically a non-starter; I don't have the time or inclination to pore through the DirectX docs to try to figure it out.

And it also means that you're likely to have trouble finding someone who can do this quickly and easily; what you really need is someone to actually take over the project, instead of some kind of quick one-shot update. Unfortunately, I know I for one do not have the time to do that.

That's correct. I have no problems running this on my XP machine. But audio access changed massively from Vista on.
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jeremey wisor
 
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Post » Wed Dec 14, 2011 4:41 am

It would be simply awesome if someone would take a little time and see if they could get this working with today's Oblivion.

If we could determine what the problem was, exactly, it might be possible for someone to make a quick patch. Without specific information, someone will need to get familiar with both HawkleyFox's code and the vanilla audio system. From the looks of it, this will take some time.

Changes in OBSE have not broken backwards-compatibility with already-compiled plugins... ever, to my knowledge.

It does happen occasionally.
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laila hassan
 
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Post » Wed Dec 14, 2011 1:52 am

If we could determine what the problem was, exactly, it might be possible for someone to make a quick patch. Without specific information, someone will need to get familiar with both HawkleyFox's code and the vanilla audio system. From the looks of it, this will take some time.

Yeah, this.

It does happen occasionally.

In betas that get fixed, or in full versions? I hadn't heard of that...

I know v0021's alternate inject thing is going to be an issue for some of your stuff, but that has to do with the menu code, which wouldn't affect this, would it?
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Vicki Blondie
 
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Post » Wed Dec 14, 2011 6:40 am

In betas that get fixed, or in full versions? I hadn't heard of that...

Neither have I, outside of my own work. However, plugins aren't like scripts. There is no general way to know what will break a plugin and what won't. It would be prudent to test this plugin on Windows 7 with an older version of OBSE, just to rule it out.
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Jason Rice
 
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Post » Wed Dec 14, 2011 9:30 am

Yeah, I had thought of that but couldn't find a download of the version that the plugin was made with.
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Sam Parker
 
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Post » Wed Dec 14, 2011 4:16 am

Neither have I, outside of my own work. However, plugins aren't like scripts. There is no general way to know what will break a plugin and what won't. It would be prudent to test this plugin on Windows 7 with an older version of OBSE, just to rule it out.

Ah, I suppose that's true.

Yeah, I had thought of that but couldn't find a download of the version that the plugin was made with.

You can find old versions of OBSE http://obse.silverlock.org/download/archive/.

For obvious reasons, you should absolutely back up everything (well, your savegame or start fresh) and eliminate v0015 from your system after you're done testing.
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Svenja Hedrich
 
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