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Music Scripting
12-27-2008, 10:50 AM,
#1
Music Scripting
I wanted to create a separate thread to this one: Music in Silgrad Tower because this question is regarding general music scripting (and mainly focused on BM rather than ST).

Xaeaix from the 'Dark Brotherhood: Chronicles' mod has offered to work on some of the music for Black Marsh but he has a question that he needs to have answered:

"I was wondering if you or any of your modder friends know a way to work around the painfully inflexible music scripting in Oblivion without using OBSE. I've been trying around this for a while but I can't seem to find a way to override the random loop music, i.e. stopping it from playing without turning music off completely. A lack of this renders it impossible to add new music without overwriting the original and very few chunks can have their own unique background music because of it."

This was mentioned in the thread referred to above but the response was not specific or explicit. Is there something more concrete that I can pass on to Xae?

Thanks for any help with this.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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12-27-2008, 10:57 AM,
#2
 
It is possible to play specific music in new cells, I think it would also work in worldspcaes too. I have a script that allows you to play a music track, only one to note, inside an interior cell, so it would work accross multiple cells, if scripted.

Hope this helps
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12-27-2008, 01:04 PM,
#3
 
Could you type that script up here so that I can examine it?
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12-27-2008, 01:20 PM,
#4
 
It have attached it, it does NOT need OBSE Wink
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12-27-2008, 02:07 PM,
#5
 
It might not be too hard to adapt to worldspaces. There is a function called GetInWorldspace that might just work here. Smile

With the script that you (InsanitySorrow) posted, it does look like it could also work with both interior and exterior cells, provided all interior and exterior cells started with the same name and if a dummy cell was created. See the bottom note in the GetInCell article on the CS wiki.
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12-27-2008, 05:17 PM,
#6
 
Quote:Originally posted by TheImperialDragon
It might not be too hard to adapt to worldspaces. There is a function called GetInWorldspace that might just work here. Smile

With the script that you (InsanitySorrow) posted, it does look like it could also work with both interior and exterior cells, provided all interior and exterior cells started with the same name and if a dummy cell was created. See the bottom note in the GetInCell article on the CS wiki.

GetinWorldSpace would work for unique landscpaes, I was thinking along those lines. The script at the moment is set up to handle interior or exterior cells, so if the dummy cell is set up you can have your unique music playing without much work to do.
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12-28-2008, 01:51 AM,
#7
 
I have a custom music script in my ResourcePack1. I scripted it by borrowing elements from various posts I came across, so most of the script is borrowed script that other people figured out before me (I don't remember who). the script allows you to have random music called for exploration music in a given worldspace, or you can leave the randomness part of the script out.

I'm not the best at scripting, but you can also try it out if you want:

http://www.tesnexus.com/downloads/file.php?id=18961

Koniption
Yeah, don't let those little turds get you down. Dingleberries stick for a while, but eventually they fall off. Cool
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12-28-2008, 11:57 AM,
#8
 
Alright, I've looked through the scripts and I understand the flow. However, I'm not confident on the function of the 'Dummy' cells. I see in the CS that each city has one, though I don't know enough about the script and programming to figure out quite what they do.
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12-28-2008, 02:46 PM,
#9
 
As far as I can tell is that the dummy cell sets up a link to the exterior world, so that scripts like this that use the GetinWorldspace ect functions. It seems pretty important, just something I as a scripter has always done anyway.
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