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Music to game |
FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Hi all,
I believe it's time to discuss how to get the music we have, into OB.
Even if so that we can know how to later. SolarRain says that he can do
it by deleting the original and replacing with his own files then
renaming. Would you please post a full explanation of what you did
Solar?
Everyones ideas and comments are much appreciated
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08.04.2008 18:19 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,895
Location: Belgium/The Netherlands
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I received a PM from FLESH with a link to this thread.
My input.
quote: |
Originally posted by FLESH
SolarRain says that he can do it by deleting the original and replacing with his own files then renaming. |
This will work but I wouldn't recommend to do so, because you'll alter
the vanilla game. If you use this method the player will hear your
custom music in Cyrodiil as well.
Instead use StreamMusic.
You could use a music activator (with a script) which will be added to
the interiors or create a high priority quest with a script that
arranges where to play the music.
quote: |
From the CS Wiki
StreamMusic works fine in cells with the music type set to either
"Dungeon" or "Public" When used in a "Default" cell, StreamMusic only
restarts the current track. |
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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08.04.2008 19:14 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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That was my main concern with SolarRains method as well. A question
about StreamMusic, it says cells, does that mean interior only? Or if
it is exterior also, does one have to be placed in each cell by hand?
Thanks for your input sandor
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08.04.2008 21:33 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,895
Location: Belgium/The Netherlands
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quote: |
Originally posted by FLESH
Or if it is exterior also, does one have to be placed in each cell by hand?
Thanks for your input sandor
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You could do that but it's a lot of work.
I would use a quest and define which track has to be played in which worldspace at what time etc. through the attached script.
Use the music activator for interiors/dungeons and special exterior cells.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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09.04.2008 11:56 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Ahh I see, that seems more do-able then what I was thinking
This might be a dumb question, but would the quests pop up in the players journal?
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09.04.2008 15:25 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,895
Location: Belgium/The Netherlands
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quote: |
Originally posted by FLESH
.. but would the quests pop up in the players journal?
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No, it's just an active quest, the attached script (processed every 5 seconds) will update the music where necessary.
__________________ Silgrad city, a huge city under construction, it may be visited in the next public release i.e. Silgrad Tower v3.00.
Perfer et obdura; dolor hic tibi proderit olim.
Be patient and tough; some day this pain will be useful to you.
Ovid BC 43-18 AD, Roman Poet
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09.04.2008 16:42 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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That sounds good to me, with my limited scripting knowledge at least.
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09.04.2008 16:44 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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No he means a quest that runs a script every 5 seconds that will take care of all the music.
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09.04.2008 21:49 |
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chris 07
First Knight
Registration Date: 02.07.2007
Posts: 154
Location: Valenwood
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quote: |
Originally posted by Mormacil
No he means a quest that runs a script every 5 seconds that will take care of all the music. |
yeah that should work very well if you've played any of the mods that do this.
__________________ Proud Valenwood Modder!
3 claimed
2 finished!
(Soon to be changed!)
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10.04.2008 01:07 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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There is no sense in having each quest have a music piece, that not how
it works. It would be the modders responsability to put the activator
into the interior cells (dungeons houses etc.) but as far as I
understand it's only one piece per cell. So Dungeon music goes into
dungeons, as it makes sense to do.
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10.04.2008 17:24 |
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