I changed the original lines in [Weather Thunderstorm] in "Morrowind.ini"
Thunder Sound ID 0=Thunder0 Thunder Sound ID 1=Thunder1 Thunder Sound ID 2=Thunder2 Thunder Sound ID 3=Thunder3
by
Thunder Sound ID 0=Distant_Thunder_00 Thunder Sound ID 1=Distant_Thunder_01 Thunder Sound ID 2=Distant_Thunder_02 Thunder Sound ID 3=Distant_Thunder_03
and I don't have any delay between lighting strikes and their sound. Still have the vanilla sounds.
.esp file is activated, and there is no hasardous space in the [Weather Thunderstorm] paragraph.
Apologies all, I got a little busy this week. You can check out the full post over in the Dramatic Vivec thread, but the nutshell version is I'll pop up an update here as soon as I'm satisfied everything's working the way it should. Shouldn't take longer than a day.
There already is a mod that does this: http://www.nexusmods.com/morrowind/mods/37588 But I like this one more! Endorsed.
There is one problem though: there are instances when thunder sounds are played via scripts (Prolylons, Puzzle Canal, unused Sheogorath Blessing script) to indicate that something is happening and it wouldn't make sense for them to play with delay. So it would be better to give your new sounds new IDs in the Construction Set and edit the Morrowind.ini file accordingly. Then this mod will be golden.
It might actually be easier just to replace the Prolylons, Puzzle Canal, and Sheo's Blessing than it would be to replace the thunder from storms; as I can't seem to find that script. So, if you can think of any other instances please let me know and I'll include them in the next update.
Alternatively if you happen to know in what script the storm based thunder is called that'd be great too. Anyway if I don't hear back I'll just release it tomorrow morning, and thanks again for the heads up!
You can easily find them this way: Edit -> Find Text -> "thunder" (or Thunder0, Thunder1 etc.) -> Scripts tab
Thunder0 (Fx\envrn\thndr_cls3.wav) is used in "tr_weathmachine" script. Thunder1 (Fx\Thunder_0.wav) is used in "puzzlecanal" and "Sheogorath Blessing". Thunder2 (Fx\Thunder_1.wav) is used in "Warp_Andra", "Warp_Beran" etc. Thunder3 (Fx\envrn\thndr_far2.wav) is not used. ThunderClap (Fx\Thunder_1.wav) is used in "SoundTest" and "testPlayerStats".
Yes, you can edit the scripts themselves, but that would possible lead to conflicts with other plugins which edit these too, not to mention the mods which use the aforementioned sounds in the same fashion.
Afaik, the storm thunder is called by the game engine itself, not any scripts. All the possible thunder sounds are listed in the Morrowind.ini under the respective weather section, for example:
[Weather Thunderstorm] ...
Thunder Sound ID 0=Thunder0 Thunder Sound ID 1=Thunder1 Thunder Sound ID 2=Thunder2 Thunder Sound ID 3=Thunder3
You can find and change those sounds in Gameplay -> Sounds menu.
Ah, nice, that's exactly what I was looking for. I suspected there was a way to search all the scripts at once, but I couldn't find it.
As for the thunder sounds themselves, I would not have suspected morrowind.ini would list them. Espically considering that nearly all other sounds are in the CS. It makes perfect sense now that I think of it though. What I'll probably do is release two versions, a pluginless one where the user edits their ini file, and one that's just plug-and-play.
Btw, you'd probably want to make new sounds in CS and list them in the ini to activate them anyway, as only 4 of 8 sounds you edited are currently used by the game.
11 comments
I changed the original lines in [Weather Thunderstorm] in "Morrowind.ini"
Thunder Sound ID 0=Thunder0
Thunder Sound ID 1=Thunder1
Thunder Sound ID 2=Thunder2
Thunder Sound ID 3=Thunder3
by
Thunder Sound ID 0=Distant_Thunder_00
Thunder Sound ID 1=Distant_Thunder_01
Thunder Sound ID 2=Distant_Thunder_02
Thunder Sound ID 3=Distant_Thunder_03
and I don't have any delay between lighting strikes and their sound. Still have the vanilla sounds.
.esp file is activated, and there is no hasardous space in the [Weather Thunderstorm] paragraph.
If anyone can help me, it will be very nice !
Thanks for this mod anyway
http://www.nexusmods.com/morrowind/mods/37588
But I like this one more! Endorsed.
There is one problem though: there are instances when thunder sounds are played via scripts (Prolylons, Puzzle Canal, unused Sheogorath Blessing script) to indicate that something is happening and it wouldn't make sense for them to play with delay. So it would be better to give your new sounds new IDs in the Construction Set and edit the Morrowind.ini file accordingly. Then this mod will be golden.
Alternatively if you happen to know in what script the storm based thunder is called that'd be great too. Anyway if I don't hear back I'll just release it tomorrow morning, and thanks again for the heads up!
Edit -> Find Text -> "thunder" (or Thunder0, Thunder1 etc.) -> Scripts tab
Thunder0 (Fx\envrn\thndr_cls3.wav) is used in "tr_weathmachine" script.
Thunder1 (Fx\Thunder_0.wav) is used in "puzzlecanal" and "Sheogorath Blessing".
Thunder2 (Fx\Thunder_1.wav) is used in "Warp_Andra", "Warp_Beran" etc.
Thunder3 (Fx\envrn\thndr_far2.wav) is not used.
ThunderClap (Fx\Thunder_1.wav) is used in "SoundTest" and "testPlayerStats".
Yes, you can edit the scripts themselves, but that would possible lead to conflicts with other plugins which edit these too, not to mention the mods which use the aforementioned sounds in the same fashion.
[Weather Thunderstorm]
...
Thunder Sound ID 0=Thunder0
Thunder Sound ID 1=Thunder1
Thunder Sound ID 2=Thunder2
Thunder Sound ID 3=Thunder3
You can find and change those sounds in Gameplay -> Sounds menu.
As for the thunder sounds themselves, I would not have suspected morrowind.ini would list them. Espically considering that nearly all other sounds are in the CS. It makes perfect sense now that I think of it though. What I'll probably do is release two versions, a pluginless one where the user edits their ini file, and one that's just plug-and-play.
Anyway, thanks for all the help, you made my day.
Btw, you'd probably want to make new sounds in CS and list them in the ini to activate them anyway, as only 4 of 8 sounds you edited are currently used by the game.