Just posting again a couple of years later to see if anyone has a fix for the issue that the sounds of people chattering in town will still play when you leave town and head out into the empty wilderness?
I think I'm doing something wrong. The game warns me about the mod expecting another master file-version, when I boot it up with active .esp. With both the standard vrsion, and the patch.
EDIT: I guess there's something wrong with referenced files. When trying to start a new game, a warning appears, saying "Expression Error Unable to find cell id "Khartag" in script ShrineBoethiah."
Could be a language thing, given I play in german. I've tried the original version, the 1_1 patch and this fix. I can't get it to run.
Ok I'm having some of the worst trouble lately with Better sounds in OpenMW where it was working before and then just recently its stopped entirely working and only the vanilla sfx are the ones you hear
I have the same problem - furthermore, the sounds are bugged inside taverns, I just hear a constant noise, as if the sound would start playing every frame.
Edit: Apparently, the "bug fixes" in version 1.4 broke the global scripts - the change log says that ( Player->CellChanged ) was changed to ( CellChanged == 1 ), but these scripts don't have "ChellChanged" anywhere, so apparently they always stop the sounds immediately after they have started playing.
Edit2: Changing (GetInterior == 1) to (CellChanged == 1) in these seems to fix the issue.
It's definitely still there and happens constantly, it's driving me nuts now! Only way to make it go away is enter somewhere indoors and exit again. It's baked into the save. Apart from that, I adore this mod :) <3 <3
EDIT: After looking into this (as it was driving me nuts), the offending sound effect(s) are located in: BetterSounds\Sound\Fx\item and they are the following files:
bodyfallH.wav bodyfallM.wav bodyfallL.wav
The game uses a mixture of these 3 effects to add a little variance on the sound. Load these up in Audacity or even an online MP3/Wav volume adjuster, whack the volume/dB down, save, replace the files back in the folder, you're golden! (Always remember to backup your original files!!!)
No, I disagree. I checked it again and yes, it is named wrong in file BS_BM_WeatherChange_v1.1_Fixed.esp. Here is a screenshot as a proof https://i.imgur.com/VyTirTl.png
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.esp. With both the standard vrsion, and the patch.
EDIT: I guess there's something wrong with referenced files. When trying to start a
new game, a warning appears, saying "Expression Error Unable to find
cell id "Khartag" in script ShrineBoethiah."
Could be a language thing, given I play in german. I've tried the original version, the 1_1 patch and this fix. I can't get it to run.
Better Sounds 1.1 Patch 2 | Modding OpenMW: A guide to modding and modernizing Morrowind with OpenMW (modding-openmw.com)
Edit: Apparently, the "bug fixes" in version 1.4 broke the global scripts - the change log says that ( Player->CellChanged ) was changed to ( CellChanged == 1 ), but these scripts don't have "ChellChanged" anywhere, so apparently they always stop the sounds immediately after they have started playing.
Edit2: Changing (GetInterior == 1) to (CellChanged == 1) in these seems to fix the issue.
EDIT: After looking into this (as it was driving me nuts), the offending sound effect(s) are located in: BetterSounds\Sound\Fx\item and they are the following files:
bodyfallH.wav
bodyfallM.wav
bodyfallL.wav
The game uses a mixture of these 3 effects to add a little variance on the sound. Load these up in Audacity or even an online MP3/Wav volume adjuster, whack the volume/dB down, save, replace the files back in the folder, you're golden! (Always remember to backup your original files!!!)
Just checked it in TES3View. It will cause errors with Julan BETA mod on the game start and maybe something else along the line while you play.
Here is a screenshot as a proof https://i.imgur.com/VyTirTl.png