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Changelogs
Version 0.13
HourOfDay filter added to soundbanks which should allow for day/night music (see readme).
Additional settings option to suppress combat music for specific enemy ids if they would normally trigger combat music.
Additional settings option to play combat music for specific enemy ids even it the enemys level would normally be too low to trigger combat music.
Version 0.12
Uses the new OpenMW playlist feature.
Tracklengths no longer need to be specified in soundbanks.
DEFAULT soundbank is now dynamically built at runtime. Manual edits for custom tracks in vanilla music folders are no longer needed.
Overall smoother music transitions.
Version 0.11
If you don't need the features mentioned below stick to the old version.
Mod configuration menu added.
Combat music can be toggled on/off.
Enemy specific combat music.
Combat music can be suppressed for low level enemies. (see included readme for more details)
Version 0.10
Smoother music transitions
Version 0.9
Improved combat detection: Only hostile actors that are within the player's detection range will be processed.
Music overlapping: If a music switch is requested and the trackpath that is currently being played is allowed in the new tracklist as well then the playback continues.
If possible the same track will not be played again when it has just finished.
Version 0.8
Prioritizing soundBanks: if two or more soundBanks are valid for the current ingame situation then the one that comes later in alphabetic order (based on filename) will be played.
interiorOnly flag is now available in soundBank configuration. Can be true/false
exteriorOnly flag is now available in soundBank configuration. Can be true/false
prevented log spamming from happening when no soundBank is valid for the current ingame situation.
Version 0.7
Support for region specific ambient tracks. Try out the Tamriel Rebuilt - Original Soundtrack for demonstration.
Version 0.6
Combat music is now possible on a per cell basis
Inverted list for matching unlimited amounts of soundbanks against cellnames without performance impact
Fixed an uncritical error log entry when starting a new game with a generated default character
Version 0.5
Initial version
Details:
This framework provides the ability to add custom ambient music to the game that should play in specific situations. The project is currently in beta status.
The framework itself won't give you any new ambient music. You'll need additional mods. You can use Dynamic Music - Daggerfall Guild Themes which will bring you the OG Daggerfall guild themes in every building of the Mage's and Fighter's guild.
The framework provides limited built in support for the following MUSE music mods. Install one or more of them in the usual way and it should work automatically.
You need the latest OpenMW development build! I recommend ModOrganizer2 and Kezyma's OpenMW Player to install the mod. Otherwise extract the content of the zip file into the Data Files directory inside your Morrowind installation folder. Mod Organizer 2 might show a warning during installation. As long as the scripts folder and the DynamicMusic.omwscripts file is placed in the data files directory everthing should be fine. Don't forget to check that "DynamicMusic.omwscripts" is enabled in your OpenMW Launcher
Adding your own music:
You can already add your own tracks by adding a custom soundbank. Soundbank definitions can be found in "scripts\DynamicMusic\soundbanks" See the readme for further details.
There are currently no engineHandlers to detect if the game is currently in "combat mode" so the script has to monitor the combat state of every active actor separately. This might cause performance impacts if there is a large number of active actors (npcs/creatures) at once