Hi, I noticed that this mod has a requirement for my lua Helper for the interior weather feature. Just to remind anyone who's thinking of installing the lua Helper for this purpose, that enabling the dialog ESP is entirely optional.
If you're not using Voices of Vvardenfell, you can install the lua Helper while leaving the dialog ESP removed from your load order, and the weather feature will work just fine. I'm aware that some might be reluctant to have the dialog ESP installed in their setup due to it's highly intrusive nature, so I hope this information is of help.
For Eledin, thanks for deciding to make a version of AURA for OpenMW. Great job!
I check the Morrowind Nexus every few days for new exciting mods and this was an instant add to my load order when I read the description. I love it so far! Adds so much more immersion and ambience to the game!
I had a couple questions though:
I'm not sure if this is a load order thing, some other issue, or intended behavior but the interior weather sounds don't seem to work for me? I checked a few buildings in Caldera and Balmora as well as an Urshilaku tent. I went inside while it was raining and couldn't hear anything. The mod itself seems to be working as I can hear crickets at night as well as the far off sounds of a blacksmith.
I installed this on top of the OpenMW Expanded Vanilla modlist. Is it only specific types of building? Is it a random chance thing? This also seems true of the exterior tavern sounds. I have the .omwscripts file at the bottom of my load order, just below "dynamic music"
My other question would be if there's any chance of adding an in-game config menu? A lot of OpenMW specific mods allow you to change the settings from the in-game "scripts" tab in the Options menu. It would be nice to be able to enable/disable specific sounds, adjust volumes, and adjust frequency without having to close the game and open the lua scripts. I don't know much about Lua modding so I'm not sure how possible this is. I also am not sure if this type of menu fits your vision for this mod and I don't want to seem like I'm imposing my specific desires on your mod.
Overall this is very cool! Can't wait to see what else comes of this.
The interior weather sounds in specific were tricky to do because you need to know in what kind of building you are. What i did was to basically check if the cell contains a specific object (usually the roof) and play the sound accordingly.
So, if you open default_interior.lua, inside the "ambientLoopSounds" section you will see something like this:
This means that the sound "amb_weather_rain_interior_lp.wav" (the interior rain on "stone") will play on interior cells that have one of the following objects: in_nord_house in_c_plain_room in_hlaalu_roomt
This list is far for complete. So you probably are inside a house that have a different roof name. I just checked and it seems to be working on Surane Leoriane's house in Caldera. On what houses are the sound missing?
As for the tents, i didn't add weather sounds for them yet, as you can see on default_interior.lua. I will do so as i play the game.
EDIT: another thing to consider is that a visible weather change is not always immediately picked. For instance, when stops raining, it will take some time until the engine "tells" the weather changed.
I will probably implement a menu, but setting every sound on the menu is probably unachievable. What i can do is, for instance, set a enable/disable, have an option to set the default sound volume, the default random chances of a sound to play and so on.
I just tried going inside Surane Leoriane's house while it was raining and couldn't hear the effect. Maybe it's because I have BCOM installed and it changes the roof objects?
Could it be that dynamic music is overriding the ambient sounds? Or should they both be able to play?
I also have BCOM (although not the latest version) and i am using dynamic music. Actually, for the imperial houses, i'm checking the floor (in_c_plain_room).
If you open the console and mouse hover the floor, what it says?
Ok, i know what's happening. You will need OpenMW Lua Helper Utility for the interior weather to work. Let me know if you still have the issue after installing it.
Very cool! Something we can't do at the moment in Openmw is change pickup/putdown sounds for different items. Is that something your framework supports, or could support?
Hey vonwolfe! Thanks. I probably didn't understood your suggestion. I believe vanilla Morrowind already have that feature (at least on a very basic implementation). Here \Sound\Fx\item\ you will find pick/drop sounds for some items, like rings, cloth, generic item, money potions.
But your idea is to implement something more detailed, right? That is a little bit out of scope with this mod (since this one is all about environmental sounds), but it's an interesting idea for a new mod. I will probably look into it. I'm not sure if one can override those sounds with OpenMW Lua.
Correct eludin. You can do special sound effects for a skull, jewel, small inventory animal, etc. Mwse allows for this, and I think it's in character sounds overhaul?
First a bug report. The name of the tavern interior loop file is wrong in taverns.lua file. It is "amb_tavernisinterior_a_2dlp.wav", while the filename is in fact "amb_taverninterior_a_2dlp.wav"
Second, I have questions because the mod is still in development. I was using a combination of Morrowind Acoustic Overhaul and Ambient Town Sounds until this morning. I will be transitioning to you mod because it's nice to have that performance back, but the soundscape is seems to be a bit barren compared to this combination. I'm not saying this to criticize, since it is only version 0.4. But I want to ask:
Are you planing on adding looping ambient town sounds?
Are you planning on adding alternate looping sounds that can be randomly chosen? For instance when you enter a pub, the script chooses one of 3 ambient sounds so not all pubs sound the same. Right now it plays the sounds on top of each other.
How can I add more soundbanks? Let's say I added whispering in Mages Guilds for example? Where do I need to register a new file like "002_magesguild.lua" for the mod to see? Is it enough that I put it inside soundbanks folder? Is it also possible to add different sounds for different parts of the city this way if it is mentioned in the cell name, like a marketplace.
I'm asking these because the aforementioned mods have those sounds and I want to add them, having a similar soundscape without edited cells and the performance cost of running scripts.
My only criticism so far is the dog barks in the cities when there are none in Morrowind. Other than that, this mod is a great and lightweight framework for having a rich soundscape.
Thanks for the bug report. No idea how i missed that.
I'm adding more sounds and fill the soundbanks as i play, but of course this is the boring part. I will take a look on those mods to see what makes sense adding, but please, feel free to do so yourself and share your changes.
Are you planing on adding looping ambient town sounds? Probably. At the moment i only added some non loop ambient sounds. Let me know if you find some good loop ones.
Are you planning on adding alternate looping sounds that can be randomly chosen? For instance when you enter a pub, the script chooses one of 3 ambient sounds so not all pubs sound the same. That can be implemented, but i will have to check the best approach. The problem with that kind of randomization is that you enter the tavern once, a certain sound plays. You exit and enter again, another sound plays. That can be awkward. Unless i save on disk what sound each tavern played.
Meanwhile, the only way to have different tavern ambient sounds is by having diferent soundbanks for each set of taverns.
how can I add more soundbanks? Let's say I added whispering in Mages Guilds for example? Where do I need to register a new file like "002_magesguild.lua" for the mod to see No need to register. Just create the soundbank and add it inside scripts\DynamicSounds\soundbanks\ Check "0004_quest_AstrologiansGuild.lua" for an example.
Is it also possible to add different sounds for different parts of the city this way if it is mentioned in the cell name, like a marketplace. You mean, exterior sounds? If so, unfortunately no, unless the marketplace zone is on a different cell than the rest of the city (in other words, if it has a different name than the rest of the city). What you can though, is to add a loop sound for a certain object on the marketplace (lets say a stall). But of course, that is not ideal, since then the loop sound will be applied on every stall with the same name (reference Id) on the market.
My only criticism so far is the dog barks in the cities when there are none in Morrowind Hehehe. That's a good catch. When i added dog barks, i was in Skaal Village and there it made sense. But it's totally possible to set different city soundbanks (like Solstheim+shotn cities, Morrowind cities, Cyrodilic+imperial cities, ...) like we have with Dynamic Music.
That can be implemented, but i will have to check the best approach. The problem with that kind of randomization is that you enter the tavern once, a certain sound plays. You exit and enter again, another sound plays. That can be awkward.
Thanks for your reply. And you are right. A better solution would be grouping towns/taverns etc for different looping sounds. Hlaalu towns could sound different from Telvanni for instance. Or taverns and inns could be different. That is a lot of work though. Hope I can understand lua structure enough to add them without crashing the game. The thing about Ambient Town Sounds and Morrowind Acoustic Overhaul is, those sounds are added either by map edits or scripts. It's a heavier solution but has more variety.
Could you group up the sounds folders in a DynamicSounds subfolder instead, just like you do for scripts? (sounds/DynamicSounds/cave, etc..) Would make it easier to tell their mod origin.
Sure, if it helps. But keep in mind the recommended way of organizing your mods in OpenMW is by having each mod on it's own folder, and not dropping everything into Data Files :)
Great work! I may have to create some soundbanks for this in the future. I have a bunch of high quality foley stuff sitting around that might do the trick.
57 comments
If you're not using Voices of Vvardenfell, you can install the lua Helper while leaving the dialog ESP removed from your load order, and the weather feature will work just fine. I'm aware that some might be reluctant to have the dialog ESP installed in their setup due to it's highly intrusive nature, so I hope this information is of help.
For Eledin, thanks for deciding to make a version of AURA for OpenMW. Great job!
I had a couple questions though:
I'm not sure if this is a load order thing, some other issue, or intended behavior but the interior weather sounds don't seem to work for me? I checked a few buildings in Caldera and Balmora as well as an Urshilaku tent. I went inside while it was raining and couldn't hear anything. The mod itself seems to be working as I can hear crickets at night as well as the far off sounds of a blacksmith.
I installed this on top of the OpenMW Expanded Vanilla modlist. Is it only specific types of building? Is it a random chance thing? This also seems true of the exterior tavern sounds. I have the .omwscripts file at the bottom of my load order, just below "dynamic music"
My other question would be if there's any chance of adding an in-game config menu? A lot of OpenMW specific mods allow you to change the settings from the in-game "scripts" tab in the Options menu. It would be nice to be able to enable/disable specific sounds, adjust volumes, and adjust frequency without having to close the game and open the lua scripts. I don't know much about Lua modding so I'm not sure how possible this is. I also am not sure if this type of menu fits your vision for this mod and I don't want to seem like I'm imposing my specific desires on your mod.
Overall this is very cool! Can't wait to see what else comes of this.
The interior weather sounds in specific were tricky to do because you need to know in what kind of building you are. What i did was to basically check if the cell contains a specific object (usually the roof) and play the sound accordingly.
So, if you open default_interior.lua, inside the "ambientLoopSounds" section you will see something like this:
{ soundPath = "sounds\\weather\\amb_weather_rain_interior_lp.wav", loop = true, volume=1.5, weather=5, ifCellContainsObjects="in_nord_house,in_c_plain_room,in_hlaalu_roomt" },
This means that the sound "amb_weather_rain_interior_lp.wav" (the interior rain on "stone") will play on interior cells that have one of the following objects:
in_nord_house
in_c_plain_room
in_hlaalu_roomt
This list is far for complete. So you probably are inside a house that have a different roof name. I just checked and it seems to be working on Surane Leoriane's house in Caldera. On what houses are the sound missing?
As for the tents, i didn't add weather sounds for them yet, as you can see on default_interior.lua. I will do so as i play the game.
EDIT: another thing to consider is that a visible weather change is not always immediately picked. For instance, when stops raining, it will take some time until the engine "tells" the weather changed.
I will probably implement a menu, but setting every sound on the menu is probably unachievable. What i can do is, for instance, set a enable/disable, have an option to set the default sound volume, the default random chances of a sound to play and so on.
Could it be that dynamic music is overriding the ambient sounds? Or should they both be able to play?
If you open the console and mouse hover the floor, what it says?
Can you please do me a favor? Open the console and type: luag
You will see the message:
"Lua mode ON, use exit() to return, help() for more info
Context: Global"
Then type:
world.mwscript.getGlobalVariables().omwWeather
What number it gives you?
https://imgur.com/a/oLoglOk
What version of OpenMW are you using? Currently i'm using OpenMW 0.49RC6
OpenMW development (a6676fd6f3)
Let me know if you still have the issue after installing it.
I probably didn't understood your suggestion. I believe vanilla Morrowind already have that feature (at least on a very basic implementation). Here \Sound\Fx\item\ you will find pick/drop sounds for some items, like rings, cloth, generic item, money potions.
But your idea is to implement something more detailed, right? That is a little bit out of scope with this mod (since this one is all about environmental sounds), but it's an interesting idea for a new mod. I will probably look into it. I'm not sure if one can override those sounds with OpenMW Lua.
First a bug report. The name of the tavern interior loop file is wrong in taverns.lua file. It is "amb_tavernisinterior_a_2dlp.wav", while the filename is in fact "amb_taverninterior_a_2dlp.wav"
Second, I have questions because the mod is still in development. I was using a combination of Morrowind Acoustic Overhaul and Ambient Town Sounds until this morning. I will be transitioning to you mod because it's nice to have that performance back, but the soundscape is seems to be a bit barren compared to this combination. I'm not saying this to criticize, since it is only version 0.4. But I want to ask:
- Are you planing on adding looping ambient town sounds?
- Are you planning on adding alternate looping sounds that can be randomly chosen? For instance when you enter a pub, the script chooses one of 3 ambient sounds so not all pubs sound the same. Right now it plays the sounds on top of each other.
- How can I add more soundbanks? Let's say I added whispering in Mages Guilds for example? Where do I need to register a new file like "002_magesguild.lua" for the mod to see? Is it enough that I put it inside soundbanks folder? Is it also possible to add different sounds for different parts of the city this way if it is mentioned in the cell name, like a marketplace.
I'm asking these because the aforementioned mods have those sounds and I want to add them, having a similar soundscape without edited cells and the performance cost of running scripts.My only criticism so far is the dog barks in the cities when there are none in Morrowind. Other than that, this mod is a great and lightweight framework for having a rich soundscape.
I'm adding more sounds and fill the soundbanks as i play, but of course this is the boring part. I will take a look on those mods to see what makes sense adding, but please, feel free to do so yourself and share your changes.
Are you planing on adding looping ambient town sounds?
Probably. At the moment i only added some non loop ambient sounds. Let me know if you find some good loop ones.
Are you planning on adding alternate looping sounds that can be randomly chosen? For instance when you enter a pub, the script chooses one of 3
ambient sounds so not all pubs sound the same.
That can be implemented, but i will have to check the best approach. The problem with that kind of randomization is that you enter the tavern once, a certain sound plays. You exit and enter again, another sound plays. That can be awkward. Unless i save on disk what sound each tavern played.
Meanwhile, the only way to have different tavern ambient sounds is by having diferent soundbanks for each set of taverns.
how can I add more soundbanks? Let's say I added whispering in Mages Guilds for example? Where do I need to register a new file like
"002_magesguild.lua" for the mod to see
No need to register. Just create the soundbank and add it inside scripts\DynamicSounds\soundbanks\
Check "0004_quest_AstrologiansGuild.lua" for an example.
Is it also possible to add different sounds for different parts of the city this way if it is mentioned in the cell name, like a marketplace.
You mean, exterior sounds? If so, unfortunately no, unless the marketplace zone is on a different cell than the rest of the city (in other words, if it has a different name than the rest of the city). What you can though, is to add a loop sound for a certain object on the marketplace (lets say a stall). But of course, that is not ideal, since then the loop sound will be applied on every stall with the same name (reference Id) on the market.
My only criticism so far is the dog barks in the cities when there are none in Morrowind
Hehehe. That's a good catch. When i added dog barks, i was in Skaal Village and there it made sense. But it's totally possible to set different city soundbanks (like Solstheim+shotn cities, Morrowind cities, Cyrodilic+imperial cities, ...) like we have with Dynamic Music.