Oblivion
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  1. forli
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    FAQ - Frequently Asked Questions:

     
    Important:
    In the "Oblivion/Data/Docs" folder there are 2 DMS files: a Readme and a Manual. The first one is needed for installation and technical informations the mod. The second one contains everything about how the mod works and teach you all features in DMS.
    Read both them, and you'll get the answers for ~98% of your questions. As for the remaining ~2%... I'm here to help you!

     
    Spoiler:  
    Show
    Question: I have a problem with DMS. What can I do?
    Answer: Follow these 2 simple steps:
    1) Read the readme and follow the Installation procedure. Ensure you have ALL requirements, and ensure OBSE is running.
    2) After the game load and DMS initialize (it may take a while on a fresh new game) open the console with ~ (or with \, basing on your keyboard) and check if DMS wrote something. Usually if DMS doesn't run at all, there's an initialization problem, and DMS write it in the console.
    3) Ask me for help. If you refuse to follow the first step, then I may try and try but I won't be able to fix your game if you don't follow the instructions. The readme exists for a reason. (I don't want to be so rude, but 95% of problems and doubts are caused by not reading the readme and the manual...)
     
     
     
    Question: How does DMS works?
    Answer: You can learn everything about this mod by reading the Manual.
     
     
     
    Question: My playlist doesn't work. Why?
    1) With the default debug mode (3), run the game and open the console with ~ or \ (depending on your keyboard). If there's a problem with a playlist, DMS will print here exactly what's wrong.
     
    2) Check the quote characters you used for the strings. Oblivion/OBSE only support the "straight" double quotes (example: "string"). If you use any other quote characters (example: the left/right quotes “string”), OBSE won't recognize them, so the variable stay empty and the playlist won't work as expected (or won't work at all).
     
    3) Do the playlist have, by chance, a looong string? I mean: did you put tons of locations/weathers/actors/<whatever> in the same line?
    If true, you hit a bug in Oblivion/OBSE: if a command/line is too long, Oblivion refuses to read it (and so, the playlist won't work).
    Example: if you have a long line, with tons of locations like this:
    set DMSMain.Location to sv_Construct "location1|...|location20"
    delete this line, then use sv_Construct once with few locations, followed by sv_Insert to add more locations:
    set DMSMain.Location to sv_Construct "location1|...|location5"
    sv_Insert "location6|...|location10" DMSMain.Location
    sv_Insert "location11|...|location15" DMSMain.Location
    sv_Insert "location16|...|location20" DMSMain.Location



    Question: I've done everything and still it doesn't work. What can I do?
    If you followed ALL above instructions and still the playlist(s) refuse to work, it may be a bug. To find the cause, I need to know what's happening on your game, so follow these steps:
    1) Download and install the OBSE plugin ConScribe.
    2) Load the game and reach the location/time/event/condition the playlist should play, save on a new slot and close.
    3) Open the DMS configuration file Settings.ini (in Oblivion/Data/Ini/DMS) and set the debug mode to 6.
    4) Load the savegame you just made, wait 2-3 seconds (until you're sure the playlist should have started playing) and close the game.
    5) DONE! Send me a private message on the Nexus forums with 3 files: the ini with the playlist, the file "Oblivion/Data/Conscribe/Static log.log" and the file "Oblivion/enhanced_music_control_2.log".
    I will check these files and find the problem.
     
     
     
    Question: Is DMS compatible with music replacers/addon?
    Answer: Yes, DMS doesn't care what tracks you use and won't judge your favourite tracks! Just ensure they are MP3 and remove ALL tags (Artist, Album, Title, Cover, etc...) to ensure EMC2 will play them nicely.
     
     

    Question: Is DMS compatible with BMS, Triffle or other music mods overhauls?
    Answer: No. DMS alone conflict with BMS as both try to control the music system. Also, DMS require EMC2, which is incompatible with EMC or any mod based on it (including BMS). Also, EMC2 and Triffle are incompatible, as they try to touch the same code. You can still use a mod which has both EMC/EMC2 compatibility, as long as it doesn't conflict with DMS (There's an easy way to make DMS compatible with any mod, just read the manual).
  2. alt3rf33
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    I've been struggling with the "LOCATION is not a cell, region, worldspace, nor a cell type" error often, even though I have RuntimeEditorID installed. I finally found a solution.
    From my review of DMS source code, it appears that DMS has the ability to handle FormID in addition to EditorID within a field.
    Here is the format:
    set DMSMain.Location to sv_Construct "PLUGIN_NAME^FORMID"

    (FormID should be a number with 6 digits and the first two digits (index) should be omitted. Be sure to specify the FormID of a base object, not a reference.)

    As you can see, just separate the plugin name and FormID with a caret "^" symbol. For example, if you want to change the music in the arena of the Imperial City, you can do the following:
    set DMSMain.Location to sv_Construct"Oblivion.esm^01C60F|Oblivion.esm^037867|Oblivion.esm^091B46|Oblivion.esm^03D61B" ; ChorroArena,ICArena,ArenaMatchCell,ICArenaGrandChampion

    In my case, this method eliminated the error. It should probably work for all settings specified by EditorID, not just for locations. I hope this helps others.

    -----------
    Also, when specifying a location by EditorID, if it is a cell rather than a worldspace or region, DMS seems to identify it more correctly by adding an @ symbol at the beginning of the EditorID, like this:
    set DMSMain.Location to sv_Construct "@ChorroArena|@ICArena|@ArenaMatchCell"

    Well, using FormID is more reliable though.
    1. alexpublius
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      I finally got around to fixing my DMS Complete Playlists with this fix, and it works!  For most of the errors.
      EDIT: Now for all of the errors, at least when loading a save from the main menu.

      For whatever reason, I'm still getting these errors in my ConScribe log:
           ERRORS: Location > "DLCThievesDen.esp^0C46F0" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCThievesDen.esp^03347A" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCThievesDen.esp^05D36A" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCThievesDen.esp^09492F" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCThievesDen.esp^094931" is not an cell, region, worldspace, nor a cell type
      These are the FormIDs for the Thieves' Den DLC locations:
      sv_Insert "|DLCThievesDen.esp^094931|" DMSMain.Location; AnvilTheSeaTubClarabella
      sv_Insert "|DLCThievesDen.esp^09492F|" DMSMain.Location; AnvilTheSeaTubClarabellaMidDeck
      sv_Insert "|DLCThievesDen.esp^05D36A|" DMSMain.Location; DLDunbarrowHaven
      sv_Insert "|DLCThievesDen.esp^03347A|" DMSMain.Location; DLDunbarrowHaven02
      sv_Insert "|DLCThievesDen.esp^0C46F0|" DMSMain.Location; DLDunbarrowHaven03

      I also got an error message for the three interior Frostcrag Spire cells, also using FormIDs:
           ERRORS: Location > "DLCFrostcrag.esp^01B836" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCFrostcrag.esp^018093" is not an cell, region, worldspace, nor a cell type
           ERRORS: Location > "DLCFrostcrag.esp^01540D" is not an cell, region, worldspace, nor a cell type
      Any idea what might be causing this?

      EDIT: Solved! On a hunch, I double-checked TES4Edit and found that all of the Thieves' Den and Frostcrag Spire locations had FormIDs that were originally test cells in Oblivion.esm, that were recycled for use in the DLCs.  So I just had to replace the DLC esps with the Oblivion.esm before the caret ^, and now the cells properly register with DMS.
    2. alexpublius
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      On a lark, I did the standard test (load a save in a city cell, move to an exterior/worldspace cell, reload the original city cell save file) and got a few more error messages:
      DMS: Error | DMSLoadPlaylist | "Imperial City" > This playlist is not valid. It has 1 error(s) and 1 warning(s)
           ERROR: Location > "IC" is not an cell, region, worldspace, nor a cell type
           WARNING: Location > "IC" (00000014) is marked for "GetInCell", but it's not a cell.
      DMS: Error | DMSLoadPlaylist | "Anvil" > This playlist is valid, but has 1 error(s) and 1 warning(s).
           ERRORS: Location > "Anvil" is not an cell, region, worldspace, nor a cell type
           WARNING: Location > "Anvil" (00000014) is marked for "GetInCell", but it's not a cell.
      DMS: Error | DMSLoadPlaylist | "Bravil" > This playlist is valid, but has 1 error(s) and 1 warning(s).
           ERRORS: Location > "Bravil" is not an cell, region, worldspace, nor a cell type
           WARNING: Location > "Bravil" (00000014) is marked for "GetInCell", but it's not a cell.
      DMS: Error | DMSLoadPlaylist | "Bruma" > This playlist is valid, but has 1 error(s) and 1 warning(s).
           ERRORS: Location > "Bruma" is not an cell, region, worldspace, nor a cell type
           WARNING: Location > "Bruma" (00000014) is marked for "GetInCell", but it's not a cell.
      DMS: Error | DMSLoadPlaylist | "Chorrol" > This playlist is valid, but has 1 error(s) and 1 warning(s).
           ERRORS: Location > "Chorrol" is not an cell, region, worldspace, nor a cell type
           WARNING: Location > "Chorrol" (00000014) is marked for "GetInCell", but it's not a cell.
      Basically, these are all from my /Public.ini file covering cities. Here's what a sample playlist from that .ini file looks like:
      ;Play some music in the Imperial City
      set DMSMain.Name to sv_Construct "Imperial City"
      set DMSMain.Location to sv_Construct "@IC"; unknown error
      set DMSMain.Priority to 1290
      set DMSMain.PathPublic to sv_Construct "Data/Music/DMS/Public/Imperial City/*"
      SetStage DMSMain 10
      
      So, when I initially load a game, this playlist works without issue. But when I load the same save file from a different type of location (worldspace to load a city, or city to load a worldspace) it generates an error message that says it no longer recognizes @ to search for 'GetInCell'. Even though this is wrong, since it does recognize the same playlist, because if I return to Imperial City then it still plays the right folder of music for any IC cell despite this error message.

      So yeah, it's very frustrating. I'm wondering (and really really hoping I don't have to) if the only solution is to use FormIDs for every single city cell in the game. Which would be... miserable.  Any suggestions?
    3. indefiance
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      I'm working through the same issues.  ANY Luck?  I'm trying to put together a playlist to be able to use seperately with my Frostcrag Reborn Mod and sometimes the playlist works while inside the frostcrag levels but other times no go.  Very irritating. 
  3. 0niJim
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    The music of the interiors, such as when you enter a cave, deactivates the exterior music and makes only the interior music play
  4. vsevolods2
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    i want install for a music for TestingHall, but DMS drop me an error: Location.ini|Weather.ini|etc.ini not found. And my playlist not visible for DMS. What`s wrong?

    set DMSMain.Location to sv_Construct "TestingHall"
    set DMSMain.Priority to 100
    set DMSMain.PathNormal to sv_Construct "Data/Music/Battle/*
    SetStage DMSMain 10

    the name of playlist is "examlpe.ini"
  5. alt3rf33
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    DELETED
  6. Sarthendris
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    I have fixed my issue! my issue was getting faction music working. I was treating it like something I could use |'s for adding multiple different factions to. Turns out having them as separate things works. 
  7. alexpublius
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    Hi, I'm trying a few different approaches to get the combat music to work, and I'm wondering if you could help me figure out why my code doesn't work?

    I'd like to have four tiers of combat music: one for creatures generally, one for NPCs, one for undead, one for daedra. For the NPCs group, I've had to use a lot of 'GetInFaction' to make sure it recognizes every NPC, and I've had to manually had the Editor ID for NPCs (like Highwaymen) who don't belong to a specific faction.

    Then I had the bright idea, why not just use 'Race' as a stand-in?  All NPCs are one of the races of Tamriel, so that would be much easier to code.

    There are two options. One would be use 'GetIsPlayableRace' -- per the Construction Set wiki, that 
    Returns 1 if the calling actor's race is playable
     
    So I tried this:

    ?;Play music for battling any playable race
    set DMSMain.Name to sv_Construct"NPCs"
    set DMSMain.EnemyCondition to sv_Construct "|GetIsPlayableRace|"
    set DMSMain.Priority to 1500
    set DMSMain.PathBattle to sv_Construct "Data/Music/DMS/Battle/1Bandit/*"
    SetStage DMSMain 10


    Another possibility would be to use 'GetRace' with the individual Form ID or Editor ID of each individual race. A bit more work to look up, but not much. Here's the version with Editor IDs:

    ?;Play specific music for battling NPCs
    set DMSMain.Name to sv_Construct"NPCs"
    set DMSMain.EnemyCondition to sv_Construct "| GetIsRace HighElf || GetIsRace Argonian || GetIsRace WoodElf || GetIsRace Breton |"
    sv_Insert "| GetIsRace DarkElf || GetIsRace Imperial || GetIsRace Khajiit |" DMSMain.EnemyCondition 
    sv_Insert "| GetIsRace Nord || GetIsRace Orc || GetIsRace Redguard |" DMSMain.EnemyCondition 
    set DMSMain.Priority to 1500
    set DMSMain.PathBattle to sv_Construct "Data/Music/DMS/Battle/1Bandit/*"
    SetStage DMSMain 10

    Here's the version with Form IDs:

    ??;Play specific music for battling NPCs
    set DMSMain.Name to sv_Construct"NPCs"
    set DMSMain.EnemyCondition to sv_Construct "| GetIsRace 00019204 || GetIsRace 00023FE9 || GetIsRace 000223C8 || GetIsRace 000224FC |" ; Altmer, Argonian, Bosmer, Breton
    sv_Insert "| GetIsRace 000191C1 || GetIsRace 00000907 || GetIsRace 000223C7 |" ; Dunmer, Imperial, Khajiit
    sv_Insert "| GetIsRace 000224FD || GetIsRace 000191C0 || GetIsRace 00000D43 |" ; Nord, Orc, Redguardset DMSMain.Priority to 1500
    set DMSMain.PathBattle to sv_Construct "Data/Music/DMS/Battle/1Bandit/*"
    SetStage DMSMain 10


    The problem is, none of these actually work. I have a save after exiting the Sewer, and when I go to fight the bandits outside Vilverin, my games plays the default battle music (Data/Music/Battle), not the Music/DMS/Battle/1Bandit music that it should. I can use any of the three versions, but neither 'GetIsRace' nor 'GetIsPlayableRace' actually work.

    What am I doing wrong?
    1. ir4n
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      Very strange, GetIsRace Dremora works for me, as well, as GetVampire
  8. zelazko
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    DMS is great but requires a lot of work on your own. Is there custom playlist ready to just download and dump it into Data folder?
    ///EDIT2022: It's finally here : https://www.nexusmods.com/oblivion/mods/52195?tab=description
    1. ir4n
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      Bump
    2. ir4n
      ir4n
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      Bump
    3. Stormfruit
      Stormfruit
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      bump
    4. mainque
      mainque
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      Yes, this, even just ini files to play the BMS files would be an improvement. I want nicer music, not to spend several hours tweaking the game's soundtrack.
    5. Zero00x
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      at least use this is the region of cyrodil I do not remember where I left the notepad of factions of ooo, mmm, moo and that of the portals and quest of the main game 

      ;Play some music in 
      set DMSMain.Name to sv_Construct"Coastline"
      set DMSMain.Location to sv_Construct"AnvilCoastline"
      set DMSMain.Priority to500
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Coastline/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"Blackwood"
      set DMSMain.Location to sv_Construct"BlackwoodSubRegion01|BlackwoodCoastline|BlackwoodSubRegion02|BlackwoodSubRegion03|BlackwoodSubRegion04"
      set DMSMain.Priority to500
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Blackwood/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"ColovianHighlands"
      set DMSMain.Location to sv_Construct"ColovianHighlandsSubRegion01|ColovianHighlandsSubRegion02|ColovianHighlandsSubRegion03|ColovianHighlandsSubRegion04|GoldCoastSubRegion01|GoldCoastSubRegion02|GoldCoastSubRegion03|GoldCoastTreeRegion01|GoldCoastTreeRegion02|GoldCoastTreeRegion03"
      set DMSMain.Priority to500
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Colovian Highlands/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"GoldCoast"
      set DMSMain.Location to sv_Construct"AnvilBay|AnvilBayEast01|AnvilExteriorLighthouse|AnvilDockGate|||||"
      set DMSMain.Priority to500
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Gold Coast/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"GreatForest"
      set DMSMain.Location to sv_Construct"GreatForestSubRegion01|GreatForestSubRegion02|GreatForestSubRegion03|GreatForestSubRegion04|GreatForestSubRegion05|GreatForestSubRegion06"
      set DMSMain.Priority to500
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Great forest/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"WaterfrontRegion"
      set DMSMain.Location to sv_Construct"WaterfrontRegion|HeartlandsThicket|Heartlands01|CityIsleRegion|AleswellRegion"
      set DMSMain.Priority to600
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Heartlands/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"JerallValusMountains"
      set DMSMain.Location to sv_Construct"JerallValusMountainsSubRegion01|JerallValusMountainsSubRegion02|JerallValusMountainsSubRegion03|JerallValusMountainsSubRegion04|JerallValusMountainsSubRegion05|JerallValusMountainsSubRegion06"
      set DMSMain.Priority to900
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Jerall Mountains/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"NibenayBasinValley"
      set DMSMain.Location to sv_Construct"NibenayBasinValleySubRegion01|NibenayBasinValleySubRegion02|NibenayBasinValleySubRegion03|NibenayBasinValleySubRegion04|NibenayBasinValleySubRegion05|NibenayBasinValleySubRegion06"
      set DMSMain.Priority to700
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/Nibenay Basin/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
      ;Play some music in 
      set DMSMain.Name to sv_Construct"WestWeald"
      set DMSMain.Location to sv_Construct"WestWealdSubRegion01|WestWealdSubRegion02|WestWealdSubRegion03|WestWealdSubRegion03A|WestWealdSubRegion03B"
      set DMSMain.Priority to700
      set DMSMain.PathNormal to sv_Construct"Data/Music/DMS/Region/West Weald/*"
      set DMSMain.VolumeNormal to0.5
      SetStage DMSMain 10
    6. eggplantemoji
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      Thanks for this! Does this mod hard fade between regions or queue the tracks?
    7. alexpublius
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      ?///EDIT2022: It's finally here : https://www.nexusmods.com/oblivion/mods/52195?tab=description
      Thanks for the link! Yes, I was inspired by this comment (and the ones who 'bumped' it), so I hope you find it useful. I'm sorting through my own music files to create a full soundtrack for the game.

      I'm calling it 'Soule Sounds for DMS', since my plan is to exclusively use music by Jeremy Soule -- from Morrowind and Skyrim, certainly, but also Guild Wars (1 and 2, plus expansions), Baldur's Gate, Neverwinter Nights, Kohan II Kings of War, Icewind Dale, Azurik, and Northerner Diaries. Not sure if (or how) I'll release it, but having the DMS Complete Playlist released is at least a good start.
    8. ir4n
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      Oh, that's wonderful! Thanks for your effort, will definitely try it.
  9. ir4n
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    Please someone help me with my problem, I have absolutely no idea why it's not working! I'm trying to create playlist with "Location" condition, but any region editor ID gives me the following error:
    X is not an cell, region, worldspace nor a cell type
    , where X is region editor ID
    I also double checked that I have REID installed and all those region editor ID's are indeed valid and defined in corresponding .esp files.
    Also, other playlists that uses editor ID's work's for me, for example, the following playlist works just fine
    ?set DMSMain.Name to sv_Construct "SmallEnemiesVanilla"
    set DMSMain.Enemy to sv_Construct "CreatureRat|CreatureMudCrab"
    set DMSMain.EnemyCondition to sv_Construct"GetInFaction ZOOOMudcrabs"
    set DMSMain.IgnoreBattle to 1
    SetStage DMSMain 10
    Please, help me with my problem 
    1. alexpublius
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      I'm having an identical problem with that 'not a cell' error message.

      There are a few peculiarities that I'm experiencing. For one thing, once I get that error message, it will reappear every time I load a save during that game session. However, if I quit the game and start it fresh, the error message does not appear, and will not for quite some time (but once it appears at all, it will occur every time I load a file).

      Also weird: I have play-tested my .ini files and very specifically visited the exact same cell that DMS is now telling me 'is not a cell'. Same playlist, same cell, and the music worked perfectly. Which means the error message is wrong -- DMS knows that X is a cell, but for some reason it's telling itself that there was an error in recognizing it.

      Personally, I'm starting to suspect that the issue might be that REID occasionally stops working in the middle of a game session, and you have to quit & restart the game to turn REID back on.  No idea though.

      Were you able to figure out the root cause of this error message?
    2. alexpublius
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      I installed Conscribe and followed forli's directions to get a full 'flooding' Debug for the error messages, so I have a bit more info of what's going on. 

      DMS appears to be re-generating each playlist from the .ini files over and over throughout my game session, only to send up error messages when re-creating playlists after I load a save game file from a different cell or world type. So, if I'm exploring in the City Isles, I can save/load as many times as I want as long as I'm staying in an 'Explore' area. But the instant I load a save from (for instance) the Imperial City Market District (a 'Public' cell), I get an error message. Same in reverse; walk around Market District, load an 'Explore' cell, error message.

      Notably, this does not occur if I simply move into a Public cell. I must make a save in such a cell, move out into an Explore region, then load the Public cell save file in order to get an error message.

      It also doesn't break every playlist, or every Editor ID cell. REID remains functional, but for some reason DMS fails to recognize a very specific (if apparently random) set of cell names.

      For instance, in my 'Tutorial Dungeon' playlist, DMS recognizes ImperialDungeon04, ImperialDungeon05, ImperialDungeon01, and ImperialDungeon03 as valid. But then tells me

      "ImperialDungeon02" is not an cell, region, worldspace, nor a cell type

      Likewise:
      - Three of the four cells for Veyond Cave are valid, but VeyondCave04 isn't.
      - DreamofPerception is valid; DreamofCourage isn't.
      - CheydinhalChapelHall is valid; CheydinhalChapelofArkay isn't.
      - FrostcragSpire03 is fine; FrostcragSpire01 and FrostcragSpire02 are invalid.

      It's mind-bogglingly bizarre. Does anyone have any ideas for what might be going on here?
  10. trollberserker
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    I'm still having trouble running this mod.

    For example:
    The console shows it loaded playlist from Music/DMS/Battle folder (it shows it's playing all of the songs in the folder at once, I'm not sure if it's supposed to do that)
    But then the console shows it's playing a song from from Music/Battle folder
    I tried to remove regular folders from Music and leave only DMS folder to see if it's gonna play anything and I had no music in game.

    I've installed DMS complete playlist mod so there are no errors for the playlist paths. It just doesn't work. What's wrong?
    1. Alkemistt
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      Any results? I'm having the same issue.
    2. trollberserker
      trollberserker
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      I removed DMS and tried to use Enhanced music and Control 2 only, but the music didn't work either.
      It turned out to be an issue with my music files. They refused to work despite being MP3 and having tags&album covers removed. I ran them over with Skyrim Music Converter converting them to xmv first and then back to mp3 and they work perfectly now! I might give DMS another try soon.
    3. alexpublius
      alexpublius
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      I'm the author of DMS Complete Playlists, and I've been experiencing the same issue. I haven't released a 1.3 version because I haven't the foggiest idea why combat music wasn't running, or at least why it wasn't reliable. I'll try running my tracks through the same process, and see if combat works.


      Honestly, as glad as I am that there is *some* sort of system to provide custom music, my experience with DMS has been incredibly buggy. I just started playing a new game, and just now, right after a quickload, DMS gave me a string of error messages indicating that 
      ?X is not an cell, region, worldspace nor a cell type
      Despite those cells and the playlists containing them working perfectly when I was testing it out (the correct music played when I visited the cell in question, now DMS is telling me there is no way for that cell ID to work...?) Like ir4n (below, who had the identical problem) I can confirm that I have REID installed, which seems to be the recommended bugfix for this type of error in the past. I have no idea what went wrong.
  11. alexpublius
    alexpublius
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    • 35 kudos
    Forli, I have a question for you. I recently released a 'DMS Complete Playlist' mod for others to enjoy and use, with folders and .ini files covering all the regions, cities, dungeons, and enemies in the game. 

    Immediately after publishing the mod, I had a thought. Is it possible to create a musical 'event' using DMS? What I mean is, would it be possible to create a string like:

    set DMSMain.Quest to sv_Construct"MQ02"
    set DMSMain.Stage to sv_Construct?"25-25"
    set DMSMain.PathNormal to sv_Construct "Data/Music/DMS/Special/Tutorial End/*"

    so that the music in the specified folder only plays once, starting as soon as Stage 25 is reached (that is the moment the player leaves the Tutorial Sewer) but not repeating, so the music is exclusive to that moment in the Main Quest.

    If I'm reading the Manual correctly, it appears that a string using Quest and Stage would cause the music to repeat whenever the MQ02 was toggled as the 'active quest', up until my player moves beyond Stage 25 (by reaching Chorrol or Weynon Priory).

    There doesn't seem to be any way (specified in the manual) for a 'play once' command to be included. Does that capability exist in DMS? If so, can you tell us how to use it? If not, would it be possible to add a 'PlayOnce' command?