Maybe there's a setting to make it so that MO2 files overwrite files in the data folder but that's definitely not how it works for me. File conflicts in the data folder overwrite files in the MO2 mod pane.
from my knowledge any mods installed via mo2 should just automatically overwrite anything in the games data folder unless otherwise specified.
Are you certain you dont just have another mod adding in a copy of the song? If you hover your cursor over the track in the right hand pane of mo2 it should show you the file path and what mods are editing/replacing the file.
If your still getting issues with the base game file overwriting your new ones, you can right click on the file and click "hide" this will make it so when the game launches mo2 will block/hide the file from being read by the game. if you do so to the vanilla files and leave yours as unhidden, it should force yours to play.
It doesn't automatically overwrite the data folder, things that aren't managed by MO2 always take precedence. Hiding the vanilla file might work but that seems more convoluted to me than just replacing the vanilla ones and making a backup beforehand.
what you are describing is counter to the purpose and use of mo2, if the program couldn't overwrite the data folder it wouldn't be able to function as a mod manager.
Since the first time i installed mo2 years ago, by default the program would just overwrite anything in the base games data folder with the mods I installed.
I'm not even sure by what means you could tell mo2 to not overwrite the base games files. at least aside from just not installing mods or setting them as disabled.
Are you using another mod manager in addition to mo2/are you not launching the game from the mo2 interface?
Ok, I just checked and I was half right. MO2 always loses file conflicts with the data folder only if a file in the data folder is not a vanilla game file. So, in this case it works. I'll remove the note.
because what he said was right, mod managers are convoluted, it's much easier to just throw stuff in the data folder but make periodic backups incase you need to revert
the moment you have to tweak anything manually, a mod manager completely loses its value, and it just becomes another layer of complexity and potential problems
The game's soundtrack is available online in FLAC and WAV from a few places. The only place it's available in full is Apple Music, which includes Peace of Akatosh. None of the others have that one.
I suggest making an optional file, where it will not be mp3 with 360 bitrate, but wav, since the engine supports them. This will be quite a significant difference. Even with an average audio setup
Nope, still doesn't work. As I said, an OBSE plugin would be needed to ensure the tracks are able to play. The engine won't take WAVs or fake WAVs with an MP3 extension.
Hmm. That's weird. It's just that Skyrim's engine supports wav, although they switched to xwm format instead of mp3... Apparently, here, the engine is different in this
But renaming .wav to .mp3 will not give any result. Only the file will be bigger in size. And it may be worse because of decoding errors
Skyrim supports WAV natively for music (the Super Hi-Res Music mod for Skyrim is in WAV format) but Bethesda just doesn't use it. Why they decided to completely trash the audio quality for music and voices in Skyrim I have no idea, although looking at most of the comments on UHDAP it's not surprising they did.
While these files are certainly an upgrade, they still lack, for example, the clarity in the strings sections (im thinking from 1:50 onwards in Auriels Ascenion, on the FLAC its so crystal clear)
I know LAME can encode MP3s higher than 320Kbps, the problem is I'm unsure the game would be able to play them since the ISO standard for MP3 is capped at 320Kbps.
i think you have to edit the music records in the esm/esps for them to use wav, as now the file will be named "song.wav" instead of "song.mp3", or at least that's how it worked in new vegas/fallout 4 when editing music.
Its just like when editing which model or texture an item uses, if you change the name of the file you need to update the file path to reflect it.
I can double check but I don't think that's how it works for Oblivion. I'm pretty sure the game is just hardcoded to only read MP3s in the music folder, and whatever MP3s you dump in there, the game will play. (My silent tracks mod works without an ESP, just dump the files into the music folders and they work ingame.) It's not like later games where music has to be manually assigned in the game's ESM file.
I'm not seeing any music or music related data in Oblivion.esm, I don't think you can make the game read WAVs in the music folder without a DLL.
Thanks for this. I had created my own personal mod using the Official Game Soundtrack, stripping the cover art and extra information etc and packaging it into a zip folder with the correct folder structure but I recently lost it. I was dreading having to figure out how I did it before (I created it years ago) and then luckily saw this gem show up in recently uploaded!
I don't really see the point of that mod so I'd say this is better. All that's doing is normalizing the audio and removing the dynamics of the game's music, I've never thought Oblivion had music that was too loud or too quiet. This mod has HQ audio (that mod is the same quality as vanilla) and also enhanced dynamics since the tracks were remastered for the soundtrack release.
I understand. I will use your mod form now on. Thank you for the explanation. I use a lot of your mods, BTW. All of them are incredible. Thank you for making them!
Enhanced Music Overhaul is a very confusing mod, and appears to be the result of someone attending the first day of sound school but not the rest...
As in to say, that mod is the first step of the very first workflow you would do on some basic music project (the fact that this is done on audacity speaks volumes). You have a bunch of recordings; when you present them you don't want the volume to be everywhere, you dont want your audience to suddenly grab their ears from a volume spike, thats why you would compress and normalise (or its common if your DJing for similar reasons).
But here it makes absolutely no sense: 1) all the audio files are the same! from the same game! recorded in the same manner! with similar waveforms! normalise decibels for what reason?! 2) when you do this you LOSE audio fidelity, you are losing dynamic range, if your at at a conference or some function, thats fine, everyone wants comfortable music not audiophile quality. But if your making a mod and the explicit purpose is to improve the quality of the audio, this one by deej is the one actually doing it, the other makes it worse. 3) The author has advertised all these qualities that read like they are from the music industrys 90s "loudness wars" propaganda when trying to get you to buy their new trash mixings, like a politician, telling you they are going to save you from all the clipping! and dont worry, you wont be overwhelmed in the mix! Um? since when was there clipping in the oblivion OST? Since when was i ever 'overwhelmed in the mix'
Like im sure the author had the best intentions, but they do not seem to understand what they are talking about, and as someone who has done that exact process 50,000 times for school and/or work, im pretty sure i know where they got the idea from...
30 comments
In the mo2 interface the mods music files are set as overwriting the games, and ingame the newer higher quality tracks are blatantly playing.
You can easily test that it works for yourself by replacing one of the games audio tracks with a blank file.
Are you certain you dont just have another mod adding in a copy of the song?
If you hover your cursor over the track in the right hand pane of mo2 it should show you the file path and what mods are editing/replacing the file.
If your still getting issues with the base game file overwriting your new ones, you can right click on the file and click "hide" this will make it so when the game launches mo2 will block/hide the file from being read by the game.
if you do so to the vanilla files and leave yours as unhidden, it should force yours to play.
Since the first time i installed mo2 years ago, by default the program would just overwrite anything in the base games data folder with the mods I installed.
I'm not even sure by what means you could tell mo2 to not overwrite the base games files.
at least aside from just not installing mods or setting them as disabled.
Are you using another mod manager in addition to mo2/are you not launching the game from the mo2 interface?
the moment you have to tweak anything manually, a mod manager completely loses its value, and it just becomes another layer of complexity and potential problems
Edit: although it seems that simply renaming the WAV file to .mp3 allows it to play, I'll keep testing and see.
But renaming .wav to .mp3 will not give any result. Only the file will be bigger in size. And it may be worse because of decoding errors
Thats a shame :(
While these files are certainly an upgrade, they still lack, for example, the clarity in the strings sections (im thinking from 1:50 onwards in Auriels Ascenion, on the FLAC its so crystal clear)
Its just like when editing which model or texture an item uses, if you change the name of the file you need to update the file path to reflect it.
I'm not seeing any music or music related data in Oblivion.esm, I don't think you can make the game read WAVs in the music folder without a DLL.
Thank you for making this mod!
How does this mod compare to this one: Enhanced Music Overhaul
I use a lot of your mods, BTW. All of them are incredible. Thank you for making them!
As in to say, that mod is the first step of the very first workflow you would do on some basic music project (the fact that this is done on audacity speaks volumes). You have a bunch of recordings; when you present them you don't want the volume to be everywhere, you dont want your audience to suddenly grab their ears from a volume spike, thats why you would compress and normalise (or its common if your DJing for similar reasons).
But here it makes absolutely no sense:
1) all the audio files are the same! from the same game! recorded in the same manner! with similar waveforms! normalise decibels for what reason?!
2) when you do this you LOSE audio fidelity, you are losing dynamic range, if your at at a conference or some function, thats fine, everyone wants comfortable music not audiophile quality. But if your making a mod and the explicit purpose is to improve the quality of the audio, this one by deej is the one actually doing it, the other makes it worse.
3) The author has advertised all these qualities that read like they are from the music industrys 90s "loudness wars" propaganda when trying to get you to buy their new trash mixings, like a politician, telling you they are going to save you from all the clipping! and dont worry, you wont be overwhelmed in the mix!
Um? since when was there clipping in the oblivion OST? Since when was i ever 'overwhelmed in the mix'
Like im sure the author had the best intentions, but they do not seem to understand what they are talking about, and as someone who has done that exact process 50,000 times for school and/or work, im pretty sure i know where they got the idea from...