Editing Arcane University:Compatible Implementation of Hard Coded Music Types
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== The Problem in Beyond Skyrim == | == The Problem in Beyond Skyrim == | ||
− | Beyond Skyrim | + | Beyond Skyrim: Bruma overrides the following vanilla Music Types and the vanilla Music Tracks contained within them in the manner described above: |
*MUSDiscoveryGeneric [000AC13D] | *MUSDiscoveryGeneric [000AC13D] | ||
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MUSCombatBoss [000D777A] is also edited, although this Music Type is not referenced in either the executable or the DOBJ, and all the tracks it contains (both vanilla and modded) are also in MUSCombat with appropriate conditions, so this Music Type may actually be unused. | MUSCombatBoss [000D777A] is also edited, although this Music Type is not referenced in either the executable or the DOBJ, and all the tracks it contains (both vanilla and modded) are also in MUSCombat with appropriate conditions, so this Music Type may actually be unused. | ||
− | In the currently released versions of Bruma (1.3 and earlier), | + | At this time, these are still the only vanilla Music Types modified by any Beyond Skyrim project. |
+ | |||
+ | In the currently released versions of Bruma (1.3 and earlier), these edits are applied in BSHeartland.esm which is specific to the Cyrodiil and Elsweyr projects, meaning it will even conflict with other Beyond Skyrim projects. In theory, compatibility patches would then be needed - including three-way and four-way patches - which is not acceptable. | ||
There is also BSAssets.esm, which is used as a master by almost all Beyond Skyrim masters including BSHeartland.esm. However, moving everything into BSAssets - the Music Tracks and everything needed to condition them to the appropriate area - is not possible; although an entire worldspace can have a [https://www.creationkit.com/index.php?title=Location Location] assigned to it, and this Location can be put in BSAssets, this is not a sufficient solution for the Cyrodiil, Elsweyr and Iliac Bay projects. This is because those projects involve multiple provinces with their own soundtracks occupying the same world space, and music (especially combat music) will need to be restricted to the appropriate provinces, which cover large exterior areas. The common and only practical way to do this is to condition on a [https://www.creationkit.com/index.php?title=Region Region], and a Region cannot be added to BSAssets without it also containing the World Space which the Region pertains to. Moving the Beyond Skyrim World Spaces to BSAssets would be extremely technically disruptive at this stage in development. | There is also BSAssets.esm, which is used as a master by almost all Beyond Skyrim masters including BSHeartland.esm. However, moving everything into BSAssets - the Music Tracks and everything needed to condition them to the appropriate area - is not possible; although an entire worldspace can have a [https://www.creationkit.com/index.php?title=Location Location] assigned to it, and this Location can be put in BSAssets, this is not a sufficient solution for the Cyrodiil, Elsweyr and Iliac Bay projects. This is because those projects involve multiple provinces with their own soundtracks occupying the same world space, and music (especially combat music) will need to be restricted to the appropriate provinces, which cover large exterior areas. The common and only practical way to do this is to condition on a [https://www.creationkit.com/index.php?title=Region Region], and a Region cannot be added to BSAssets without it also containing the World Space which the Region pertains to. Moving the Beyond Skyrim World Spaces to BSAssets would be extremely technically disruptive at this stage in development. |