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 projects currently override the following vanilla Music Types and the vanilla Music Tracks contained within them in the manner described above:
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Beyond Skyrim: Bruma overrides the following vanilla Music Types and the vanilla Music Tracks contained within them in the manner described above:
  
*MUSDiscoveryGeneric [000AC13D]
 
 
*MUSDiscoveryTown [000ABDA3]
 
*MUSDiscoveryTown [000ABDA3]
 
*MUSDiscoveryCity [000ABDA5]
 
*MUSDiscoveryCity [000ABDA5]
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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), edits to these Music Types are made 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.
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At this time, these are still the only vanilla Music Types modified by any Beyond Skyrim project.
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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.
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*Make sure BSKBeyondSkyrimLocation is also applied to any ancillary world spaces or cells which might not be covered by your main province location, such as daedric realms. Either set their location to BSKBeyondSkyrimLocation or make sure it is the parent of whichever location it might already have.
 
*Make sure BSKBeyondSkyrimLocation is also applied to any ancillary world spaces or cells which might not be covered by your main province location, such as daedric realms. Either set their location to BSKBeyondSkyrimLocation or make sure it is the parent of whichever location it might already have.
  
Note that this will exclude ''all'' the listed Music Types from your mod, even if you only wanted to exclude combat music. If you want to add other types back in, project-specific re-implementations of vanilla Music Tracks will have to be added to BSAssets and then activated by your esm as detailed below. This is done for Cyrodiil with generic discovery stingers, since the soundtrack does not contain any custom ones.
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Note that this will exclude ''all'' the listed Music Types from your mod, even if you only wanted to exclude combat music. If you want to add other types back in, project-specific re-implementations of vanilla Music Tracks will have to be added to BSAssets and then activated by your esm as detailed below.
  
 
One might wonder why we didn't simply edit the conditions on vanilla tracks so that they only play in vanilla areas, negating the use for the BSKBeyondSkyrimLocation. The reason is that other mods may add new areas without necessarily having their own soundtrack, and we do not want to disable certain kinds of music for those.
 
One might wonder why we didn't simply edit the conditions on vanilla tracks so that they only play in vanilla areas, negating the use for the BSKBeyondSkyrimLocation. The reason is that other mods may add new areas without necessarily having their own soundtrack, and we do not want to disable certain kinds of music for those.
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== Custom Map Markers ==
 
== Custom Map Markers ==
  
Some projects wish to introduce [[Arcane University: Custom Map Marker Implementation|Custom Map Markers]], and will want to have custom discovery music for them as well. The type-specific discovery Music Types -  MUSDiscoveryTown, MUSDiscoveryCity, and MUSDiscoveryDungeon - will not play for those. Instead, such tracks will have to be added to MUSDiscoveryGeneric, using the same method. Since filtering by map marker type is not intrinsic to this Music Type, conditions will have to be added to the track, using either the specific location(s) the map marker is in, or keywords contained in either BSAssets or the province esm, or a plethora of other options.
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The "Discovery" Music Types listed above - MUSDiscoveryTown, MUSDiscoveryCity, and MUSDiscoveryDungeon - only play on discovery of vanilla map marker types, which covers the vast majority of use cases. However, as some projects wish to introduce [[Arcane University: Custom Map Marker Implementation|Custom Map Markers]], they will want to have custom discovery music for them as well, and the type-specific discovery Music Types will not play for those. Instead, such tracks will have to be added to MUSDiscoveryGeneric, using the same method. Since filtering by map marker type is not intrinsic to this Music Type, conditions will have to be added to the track, using either the specific location(s) the map marker is in, or keywords contained in either BSAssets or the province esm, or a plethora of other options.
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At this time of writing, the vanilla tracks in MUSDiscoveryGeneric have not been set up in BSAssets to condition on BSKBeyondSkyrimLocation, so this will have to be done first.
  
 
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== Gallery ==

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