About this mod
A complete set of folders and.ini files for every region, city, dungeon, and enemy in the game, to make Dynamic Music system truly user-friendly.
- Requirements
- Permissions and credits
- Changelogs
Description
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In 2015, Forli released 'Dynamic Music System', a mod to make Oblivion music completely customizable, and more accessible than previous mods like 'Better Music System'. Unfortunately, in the seven years since its release, there have been no published mods that made the effort of creating a comprehensive set of folders and .ini files to turn DMS into something actually user-friendly.
Until now.
This mod includes individual 'Explore' playlists for every region in Tamriel and the Shivering Isles.
This mod also includes individual 'Night' playlists, to play at night in each of those regions.
This mod includes individual 'Public' playlists for every city in Tamriel, as well as New Sheoth in the Shivering Isles.
This mod includes individual 'Dungeon' playlists for every type of dungeon in Tamriel and Oblivion.
This mod includes individual 'Battle' playlists for every type of enemy in Tamriel, Oblivion, and the Shivering Isles. I use a four-tier structure, with one playlist for Animals/Monsters, a second for Bandits/NPCs, a third for Undead/Vampires, and a fourth for Daedra/Dremora. I also include rules to ensure no combat music plays when fighting weak enemies, boss music appears for strong enemies, and specific Boss Fight music against specific named opponents like Mankar Camoran and Jyggalag. I even found a way to cue boss music for fighting Umaril the Unfeathered (Knights of the Nine).
This mod includes multiple 'Special' playlists, adding custom music to specific locations like the Tutorial Sewer, Daedric Shrines, chapels to the Nine Divines, Camoran's Paradise, Cloud Ruler Temple, Arcane University, and taverns across Tamriel.
This mod includes all-new 'Event' playlists, adding custom music to specific moments during the main quest and DLC quests -- such as the moment you emerge from the Tutorial Dungeon, or the vision you receive of Pelinal in the Knights of the Nine DLC.
Finally, this mod also includes a 'Mod' folder with custom .ini files for a number of popular mods that add new regions, cells, and enemies. These include Unique Landscapes, HESU Mod Collection, Open Cities (Classic and Reborn), Arthmoor's village mods, Creature Diversity, and others. Note: if you're using Mod Organizer 2, you'll need to use a work-around -- DMS does not recognize the MO2's Virtual File System (VFS). See below for the specific fix.
In short, this mod has everything you need to start using Dynamic Music System, besides the actual music.
I have made a number of recommendations for the default download, to streamline and simplify the 'adding music' part of the process.
Specifically, my 'Explore' playlists double-dip and overlap, so the same music plays for Blackwood (near Leyawiin) and Nibenay Basin (around Bravil). Likewise for the Gold Coast and Colovian Highlands, for the Jerall and Valus Mountains, and for the Nibenay Valley/Heartlands/Great Forest/West Weald region that surrounds Cheydinhal, Imperial City, Chorrol, and Skingrad.
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'Soule Sounds for Oblivion'
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Alongside this mod, I've developed my own soundtrack mod. I call it "Soule Sounds for Oblivion', since all of the music tracks are drawn from other
games by Jeremy Soule. These include Morrowind, Skyrim, Guild Wars (both games, along with all the expansions), Baldur's Gate, Neverwinter Nights,
Kohan II Kings of War, Icewind Dale, Azurik Rise of Perathia, Total Annihilation, Consortium, DOTA 2015, and even the never-released soundtrack to
Everquest Next Landmark. I've also included Soule's symphonic album, 'Northerner Diaries'.
'Soule Sounds for Oblivion' provides an unpredecented degree of musical diversity covering every square inch of Cyrodiil. Every region has a unique
soundtrack, with an hour of musical content for daylight, and 20-40 minutes for night. Every city has its own soundtrack, with 10-15 minutes of music
for each of the smaller towns, and 30 minutes for Imperial City. There's custom music for each type of dungeon and for various special cells. Finally,
'Soule Sounds' also takes advantage of this mod's latest update to provide unique 'Event' music for key moments during the game.
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Changelog
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1.1 - lots and lots of debugging (fixed folder structure, corrected a bunch of wrong paths, added a 'Mods' folder and removed all mod-added regions
and cells from the Ini/DMS/ files, etc.), added new playlists for Special/Arcane University and Dungeon/Grottos, reassigned two Dungeon playlists
(City Ruins now uses the same folder as 'Forts', Dreamworlds now point to 'Oblivion'). Finally, I massively cut down the 'Battle.ini' file. It turns
out that DMS requires Ref IDs or Edit IDs, but does not recognize the actor names I've been using. So that whole things needs a complete rewrite.
Fun. That'll take a lot longer than planned, and in the meanwhile I wanted to ensure that there was at least a stable version for people to use.
1.2 - this version has a full 'Battle.ini', with gratuitous amounts of 'GetInFaction'. This also allowed me to expand the combat music system to cover a bunch of mods, including Creature Diversity and the HESU Mod Collection, which have been added to the 'Mods' folder. There are no errors and it appears to be stable, though it'll take a lot of playtesting to make sure everything is covered.
1.3 - even more bugfixing, even more playlists (Prisons, Ancestor Moths, Weynon Priory, Wayshrines in 'Special', multiple new Boss fights in 'Battle', and even several 'Event' playlists), and even more .ini files to the Mods folder. However, I found that DMS's automatic mod-lookup feature is not compatible with Mod Organizer 2, so if you're using that, I've included a workaround. For each mod you're using, you must copy-paste the content of their *.esp.ini file (from the Mods folder) into the new Mods.ini file (in the Ini folder). "Mods.ini" is already registered in Settings.ini, and I've copy-pasted my current mod build list as a sample. Be sure to replace it with your own. I recommend only including the mods that you're absolutely sure you are going to use. If you disable an included mod mid-game, DMS will throw up a bunch of error messages in your Console. The worse that can happen if you don't include a mod in Mods.ini, is that the generic Oblivion music will play when you're using the mod.
1.4 - finally, a fix for the "is not a cell, region, worldspace, nor a cell type" bug! The first, partial fix (identified by alt3rf33) is to add an @ to the start of every EditorID cell name in the playlist. The second (more labor-intensive, but comprehensive) fix involves replacing all EditorID names with 'PluginName^FormID' using the numerical codes in the esm/esp for each individual region or cell. The work here was done almost entirely by Tooplex, who put in an incredible effort to cover the full Explore.ini (exterior music in day and night), Special.ini (all unique cells), and the entire Unique Landscape mod ini. I extended this to rewrite the whole Public.ini (covering cities), as well as applying it to all other mods included in this set of playlists, and tested it to confirm: no more random error messages! (That said, I can basically guarantee there will be more errors, but none that appeared in testing. If you encounter them, let me know).
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Installation
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Download, extract, install with a mod manager (I use Mod Organizer 2).
There is no esp to enable, but you must have OBSE, EMC2, REID, and DMS installed.
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Mod Compatibility
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DMS Complete Playlists is still a work in progress, so there may be enemies missing from Battle.ini, or dungeons that deserve their own playlists. Most mods add new creatures and NPCs, which may not be covered by the combat music. If you have a mod that isn't covered here, please let me know on the mod page on Nexus. Even better, feel free to write up a custom .ini file for such mods that I can include in the collection.
Thanks for your help in making this mod truly 'Complete'.
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Incompatibilities & Errors
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Both DMS and EMC2 are incompatible with other pre-existing music mods, liKe the first EMC and Better Music Systems (BMS).
Clayton1015 reports that there is a mod-breaking incompatibility with the latest versions of Oblivion Reloaded. ORC and OR 6.5.0 are confirmed to work, but OR version 10 and above appears to conflict with either EMC2 or DMS.
gravdev reports that there is an incompatibility between EMC2 and certain ENB shaders. Monkey ENB appears to be fine, but others may not be.
DMS is unable to recognize the 'Virtual File System' used by Mod Organizer 2 (MO2). That means that if you want to use this mod with MO2, you'll need to manually copy & paste the playlist info from the individual .ini files for each mod (identified as ***.esp.ini, found in the /Mods/ folder) and add them to a generic Mods.ini file (found in the /Ini/ folder). I've already registered Mods.ini under Settings, along with a sample version based on my own current mod build. Be sure to replace it with your own. I recommend only including the mods that you're absolutely sure you are going to use. If you disable an included mod mid-game, DMS will throw up a bunch of error messages in your Console. The worse that can happen if you don't include a mod in Mods.ini, is that the generic Oblivion music will play when you're using the mod.
FIXED! I have encounter a rather bizarre error: loading a save in a 'Public' cell when my character is in an 'Explore' cell (or vice versa) causes DMS to stop recognizing a very specific set of cell names (such as ImperialDungeon02, VeyondCave04, DreamofCourage, FrostcragSpire01) and throw up a "__ is not an cell, region, worldspace, nor a cell type" error in the Console. I can think of no reason this would happen -- Runtime Editor IDs still works, and I have confirmed that the playlists work before and after the error message is generated. Nor do I understand why the cell-type change would only cause an error in those specific cells (all other ImperialDungeon## cells and all other VeyondCave## cells are unaffected, for instance). Some of these bugs were resolved by adding @ to the start of the EditorID names. Most, however, were only resolved by replacing the EditorID names with 'PluginName^FormID' using the numerical codes in the esm/esp for each individual region, cell, or other entry. The bulk of the work here was done by Tooplex.
Combat music has proved a considerable pain. While most combat playlists seem to run correctly, for some opponents the game will revert to using generic combat music, even if there are no error messages and the opponent in question is clearly defined in Battle.ini. Until I'm able to resolve this, my recommendation is to duplicate some of the music tracks from the Music/DMS/Battle/ folders and add them to the default folder for variety. ('Soule Sounds for Oblivion' already includes this fix)
When loading a cell, Oblivion will recognize the cell type you're about to enter and play a music track from the default folder for that type. (If entering a city, it will play from /Music/Public/, for instance). DMS is *sometimes* able to intervene and either continue playing the current track, or recognize the specific cell you're entering and find its playlist instead (if entering Chorrol, play from /Music/DMS/Public/Chorrol/). However, this does not seem to be reliable. My recommendation is to alter each of the default music tracks in Dungeon, Explore, and Public, to add five seconds of silence at the start. ('Soule Sounds for Oblivion' already includes this fix).