Oblivion

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Hammerfist

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Hamacek

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============================================================ MUSICA PRIMA TAVERN MUSIC by Stephen \'Hammerfist\' Hamacek ============================================================ WHAT IS IT? In RL I play in an early music group called Musica Prima. We do music from 12th Century to 16th Century, on a variety of \'His

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============================================================
MUSICA PRIMA TAVERN MUSIC [0.55 WIP]
by Stephen 'Hammerfist' Hamacek
============================================================

WHAT IS IT?

In RL I play in an early music group called Musica Prima. We
do music from 12th Century to 16th Century, on a variety of
'Historically Informed' instruments (e.g. lute, hurdy-gurdy,
shawm, medieval fidel, percussion, medieval bagpipes, recorders
etc.

In other words, perfect tavern music for Oblivion! ;-)

For quite a while I've been tinkering with the CS, trying to
adapt a basic mod I did for Morrowind, featuring music from one
of our CD's "Battle, Lament, Rejoicing", this team featuring
my own custom instrument models, and NPCs of us, Musica Prima

So here it is in all it's ... er WIP ...glory. There is no animation
as yet, so the players don't do much, and that shawm sticks out
of Sue's mouth very strangely, but as I refine things I should be
able to just update .esp files, and you'll already have the music,
which is the biggest stuff to download.

============================================================

HOW IT WORKS

Bethesda seem to have cut back on their sound scripting commands
since Morrowind, which all us music/sound people are scratching
our heads at.

I really wanted to treat the music not as traditionally handled
in Oblivion, but as a 3d sound, so it appears to belong in the
environment you are hearing it in. As such I've had to 1. use
.wav files (i.e. large) as soundfx can't be mp3s, 2. Make them
mono - Could do stereo in Morrowind, but there you go.

Overall I think the effect works well. You can sit and listen to the band, or wander away and they fade into the distance. For a bit of
fun, try goin up the stairs behind the band and through the door.
The music will continue (though the soundtrack music will kick in) in
the distance, and even keep playing when you go back downstairs.

For this mod, when you first enter the Tiber Septim Hotel, the
script picks a random tune (of the four I've included so far), then
counts down in seconds before playing the next in the set list.

For those interested, I'll paste the script at the end of this readme
for your perusal/use. At the moment I've left in the debugging messages
I put in for those of an inquisitive nature ;-)

One drawback so far - If you exit to a location where the script
remains loaded (e.g. upstairs), when you return the countdown will
pick up where it left off, though the music may have finished. If
this happens, music will begin again after the counter reaches zero
again.

Not sure, but there may be a circumstance when the music begins
playing after installing the mod, even if you're not in the Tiber
Septim. Let me know if this happens to you.

============================================================

WHAT IT ADDS

4 Instruments: Drum, hurdy-gurdy, shawm, fidel and portative organ
1 script (attached to the drum) for playing the music
4 pieces of music from our CD (as SFX) 1 blank.mp3 music file if you don't have one already, to silence the
background music.
Minor changes to the layout of the Hotel, shouldn't cause any issues
unless something else tries to use that particular spot.


WHOS AND WHATS

Feel free to pull apart this mod and use whatever you like, but not
the music, as copyright on this is with my band, who have only given
permission to me to use it.

Anyone interested in hearing more, PM me at elderscrolls.com 'Hammerfist'
to get CDs.

Leave feedback! Vote! If I get a great response I'll be more likely
to carry this through to a more complete and finished mod, maybe even
with more music/instruments and locations.