Mindtwistah Posted December 18, 2007 Share Posted December 18, 2007 Is there a script for K1 to change the backround music in your current module to another one? And I don't mean to another one in a .2da file but another one in the musics folder. Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 18, 2007 Share Posted December 18, 2007 You will need to add any custom music files to the relevant 2da file before you can make them play in-game. Link to comment Share on other sites More sharing options...
Mindtwistah Posted December 18, 2007 Author Share Posted December 18, 2007 Wasn't there a mp3 player mod for Kotor? An armband that let you play music? If there was one and it's not me dreaming, how did that armband play music? Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 18, 2007 Share Posted December 18, 2007 That only worked because of some clever use of TSLPatcher. It still had to add the files to the 2da file. Link to comment Share on other sites More sharing options...
Mindtwistah Posted December 18, 2007 Author Share Posted December 18, 2007 Oh.. That's.. to bad But is there a way to turn of the backround music while in a dialog? Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 18, 2007 Share Posted December 18, 2007 You know, I could've sworn there was a tutorial on this... Nevertheless, you should be able to stop the music using the MusicBackgroundStop(001EBO) script function. Just replace 001EBO with the relevant module. Also, KotOR Tool's Text Editor does come with a script function search, so you can find them more easily than by poring over nwscript.nss. Link to comment Share on other sites More sharing options...
Mindtwistah Posted December 20, 2007 Author Share Posted December 20, 2007 Thanks InSidious By the way, found a little script by Stoffe. void main() { object oArea = GetArea(OBJECT_SELF); // Index in ambientmusic.2da int nAmbientMusic = 3; int nBattleMusic = 47; MusicBattleStop(oArea); MusicBattleChange(oArea, nBattleMusic); //MusicBattlePlay(oArea); MusicBackgroundStop(oArea); MusicBackgroundChangeDay(oArea, nAmbientMusic); MusicBackgroundChangeNight(oArea, nAmbientMusic); MusicBackgroundPlay(oArea); } Now since I am a total sucker in scripting I have a "few" questions about the script. 1.Will it play a certain soundfile just like that if i trigger it? 2.If I trigger it and a certain music plays, will battle music start playing if you engage in a battle? 3.Will it return to the main backround music when the song is over, or will it loop? 4.Will it go back to the main sound file if I step in and out of the module? 5.And most importantly, will it work for K1? Yes, I know. I have a lot of questions Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 20, 2007 Share Posted December 20, 2007 1.Yes. 2.Probably. 3.I don't know. 4.Yes, unless you put it in the module's OnEnter or OnHeartbeat slot. 5.That depends on whether the function is available in K1. I'd assume yes. Link to comment Share on other sites More sharing options...
Mindtwistah Posted December 22, 2007 Author Share Posted December 22, 2007 For some reason, my script doesn't work :S It only makes the original music go away, but doesn't play my track :S void main() { object oArea = GetArea(OBJECT_SELF); // Index in ambientmusic.2da int nAmbientMusic = #2DAMEMORY1#; int nBattleMusic = #2DAMEMORY1#; MusicBattleStop(oArea); MusicBattleChange(oArea, nBattleMusic); //MusicBattlePlay(oArea); MusicBackgroundStop(oArea); MusicBackgroundChangeDay(oArea, nAmbientMusic); MusicBackgroundChangeNight(oArea, nAmbientMusic); MusicBackgroundPlay(oArea); } I've put all the sound files in the streammusic folder, they are in MP3 format. Why doesn't it work?? Link to comment Share on other sites More sharing options...
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