Its currently modular because of the compatibility mess that is accounting for city mods, I could throw together a one off merged version for you but it promises no support in future.
Interesting! Just tried in Balmora, outside, at 6am nothing was happening. The bells chimed at 6.55 when I opened the rest menu, however, and stopped when I exited out of it. Then when I entered the western guard tower interior they began chiming again. Only when I exited the building did they continue chiming in the exterior. When I first encountered it, the same thing happened, but this was in Gnaar Mok, and at no time did they chime outside except when I was in the rest menu (and would stop as soon as I exited the rest menu). I'm on OpenMW 0.48
I'm using OpenMW0.48 too. The script controlling the sound is super simple; a distance check, not in menu, and 3 time checks for 6, 12, and 19. Could you list which of the esps you're using and in what order?
I can't find anything that might cause it within my mod, I'm using the same load order on the same openmw version with no issues. Something is making the script misfire badly.
Same thing is happening to me except I'm not using OpenMW, I am using Aura though EDIT: Scratch that, turns out it is playing outside, although it is also playing inside and the timing doesn't sync so if it's playing inside and not outisde, it'll stop as soon as I step outside, and visa versa
Getting the same thing. Though I'm not using Aura, and I'm not using OpenMW. Gonna try and figure out what's causing this misfire, but my LO is 150+ so it'll probably take me a bit.
I'm starting to wonder what's gone wrong for so many people to be reporting this. Testing on openmw and vanilla, with 200 mods and with just the 4 bell mods. I can't reproduce the problem.
New game, or added to in progress? if its in progress could I suggest make a fresh save for testing, go to any bell town and either wait or set timescale to something high and report back.
Oh hey it just worked for me. The bell sound in Balmora played for me at midday, while I was by the river on the west side. Every other time I've tried testing it (for each city) I've been standing right beside the belltower buildings, if that makes any difference.
Adding mid-game shouldn't be an issue for me. I haven't visited Balmora cells before installing your mod and pretty much other elements of the script work as intended.
I am afraid this must be a quirk of MWscript.
Since its not causing issues to OpenMW players, it might make sense to add MWSE version? It would be much more reliable.
I've thrown together a sounds only version for you, sorry it took a while. Just grab the "DM_BellSoundsOnly" activator which is now a tiny 6th house bell and put it anywhere you want the bell chimes. I suggest burying it under the city or inside the exterior shell of a building, roughly near the middle of the city so it covers everything. I included one at Balmora, Suran, and Sadrith Mora.
Oh that's awesome, thanks for your effort! I only had incompatibility issues in Balmora, and turned off Suran because I suspected it'd conflict with Dallara Suran. I'm guessing this sound-only option will conflict if I still have the towers in other locations, correct?
Similar question for the alternative Buddhist bells.
You could edit it in a handful of seconds in the CS to trim whatever parts you think are wrong for your game. Select the esp and hit 'details' to open the contents, hit delete on the Balmora cell and itll get a little tag marked 'ignore' added, load the esp, save, done.
You mention Aura and I noticed that Aura makes this splash sound play when filling jugs and my initial thought this was not intended.You say you get splash sound instead of bells though so something is def off here and could be what is causing the filling of jugs having a splash sound added issue I am having.
Such a cool idea and great looking buildings, really want it... But the sounds are so European to my mind, it just doesn't click with Morrowind's alien/orient vibe... Perhaps a version with something a little more chime-like is possible? Similar to this? - https://freesound.org/people/InspectorJ/sounds/411729/
I did throw a bonshu style bell sound together as an optional, it replaces everywhere but Balmora. Otherwise its easy enough swap the sound file out yourself if you find one you prefer.
Edit, I misunderstood. So, it will change the sound everywhere but Balmora ? Would it be possible to do the opposite, using the alternative sound for one city only ?
I actually considered that, but theres already quite a few mods that touch Kogoruhn and one that even adds a belltower already. I might make one anyway. Or a Dwemer one maybe.
The vanilla version of the Suran Bell doesn't seem to work for me: https://imgur.com/a/ViswlFg The white version works just fine. Am I missing something?
Hey, I love the mod. It really adds some depth and immersion for me. I'm imagining maybe a version that removes everything but whatever it is that activates the bell sound, so that this is easily compatible with other city-altering mods like Amazing Balmora (which has towers that occupy the same space). Is that possible?
Hi! Fantastic mod! I usually play without any clocks, so being able to tell the time like this is highly immersive for me.
Quick suggestion, church bell tower sound is fitting for imperial settlements, but not Dunmer ones. I just saw the video you posted, so you might be using other sounds outside Balmora, I just haven't heard them yet :)
Those are some awesome alternative sounds!! Some thoughts on the four options
- The Buddhist bell sounds great for Dunmer Settlements. I must say
- The Horror Bell... wow, can you imagine that thing ringing as you enter the area of Kogoruhn? Then as you delve its depths and times goes on, you here it ring outside again.. the toll upon you.. damn
- Church bell, but less generic, seems like a nicer overall sound for the bells
46 comments
Could you list which of the esps you're using and in what order?
BalmoraHighTownBellBCOM.ESP
SuranBellWhite.ESP
GnaarBell.ESP
SadrithMoraBell.ESP
I'm also using the Dunmer Bell Sound Replacer file :)
Same thing is happening to me except I'm not using OpenMW, I am using Aura though
EDIT: Scratch that, turns out it is playing outside, although it is also playing inside and the timing doesn't sync so if it's playing inside and not outisde, it'll stop as soon as I step outside, and visa versaMWscript gone crazy.
It is most likely a mod conflict
I am afraid this must be a quirk of MWscript.
Since its not causing issues to OpenMW players, it might make sense to add MWSE version? It would be much more reliable.
Edit: latest update fixed that for me.
I only had incompatibility issues in Balmora, and turned off Suran because I suspected it'd conflict with Dallara Suran. I'm guessing this sound-only option will conflict if I still have the towers in other locations, correct?
Similar question for the alternative Buddhist bells.
Edit, I misunderstood. So, it will change the sound everywhere but Balmora ?
Would it be possible to do the opposite, using the alternative sound for one city only ?
In any case, love the mod ! Thanks much.
The white version works just fine. Am I missing something?
Quick suggestion, church bell tower sound is fitting for imperial settlements, but not Dunmer ones. I just saw the video you posted, so you might be using other sounds outside Balmora, I just haven't heard them yet :)
Here is a quick suggestion for different bell sound:
1. Chime
2. Buddhist bell
3. Horror bell
4. Church bell, but less generic
All sounds from here: https://www.zapsplat.com/page/2/?s=bell+chime&post_type=music&sound-effect-category-id
Some thoughts on the four options
- The Buddhist bell sounds great for Dunmer Settlements. I must say
- The Horror Bell... wow, can you imagine that thing ringing as you enter the area of Kogoruhn? Then as you delve its depths and times goes on, you here it ring outside again.. the toll upon you.. damn
- Church bell, but less generic, seems like a nicer overall sound for the bells