I think the issue with CustomNPCs is that they don't fit into any normal mob type. They can be hostile, neutral, or passive, depending on user settings. They're really odd things that prove to be exceptions to many rules...
There is a mod known as CustomNpcs that adds editable mobs (npcs) into the game however they do not trigger the battle event. I was wondering if anyone could take a look into it for me or possible make a compatibility mod or something for it
Do you know what entity ID they have (the one you would use in the /summon command)? You can put that in the battle music list. However, it would play for every entity with that ID if you hit them, not just 'hostile' ones.
You can also do boss music for them, which works based off entity NBT, so you can make it play only for mobs with that ID and a certain name.
Do you know what entity ID they have (the one you would use in the /summon command)? You can put that in the battle music list. However, it would play for every entity with that ID if you hit them, not just 'hostile' ones.
You can also do boss music for them, which works based off entity NBT, so you can make it play only for mobs with that ID and a certain name.
Thanks. Just two questions:
1.What NBT tag would be required for boss music?
2. How do i assign said NBT tag
1.What NBT tag would be required for boss music?
2. How do i assign said NBT tag
I'm not sure how custom npcs works (as I've never used it), but I know for normal mobs (like a Zombie), the custom name is in the tag {CustomName:"Big Bad Guy"}, which is what is used in the /summon command too (like /summon Zombie ~ ~ ~ {CustomName:"Big Bad Guy", CustomNameVisible:true} where the CustomNameVisible makes the name always visible). If you were to put an entry in the boss list so it plays boss music for any zombie with the name Big Bad Guy, it would be: "{id:Zombie, CustomName:\"Big Bad Guy\"}".
I'm not sure if custom npcs does it differently; you could install the ingame nbtedit mod to look at the NBT of the entity you want to have music for, and see what makes him special.
I'm not sure how custom npcs works (as I've never used it), but I know for normal mobs (like a Zombie), the custom name is in the tag {CustomName:"Big Bad Guy"}, which is what is used in the /summon command too (like /summon Zombie ~ ~ ~ {CustomName:"Big Bad Guy", CustomNameVisible:true} where the CustomNameVisible makes the name always visible). If you were to put an entry in the boss list so it plays boss music for any zombie with the name Big Bad Guy, it would be: "{id:Zombie, CustomName:\"Big Bad Guy\"}".
I'm not sure if custom npcs does it differently; you could install the ingame nbtedit mod to look at the NBT of the entity you want to have music for, and see what makes him special.
I've tried everything possible to get this to work. Theoretically the music should play if i use battle blacklist and not add them (all the other mobs work like that). I think your mod just doesnt recognise customnpc entities. However, there is a way to add boss music in customnoc so i can use that to solve the problem. Other than that your mod works great and i love using it
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I can't seem to get this to work, at all. I go to load the world, have Forge do it's thing. But there are no folders being created in my config folder.
The instructions on the site about creating files with names are a bit vague. I see instructions for 1.6.4, but I am running 1.8 at this time.
Forge is up to date. And I have the 1.8 version of this mod. I AM using Radixcore with this, for minecraft comes alive, and mo creatures with customer spawners. However, I still am not getting folders generated in my config folder as the instructions state will happen.
Is there a chance we can get some clear cut, up to date instructions for 1.8, and if we're going to state to 'create files named" please, specify what file type I am telling windows to generate (as it asks new file > text? bmp? etc, things like that).
Or is there a reason this is not generating folders in my config file? it did generage a musicchoices.cfg file. but that just has a few instructions about data values.
It looks like you're missing a comma somewhere in there. It's a good idea to paste your code into http://www.jsoneditoronline.org/, as it will put a red X next to any lines that have errors.
I've tried everything possible to get this to work. Theoretically the music should play if i use battle blacklist and not add them (all the other mobs work like that). I think your mod just doesnt recognise customnpc entities. However, there is a way to add boss music in customnoc so i can use that to solve the problem. Other than that your mod works great and i love using it
Hmm, entities will only work if not in the blacklist if they are considered "monsters". Try going into the config file and set "battle music for only monsters" to false, and see if it works.
I can't seem to get this to work, at all. I go to load the world, have Forge do it's thing. But there are no folders being created in my config folder.
The instructions on the site about creating files with names are a bit vague. I see instructions for 1.6.4, but I am running 1.8 at this time.
Forge is up to date. And I have the 1.8 version of this mod. I AM using Radixcore with this, for minecraft comes alive, and mo creatures with customer spawners. However, I still am not getting folders generated in my config folder as the instructions state will happen.
Is there a chance we can get some clear cut, up to date instructions for 1.8, and if we're going to state to 'create files named" please, specify what file type I am telling windows to generate (as it asks new file > text? bmp? etc, things like that).
Or is there a reason this is not generating folders in my config file? it did generage a musicchoices.cfg file. but that just has a few instructions about data values.
The folders in the config folder were only in the 1.6 verison of the mod. Since 1.7 it has used a different format. There should be a link to the wiki on github on the first page (which I'll just paste here: https://github.com/Tmtravlr/MusicChoices/wiki). It should give you some instructions for setting it up.
Hey I got a little problem and dont know how to fix it. so I downloaded the ''Better Audio Pack'' and added a new section(?) to it for bossfights. It looks like this ( i copyed it from the ''Legend of Zelda Pack''): ,
], "sounds": [ { "name": "BossClear", "stream": true } ] }
But everytime I start a world it says 'shutting down Internal server' and Minecraft crashes.
Without the boss section it works fine. Any Ideas?
More mod description detail please? For all I know I could be downloading a video that simply sings the Trololo Song with the troll face on it.
This is a small client-side mod that lets you change the music that plays in specific dimensions and biomes (including modded ones) based on day/night/cave lighting. It also lets you change the delay between music tracks as well as: play music in the main menu, play specific music when in creative mode, play music when fighting a boss, play music during the credits, play music when you get an achievement, and other things too!
It does exactly what it says it does. You're able to change the music that plays in Minecraft to whatever you want, with quite a bit of flexibility.
Hmm, entities will only work if not in the blacklist if they are considered "monsters". Try going into the config file and set "battle music for only monsters" to false, and see if it works.
java.lang.NullPointerException: Unexpected error
at com.tmtravlr.musicchoices.MusicChoicesTickHandler.findEntityLookedAt(MusicChoicesTickHandler.java:205)
at com.tmtravlr.musicchoices.MusicChoicesTickHandler.onTick(MusicChoicesTickHandler.java:170)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_159_MusicChoicesTickHandler_onTick_ClientTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:371)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2152)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1028)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:345)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.tmtravlr.musicchoices.MusicChoicesTickHandler.findEntityLookedAt(MusicChoicesTickHandler.java:205)
at com.tmtravlr.musicchoices.MusicChoicesTickHandler.onTick(MusicChoicesTickHandler.java:170)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_159_MusicChoicesTickHandler_onTick_ClientTickEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:55)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:140)
at net.minecraftforge.fml.common.FMLCommonHandler.onPostClientTick(FMLCommonHandler.java:371)
Launched Version: 1.8-LMP-v2.1.3
LWJGL: 2.9.2
OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 INTEL-10.0.31, Intel Inc.
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
Using VBOs: No
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [1.8.6-Dokucraft-TSC-Dark.zip, Better Audio]
Current Language: Deutsch (Deutschland)
Profiler Position: N/A (disabled)
Also i tried to add day and night music. in dry biomes it does work but just plays one song. in other biomes the music doesnt work at night. and i added music only for nether but its just playing underground sounds in the nether. could you ( or someone else ) look over this and maybe tell me what i did wrong or correct it?
{
"options": {
"options": true,
"background fade": 0.3,
"fade strength": 5,
"menu music delay minimum": 100,
"menu music delay maximum": 300,
"ingame music delay minimum": 100,
"ingame music delay maximum": 300,
"battle max distance": 12
},
Oh, that crash is from an old version. The latest one should have that fixed.
Unfortunately I don't have a whole lot of time to go over your entries, but it looks like it should be working. For reference, here is what I have in my sounds.json file for day and night music:
Another thing that might really help is to go into the config file and change the first debug option (not the high output one) to true. Then watch your console as the game loads and it should tell you exactly what entries it loaded and any problems it found.
I had an issue getting this mod to work in FTB TPPI2 and found that Hardcore Ender Expansion was the cause.
I checked the HEE config and found that setting the following options lets Music Choices control music again:
# Custom music playing in the End dimension and custom Music Discs.
B:enableMusic=false
# Removes long delays between vanilla music tracks.
B:removeVanillaDelay=false
Yep, others have had that issue as well. That is what they did too.
But, anyway, Update time!
I checked the entity looked at, so hopefully the concepade parts and entities like that shouldn't crash anymore.
I also finally figured out why the Enderdragon wasn't getting any boss music! That should now be fixed. =)
So, I was a fan of the voxel menu music. So, I went and downloaded it all, and now I want that music to play in my menu. I've created a pack exactly as the tutorial tells me, but it doesn't play the menu music. Here's what I've got so far in the sounds.json file
Any idea why it's not working?
So, I was a fan of the voxel menu music. So, I went and downloaded it all, and now I want that music to play in my menu. I've created a pack exactly as the tutorial tells me, but it doesn't play the menu music. Here's what I've got so far in the sounds.json file
How would one make the battle music stop almost instantly after all available hostiles are no longer present? I increased background fade and fade strength to make smoother transitions between biomes. However, this forces me to wait almost a minute after battle for normal music to resume.
How would one make the battle music stop almost instantly after all available hostiles are no longer present? I increased background fade and fade strength to make smoother transitions between biomes. However, this forces me to wait almost a minute after battle for normal music to resume.
Hmm, I didn't think of that. The fade applies to everything. Perhaps I could add a separate fade for background and battle music in the next update.
I think the issue with CustomNPCs is that they don't fit into any normal mob type. They can be hostile, neutral, or passive, depending on user settings. They're really odd things that prove to be exceptions to many rules...
Do you know what entity ID they have (the one you would use in the /summon command)? You can put that in the battle music list. However, it would play for every entity with that ID if you hit them, not just 'hostile' ones.
You can also do boss music for them, which works based off entity NBT, so you can make it play only for mobs with that ID and a certain name.
Thanks. Just two questions:
1.What NBT tag would be required for boss music?
2. How do i assign said NBT tag
I'm not sure how custom npcs works (as I've never used it), but I know for normal mobs (like a Zombie), the custom name is in the tag {CustomName:"Big Bad Guy"}, which is what is used in the /summon command too (like /summon Zombie ~ ~ ~ {CustomName:"Big Bad Guy", CustomNameVisible:true} where the CustomNameVisible makes the name always visible). If you were to put an entry in the boss list so it plays boss music for any zombie with the name Big Bad Guy, it would be: "{id:Zombie, CustomName:\"Big Bad Guy\"}".
I'm not sure if custom npcs does it differently; you could install the ingame nbtedit mod to look at the NBT of the entity you want to have music for, and see what makes him special.
Thanks ill try that
I'm trying to make a pack for myself, but the JSON keeps throwing errors. What am I doing wrong? (The sounds.json is in the spoiler)
{
"mch.achievement": {
"category": "music",
"musicchoices": true,
"achievements": "all",
"overlap": true,
"sounds": [
{
"name": "levelup",
"stream": true
}
]
},
"mch.battlestandard": {
"category": "music",
"musicchoices": true,
"battle blacklist": [
"Silverfish"
],
"sounds": [
{
"name": "overworld",
"stream": true
}
]
},
"mch.login": {
"category": "music",
"musicchoices": true,
"event": "login"
"sounds": [
{
"name": "login",
"stream": true
}
]
},
"mch.die": {
"category": "music",
"musicchoices": true,
"event": "death"
"sounds": [
{
"name": "die",
"stream": true
}
]
}
}
I've tried everything possible to get this to work. Theoretically the music should play if i use battle blacklist and not add them (all the other mobs work like that). I think your mod just doesnt recognise customnpc entities. However, there is a way to add boss music in customnoc so i can use that to solve the problem. Other than that your mod works great and i love using it
I can't seem to get this to work, at all. I go to load the world, have Forge do it's thing. But there are no folders being created in my config folder.
The instructions on the site about creating files with names are a bit vague. I see instructions for 1.6.4, but I am running 1.8 at this time.
Forge is up to date. And I have the 1.8 version of this mod. I AM using Radixcore with this, for minecraft comes alive, and mo creatures with customer spawners. However, I still am not getting folders generated in my config folder as the instructions state will happen.
Is there a chance we can get some clear cut, up to date instructions for 1.8, and if we're going to state to 'create files named" please, specify what file type I am telling windows to generate (as it asks new file > text? bmp? etc, things like that).
Or is there a reason this is not generating folders in my config file? it did generage a musicchoices.cfg file. but that just has a few instructions about data values.
It looks like you're missing a comma somewhere in there. It's a good idea to paste your code into http://www.jsoneditoronline.org/, as it will put a red X next to any lines that have errors.
Hmm, entities will only work if not in the blacklist if they are considered "monsters". Try going into the config file and set "battle music for only monsters" to false, and see if it works.
The folders in the config folder were only in the 1.6 verison of the mod. Since 1.7 it has used a different format. There should be a link to the wiki on github on the first page (which I'll just paste here: https://github.com/Tmtravlr/MusicChoices/wiki). It should give you some instructions for setting it up.
What does the crash say?
Hello I have created a mod review for your mod. It would be great if you put it on your page.
Thanks,
Mark
More mod description detail please? For all I know I could be downloading a video that simply sings the Trololo Song with the troll face on it.
It does exactly what it says it does. You're able to change the music that plays in Minecraft to whatever you want, with quite a bit of flexibility.
Must...resist...urge to berate intensifying...
Tm, you're a saint for being able to maintain this mod as well as you have, all things considered.
Hey its working! Thank you very much
I had an issue getting this mod to work in FTB TPPI2 and found that Hardcore Ender Expansion was the cause.
I checked the HEE config and found that setting the following options lets Music Choices control music again:
# Custom music playing in the End dimension and custom Music Discs.
B:enableMusic=false
# Removes long delays between vanilla music tracks.
B:removeVanillaDelay=false
Ah, nice!
lol, That would be hilarious, but I doubt it could get to 28 pages of comments without someone mentioning it. =P
Oh, that crash is from an old version. The latest one should have that fixed.
Unfortunately I don't have a whole lot of time to go over your entries, but it looks like it should be working. For reference, here is what I have in my sounds.json file for day and night music:
Another thing that might really help is to go into the config file and change the first debug option (not the high output one) to true. Then watch your console as the game loads and it should tell you exactly what entries it loaded and any problems it found.
Good to hear. =D
Yep, others have had that issue as well. That is what they did too.
But, anyway, Update time!
I checked the entity looked at, so hopefully the concepade parts and entities like that shouldn't crash anymore.
I also finally figured out why the Enderdragon wasn't getting any boss music! That should now be fixed. =)
It looks good; you probably missed a comma somewhere. Past your json into www.jsoneditoronline.org. That puts a red x next to any errors.
How would one make the battle music stop almost instantly after all available hostiles are no longer present? I increased background fade and fade strength to make smoother transitions between biomes. However, this forces me to wait almost a minute after battle for normal music to resume.
Hmm, I didn't think of that. The fade applies to everything. Perhaps I could add a separate fade for background and battle music in the next update.