Unfortunately, this mod doesn't work for me, but I did find another solution that might help some of you for whom this mod isn't working. This Combat Music bug is a bit unpredictable, since sometimes when you uneqeip everything and wait for the combat music to start playing, and then reequip your gear, it works, and sometimes it doesn't work no matter what you do. It just keeps playing the same ambient song for the area over and over and over....
Well, I managed to find a "solution" of sorts. 1. Make a text file named something like "music.txt" in your Skyrim instalation folder. NOT "Skyrim\Data", just "C:\...\Skyrim". 2. Put the line:
into that file, where X.XX is a high number, like 500.0. 3. Enter the game, bring up the console with "~", and enter "bat music" (without qoutes, and music is whatever you named the *.txt file). 4. Basically what that line means is that every enemy, no matter what THEIR level or strength, will be considered a HIGH threat, and that will be a trigger for the combat music to start. The "Down Side" to this is that literally every enemy in the game is considered a world ending threat to you, and the Combat Music will start even when a small bunny looks at you funny. XD
Well, that's the only solution I managed to find so far. If anyone knows any other solution, let all of us here know.
EDIT: Another problem with this solution is that it sometimes stops working as if you never entered the command "bat music" in the console, and that occurs when you save a game, and then reload the same save, but without exiting and restarting the game first.
dmmm123, thank you so much! I did like u said, created txt-file in Skyrim folder, entered fCombatMusicPlayerTargetedThreatRatio value 1000 and combat music plays now -- when I'm starting game I'm typing concole "bat music" every time I launch the game.
Also I'd thanks to autor of this mod, OmEgA, because of it I had solution by dmmm123. This mod didn't help me fully, endorsed anyway.
Works like a charm. I wasn't hearing any combat music through an entire dungeon, checked this fix out and installed it. I'm hearing the awesome battle music again. Thanks.
@ Tok84 : Yes, there are several value that affect the launching of combat music. There are the same as Fallout. fCombatMusicGroupRatioMax fCombatMusicGroupRatioMin fCombatMusicGroupRatioTmer fCombatMusicNearCombatInnerRadius fCombatMusicNearCombatOuterRadius fCombatMusicPlayerCombatStrengthCap fCombatMusicNearStrengthMult fCombatMusicPlayerTargetedThreatRatio fCombatMusicStopTime fCombatMusicUpdateTime
Some are almost useless (dalay for starting or stopping combat theme for example), other can help by increasing the radius of enemies or the player strenght taken in account for the calculation of ThreatRatio. OmEgA's mod plays on these parameters.
But the master parameter is the fCombatMusicPlayerTargetedThreatRatio. In other words, the Threat Ratio player / enemy. I made a Mod that affects directy that to setting the ThreatRatio at 1,000 (or less with alternative files in v1.1) : http://skyrim.nexusmods.com/mods/20926 so it is more efficient than the latter.
From experience, Skyrim does not take into account the number of enemies to reach the player to calculate the ThreatRatio. Only the most powerful and threatening enemy is compared to the player whether the battle music should be played or not.
I just make a table that estimates the ThreatRatio depending on the player's level and power of his enemies. http://static.skyrim.nexusmods.com/mods/images/20926-1-1345302791.png
A very high level, the ThreatRatio soars (same against very stongs enemies), which is why this Mod quickly becomes overwhelmed. I think the OmEgA's tweaks are equivalent to a ThreatRatio of 5. As his Mod is compatible with mine, their effects are additive. Install the two Mods both is equivalent to a ThreatRatio of 5 * 1,000 = 5,000.
After some..months playing Skyrim with this mod installed and working I now 've reached lvl 95 with 4.000 armor and a little more than 1.000 HP . Well some very rough times (g.e. fighting with 7 dragons or/and many other NPCs is working but many other times(for example fighting with 30 or a few more NPCs) doesn't work.It was nice but it seems that after some -insane- lvl progress simply it's not "enough".
It's for fallout3 but i wonder if these settings can be used in skyrim as well. Since it's the same engne and a lot of ini settings don't differ neither. Variables that determine a min number of enemies to activate the combat music would be cool f.e.!! I'll give it a try with the fallout variables. But it's pretty difficult to start if you have no clue at all what numbers to pick... maybe someone can help.
Interesting by the way how the default skyrim determines threats. I was battling 8 giants (asis mod) and no music!(b4 the batch tweak) I'm lvl 60 but still, 8 giants pose a definite threat to me! especially if I'm not careful, this battle is over very very soon... Well, i got smashed hundreds of meters in the ar by a giant's club.....was a nice view. LOL
I was replacing music for combat and didn't seem to notice the occasionly missing music before. So i was wondering what i did wrong with replacing and looked for a mistake like crazy! ">
755 Armor, no music for any fights now. I thought it was from when I upped my armor from using the Lord Stone, but now that you mention that threat variable, that probably has something to do with it too. I'm now level 81 with 500 HP which probably matters.
25 comments
This Combat Music bug is a bit unpredictable, since sometimes when you uneqeip everything and wait for the combat music to start playing, and then reequip your gear, it works, and sometimes it doesn't work no matter what you do. It just keeps playing the same ambient song for the area over and over and over....
Well, I managed to find a "solution" of sorts.
1. Make a text file named something like "music.txt" in your Skyrim instalation folder. NOT "Skyrim\Data", just "C:\...\Skyrim".
2. Put the line:
SetGameSetting "fCombatMusicPlayerTargetedThreatRatio" X.XX
into that file, where X.XX is a high number, like 500.0.
3. Enter the game, bring up the console with "~", and enter "bat music" (without qoutes, and music is whatever you named the *.txt file).
4. Basically what that line means is that every enemy, no matter what THEIR level or strength, will be considered a HIGH threat, and that will be a trigger for the combat music to start.
The "Down Side" to this is that literally every enemy in the game is considered a world ending threat to you, and the Combat Music will start even when a small bunny looks at you funny. XD
Well, that's the only solution I managed to find so far. If anyone knows any other solution, let all of us here know.
EDIT: Another problem with this solution is that it sometimes stops working as if you never entered the command "bat music" in the console, and that occurs when you save a game, and then reload the same save, but without exiting and restarting the game first.
Also I'd thanks to autor of this mod, OmEgA, because of it I had solution by dmmm123. This mod didn't help me fully, endorsed anyway.
fCombatMusicGroupRatioMax
fCombatMusicGroupRatioMin
fCombatMusicGroupRatioTmer
fCombatMusicNearCombatInnerRadius
fCombatMusicNearCombatOuterRadius
fCombatMusicPlayerCombatStrengthCap
fCombatMusicNearStrengthMult
fCombatMusicPlayerTargetedThreatRatio
fCombatMusicStopTime
fCombatMusicUpdateTime
Some are almost useless (dalay for starting or stopping combat theme for example), other can help by increasing the radius of enemies or the player strenght taken in account for the calculation of ThreatRatio. OmEgA's mod plays on these parameters.
But the master parameter is the fCombatMusicPlayerTargetedThreatRatio. In other words, the Threat Ratio player / enemy.
I made a Mod that affects directy that to setting the ThreatRatio at 1,000 (or less with alternative files in v1.1) : http://skyrim.nexusmods.com/mods/20926
so it is more efficient than the latter.
From experience, Skyrim does not take into account the number of enemies to reach the player to calculate the ThreatRatio. Only the most powerful and threatening enemy is compared to the player whether the battle music should be played or not.
I just make a table that estimates the ThreatRatio depending on the player's level and power of his enemies.
http://static.skyrim.nexusmods.com/mods/images/20926-1-1345302791.png
A very high level, the ThreatRatio soars (same against very stongs enemies), which is why this Mod quickly becomes overwhelmed. I think the OmEgA's tweaks are equivalent to a ThreatRatio of 5. As his Mod is compatible with mine, their effects are additive. Install the two Mods both is equivalent to a ThreatRatio of 5 * 1,000 = 5,000.
http://forums.nexusmods.com/index.php?/topic/120551-what-do-these-fcombatmusic-variables-affect/
It's for fallout3 but i wonder if these settings can be used in skyrim as well. Since it's the same engne and a lot of ini settings don't differ neither.
Variables that determine a min number of enemies to activate the combat music would be cool f.e.!!
I'll give it a try with the fallout variables. But it's pretty difficult to start if you have no clue at all what numbers to pick...
maybe someone can help.
Interesting by the way how the default skyrim determines threats. I was battling 8 giants (asis mod) and no music!(b4 the batch tweak)
I'm lvl 60 but still, 8 giants pose a definite threat to me! especially if I'm not careful, this battle is over very very soon...
Well, i got smashed hundreds of meters in the ar by a giant's club.....was a nice view. LOL
I was replacing music for combat and didn't seem to notice the occasionly missing music before. So i was wondering what i did wrong with replacing and looked for a mistake like crazy! ">