Hello, I pressume the MA doesn't support this mod no longer so I decided to fix some things with the plugins, here's the download link.
Fixes:
Removed the WAV support as it was only present in a handful of tracks and adding 1200 records was too taskful, now the mod only accepts .xwm files.
Forwarded USSEP changes.
Blackreach track are now tagged to cycle.
Added proper severin manor support, despite the mod description mentioning support for that home it actually doesn't do anything with it.
The standard plugin didn't actually restore all vanilla music, so for example town music like Whiterun wouldn't play the original songs, only the new ones, I've fixed that on the normal plugin,
Inversively, the no vanilla music plugin did have some tracks with vanilla music, I also removed those.
Removed duplicate tracks (MMTown01 and MMExploreNight01 were duplicated in the plugin, I presume this was an artifact from merging the original plugins that the MA did.)
To-Do:
The mod description mentions that the music for certain tracks also affects the Hearthfire houses but this isn't the case at all, I'll need to fix that in a future update. Done, now all three Hearthfire homes sport up to 20 custom tracks on top of the 30 tracks from All Player Homes folder.
Maybe add CC/AE locations to the list.
Notes:
Header is 1.70 so works in any Skyrim version.
Form 44 + ESL, compacted formIDs as well.
Folder structure is the same, the mod now only admits .xwm files.
I edited all text files to remove the mention of .wav files.
Because this mod edits all CELL records you'll need to patch this with lighting mods like ELFX or Lux to forward the template and lighting changes, you can do this either manually or using a smash mod like mator smash to quickly forward the music type changes.
The downloaded file has both the regular and no-vanilla music files, delete the one you won't use.
Does this make the specific city music actually play?
Edit: I tested it out and it just made Solitude play nothing at all while I was there. Haven't tested the other towns but I'm going to assume it won't work there either.
Thank you, your version works 100%. Could we possibly get a version with a bigger Explore - Day track limit. 30 seems low. same with the Explore - all areas and Explore - all hours.
Thanks for this, works great. Can you guide us with this? "Because this mod edits all CELL records you'll need to patch this with lighting mods like ELFX or Lux to forward the template and lighting changes, you can do this either manually or using a smash mod like mator smash to quickly forward the music type changes."
Do you know if there's a way to add a "Combat - Boss Fights" tag? We have the dragon one, but there's mods that make boss health bars come up for the powerful enemies at the end of dungeons. Be sick if we had boss music to customize using these tags
How does this mod work? I’m confused.. I just want to listen to Blomstertid from Bramble: The Mountain King in Skyrim. I feel like it would feel really magical..
Cool mod, but this isn't an SSE version. It's a form 43 plugin. I know that supposedly it's easy to convert the plugin (though I can't help but be worried by the sheer number of error messages I get in the Creation Kit when trying to do so - nearly 200 of them!), but if we have to convert it ourselves, the mod page description saying "SSE Version" is quite simply a bare-faced lie.
I absolutely love this mod and now i cant see it leaving my modlist, and its the first mod i endorsed and went out of my way to do so. Thank you to everyone who downloaded and supported this mod!
one suggestion, can you make and option for the songs to not change during loading screens since currently most loading screens will cause the song to change and the game has too much loading screens.
Ive basically downloaded the entire rdr2 ambient ost and some of them such as the wanted music are an hour long.
I would like to request that someone here makes a music pack with all of the devil may cry 3 ambience tracks and ost's. This may seem simple to many here but to me this seems complicated and having the dmc3 music is a dream come true, like could you imagine fighting dragons to "devils never cry" or even just walking into castle volkihar and hearing the ambience from the temini-gru? it would be so dope! someone please, if you have some excess compassion in your heart and some extra time on your hands, please please make it!
I played around for a bit and tested out most of the scenarios that're supposed to be affected by this mod. The only scenarios I did not test were Combat - Civil War and any that had to do with the DLC, so I'm not sure if those tracks play or not.
Here's what I did test, along with my results: Castle: plays (however these tracks also play in High Hrothgar which is supposed to use Temple) All five Dungeon folders: plays All three Tavern folders: plays Explore - Forest Fall & Forest Pine: plays Explore - Mountain: plays Explore - Snow: plays (very rarely, might I add, but that's not the mod's fault) Explore - Tundra: plays Explore - All Areas: plays Town - Day: plays (and it plays often!) All five time-specificExplore folders: plays Combat: plays (also plays when fighting dragons) Combat - Dragon: plays (though like I just said, regular combat music can also play) Combat - All: plays Temple: sorta plays (The Temple of Dibella in Markarth is so far the only place that should play Temple that actually does! Other than that, the Temple of Kynareth in Whiterun, the Temple of Mara in Riften, and the Temple of the Divines in Solitude all play Town - Day, High Hrothgar plays Castle, the Temple of Talos in Windhelm is just silent, and any other house of the dead just plays Town - Day or a Dungeon track.) Dwemer: plays Blackreach: plays College: plays in the College of Winterhold (like actually inside it, not walking around it) but does not play in the Bards College (which uses Town - Day) Town - Markarth: sorta plays (The only place I could find that played Town - Markarth was in the Warrens) Town - Riften:sorta plays (While Town - Day plays outside, I was able to hear Town - Riften in Bolli's House, Pawned Prawn, Scorched Hammer, and Black-Briar Manor.) Town - Solitude: sorta plays (Again, while Town - Day plays outside, I was able to hear Town - Solitude in Angeline's Aromatics, Fletcher, and Solitude Blacksmith.) Town - Whiterun and Town - Windhelm:do not play (As far as I was able to tell, every location in these two cities, that's not a tavern or a castle that plays their respective folders, only plays Town - Day.) All Player Homes folders: does not play (Town - Day again, but also a lot of vanilla music)
Oh and of course there's still a chance that vanilla music will still play over any of these scenarios, despite the version of the mod you chose. I'm not entirely sure if these issues are caused by a lighting/cell mod or if they're an unfortunate consequence of upgrading to AE, but frankly I'm not educated enough on Skyrim modding to figure out how to fix this! Besides the weird dragon combat stuff, it just seems to be town specific folders and temples that are buggy (oh, and the Bards College). I'll do a little more digging in SSEedit and if I discover anything then I'll comment it underneath this post. If you have anything then please leave a comment!
AAAAAHHHHHHHHHHHHHHH OKAY, so after digging around in SSEedit I noticed that every single error caused by the music mod had one thing in common. One little tweak later and IT WORKS PERFECTLY! The only thing that wasn't fixed was that the Bards College still just plays Town - Solitude but it doesn't seem like the mod touched the Bards College cell in the first place!
So all you gotta do is change the Personalized Music mod's index number to the very last one on your mod list! That's it!
I actually came here because I'm picking Skyrim back up for the first time since shortly after SSE was released and lost my personal music replacer I made over the years. In all likelyhood, the problem you're having with the wrong music playing is due to edits in the cell records. The USKP fixed a lot of those back in the day, but any mod that touches a cell will revert them. Mods like this require that the cell or area you're in is tagged properly. Music in Skyrim is completely based off of a list of conditions set up in the music category meant to be played. If you're hearing the wrong music, either the the record for the area you're in isn't tagged right, or its set up to play the wrong music. Easy, but tedious fix in xedit.
I only know how to edit the index number in Vortex (which is what I use):
Go to the Plugins tab on the left
Sort by Mod Index
Note what index number your mods go up to before they start getting listed as "FE" (mine, at the moment, goes up to 81, and please note that these numbers are hexadecimal)
Find the personalized music esp file and double-click it
In the tab that opens on the right, scroll down to "Locked Mod Index" and select "Locked to Index"
In the box underneath, enter the highest number in your Mod Index (again, in my case I'd enter 81)
And that should be it. Maybe deploy once more just to be safe and then test out in-game!
I actually had to put the Personalized plugin as last in my load order for all the music to play even after all esp, even dyndolod and occlusion esp. If Loot won't let you put it after Dyndolod then you will have to rerun Dyndolod with Personalized music disabled. I have Personalized Music esp at the bottom of my load order after all and I mean all other plugins, only way I got it to work. If I did not have it last after all others Whiterun and a few other as Dmjohnson123 described above would not work.
Is there a way to add music only when riding horses? i tried "Custom horse- and dragon-riding soundtrack" but it seems kinda broken and the riding music starts play again and again when you dismount :c
538 comments
Fixes:
To-Do:
The mod description mentions that the music for certain tracks also affects the Hearthfire houses but this isn't the case at all, I'll need to fix that in a future update.Done, now all three Hearthfire homes sport up to 20 custom tracks on top of the 30 tracks from All Player Homes folder.Notes:
Edit: I tested it out and it just made Solitude play nothing at all while I was there. Haven't tested the other towns but I'm going to assume it won't work there either.
Any guide of how to do it? Thanks
You're welcome.
I know that supposedly it's easy to convert the plugin (though I can't help but be worried by the sheer number of error messages I get in the Creation Kit when trying to do so - nearly 200 of them!), but if we have to convert it ourselves, the mod page description saying "SSE Version" is quite simply a bare-faced lie.
Thank you to everyone who downloaded and supported this mod!
one suggestion, can you make and option for the songs to not change during loading screens since currently most loading screens will cause the song to change and the game has too much loading screens.
Ive basically downloaded the entire rdr2 ambient ost and some of them such as the wanted music are an hour long.
I played around for a bit and tested out most of the scenarios that're supposed to be affected by this mod.
The only scenarios I did not test were Combat - Civil War and any that had to do with the DLC, so I'm not sure if those tracks play or not.
Here's what I did test, along with my results:
Castle: plays (however these tracks also play in High Hrothgar which is supposed to use Temple)
All five Dungeon folders: plays
All three Tavern folders: plays
Explore - Forest Fall & Forest Pine: plays
Explore - Mountain: plays
Explore - Snow: plays (very rarely, might I add, but that's not the mod's fault)
Explore - Tundra: plays
Explore - All Areas: plays
Town - Day: plays (and it plays often!)
All five time-specific Explore folders: plays
Combat: plays (also plays when fighting dragons)
Combat - Dragon: plays (though like I just said, regular combat music can also play)
Combat - All: plays
Temple: sorta plays (The Temple of Dibella in Markarth is so far the only place that should play Temple that actually does! Other than that, the Temple of Kynareth in Whiterun, the Temple of Mara in Riften, and the Temple of the Divines in Solitude all play Town - Day, High Hrothgar plays Castle, the Temple of Talos in Windhelm is just silent, and any other house of the dead just plays Town - Day or a Dungeon track.)
Dwemer: plays
Blackreach: plays
College: plays in the College of Winterhold (like actually inside it, not walking around it) but does not play in the Bards College (which uses Town - Day)
Town - Markarth: sorta plays (The only place I could find that played Town - Markarth was in the Warrens)
Town - Riften: sorta plays (While Town - Day plays outside, I was able to hear Town - Riften in Bolli's House, Pawned Prawn, Scorched Hammer, and Black-Briar Manor.)
Town - Solitude: sorta plays (Again, while Town - Day plays outside, I was able to hear Town - Solitude in Angeline's Aromatics, Fletcher, and Solitude Blacksmith.)
Town - Whiterun and Town - Windhelm: do not play (As far as I was able to tell, every location in these two cities, that's not a tavern or a castle that plays their respective folders, only plays Town - Day.)
All Player Homes folders: does not play (Town - Day again, but also a lot of vanilla music)
Oh and of course there's still a chance that vanilla music will still play over any of these scenarios, despite the version of the mod you chose.
I'm not entirely sure if these issues are caused by a lighting/cell mod or if they're an unfortunate consequence of upgrading to AE, but frankly I'm not educated enough on Skyrim modding to figure out how to fix this! Besides the weird dragon combat stuff, it just seems to be town specific folders and temples that are buggy (oh, and the Bards College). I'll do a little more digging in SSEedit and if I discover anything then I'll comment it underneath this post.
If you have anything then please leave a comment!
OKAY, so after digging around in SSEedit I noticed that every single error caused by the music mod had one thing in common.
One little tweak later and IT WORKS PERFECTLY! The only thing that wasn't fixed was that the Bards College still just plays Town - Solitude but it doesn't seem like the mod touched the Bards College cell in the first place!
So all you gotta do is change the Personalized Music mod's index number to the very last one on your mod list!
That's it!
- Go to the Plugins tab on the left
- Sort by Mod Index
- Note what index number your mods go up to before they start getting listed as "FE" (mine, at the moment, goes up to 81, and please note that these numbers are hexadecimal)
- Find the personalized music esp file and double-click it
- In the tab that opens on the right, scroll down to "Locked Mod Index" and select "Locked to Index"
- In the box underneath, enter the highest number in your Mod Index (again, in my case I'd enter 81)
And that should be it. Maybe deploy once more just to be safe and then test out in-game!Which one I need to use?