Honestly, still have no programming skills yet. Maybe some day I will try to make it. All I can do now - replace ambient music itself.
By the way - the case you told about is the bug CDPR are to fix. The ambient music mustn't be playing while the radio is on. This is really an imperfection.
But I will take a look at the radio module, it may be fixable.
so wait wait wait. this bug was since launch... 1 months till its a year.....
the most simple thing would be just to turn off ambient music. is it possible to do that while leaving the quest music and all the rest? just replace certain area songs with silence i guess
you're answer that its a bug just literally floored me
i know i'm a few years years late but this problem is still present in the current game and i'm going crazy trying to fix it. Driving through NC especially in 6th street teritorry will almost always play this ambient theme even while my radio is on and it just WONT STOP
https://youtu.be/tXbM9Lkom58
I'm literally amazed i see no one else mentioning this immersion breaking bug thats been present since launch
I have no experience making mods but how difficult would it be to create one that just gets rid of combat music? Like would you just replace the audio with a blank empty mp3 or something? Could you make that?
I like your questions, let me explain everything. 1. Replacement mods are the easiest mods in any game. The only trouble I got was installing software, WWise is the only app able to convert any music (.wav) to CP77 files (.wem) and I had much trouble with installing WWise (I still have no idea why did I).
UPD 11/6/22: I just today noticed WolvenKit also can convert music files and converting .wav into .wem is really more convinient. But converting .wem is still more pragmatic with special console for Resident Evil sound files.
2. Combat music system is complicated to explain. Combat music is made of three chunks: first chunk is the start of combat, second is a loop track or many loop tracks, and the third is the end of combat. There is two ways to shut down all the combat Music: 1) To replace everything with silent files like you prepose; 2) to turn them off by code.
Turning off by code (2) must be more effective cause it will switch music off. But I have no coding skills yet. Anyway it actually is more pragmatic. And my skills allow me to make big replacement. The problem is it is too long to mark all of them.
So, difficulty is 7/10. If I make mod like this, I will spend much time a) marking files, b) learning how to make redscript and working it out.
15 comments
could you make an ambience mod, that disables ambient music, when in a car while the radio is on?
this is the biggest QoL mod im missing and i have not seen it anywhere. i think i wrote to several moders on this site but no one has responded
By the way - the case you told about is the bug CDPR are to fix. The ambient music mustn't be playing while the radio is on. This is really an imperfection.
But I will take a look at the radio module, it may be fixable.
the most simple thing would be just to turn off ambient music.
is it possible to do that while leaving the quest music and all the rest?
just replace certain area songs with silence i guess
you're answer that its a bug just literally floored me
https://youtu.be/tXbM9Lkom58
I'm literally amazed i see no one else mentioning this immersion breaking bug thats been present since launch
AFTER 2.0 UPDATE THIS MOD MAY BE BROKEN
UPD: renamed
1. Replacement mods are the easiest mods in any game. The only trouble I got was installing software, WWise is the only app able to convert any music (.wav) to CP77 files (.wem) and I had much trouble with installing WWise (I still have no idea why did I).
UPD 11/6/22: I just today noticed WolvenKit also can convert music files and converting .wav into .wem is really more convinient. But converting .wem is still more pragmatic with special console for Resident Evil sound files.
2. Combat music system is complicated to explain. Combat music is made of three chunks: first chunk is the start of combat, second is a loop track or many loop tracks, and the third is the end of combat.
There is two ways to shut down all the combat Music: 1) To replace everything with silent files like you prepose; 2) to turn them off by code.
Turning off by code (2) must be more effective cause it will switch music off. But I have no coding skills yet. Anyway it actually is more pragmatic.
And my skills allow me to make big replacement. The problem is it is too long to mark all of them.
So, difficulty is 7/10. If I make mod like this, I will spend much time a) marking files, b) learning how to make redscript and working it out.
I hope it is clear :)