Turns out I completely missed the fact that Immersive Fallout overwrites vanilla music by default. Two methods to that: one, don't use Immersive Fallout - Music.esl. Two, extract the BA2 file using Archive2 to the mod's folder, create a folder called Zana inside that music folder, then move all the XWM files into the Zana folder. Apologies that I missed that.
Archive2 should be located in Fallout 4\Tools\Archive2 if you have the Creation Kit installed.
To use it, open Archive2.exe and select File-->Open... and navigate to where the BA2 archives have been extracted to. Open the archive, then select Archive-->Extract All To...
If you want to lower the volume of most of the tracks to more closely match vanilla volume, you'll need a few things.
First, download Audacity. While you're at it, download the LAME and FFmpeg encoders and libraries.
Next, you'll want to grab MultiXWM to convert files back to XWM to save space.
Audacity can read XWM files as long as the aforementioned libraries are installed. Click and drag them into Audacity. Give it a bit and it'll load in all tracks and show you waveforms. Do not play them unless you have one selected to play solo, otherwise you'll get blasted with extremely loud sounds.
Now you'll want to normalize them if they're too loud, or even too soft. You'll need to select all the tracks that you want to have a volume change. Once you've done that, at the top bar, click Effect, then click Normalize... Leave all the tick boxes alone, I don't know of any benefits or disadvantages of changing them. What you'll need to change is the "Normalize maximum amplitude to" line. What I've found to be the best setting for that is to change it to -7.0dB for most tracks. Some may need a lower number like -10.0dB or maybe -9.0dB. That'll be up to you.
After setting the volume you'll want all tracks to normalize to, click OK. It'll normalize all tracks you selected to the maximum volume you set. Once that's done, you'll need to export the tracks. To do that, click File at the top, then click Export, then click Export Multiple...
You may use a WAV format, but please note that the very long tracks sometimes may not be converted back to XWM. To remedy this, you may instead export as WMA. This takes a bit longer, but guarantees the ability to convert them to XWM.
After Audacity is done exporting, convert them back to XWM format using MultiXWM, then place the music tracks back in the folder they came from.
If you have Fallout 3 OST, you will rename them to the left side.
Spoiler:
Show
Base Folder: Base_01 <- New World, NewOrder Base_02 <- Lockstep Base_03 <- Price of Honor Base_04 <- Fortress Battle Folder: Battle_01 <- Unwelcome Guest Battle_02 <- Ambush Battle_03 <- Never Surrender Battle_04 <- Metal on Metal Battle_05 <- Behemoth Battle_06 <- Think Fast, Shoot Faster Battle_07 <- Chance to Hit Dungeon Folder: Dungeon_01 <- Forgotten Dungeon_02 <- Clues in the Darkness Dungeon_03 <- No Way out but Through Dungeon_04 <- Out of Service Dungeon_05 <- The Ferals Explore Folder: Explore_01 <- Gotta StartSomewhere Explore_02 <- Old Lands, New Frontiers Explore_03 <- Pieces of the Past Explore_04 <- City of Ruin Explore_05 <- Wandering the Wastes Explore_06 <- Ashes and Sand Explore_07 <- What Remains Public Folder: Public_01 <- Place of Refuge Public_02 <- The Smallest Hope Public_03 <- The Caravans Public_04 <- Megaton Public_05 <- A Stranger in Town Special Folder: MainTitle <- Main Title
This suddenly has stopped working for me. I had this mod in one of my first installs some months ago and it worked. I saved all the unpacked tracks and folders, put them back in, downloaded the updated patch from the comments... But now I just hear the vanilla music.
Is this a question load order? Does it go below world and location mods?
i had to reinstall all my mods for the NG update, and i came back to this one. i takes forever to normalize and convert all the files, but definitely worth it. thanks for taking the time to make and update this mod (:
great merge, i already had radium and suite with a patch to combine their playlists, so dropping this in saved me a plugin slot. and picking through what this supports i gained about a dozen new great music packs along the way.
I noticed INFERNET Cyberpunk Dark Techno Battle Music just never seemed to trigger.. i've edited the plugin to reference the correct filenames from that mod (was calling WAV, but Infernet audio is XWM)
ESP compacted and flagged as ESL (EDIT: removed the external link, get the mod from the download page of this mod)
Please read the below, which has been spoilerized for your convenience, and in particular the install instructions.
Spoiler:
Show
----- DESCRIPTION
This plugin replaces the ESP provided by the original mod found at :
Music Mods Merged https://www.nexusmods.com/fallout4/mods/20361
All the changes posted in the comments by the Nexus users psyyo and Dashboarderian have been included.
All I did was restoring a "XCAS/Acoustic Space" record in the Home Plate Cell and renumbering the FormIDs in xEDIT v4.1.5f so that the ESP plugin could be flagged as ESL, saving a load order slot.
----- INSTALL
It is NOT safe to use this new ESP in an on-going game that used any previous version of it. Using this new ESP requires to start a NEW game.
Otherwise it's the same process than the original mod.
----- CREDITS
IAreBob All the authors of the music mods listed on the "Music Mods Merged" mod page Dashboarderian psyyo
Please let me know if I forgot anyone.
----- PERMISSIONS
Since this patch basically no longer requires the original ESP, full permissions are hereby granted to the original mod author IAreBob to upload this version to the original mod page on the Nexus. Uploading to any other site or Nexus mod page is not allowed, in particular for any commercial purpose.
The instructions are kinda vague/incomplete. The optional file download is not even specified on the description page. NOT EVERYONE knows the difference between ESL w/ BA2 and loose files.
For those confused about the missing ".esl" files, some files/mods don't have it if they don't contain BA2 files because they are considered loose files. Loose files will automatically load into your game.
Hi there! I'm a little confused! I just want to run Radium and Fallout Suite together.
From what I understand, I don't need to adjust the volume so I don't need to unpack the Ba2 files. In that case, do I still need to hide the esp files for both Radium and Fallout Suite? In your optional esl files I only see one for Fallout Suite. How would I obtain the esl for Radium?
EDIT: nvm, I took the opportunity to learn how to make my own patch! Definitely a fun and interesting experience lol😅
Hey there, you don't happen to have that ESL do you? I am struggling to figure out how to create the ESL for Radium since it's not included in the Optional files
If installing using Vortex instead of MO2, all the unpacked files should be put in the same folder after deleting their plugins? Or just delete each one's plugin after normal install (each one in its own directory) through Vortex and then just install and activate the merger? Or all the music files (loose) should be downloaded to "Fallout 4\Data\Music" and the merged .esp will fo the magic? Many thanks! It's a bit confusing....
EDITED: I think I've got it. Just installed all the desired mods (unpacked the .BA2s ones) and then installed the merger.
Does anyone knows how the playlist works through all the mods? I mean, is there any order in which the audio files are played?
All you did was download the music packs you wanted, installed them with vortex, then used vortex again to install this patch? Or what else did you do to get it to work with Vortex?
You are correct. Make sure to delete the plugins for all the mods and to follow the instructions regarding creating or no a new folder inside 'Music' for some of the mods.
251 comments
-IAreBob
To use it, open Archive2.exe and select File-->Open... and navigate to where the BA2 archives have been extracted to. Open the archive, then select Archive-->Extract All To...
-IAreBob
First, download Audacity. While you're at it, download the LAME and FFmpeg encoders and libraries.
Next, you'll want to grab MultiXWM to convert files back to XWM to save space.
Audacity can read XWM files as long as the aforementioned libraries are installed. Click and drag them into Audacity. Give it a bit and it'll load in all tracks and show you waveforms. Do not play them unless you have one selected to play solo, otherwise you'll get blasted with extremely loud sounds.
Now you'll want to normalize them if they're too loud, or even too soft. You'll need to select all the tracks that you want to have a volume change. Once you've done that, at the top bar, click Effect, then click Normalize...
Leave all the tick boxes alone, I don't know of any benefits or disadvantages of changing them. What you'll need to change is the "Normalize maximum amplitude to" line. What I've found to be the best setting for that is to change it to -7.0dB for most tracks. Some may need a lower number like -10.0dB or maybe -9.0dB. That'll be up to you.
After setting the volume you'll want all tracks to normalize to, click OK. It'll normalize all tracks you selected to the maximum volume you set. Once that's done, you'll need to export the tracks. To do that, click File at the top, then click Export, then click Export Multiple...
You may use a WAV format, but please note that the very long tracks sometimes may not be converted back to XWM. To remedy this, you may instead export as WMA. This takes a bit longer, but guarantees the ability to convert them to XWM.
After Audacity is done exporting, convert them back to XWM format using MultiXWM, then place the music tracks back in the folder they came from.
-IAreBob
Base Folder:
Base_01 <- New World, NewOrder
Base_02 <- Lockstep
Base_03 <- Price of Honor
Base_04 <- Fortress
Battle Folder:
Battle_01 <- Unwelcome Guest
Battle_02 <- Ambush
Battle_03 <- Never Surrender
Battle_04 <- Metal on Metal
Battle_05 <- Behemoth
Battle_06 <- Think Fast, Shoot Faster
Battle_07 <- Chance to Hit
Dungeon Folder:
Dungeon_01 <- Forgotten
Dungeon_02 <- Clues in the Darkness
Dungeon_03 <- No Way out but Through
Dungeon_04 <- Out of Service
Dungeon_05 <- The Ferals
Explore Folder:
Explore_01 <- Gotta StartSomewhere
Explore_02 <- Old Lands, New Frontiers
Explore_03 <- Pieces of the Past
Explore_04 <- City of Ruin
Explore_05 <- Wandering the Wastes
Explore_06 <- Ashes and Sand
Explore_07 <- What Remains
Public Folder:
Public_01 <- Place of Refuge
Public_02 <- The Smallest Hope
Public_03 <- The Caravans
Public_04 <- Megaton
Public_05 <- A Stranger in Town
Special Folder:
MainTitle <- Main Title
-IAreBob
Is this a question load order? Does it go below world and location mods?
great merge, i already had radium and suite with a patch to combine their playlists, so dropping this in saved me a plugin slot.
and picking through what this supports i gained about a dozen new great music packs along the way.
I noticed INFERNET Cyberpunk Dark Techno Battle Music just never seemed to trigger.. i've edited the plugin to reference the correct filenames from that mod (was calling WAV, but Infernet audio is XWM)
https://www.mediafire.com/file/28g69b4yvrfs5xs/MusicMergedDLC.esp/file
This maintains the edits Dashboarderian made earlier down in the comments, which updated support for Radium Ghost of Far Harbor :)
(EDIT: removed the external link, get the mod from the download page of this mod)
Please read the below, which has been spoilerized for your convenience, and in particular the install instructions.
This plugin replaces the ESP provided by the original mod found at :
Music Mods Merged
https://www.nexusmods.com/fallout4/mods/20361
All the changes posted in the comments by the Nexus users psyyo and Dashboarderian have been included.
All I did was restoring a "XCAS/Acoustic Space" record in the Home Plate Cell and renumbering the FormIDs in xEDIT v4.1.5f so that the ESP plugin could be flagged as ESL, saving a load order slot.
----- INSTALL
It is NOT safe to use this new ESP in an on-going game that used any previous version of it.
Using this new ESP requires to start a NEW game.
Otherwise it's the same process than the original mod.
----- CREDITS
IAreBob
All the authors of the music mods listed on the "Music Mods Merged" mod page
Dashboarderian
psyyo
Please let me know if I forgot anyone.
----- PERMISSIONS
Since this patch basically no longer requires the original ESP, full permissions are hereby granted to the original mod author IAreBob to upload this version to the original mod page on the Nexus.
Uploading to any other site or Nexus mod page is not allowed, in particular for any commercial purpose.
For those confused about the missing ".esl" files, some files/mods don't have it if they don't contain BA2 files because they are considered loose files. Loose files will automatically load into your game.
From what I understand, I don't need to adjust the volume so I don't need to unpack the Ba2 files. In that case, do I still need to hide the esp files for both Radium and Fallout Suite? In your optional esl files I only see one for Fallout Suite. How would I obtain the esl for Radium?
EDIT: nvm, I took the opportunity to learn how to make my own patch! Definitely a fun and interesting experience lol😅
Sorry for the annoyance in the past I made here. I don't know how to apologise you.
Or all the music files (loose) should be downloaded to "Fallout 4\Data\Music" and the merged .esp will fo the magic?
Many thanks! It's a bit confusing....
EDITED:
I think I've got it. Just installed all the desired mods (unpacked the .BA2s ones) and then installed the merger.
Does anyone knows how the playlist works through all the mods? I mean, is there any order in which the audio files are played?
Vortex works. Follow instructions as usual. Delete esps. Good job. Good music is now abundant.
Edit: Also, "Directories" are just folders. ez.