This mod is exactly what I was looking for because the eerie music in Spectacle Island is totally out of place once you start turning it into a safe haven and fortress.
BUT... I have the same issue. I can't get Relaxed Settlement Music to work with Scrap Everything despite the description saying that these mods should work together now. I have also added the line to my Fallout4.ini.
When I disable Scrap Everything the Diamond City music kicks in shortly after loading a savegame. But with the mod enabled I just get the eerie ambient music no matter what I do (for example resetting the music by quickly tuning into a radio station and then turning it off again). Disabling Scrap Everything also has the nasty side effect that my settlement starts flickering horribly. Built infrastructure randomly dis- and reappears as I move around.
I can only guess that it's either a problem with the new version of Scrap Everything not being compatible with RSM again (it was uploaded two years after this mod after all) or that I placed the line in the ini file in the wrong section (not sure if this makes a difference to the game).
Edit: After some further research the line had been placed correctly under [General]. So that was not the problem.
Someone recently came to me and mentioned that they had the same issue. They moved my mod to the absolute bottom of their load order, fast travelled away to another settlement and came back and it begun working. I've also noticed myself that it sometimes doesn't kick in straight away after entering a settlement from the wilderness but does eventually work.
After moving my mod to the bottom of your load order, my suggestions are: be patient, try fast travelling to another *settlement* - not a random location - and, if none of that works, leaving the settlement on foot until the eerie/exploration music starts and then walking back into the settlement.
If for some reason none of that works, let me know either through a PM, a comment here or message me on Reddit under /u/B-Knight. I've made another version of the mod but I need some testers first and it could either do nothing or break it altogether, so I'd prefer to be certain it can't be solved first.
Putting the mod at the end of the load order did the trick after all. It's a bit of a pain in the butt to get this working with vortex. Now I have another load order induced bug to deal with but it probably doesn't have anything to do with your mod (formerly scrapped buildings have reappeared). I need to play around with the exact load order position for a bit.
Edit: Turns out again that the problem is between Scrap Everything and Relaxed Settlement Music (and some Vortex developer deserves a kick in the nuts for the weird decision to not include manual load ordering - still am grateful for the tool though). If I load this mod after SE then everything works as intended but everything that I previously scrapped reappears. If I don't then I don't get the proper settlement music. Guess I'm going to pass up for this playthrough. Too much effort to bother with scrapping at this point.
Came back after quite a while for a new playthrough of FO4 and I wanted to try out the mod this time. Turns out it's just completely incompatible with "Scrap Everything". Placing it after "Scrap Everything" makes the music work but then "Scrap Everything" stops working and vice versa.
I suggest using either "This is Trash" or "Immersive Cleaning" (pretty similar mods) to use alongside this mod. This doesn't give you the full functionality of "Scrap Everything" (you cannot remove all the houses in Sanctuary for example) but aside from the mod compability they also reduce the scrapping hassle by a ton and give you a better foundation to work with "Transfer Settlements" (for your own creations). Both mods (scrapping mod and relaxing music) should be near the end of the load order or weird stuff tends to happen ingame (like flickering roads or no music).
Edit: Oof, final edit. Turns out that the two existing settlement music mods are just generally incompatible with scrapping mods. I used immersive cleaning this time and putting immersive cleaning behind relaxing settlement music makes the scrapping work. Putting it before makes the music work. I could fiddle around to make it work with some settlements by first scrapping then changing the mod order but some settlements have just been resetted completely when doing this. I simply give up on the music mods now. Too much hassle.
The reason being is that the same thing that loads all the geometry into a cell (i.e., all the stuff you can scrap, as well as the stuff you can't) is the same thing that triggers what environment you're in on that map, whether it's coastal, Diamond City, general wasteland, etc., which then triggers what music cue plays as well as some sound effects (like birds chirping or waves), for that type of environment you're currently in. Think of it more like a mood that randomizes songs as well as layers some background sound effects more than a specific list of sequential tracks, which is totally separate from how DC Radio's tracks work.* The mood music cues can be one song, sound effect (like the 'hum' in Vault 111), or a mashup of both. You can see how one overwrites the other if you pull up these mods side-by-side in FO4Edit.
It's not a "bug" or a fault of the game or a fault of this mod, it's just simply how ambient sound as a whole is integrated in the game. Unfortunately anything that makes a hard change to directly force a different environment's music to play as opposed to just a "mood" that randomizes ambient sound via a script, is incompatible with anything that would also alter that cell's geometry. I'm assuming the same would happen for mods that make drastic changes to a cell.
So, you can make a patch for the two mods, which basically would entail copying over all the precombines Scrap Everything breaks as well as the hard coded music changes from this mod. Or you could make a replacer by finding the "creepy" music tracks and replace them with different ones in the folder structure much like a texture or mesh replacement, and leave the changes to the cell out of it. The problem is those tracks are a pain in the butt to find, because they're just numbered and not named anything practical, or even by location or mood. Plus they're in an unconventional format that you have to convert to .wav before you can play them to listen to figure out which ones they are, then rename the files to switch them out. Not impossible, but tedious.
I discovered this a while back with another environmental music mod that does the same thing, and yeah...it's just easier to live with the creepy music. 🫤
* There's actually a really cool TTRPG app called Syrinscape that does basically the same thing, as well as layers over some sound FX like birds or wind or "electronic hum" or what have you. If you like TTRPG, I highly recommend.
If I may come with a suggestion then I would ask you to have your mod replace the "Minutemen theme" that plays in Sanctuary after one have advanced through several of the Minutemen quests, like when you are immediately prior to storming The Castle.
I don't think I've ever had that before, that's interesting. Although, if you are having that issue, this mod may actually stop it due to the priority's of each music track. If it doesn't I'll try and look into it for a later version (v1.4 maybe!).
Hey man, sorry for being a third wheel, but I have an alternate solution for your issues. I too, find Minuteman bagpipe theme to be annoying as f*#@ so I just went ahead and replaced Minuteman themes by Town themes.
You need to get archive extractor: http://www.nexusmods.com/fallout4/mods/78/?
Unpack Fallout4 - Sounds.ba2, Music section
Get files: MUS_Public_01.xwm MUS_Public_02.xwm MUS_Public_03.xwm
These are tracks that play in Diamond City/Goodneighbor
20 comments
The mods seem to conflict for me.
BUT... I have the same issue. I can't get Relaxed Settlement Music to work with Scrap Everything despite the description saying that these mods should work together now. I have also added the line to my Fallout4.ini.
When I disable Scrap Everything the Diamond City music kicks in shortly after loading a savegame. But with the mod enabled I just get the eerie ambient music no matter what I do (for example resetting the music by quickly tuning into a radio station and then turning it off again). Disabling Scrap Everything also has the nasty side effect that my settlement starts flickering horribly. Built infrastructure randomly dis- and reappears as I move around.
I can only guess that it's either a problem with the new version of Scrap Everything not being compatible with RSM again (it was uploaded two years after this mod after all) or that I placed the line in the ini file in the wrong section (not sure if this makes a difference to the game).
Edit: After some further research the line had been placed correctly under [General]. So that was not the problem.
Someone recently came to me and mentioned that they had the same issue. They moved my mod to the absolute bottom of their load order, fast travelled away to another settlement and came back and it begun working. I've also noticed myself that it sometimes doesn't kick in straight away after entering a settlement from the wilderness but does eventually work.
After moving my mod to the bottom of your load order, my suggestions are: be patient, try fast travelling to another *settlement* - not a random location - and, if none of that works, leaving the settlement on foot until the eerie/exploration music starts and then walking back into the settlement.
If for some reason none of that works, let me know either through a PM, a comment here or message me on Reddit under /u/B-Knight. I've made another version of the mod but I need some testers first and it could either do nothing or break it altogether, so I'd prefer to be certain it can't be solved first.
Putting the mod at the end of the load order did the trick after all. It's a bit of a pain in the butt to get this working with vortex.
Now I have another load order induced bug to deal with but it probably doesn't have anything to do with your mod (formerly scrapped buildings have reappeared). I need to play around with the exact load order position for a bit.
Edit: Turns out again that the problem is between Scrap Everything and Relaxed Settlement Music (and some Vortex developer deserves a kick in the nuts for the weird decision to not include manual load ordering - still am grateful for the tool though). If I load this mod after SE then everything works as intended but everything that I previously scrapped reappears. If I don't then I don't get the proper settlement music. Guess I'm going to pass up for this playthrough. Too much effort to bother with scrapping at this point.
I suggest using either "This is Trash" or "Immersive Cleaning" (pretty similar mods) to use alongside this mod. This doesn't give you the full functionality of "Scrap Everything" (you cannot remove all the houses in Sanctuary for example) but aside from the mod compability they also reduce the scrapping hassle by a ton and give you a better foundation to work with "Transfer Settlements" (for your own creations). Both mods (scrapping mod and relaxing music) should be near the end of the load order or weird stuff tends to happen ingame (like flickering roads or no music).
Edit: Oof, final edit. Turns out that the two existing settlement music mods are just generally incompatible with scrapping mods. I used immersive cleaning this time and putting immersive cleaning behind relaxing settlement music makes the scrapping work. Putting it before makes the music work. I could fiddle around to make it work with some settlements by first scrapping then changing the mod order but some settlements have just been resetted completely when doing this. I simply give up on the music mods now. Too much hassle.
It's not a "bug" or a fault of the game or a fault of this mod, it's just simply how ambient sound as a whole is integrated in the game. Unfortunately anything that makes a hard change to directly force a different environment's music to play as opposed to just a "mood" that randomizes ambient sound via a script, is incompatible with anything that would also alter that cell's geometry. I'm assuming the same would happen for mods that make drastic changes to a cell.
So, you can make a patch for the two mods, which basically would entail copying over all the precombines Scrap Everything breaks as well as the hard coded music changes from this mod. Or you could make a replacer by finding the "creepy" music tracks and replace them with different ones in the folder structure much like a texture or mesh replacement, and leave the changes to the cell out of it. The problem is those tracks are a pain in the butt to find, because they're just numbered and not named anything practical, or even by location or mood. Plus they're in an unconventional format that you have to convert to .wav before you can play them to listen to figure out which ones they are, then rename the files to switch them out. Not impossible, but tedious.
I discovered this a while back with another environmental music mod that does the same thing, and yeah...it's just easier to live with the creepy music. 🫤
* There's actually a really cool TTRPG app called Syrinscape that does basically the same thing, as well as layers over some sound FX like birds or wind or "electronic hum" or what have you. If you like TTRPG, I highly recommend.
If I may come with a suggestion then I would ask you to have your mod replace the "Minutemen theme" that plays in Sanctuary after one have advanced through several of the Minutemen quests, like when you are immediately prior to storming The Castle.
Thanks for reading.
You need to get archive extractor: http://www.nexusmods.com/fallout4/mods/78/?
Unpack Fallout4 - Sounds.ba2, Music section
Get files:
MUS_Public_01.xwm
MUS_Public_02.xwm
MUS_Public_03.xwm
These are tracks that play in Diamond City/Goodneighbor
And rename ones you like into:
MUS_Faction_Minutemen_01.xwm
MUS_Faction_Minutemen_02.xwm
And put them in "Fallout 4/Data/Music" path
Voila, no more tryhard brave heart minuteman theme that gets grating after few minutes.
Edit: and Minuteman tunes gets grating REAL quick!
This will eliminate all the retarded incessant chatter in your settlements.
I also use this mod in conjunction:
http://www.nexusmods.com/fallout4/mods/10570/?
I think they essentially do the same thing