I agree a sample of the music would be better instead of us gambling on something that we may not like and have to uninstall and start a whole new game thumbs down until he makes a video or a steam sample of this mod.(EDIT) so it's the vanilla music shame it's not a replacer for far harbor.
but this and the vanilla far harbor dose not fit the theme it should be lore-friendly music a example would be a dark sea worthy instrumental theme something like nox arcana or any instrumental that has a haunting theme music to it would fit another example of haunting harbor music that would fit is Molly Zenobia's song -mermaids would fit the dark theme of far harbor or any instrumental music based on lovecraft would even fit.
That would require importing new music files into the mod and a whole 'nother application of what this actually does. The file size would be humongous, too, since there would have to be new .wav or .xwm files included with it.
This mod merely overwrites the vanilla music that triggers in a coastal area--particularly the creepy music you hear in places like Kingsport Lighthouse and Croup Manor--to play another song file already available in the game from the Far Harbor DLC. It doesn't import outside music. This is especially nice once you've cleared a settlement for building. The standard music is fine for building tension before fighting the Children of Atom, or a pack of ferals, or what have you, but nobody wants to be sipping virtual Piña Coladas next to the beach while listening to a screechy Psycho-esque soundtrack once they've cleaned the place out. At least I don't. :p
If you want to import outside music into the game, I suggest you look at a radio station mod that allows you to put your own .wav or .xwm files into the data file. I personally love (most of) the soundtrack to the game, even after three years of constant playing, especially the music from Far Harbor, so I've never felt the need to add another radio station to my game, so your guess is as good as mine as to how well it works, both in the game and atmospherically. But to each their own...
Understand. I just love this mod so thought I'd add some more detailed explanations to the overall "story" in case someone else comes here looking for answers. It's the tech support in me.
It'd be kind of neat to have a mod like this which integrates some of the more "Wild West" or "desert-themed" Nuka-World soundtracks into the Commonwealth, to be used together with mods like BADLANDS 2, or Desperados Overhaul
does anyone know the name of the tracks being replaced and the name of the tracks replacing them? for this or the taffington boathouse mod/croup manor isnt creepy etc
If you're familiar with the Far Harbor soundtrack I've heard "Welcome to Far Harbor," "Lifting the Gloom," "Moonlit Ranging," and "Tale of Oak and Elm" come up the most. It might be random, since if I leave the area and come back I've heard it play different songs. It's the general wanderin' around music you hear when you're in Far Harbor.
I would very much like to use this mod because the normal eerie coastal ambient music is god awful for actual settlements and this is a good replacement.
But like "Relaxed Settlement Music" this mod conflicts with "Scrap Everything" (unless I was very unlucky during my tests, in which case I would be quite sorry for bringing this matter up) which is pretty much a must-have-mod for any settlement builder.
Would it be possible to make "Far Harbor Music for Coastal Settlements - and Salem" compatible with "Scrap Everything"?
I've dug into FO4Edit and I see the same conflicts between the two. The issue is that Scrap Everything breaks pre-combined data (a general game no-no, but but that's how it does what it does), whereas this mod puts it back. This is why the Scrap mods should be at the very bottom of your load order. However, if you sort Scrap Everything after this mod, the music doesn't work right. My question is why does the Far Harbor music need pre-combined mesh info at all? Admittedly, I'm still learning a lot about modding, so I don't know if there's some sort of trigger between world objects and music cues.
Anyway, it seems like the user could create their own custom patch in FO4Edit that copies the music to a winning patch but leaves the mesh stuff alone. Et voilà, problem solved, yes?
I'll test it and see what happens and if it works, I can make a hotfix for you to add to the optional files, if you're amenable.
Thank you so much for this! I got so tired of the "creepy" music heard on the coast, especially at Kingsport Lighthouse, where my player home is. I mean I get the Lovecraftian references and all, but the music from Fah Hahbah is so just pretty, I can't get enough of it. It matches the tone so well. Great idea!
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Wet, Foggy, Rainy Weather
https://www.nexusmods.com/fallout4/mods/44582
Edit: Oh nicolaec99 I didn't fully read your comment until now :D
This mod merely overwrites the vanilla music that triggers in a coastal area--particularly the creepy music you hear in places like Kingsport Lighthouse and Croup Manor--to play another song file already available in the game from the Far Harbor DLC. It doesn't import outside music. This is especially nice once you've cleared a settlement for building. The standard music is fine for building tension before fighting the Children of Atom, or a pack of ferals, or what have you, but nobody wants to be sipping virtual Piña Coladas next to the beach while listening to a screechy Psycho-esque soundtrack once they've cleaned the place out. At least I don't. :p
If you want to import outside music into the game, I suggest you look at a radio station mod that allows you to put your own .wav or .xwm files into the data file. I personally love (most of) the soundtrack to the game, even after three years of constant playing, especially the music from Far Harbor, so I've never felt the need to add another radio station to my game, so your guess is as good as mine as to how well it works, both in the game and atmospherically. But to each their own...
I would very much like to use this mod because the normal eerie coastal ambient music is god awful for actual settlements and this is a good replacement.
But like "Relaxed Settlement Music" this mod conflicts with "Scrap Everything" (unless I was very unlucky during my tests, in which case I would be quite sorry for bringing this matter up) which is pretty much a must-have-mod for any settlement builder.
Would it be possible to make "Far Harbor Music for Coastal Settlements - and Salem" compatible with "Scrap Everything"?
Anyway, it seems like the user could create their own custom patch in FO4Edit that copies the music to a winning patch but leaves the mesh stuff alone. Et voilà, problem solved, yes?
I'll test it and see what happens and if it works, I can make a hotfix for you to add to the optional files, if you're amenable.