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56 comments

  1. PW128
    PW128
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    So do I need to take the converted Skyrim files and put them in a new folder in the fx folder or could I just put them in the root of the fx folder
  2. BloodyRussian
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    Sorry if this is a stupid question. As my Fallout 4 folder did not yet have a 'Sound' folder (or therefore an 'fx' subfolder) I created these folders within my Fallout 4 directory and proceeded with your instructions as best I could. For some reason, the radio station still will not pop up. If anyone else has had this issue and found a way to solve it, please let me know.

    Thank you for your time.
  3. ConAir8
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    Hey, first off. Amazing mod! I made it so my Eyebot Automatron (From this mod) is playing the Skyrim soundtrack. Which I really like. As much as I adored Forgotten City and sadly I never tried beyond bruma, I decided to just use the official Skyrim music.

    Secondly, I want to ask a question. Is it possible to add more songs to it? I just want to add the Skyrim Main Theme (Dragonborn) and nothing else.
    1. LordMinio
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      I'm glad you like the mod. If you would want to add another song, then you sadly cant just drop it in, you would need to add it through the creation kit as a track, then add that track to the radio and add a line to the randomizer-script, so that it works well. Havent worked with the CK in quite a while, so sorry if its a bit vague .
      Hope this answer still helps, wasnt online in a bit.
  4. willrun4fun
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    If I only want Skyrim songs I just delete the subfolders?
  5. Hhazael
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    the worst mod maker makes s#*! (lol) why u couldn't do it by urself oh my ... ( i mean unpacking archives and so on)
  6. FireStar999
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    Looks nice, but I think you have a dirty edit in SanctuaryExt07 cell , maybe when you were placing the transmitter you accidentally moved smth?
    1. LordMinio
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      Yep, I think youre right. I uploaded a new version which (hopefully) fixed the Issue
    2. FireStar999
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      Also couldn't get it to work :( , Do the files need a specific structure? I droped the Explore and Town folders inside Sound/fx/ , or does it need to be sound/fx/music/town and sound/fx/music/explore? or do I get rid of the subfolders?
    3. LordMinio
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      You do need to create a folder in Sound/fx called "Skyrim Radio" (without quotes) and then drop the files (e.g. mus_explore_day_01) into Sound/fx/Skyrim Radio. So there shouldnt be any folders in Sound/fx/Skyrim Radio
    4. FireStar999
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      I'll try again now, quick question, I've just tampered with radio mods before but I've never actually created one, do you know if I can find a list of the frequencies the vanilla game uses for the radios? I know for a fact a lot of radio mods I've downloaded are tuned to freq. 88 though, do vanilla take up all the spaces up to 87? or can I chose something like 72? I am asking because , as a matter of fact, I have conflicting frequencies with this and Radio New Vegas, so only one will show up, was wondering if you know if I should tune it Up or Down?
    5. LordMinio
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      Im not aware of a list, sadly not even the wiki lists the frequencies. I guess you could look them up in the creation kit. The problem is that for me it looks like its random which frequencies radios in the vanilla game use. So there are frequencies like 105 but also numer 1 is used however most are arround 90. According to the wiki there are only 29 radio stations. I think most people use 87 and 88 because they are simply not used in the vanilla game. But its hard to look for the frequencies in the CK because you either could look into the workshop radios, which there are only 3 when I remember correctly, or you could search for the radio transmitters in the world which would take a lot of time. Sooooooo you should just try different numbers and see if it "just works" ;)
    6. FireStar999
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      Im gonna try, I just hope it doesn't end up "clashing" with one of those stray radio signals you find when you raise some of the antennas in the world, the ones that sometimes lead you to bunkers, the two main radio stations won't be too much trouble to stay away from..

      Also, may I know which quest stage you used for the radio quest to be checked as active/complete, was it 10?
    7. LordMinio
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      I might get you wrong here but.....I didnt add any stages to the quest, I added phases and actions but no stages
    8. SuperFanatic
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      It's not very hard at all to look at radio frequencies in FO4edit, just go in to the activators tab of Fallout.esm, select everything named "Radio," right click, and compare selected. One of the last things listed is the frequency. You can see all of the used ones all nice in a row. You could even include DLC's and mods, if you just Ctrl+click all of their radio activators, and compare everything at once.
    9. RadoGamer
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      I know it's been a while but the information for this question can be found here.

      https://forums.nexusmods.com/index.php?/topic/4876370-radio-stations/
  7. dthfckr
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    creation club went and stole your frequency, damn it! at the start of the tesla cannon quest, there's a distress signal that uses, you guessed it, 88.000000...which leads to all sorts of fun audio overlap when you put on skyrim radio, quest distress signal playing over secunda, etc. + sr advances the quest.

    tried resetting the distress signal in console and, as i expected, skyrim radio vanished, replaced by the quest distress signal, but with sr audio overlapping. i tell ya, of all the frequencies to choose...ima bootstrap an sr frequency change in fo4edit for the time being.

    update: worked like a charm, didn't even need a script instance cleaning in resaver. take that, beth, you can't stop the signal!
    1. LordMinio
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      Thanks for pointing that out, I`ll look into that:D
    2. LordMinio
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      Ok, so I changed the frequence to 88.12301 (hope nobody else uses that one). As I wrote in the description (and as you might have guessed) I stoped working on the mod. I found no new music to actually use in the mod but I`ll still be supporting it. Maybe I get a new idea in the future, even though im a bit of a newbie:D
    3. dthfckr
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      cool, thanks for the official frequency change. months later and i'm still listening to sr sometimes, when i want to chill and enjoy the radioactive scenery. https://www.nexusmods.com/fallout4/mods/26834 has a script under optionals that can apparently be used to scan mods for frequency overlap. haven't tried it myself, but i will note that ironically, that mod's radio station also uses 88.0.

      additionally been messing around with replacing tracks here and there for my own personal use. in the end, i can do without the tavern and bard music, but i was craving tombs, caves and palaces, as well as the volkihar music and the game opening riding to helgen to be executed music (+ i threw wyrmstooth in there, too). cut it short about halfway through the project, since i suspect some of the tracks are getting axed by the differences in data size between the plugin and the audio files. my tinkering thus far has just been changing file names in fo4edit (dirty editing, i know) and data size can't be changed in fo4e, as far as i can tell + i don't know how plugins read data size anyway, what specifically the 2 or 3 digit numbers are. i'm also a newbie, so i'll have to figure out what ck wizardry is involved.

      come to think, i vaguely recall i had noticed some tracks in the sub-folders didn't seem to play from the get-go, with your version, for which the only theory i had was that maybe for radio, audio files have to all be in the same folder? but that's just a wild guess on my part, i really have no clue and it could just be that the bruma tavern songs were driving me crazy right away, so i actually didn't use your tavern and bruma version for that long before starting to play around with it in fo4e. the reason for my same folder guess is that i haven't touched any of the forgotten city music in my modifications and yet i only ever hear purgatory on sr, none of the other 9 tracks.

      another issue is that sometimes, the station drops out entirely and i have to uninstall, clean save and reinstall to get it working again, since console resetting the station doesn't work. this was how i stumbled across the tesla cannon issue.

      i know, i know, me and my long-winded posts. thanks again for the update and feel free to let me know what you think about all of this when you have a chance.
    4. dthfckr
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      ok, so the folder idea was wrong and in retrospect kind of a dumb guess on my part, because some of my altered files are in sub-folders and they play fine, so data size also likely doesn't matter.

      however, something i did notice in creation kit is this error, when trying to audition play your bruma files in sound descriptor, many of which of which i also never hear on sr, only bloodlines, i think:

      AUDIO: RIFF Error: Invalid format encountered.
      AUDIO: Unable to open Audio file: SkyrimBrumaAppiritions
      AUDIO: Unable to open Audio file: SkyrimBrumaDignity
      AUDIO: Unable to open Audio file: SkyrimBrumaLands
      AUDIO: Unable to open Audio file: SkyrimBrumaOneMore

      and with forgotten city, purgatory plays in audition, as i expected, but here's 3 more sample errors from audition play attempts and all the rest of the fc files have the error:

      AUDIO: RIFF Error: Invalid format encountered.
      AUDIO: Unable to open Audio file: SkyrimFCDarkness
      AUDIO: Unable to open Audio file: SkyrimFCEcheos
      AUDIO: Unable to open Audio file: SkyrimFCStars

      only copy/pasted those samples in this post, to give you an idea, but that error happens with all of your bruma + fc (again, except for bloodlines and purgatory) wav files and i suspect the game engine is not playing them on the station either. oddly enough, i can play those files locally in any media player, but something is off about them for game usage. please note that i haven't tested all the files in audition play, but i'm reasonably sure i'm not having any issues with vanilla skyrim tracks, just bruma and fc.

      sorry again for throwing a lot on the comment plate, but want to help out here, since i think i kind of figured out what's wrong...except that i don't know why the game won't play those files, but i can open them in vlc or wmp just fine.

      update: trying .wav re-converts in multixwm. so far so good, i can audition play all the fc files in sound descriptor now. need to sift through the 60 bruma ost files to pick out the ones you used and re-convert them, too. then i'll test it out in game and report back.
    5. LordMinio
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      Any Results yet? just asking, its been some time;)
    6. dthfckr
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      you read my mind! sorry i fell off the edge of the earth. was just adding to my power armor collection in sanctuary while listening to the sweet sounds of tamriel and suddenly thought: wait, wasn't i supposed to update this thread with my in-game results a month ago?

      in any case, happy to report all is well now for me with skyrim radio. the re-converted files i made in multixwm work great, i got forgotten city and bruma all over the place now!

      it's a 2-step process with multixwm, i had to convert your wav files to xwm and then back to wav format again. those re-conversions work though, they play perfectly, both in ck audition and in game.

      my question for you is: have you taken a look at what i was talking about in ck? i'm kind of surprised no one else has commented about the issue yet, since i'm 99% sure that no one is hearing fc and bruma on the station, save for the 2 tracks i mentioned, unless they re-convert the audio like i did. it could be that people are hearing the basic skyrim stuff they had to extract/convert themselves and they're fine with it as is? i don't know, but when you get a chance, please take a look at what i was talking about in ck and let me know if you get the same errors.

      p.s. i apologize in advance, if it is just me and you don't see the ck audition errors i was talking about in your audio files. it's just an educated guess i'm making, based on the fact that i wasn't hearing your provided audio in game since your 1st beyond version and have tried re-downloading a bunch of times, to see if it was just nexus handing me a bad batch.
    7. LordMinio
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      So that was interesting, I reinstalled the mod and FO4, loaded the mod into the CK and got the same errors as you. When I tested the mod i heard the two tracks you mentioned and thought it would be fine, I should really do longer testing.....
      Anyway I quickly found the Issue, now I dont want to annoy you with the details but I used 32-bit files and the Creation Engine can apperantly only read 16-Bit files. So I converted them and everything is working like it should be now.
      A big thank you for pointing that out to me, as I dont play FO4 right now, I probably wouldnt have noiticed the error
    8. dthfckr
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      ...and multixwm's default output must be 16-bit then, which is why my re-conversions worked.

      anyway, thank YOU for continuing to stand behind this little bit of nostalgic joy in the wasteland. skyrim is like that first girlfriend you still secretly love and you'll never really get over her. speaking of which, i do hope you return to the commonwealth again someday, because https://www.nexusmods.com/fallout4/mods/29970, that's why!
  8. charlieboy91
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    Hi I cant find music folder after extracting the sound archive using BAE. I clicked on sound>fx>mus and only bard folder shows up
    1. LordMinio
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      As you have already extracted the music from skyrim, you need to create a folder called "Skyrim Radio" (without quotes) in the fallout 4 "fx" folder [Data/Sound/]. Should you have a problem with the extraced files, please check that you extracted the right folders, its the third step in the description.
  9. dthfckr
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    forgotten city! i loved that mod, one of my favorite things to play through in the entire game.

    "the many shall suffer for the sins of the one."
    1. LordMinio
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      Glad you like it :D
    2. dthfckr
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      any chance you're planning on adding falskaar at some point or would you have the same issue as with wyrmstooth?

      the author's licensing terms are definitely strictly stated on the mod page, but he has previously permitted mods, including one to play the music from falskaar when you're in skyrim. just not sure if he's responding to permissions requests currently; his profile shows his last login as 7/30.

      off to playtest your new version while i run around vault 59. hopefully, i won't have to return to the lakehouse whenever judgment comes on the radio.
    3. LordMinio
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      I can try and contact him but better dont get to excited, while its hard to find anything about the original composer (Adamm Khuevrr), the mod author states pretty clearly that the music is for, and only for, falskaar. But again I can try my best
  10. sigoblogtea
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    If only the one they fear play when battle with hostile.

    and watch the skies traveler (brotherhood vertibird may crash at any moment)