About this mod
This mod replaces almost all of the music, including the battle music, with the music style Synthwave
- Permissions and credits
The following are the small probability of problems that will occur when using the mod:
1. When the battle music is playing, there is a small chance that it will mute for about 30 seconds - 2 minutes (the mute time should be counted as the part of the song that is not finished).
2. There is a small chance that the battle music of the three races will overlap (two songs playing at the same time) for about 15 seconds.
Here's what you need to know about this Mod's battle music playback and interruptions:
1. The three races battle music are dynamic files, what are dynamic files? They are categorized into No Battle or Battle with special units such as gunships (non-battle music), meet patrols pulling smoke to start an encounter or strongholds where there are many enemies ready to start a fight (battle music), and if there are super-heavy units such as atat or titans in the battle (after the battle music is played it will start to play the intense battle music) (it is also possible that it will interrupt the battle music and directly start to play the intense battle). Then while the battle/intense battle music is playing, the battle/intense battle music that is playing will generally not be interrupted unless you kill all of the enemies around you that have hate locks on them, or the enemies that have hate on you lose their vision. This is especially noticeable in fights against automatons, thanks to their long attack range and enemy locking mechanism, my friend tested it and said that the music didn't cut out for the entire fight...
2. If you die in battle/intense battle music while it's going on it will also cause the music to cut out, and after re-enforcement and deployment if you're still in a battle state it will play another battle/intense battle (switching songs), so if you want to listen to more than a couple of songs in a row then you'll be able to live through the tide of corpses with a sea of bugs and gunfire surrounded by a heavy battle ....
3. If you are spotted by an enemy, but kill them all before they call for reinforcements, and then you are spotted by another group of enemies but the reinforcements are interrupted by you, that is, if the enemy spots you for a while and then loses your field of view, the dynamic music file will switch between normal and battle music repeatedly (sometimes two or three songs in a row in a battle against the Bugs), which is caused by the logic of the game system. This is due to the logic of the game's system. Also, if the monster chasing you is thrown off by you, it will also switch songs (battle/fierce battle music to non-combat music), which is especially noticeable in the big city terrain with multiple high-rise buildings, as well as the high-tree terrain in the shadowy forests.
4. completing side quests/blowing up outposts and the main quests playing the completion music will also cause the non-combat/combat/intense combat music to interrupt and then switch music, if you are playing diff 10, like the video shows sometimes the side quests and outposts destroyed won't play the music but the main quest completion plays the music code on top of the code for the combat music, which is sure to switch music.
5. If you want to listen to the music for a longer period of time, another way is to leave a critically wounded and harmless enemy that doesn't pull smoke after the battle, and use it as a mobile stereo.
For this mod's battle music, I chose to use a lot of synthesizer wave music from other games, such as Hotline Miami, Katana Zero, police stories, THE FINALS, and so on. The robot battle music was even used from two albums by Darksynth author Triptidon . I chose to use several different pieces of music for each of the races to differentiate the overall atmosphere of the game's combat styles.
Bug battle music overall style: rhythm, sometimes tight sometimes slow, shocking, high, although the Helldivers difficulties, but still easy to go.
Automaton battle music overall style: intense, industrial style, high, cracking, like a torrent of armor raid, the Helldivers fighting hard but still bravely forward.
The overall style of illuminate battle music: psychedelic, eerie, struggling, high, although the Helldivers are trapped in the heavy siege, but still perseverance feeling.
If you feel the volume is too low or loud, raise or lower your Windows system volume, and then break down the volume of specific music/sound effects in the Game Settings-Audio there
Last but not least, enjoy the game!