Is there a folder i can create or a way i can change the music that plays at night? I'm using the Darker Nights mod and the uplifiting explore music is killing the atmosphere.
Unfortunately no. :( The MUSE author seems to have intended to implement a "night mode" at one point, there's actually code in the mod that checks the in-game time, but it doesn't actually do anything.
Not sure why, but region music is completely overrding any cell music. This is what the MWSE.log looked like upon entering Balmora (Hllalu cell in theory)
Morrowind Music System Extended 2 beta mod config registered [MUSE] Combat: no hostiles. [MUSE] Looking for cell music. [MUSE] Looking for automatic region music. [MUSE] Region get: West Gash Region [MUSE] Checking region info: West Gash Region/Ashlands Region [MUSE] Checking region info: West Gash Region/Molag Amur Region [MUSE] Checking region info: West Gash Region/Molag Mar Region [MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest [MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region [MUSE] Checking region info: West Gash Region/Solstheim, Thirsk [MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains [MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains [MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region [MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding [MUSE] Path: region/West Gash Region//region/West Gash Region/ [MUSE] Check path: data files/music/MS/region/West Gash Region, 9 [MUSE] Combat: no hostiles. [MUSE] Looking for cell music. [MUSE] Looking for automatic tileset music. [MUSE] Scanning tileset... [MUSE] Tileset scanned, Cave/0 [MUSE] Tileset scanned, Daedric/0 [MUSE] Tileset scanned, Dwemer/0 [MUSE] Tileset scanned, Tomb/0 [MUSE] Nothing in main tileset... [MUSE] Looking for automatic dungeon music. [MUSE] Hostiles/dead: 0/0 [MUSE] Undungeoning [MUSE] Looking for automatic region music. [MUSE] Region get: West Gash Region [MUSE] Checking region info: West Gash Region/Ashlands Region [MUSE] Checking region info: West Gash Region/Molag Amur Region [MUSE] Checking region info: West Gash Region/Molag Mar Region [MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest [MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region [MUSE] Checking region info: West Gash Region/Solstheim, Thirsk [MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains [MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains [MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region [MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding [MUSE] Path: region/West Gash Region//region/West Gash Region/ [MUSE] Check path: data files/music/MS/region/West Gash Region, 9 [MUSE] Combat: no hostiles. [MUSE] Looking for cell music. [MUSE] Looking for automatic region music. [MUSE] Region get: West Gash Region [MUSE] Checking region info: West Gash Region/Ashlands Region [MUSE] Checking region info: West Gash Region/Molag Amur Region [MUSE] Checking region info: West Gash Region/Molag Mar Region [MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest [MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region [MUSE] Checking region info: West Gash Region/Solstheim, Thirsk [MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains [MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains [MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region [MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding [MUSE] Path: region/West Gash Region//region/West Gash Region/ [MUSE] Check path: data files/music/MS/region/West Gash Region, 9 [MUSE] Playing track: region/West Gash Region/Daggerfall Soundtrack (HQ Remake) - Ruins.mp3
EDIT: It was a bitrate issue, you gotta make sure it's at 128kbps
I asked this at the MULE mod too, but I think it would be more appropriate to ask here:
Would anyone know how to prevent the levelup music from playing? Now that levelup does not happen when sleeping, but mid-battle, it interrupts the combat music. Fighting Dagoth Ur and having the intense showdown suddenly interrupted by a triumph music from leveling up is immersion breaking, especially when using mods that make boss battles have their own unique music.
That music is played by the game, but yeah with a mod like MULE it could be jarring to suddenly hear it in battle. You could use this mod to replace the file with a blank one. Or you could probably just delete the file?
Looks like there needs to be some way to stop the game from trying to play anything when leveling up. The game gives an error for the missing triumph song if it is removed from the game folder.
Yeah that will work. It would still interrupt the song playing and start a new one afterwards though.
on an unrelated note, when entering a region with its own music it will abruptly change the current song. Is it possible to stop this from happening in some areas? I looked at the config and found:
"queued" : false, But the config in MCM is set to on. What does this queuing mean?
Actually I lied, normally the triumph track is played by the game itself, but MULE/CCCP play it manually because they bypass the vanilla levelup mechanic entirely. You could edit the MULE code and comment out/delete this line:
tes3.streamMusic{path="Special/MW_Triumph.mp3"}
Regarding queueing in MUSE, the MCM option affects region music queueing. When you enter a region, with queueing off, the region's music (in the MS_r file) will start playing immediately, and with queueing on, the current track will finish playing first.
The queueing option in the cell (MS_c) configs controls queueing for those particular cells. Set to true for the currently playing track to finish before the cell music starts for these cells, or false for the cell music to start right away.
Commenting out that line works like a dream! Thank you very much. For the region queuing I will have to experiment a bit, so that entering vivec or ald-ruhn does not abruptly end the current playing track. This mod with skyrim music added (especially for dungeons) is essential.
That would be controlled by their MS_c files if you have cell overrides for them. If not, region music would play (if you have region music set for AI/Ashlands), in which case the MCM setting would control queueing.
Does this mod affect the battle music modifier? Seems no matter what I set it to in the menu it will always play battle music from blighted cliff racers even when the character is level 30 with 265 health. I am wondering if there is a way to disable combat music for generic enemies, or perhaps when outdoors?
These config files don't affect the combat music threshold. One of the suggested code edits in the description fixes a bug in how it's calculated, and another one totally changes how it works to work more like the Better Music System plugin (though still based on enemy health).
Whether or not combat music plays is based on enemy health and player level (not player health). Changing that would require changing the code. Otherwise it's just a matter of tweaking the threshold for a reasonable enemy health requirement for combat music.
You could remove generic creatures from the MS_e files, in which case vanilla combat music would play for them, and the custom music only for whatever bosses/unique enemies remain in the files. You can also have custom combat music play on a per-region basis by specifying a directory in an MS_o file (though only for enemies not in the MS_e files, as those take priority). Or you can disable combat music in a region entirely, also in MS_o files, though in my experience that's buggy.
Or you could change the code to set the threshold to a huge value when outdoors. See the "threshold modification" option in the recommended code edits in the description.
Alright, so now the only thing left is that when clearing a sixth house stronghold, the happy explore music will start playing once all enemies have been cleared. This is something I don't even know where to start to fix. Do you have any ideas?
if you're using my config files, the non-combat music in sixth house bases should be whatever's in music\MS\cell\Dungeons\Sixth House Bases. if that directory's empty it'll play tileset music (if there are any MS_t files for the dungeon's tileset), or any generic dungeon music you're using (before clearing out all enemies), or vanilla explore music.
also the MS_c files have to specify each cell individually, so it'll only work for vanilla sixth house bases, or any others added to that particular file. otherwise sixth house bases added by mods would play tileset/dungeon/vanilla explore music.
So I see this mod has lots of options that MUSE did not, however, it does not have an "Imperial" section like MUSE does. Does this mean I will have to put music in the "imperial" folder in the MUSE mod, and put all the other songs into the folders of this mod?
edit: I have enabled music queuing, yet it still changes music with each cell change. Any idea why that would be?
edit2: It appears that the music queues properly when moving between cells which do not have any custom music, however, any time there is a cell change when one or both cells contain custom music it will immediately change the song. I am assuming that the music does not queue when the mod starts playing music from a different folder. MUSE did not do this before so it must be with this addition, but I do not know programming well enough to figure out where the change is.
MUSE's original "imperial" config file covers Pelagiad, Ebonheart and Caldera. With my config files, Pelagiad and Ebonheart have their own config files/music directories, while Caldera is in the "hlaalu" config. You could remove Caldera from the Hlaalu config and give it its own config file, or combine all three towns into one like in the MUSE configs if you want.
Also my config files shouldn't change the music queueing behavior - that's done by MUSE's MWSE-lua code. IIRC the music queueing only applies to region music, so if a cell is covered by a cell override the music will change immediately regardless of the queueing setting. But when you enter a region cell that doesn't have custom cell music, the current track will finish if queueing is enabled.
Hi, I am loving your mod. I picked tracks from the later Elder Scrolls Games and put them where I felt would be appropriate. I am finding it very immersive. One thing though - is it possible to get all of the music to shuffle? I always hear the same combat music track upon entering combat (against generic enemies with no specific tracks associated to them) instead of it picking randomly from the 5 or so tracks I added which I feel it should. I also get the same track picked every time in interiors, but music associated with regions randomises just fine.
It should shuffle randomly between all tracks in the appropriate directory. And for enemies that aren't in any of the enemy configs it should play vanilla battle music.
I can't think of a reason why it would always pick the same track. Maybe it just picked the same track a few times in a row coincidentally?
You, Sir, are a hero. Your explanations and config files have helped me to quickly customize my game music. Quick question, can I place folders of music in your directories? For example, could I place a folder containing other folders of music in "music\MS\region\Overworld" or do all music files have to be directly placed in "Overworld"? I am adding a lot of music and using folders help me to keep it organized.
No, unfortunately. The code just gets a list of all .mp3 files in the specified directory and puts them in a playlist. It doesn't recursively search subdirectories.
It should be possible to change the code to do that. And actually it should also be possible to change the code to allow config files to specify multiple directories. But that's deeper down this rabbit hole than I want to go.
Anyway, I'm glad you've found it useful.
Edit: To clarify, you can specify a subdirectory in a config file. For example, if you created a region file (MS_r_) for the Bitter Coast, you could specify "Overworld/Bitter Coast" (note the forward slash, not a backslash) in the config file, and the mod would look in that specific subdirectory for music in BC. But you can only specify one directory, and it doesn't recursively search through subdirectories of that directory, so if you had multiple subdirectories in MS\region\Overworld\Bitter Coast, the music in them wouldn't be found.
Took a glimpse at the config structure, the level of detail is impressive! Kudos to that, you've covered most relevant places/encounters, essentially allowing us to fully costumize music.
I was going to ask you a general question on how MUSE handles priorites, then I discovered your long post in MUSE's comment section. That was very helpful (you should totally add it in the description here in a spoiler tag), but I could still use your advice on 2 things:
1) I am considering to use this as a modular base to create my own musical experience. The thing is, for now I really dont have that many tracks that I am 100% certain I want to include since I tend to be very picky about the music. Ive got around 10 aditional candidates, there will be more in future. From your description it should be no problem to leave most of your music folders empty at the beginning, right?
If that is the case, would it improve performance to hide the config files that point to empty directories with MO2 until I fill them? (the idea here is to not have MUSE cycle through empty directories in the background)
2) Is there a smart way to have a set of non-battle "constant" regional music added to cells (on top of MS_c)? What im I mean by this is: there are cells in which you might spend a disproportionate amount of time and having the same 1-2 tracks play over and over could be boring (Vivec/Balmora). So i thought of adding the classical morrowind exploration themes to most bigger cell/regions, but dropping the same 7 "Morrowind Explore" mp3s into every folder creates a bit of bloat, especially since Ive got HD versions
It's safe to leave directories empty. In that case MUSE just moves on to the next priority (it checks to make sure there are actually tracks in a directory before setting it).
I think the performance impact of hiding config files would be minimal. MUSE creates a table of all the cell/tileset/combat overrides when it initializes, which really doesn't take very long. Then when you enter a cell it would go through the process of selecting the override and determining that the directory is empty before proceeding, but that's pretty negligible I think.
Regarding your second question there isn't really a convenient way of doing that. Config files can only point to one directory, and there's no mechanism for having a single directory apply to multiple overrides. So yeah you just have to make copies of the files. Assuming you also want unique tracks to play for each of these overrides. If you're okay with say Vivec and Balmora having the same music you could combine them.
To be honest I wasnt exactly worried about any technical issues as such. It just seems that you set up a potentially intricate system of overwrites in the configs. So leaving one folder empty you might run a risk of the music being overwritten by another MS_xxx. For instance from what I read in your posts on the MUSE comments section you set "requireHostiles" to false to avoid dungeon music in city areas. But in theory that could mean if I fill the dungeon folder and MUSE detects some dungeon statics in, lets say Vivec, while I did not add any music to the vivec folder then I would hear dungeon music in Vivec right?
In any case, this shouldnt be too much of an issue. I guess I will just add the exploration music to the main cities that have empty folders as soon as I find some dungeon music.
Shame about the directories only applying to one override. But it's manageable. Welcome to my modlist ;)
Yeah the tomb tileset override had requireHostiles set to true by default, because some other cells like temples and in Vivec also use those statics. I set it to false and then used cell overrides so none of those other cells will have tomb music, but if you leave the Vivec directory empty but have music in the tombs tileset directory, you can hear tomb music in some Vivec cells. (The problem would be the tomb music is not being overridden by the Vivec music because there is no Vivec music.)
You could address that by editing the tomb tileset config file and setting requireHostiles to true, to ensure that doesn't happen. This would mean that tombs that don't have hostiles in them won't play tomb music, but that's probably not as big a deal until you fill those other directories.
Also all MUSE really does when it comes down to it is change which directory Morrowind looks in for music. But there can still only be one directory at a time, so mixing tracks from multiple directories in the same situation wouldn't be possible.
For one thing, Redone only uses cell overrides. It has no custom battle music, no music for different types of dungeons, and no overworld music for different regions.
It also has a lot fewer categories for cell music, and some of them wouldn't work right (e.g. the "traders" one looks for cells with "traders" in the name).
Of course you can adjust and add to Redone's config files, but basically I've already done that with this mod.
Redone comes with its own music, while this mod doesn't contain any music files. You have to fill the mod's music directories with tracks yourself. There are instructions for how to do this with BTB's soundtrack, but you can use music from any other source, including Redone's tracks.
33 comments
I'm using the Darker Nights mod and the uplifiting explore music is killing the atmosphere.
Morrowind Music System Extended 2 beta mod config registered
[MUSE] Combat: no hostiles.
[MUSE] Looking for cell music.
[MUSE] Looking for automatic region music.
[MUSE] Region get: West Gash Region
[MUSE] Checking region info: West Gash Region/Ashlands Region
[MUSE] Checking region info: West Gash Region/Molag Amur Region
[MUSE] Checking region info: West Gash Region/Molag Mar Region
[MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest
[MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region
[MUSE] Checking region info: West Gash Region/Solstheim, Thirsk
[MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains
[MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains
[MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region
[MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding
[MUSE] Path: region/West Gash Region//region/West Gash Region/
[MUSE] Check path: data files/music/MS/region/West Gash Region, 9
[MUSE] Combat: no hostiles.
[MUSE] Looking for cell music.
[MUSE] Looking for automatic tileset music.
[MUSE] Scanning tileset...
[MUSE] Tileset scanned, Cave/0
[MUSE] Tileset scanned, Daedric/0
[MUSE] Tileset scanned, Dwemer/0
[MUSE] Tileset scanned, Tomb/0
[MUSE] Nothing in main tileset...
[MUSE] Looking for automatic dungeon music.
[MUSE] Hostiles/dead: 0/0
[MUSE] Undungeoning
[MUSE] Looking for automatic region music.
[MUSE] Region get: West Gash Region
[MUSE] Checking region info: West Gash Region/Ashlands Region
[MUSE] Checking region info: West Gash Region/Molag Amur Region
[MUSE] Checking region info: West Gash Region/Molag Mar Region
[MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest
[MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region
[MUSE] Checking region info: West Gash Region/Solstheim, Thirsk
[MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains
[MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains
[MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region
[MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding
[MUSE] Path: region/West Gash Region//region/West Gash Region/
[MUSE] Check path: data files/music/MS/region/West Gash Region, 9
[MUSE] Combat: no hostiles.
[MUSE] Looking for cell music.
[MUSE] Looking for automatic region music.
[MUSE] Region get: West Gash Region
[MUSE] Checking region info: West Gash Region/Ashlands Region
[MUSE] Checking region info: West Gash Region/Molag Amur Region
[MUSE] Checking region info: West Gash Region/Molag Mar Region
[MUSE] Checking region info: West Gash Region/Solstheim, Hirstaang Forest
[MUSE] Checking region info: West Gash Region/Solstheim, Brodir Grove Region
[MUSE] Checking region info: West Gash Region/Solstheim, Thirsk
[MUSE] Checking region info: West Gash Region/Solstheim, Isinfier Plains
[MUSE] Checking region info: West Gash Region/Solstheim, Moesring Mountains
[MUSE] Checking region info: West Gash Region/Solstheim, Felsaad Coast Region
[MUSE] Checking region info: West Gash Region/Solstheim, Lake Fjalding
[MUSE] Path: region/West Gash Region//region/West Gash Region/
[MUSE] Check path: data files/music/MS/region/West Gash Region, 9
[MUSE] Playing track: region/West Gash Region/Daggerfall Soundtrack (HQ Remake) - Ruins.mp3
EDIT: It was a bitrate issue, you gotta make sure it's at 128kbps
edit: I think I know, nvm
Would anyone know how to prevent the levelup music from playing? Now that levelup does not happen when sleeping, but mid-battle, it
interrupts the combat music. Fighting Dagoth Ur and having the intense showdown suddenly interrupted by a triumph music from leveling up is immersion breaking, especially when using mods that make boss battles have their own unique music.
on an unrelated note, when entering a region with its own music it will abruptly change the current song. Is it possible to stop this from happening in some areas? I looked at the config and found:
"queued" : false,
But the config in MCM is set to on. What does this queuing mean?
tes3.streamMusic{path="Special/MW_Triumph.mp3"}
Regarding queueing in MUSE, the MCM option affects region music queueing. When you enter a region, with queueing off, the region's music (in the MS_r file) will start playing immediately, and with queueing on, the current track will finish playing first.
The queueing option in the cell (MS_c) configs controls queueing for those particular cells. Set to true for the currently playing track to finish before the cell music starts for these cells, or false for the cell music to start right away.
I am wondering if there is a way to disable combat music for generic enemies, or perhaps when outdoors?
Whether or not combat music plays is based on enemy health and player level (not player health). Changing that would require changing the code. Otherwise it's just a matter of tweaking the threshold for a reasonable enemy health requirement for combat music.
You could remove generic creatures from the MS_e files, in which case vanilla combat music would play for them, and the custom music only for whatever bosses/unique enemies remain in the files. You can also have custom combat music play on a per-region basis by specifying a directory in an MS_o file (though only for enemies not in the MS_e files, as those take priority). Or you can disable combat music in a region entirely, also in MS_o files, though in my experience that's buggy.
Or you could change the code to set the threshold to a huge value when outdoors. See the "threshold modification" option in the recommended code edits in the description.
Alright, so now the only thing left is that when clearing a sixth house stronghold, the happy explore music will start playing once all enemies have been cleared. This is something I don't even know where to start to fix. Do you have any ideas?
also the MS_c files have to specify each cell individually, so it'll only work for vanilla sixth house bases, or any others added to that particular file. otherwise sixth house bases added by mods would play tileset/dungeon/vanilla explore music.
So I see this mod has lots of options that MUSE did not, however, it does not have an "Imperial" section like MUSE does. Does this mean I will have to put music in the "imperial" folder in the MUSE mod, and put all the other songs into the folders of this mod?
Seems to be fixed in new version, thank you.edit: I have enabled music queuing, yet it still changes music with each cell change. Any idea why that would be?
edit2: It appears that the music queues properly when moving between cells which do not have any custom music, however, any time there is a cell change when one or both cells contain custom music it will immediately change the song. I am assuming that the music does not queue when the mod starts playing music from a different folder. MUSE did not do this before so it must be with this addition, but I do not know programming well enough to figure out where the change is.
Also my config files shouldn't change the music queueing behavior - that's done by MUSE's MWSE-lua code. IIRC the music queueing only applies to region music, so if a cell is covered by a cell override the music will change immediately regardless of the queueing setting. But when you enter a region cell that doesn't have custom cell music, the current track will finish if queueing is enabled.
edit; It still doing it for some reason. There are no songs in the MUSE folders, only in these ones.One thing though - is it possible to get all of the music to shuffle? I always hear the same combat music track upon entering combat (against generic enemies with no specific tracks associated to them) instead of it picking randomly from the 5 or so tracks I added which I feel it should. I also get the same track picked every time in interiors, but music associated with regions randomises just fine.
I can't think of a reason why it would always pick the same track. Maybe it just picked the same track a few times in a row coincidentally?
It should be possible to change the code to do that. And actually it should also be possible to change the code to allow config files to specify multiple directories. But that's deeper down this rabbit hole than I want to go.
Anyway, I'm glad you've found it useful.
Edit: To clarify, you can specify a subdirectory in a config file. For example, if you created a region file (MS_r_) for the Bitter Coast, you could specify "Overworld/Bitter Coast" (note the forward slash, not a backslash) in the config file, and the mod would look in that specific subdirectory for music in BC. But you can only specify one directory, and it doesn't recursively search through subdirectories of that directory, so if you had multiple subdirectories in MS\region\Overworld\Bitter Coast, the music in them wouldn't be found.
I was going to ask you a general question on how MUSE handles priorites, then I discovered your long post in MUSE's comment section. That was very helpful (you should totally add it in the description here in a spoiler tag), but I could still use your advice on 2 things:
1) I am considering to use this as a modular base to create my own musical experience. The thing is, for now I really dont have that many tracks that I am 100% certain I want to include since I tend to be very picky about the music. Ive got around 10 aditional candidates, there will be more in future. From your description it should be no problem to leave most of your music folders empty at the beginning, right?
If that is the case, would it improve performance to hide the config files that point to empty directories with MO2 until I fill them? (the idea here is to not have MUSE cycle through empty directories in the background)
2) Is there a smart way to have a set of non-battle "constant" regional music added to cells (on top of MS_c)? What im I mean by this is: there are cells in which you might spend a disproportionate amount of time and having the same 1-2 tracks play over and over could be boring (Vivec/Balmora). So i thought of adding the classical morrowind exploration themes to most bigger cell/regions, but dropping the same 7 "Morrowind Explore" mp3s into every folder creates a bit of bloat, especially since Ive got HD versions
In any case, this needs more endorsements!
I think the performance impact of hiding config files would be minimal. MUSE creates a table of all the cell/tileset/combat overrides when it initializes, which really doesn't take very long. Then when you enter a cell it would go through the process of selecting the override and determining that the directory is empty before proceeding, but that's pretty negligible I think.
Regarding your second question there isn't really a convenient way of doing that. Config files can only point to one directory, and there's no mechanism for having a single directory apply to multiple overrides. So yeah you just have to make copies of the files. Assuming you also want unique tracks to play for each of these overrides. If you're okay with say Vivec and Balmora having the same music you could combine them.
To be honest I wasnt exactly worried about any technical issues as such. It just seems that you set up a potentially intricate system of overwrites in the configs. So leaving one folder empty you might run a risk of the music being overwritten by another MS_xxx. For instance from what I read in your posts on the MUSE comments section you set "requireHostiles" to false to avoid dungeon music in city areas. But in theory that could mean if I fill the dungeon folder and MUSE detects some dungeon statics in, lets say Vivec, while I did not add any music to the vivec folder then I would hear dungeon music in Vivec right?
In any case, this shouldnt be too much of an issue. I guess I will just add the exploration music to the main cities that have empty folders as soon as I find some dungeon music.
Shame about the directories only applying to one override. But it's manageable. Welcome to my modlist ;)
You could address that by editing the tomb tileset config file and setting requireHostiles to true, to ensure that doesn't happen. This would mean that tombs that don't have hostiles in them won't play tomb music, but that's probably not as big a deal until you fill those other directories.
Also all MUSE really does when it comes down to it is change which directory Morrowind looks in for music. But there can still only be one directory at a time, so mixing tracks from multiple directories in the same situation wouldn't be possible.
It also has a lot fewer categories for cell music, and some of them wouldn't work right (e.g. the "traders" one looks for cells with "traders" in the name).
Of course you can adjust and add to Redone's config files, but basically I've already done that with this mod.
Redone comes with its own music, while this mod doesn't contain any music files. You have to fill the mod's music directories with tracks yourself. There are instructions for how to do this with BTB's soundtrack, but you can use music from any other source, including Redone's tracks.