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Scipio219

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19 comments

  1. Reno77
    Reno77
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    New exploration musics work, but combat musics are still vanilla, I am looking for the answer... 
    1. Scipio219
      Scipio219
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      Music should begin playing if the name of the creature you are fighting matches the name of the creature in the enemy .json file (MS_e_Dwemer.json). It may not play for you if the creature name isn't in english or if you are fighting a modded Dwemer creature with a different name. Good news is you can add the names of any modded creatures you want directly to that file and it should pick them up automatically next time you fight them.
    2. Reno77
      Reno77
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      Thanks a lot for your answer Scipio219. It seems not to be this kind of problem, as the creatures name matches the .json file. 

      After autorisation, his mod has been translated in French. I thought there was a mistake in the french version of the .json file. But the names are perfectly the same.

      Imperial combat musics works perfectly though. 
    3. MattRS666
      MattRS666
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      Hey, I had the same problem and putting people from Seyda Neen into MS_e_Empire.json list made fighting them play combat music from your imperial music pack, so thank you.
      But now I'm thinking, is it even possible to have custom combat music be triggered not by specific actors/creatures, but just play whenever combat starts in a specific area? Have custom imperial combat music play if you're in an imperial area, for example? Or is that just not how MUSE works? I really want for combat music from your music packs to play any time I fight in those areas regardless of whom I fight, but the thought of manually putting every person from every town and city into the enemy lists feels like too much of a hassle...
  2. arsenal61095
    arsenal61095
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    how to install this for OpenMW 0.49?. I installed Dynamic Music and downloaded all MUSE packs but nothing changed ingame for me. thank you.
    1. Scipio219
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      I'm not familiar with how to get it working with OpenMW, just the vanilla engine. You could send a tell to eMOElein; he's made a bunch of compatibility patches between my mods and OpenMW.

      https://next.nexusmods.com/profile/eMOElein
  3. PokeyGT
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    For those that want to extend these tracks to the dungeons and enemies in Tamriel Rebuilt, here are the entries to add!

    In MS_c_Dwemer.json, add a comma after the last entry inside cellNamePart and add these entries:
    Spoiler:  
    Show
            "Alencheth",
            "Akuband",
            "Amthuandz",
            "Archtumz",
            "Arkgnthleft",
            "Bazhthum",
            "Bthangthamuzand",
            "Bthung",
            "Bthungtch",
            "Bthzundcheft",
            "Chunzefk",
            "Durthungz",
            "Kemel-Ze",
            "Manrizache",
            "Mzankh",
            "Mzungleft",
            "Nchazdrumn",
            "Nchulark",
            "Nchulegfth"

    In MS_e_Dwemer.json, add a comma after the last entry inside enemyNames and add these entries:
    Spoiler:  
    Show
        "Centurion Archer",
        "Armor Centurion",
        "Armor Centurion Champion",
        "Dystonal Centurion",
        "Flying Nameless Thing",
        "Repair Centurion",
        "Scout Centurion",
        "Sentinel Centurion",
        "Greater Dwarven Spectre"

    Hopefully I didn't make any typos. And thank you to Scipio for this incredible music!

    EDIT: Of course if you use the TR module for MUSE already you could also use that folder for the dungeon tracks
    1. Ashborn55
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      Thanks
  4. OpenMW compatible?
    1. SunlitSabre
      SunlitSabre
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  5. LinkIsEpic101
    LinkIsEpic101
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    is it safe to update mid-playthrough?
    1. Scipio219
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      Yes!
  6. Tezrel
    Tezrel
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    Maybe a leeetle miss-type on your description page, "A Dwemer music expansion of original tracks by me created for the Morrowind MUSE mod. Featuring 5 new exploration tracks and 4 new combat tracks, containing the dark and industrial themes and moods that the Tribe Unmourned truly deserves."

    I think you mean the Dwemer, since this is so similar to your 6th House music mod.

    EDIT: Nevermind, I thought this whole time the "Tribe Unmourned" referred to House Dagoth! But it makes sense for the Dwemer too. Could make sense for either, lore wise? (No other races mourn the Dwemer, but also no one mourns for Dagoth Ur was was genuinely wronged!)

    Thanks for being a total boss and giving us this music. This will make me want to explore all the Deepfolk Ruins in Tamriel Rebuilt even more.
    1. Scipio219
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      Thanks for the commet Tez! I always thought the Tribe Unmourned stood for the Dwemer but you could totally be right! It's probably one of those purposefully vague things.
  7. seelof
    seelof
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    This is really cool. Gives the Dwemer some horror vibes I hadn't conceived of before.
  8. qwertyquit
    qwertyquit
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    Awesome! I looked into the game after a long pause, it sounds great. Masterpiece.
  9. CoffeeBeard0
    CoffeeBeard0
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    Noice

    More would be most welcome!
  10. Naufragous77
    Naufragous77
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    You spoil us, good sir!
    1. Scipio219
      Scipio219
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      My pleasure!