Hello noqn ! My favorite modder T.T I've found the same situation happens going to the DLC(Seeker, Slayer, Survivor), talking to Galawain (meeting god, but not dramatic music) Can you make a mod for that as well? or I wanna know your thought about this (now is natural?) just for my curiosity of other people's think. (Phew English is very hard for me I don't know my words can describe my thinks clearly T.T Thanks btw.)
Hi, thank you so much for all of your lovely comments!! :D I've uploaded an optional download which makes the dramatic music play in the two interactions with Galawain in SSS as well, it fits really nicely!
Hey there :) love your mods and been getting a few of them, I was wondering how you managed to alter music files for deadfire? I've been trying to find a mod or method to change the combat music or add more tracks to it but have had no luck. I see you have two that alter the music somewhat and i love them, any information would be greatly appreciated
Here I've taken the ar_2604_woedica_ruin, which is the AudioScene for Subterranean temple?. I've changed its DynamicTrackID from the ID of mus_amb_dungeon_beyond (generic dungeon track iirc) to the ID of mus_amb_dungeon_gods, which utilizes the dramatic track that I'm using for this mod: { "$type": "Game.GameData.AudioSceneGameData, Assembly-CSharp", "DebugName": "ar_2604_woedica_ruin", "ID": "f9aae290-a13a-43f2-98a0-5a7f135378f3", "Components": [ { "$type": "Game.GameData.AudioSceneComponent, Assembly-CSharp", "EnvironmentMusicTracks": [ { "StaticTrack": "", "DynamicTrackID": "d052ffcd-3a26-4694-8dd7-a08058fcb368", "TrackCondition": { "Operator": 0, "Components": [] } } ] } ] }
To find the AudioScene corresponding to the area you're interested in, you can check the wiki for the Map's Guid, then search for that ID in worldmap.gamedatabundle, then you should copy that object's "AudioDataID" value, which should be the ID to the AudioScene object you're after.
Each entry in the CombatMusicTracks/EnvironmentMusicTracks lists can have a conditional, which defines when it should be played.
Here's an example which plays the boss music track in an area in the Beast of Winter DLC while you're currently fighting the boss:
10 comments
I've found the same situation happens going to the DLC(Seeker, Slayer, Survivor), talking to Galawain (meeting god, but not dramatic music)
Can you make a mod for that as well? or I wanna know your thought about this (now is natural?) just for my curiosity of other people's think.
(Phew English is very hard for me I don't know my words can describe my thinks clearly T.T Thanks btw.)
I've uploaded an optional download which makes the dramatic music play in the two interactions with Galawain in SSS as well, it fits really nicely!
Please, god... bless noqn...
Thank you.
It's possible to change combat/environment music to any existing music in the game, but I don't know about adding entirely new music tracks.
Anways, for the former you have to find the correct AudioSceneGameData object you want to change. (These can be found in audio.gamedatabundle)
Each AudioScene has one list of Combat music tracks ("CombatMusicTracks") and one for Environment music tracks ("EnvironmentMusicTracks").
Each of the entries in these lists should include either of the following:
Here I've taken the ar_2604_woedica_ruin, which is the AudioScene for Subterranean temple?. I've changed its DynamicTrackID from the ID of mus_amb_dungeon_beyond (generic dungeon track iirc) to the ID of mus_amb_dungeon_gods, which utilizes the dramatic track that I'm using for this mod:
{
"$type": "Game.GameData.AudioSceneGameData, Assembly-CSharp",
"DebugName": "ar_2604_woedica_ruin",
"ID": "f9aae290-a13a-43f2-98a0-5a7f135378f3",
"Components": [
{
"$type": "Game.GameData.AudioSceneComponent, Assembly-CSharp",
"EnvironmentMusicTracks": [
{
"StaticTrack": "",
"DynamicTrackID": "d052ffcd-3a26-4694-8dd7-a08058fcb368",
"TrackCondition": {
"Operator": 0,
"Components": []
}
}
]
}
]
}
To find the AudioScene corresponding to the area you're interested in, you can check the wiki for the Map's Guid, then search for that ID in worldmap.gamedatabundle, then you should copy that object's "AudioDataID" value, which should be the ID to the AudioScene object you're after.
Each entry in the CombatMusicTracks/EnvironmentMusicTracks lists can have a conditional, which defines when it should be played.
Here's an example which plays the boss music track in an area in the Beast of Winter DLC while you're currently fighting the boss:
{
"$type": "Game.GameData.AudioSceneGameData, Assembly-CSharp",
"DebugName": "AR_LAX02_0212_WhiteVoid",
"ID": "3fd41802-9782-4628-a67e-c755a5791d74",
"Components": [
{
"$type": "Game.GameData.AudioSceneComponent, Assembly-CSharp",
"CombatMusicTracks": [
{
"StaticTrack": "mus_cbt_boss",
"DynamicTrackID": "00000000-0000-0000-0000-000000000000",
"TrackCondition": {
"Operator": 0,
"Components": [
{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean IsBossInCombat()",
"Parameters": []
},
"Not": false,
"Operator": 0
}
]
}
},
{
"StaticTrack": "mus_cbt_a",
"DynamicTrackID": "00000000-0000-0000-0000-000000000000",
"TrackCondition": {
"Operator": 0,
"Components": [
{
"$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
"Data": {
"FullName": "Boolean IsBossInCombat()",
"Parameters": []
},
"Not": true,
"Operator": 0
}
]
}
}
]
}
]
}
perfect :D
I've been downloading a lot of your mods. Thank you very much for making them, you're making our lives just that little bit better!