To avoid any confusion about how boss & weak music isn't working...
The DCS - Combat.esp IS NOT a DCS - Combat ID esp, the DCS - Combat ID esp pulls the keywords from the DCS - Combat.esp and edits npcs to use them.
These Combat ID esps are category 03 which are found BELOW all of the category 02 region files in the downloads tab.
Additionally if you are using a Combat ID and are getting silent combat music be sure you have some CombatBoss & CombatWeak in use because that's what the ID files are for which is to enable keywords that allows and filters targets for those, a basic Bandit or Bandit Outlaw (not Bandit Thug) or Wolf will use CombatWeak while a Bandit Chief if encountered as first target enemy will use CombatBoss for example.
To people using OBIS, while a Bashed Patch doesn't seem to give vanilla bandits both OBIS equipment and the tags that this mod uses to play the correct music, it is really easy to do in TESVedit. Just make a new esp and copy as override into all the bandit names that are in red over to it then drag and drop the OBIS tag over as well. then have said plugin load after both OBIS and DCS. You could also try doing a merged patch to do it automatically, but I did it by hand since I have a catch-all compatibility patch I use for my load order. Also to note I'm specifically using the Vanilla Skyrim and Immersive Creatures Combat ID plugin.
Tldr OBIS and DCS combat music works perfectly well together, you just have to use xEdit.
How do these stingers work? I use the simple version and I brought back all vanilla stingers to the mod, named them according to the instructions, and yet I can hear only very few of them.
They should work like they do in vanilla just with your expanded choices
Alduin Death - should be self explanatory
Clear - Happens when an enemy flagged as a dungeon boss dies by any means, if I recall there's a few mudcrabs that will trigger this as well
Death - should be self-explanatory, but if not it's on your death
Discover City - should play at the same time the town becomes considered as discovered on the map
Discover Generic - this one I'm a bit unsure on, I believe it's used for various location discoveries, Honningbrew Meadery for example I think uses it, I would say it's for non hostile locations but I think I've heard it for a few towers
Discover High Hrothgar - self explanatory, on your first visit to High Hrothgar this should play somewhere near the monastery steps
Dread - I believe this is used in various places but usually when entering the boss room of a dungeon, often it's the same time a follower will comment about having a bad feeling or smelling blood or example
Eclipse - don't think I've ever used this one myself but in theory it plays on the sun becoming eclipsed with a blood cursed arrow fired at it
Elder Scroll - not so much a stinger as music in general, this is scripted music that plays during the duration of reading the scroll at the time wound to learn dragonrend
Helgen Intro - should be used during the opening titles in the intro cart ride
Helgen Outro - should be used upon leaving the intro cave toward the Guardian Stones
Level Up - should be self-explanatory but in short it's on actually entering the level up menu
Odahviing Ride - used when climbing onto Odahviing to head to Skuldafn
Raven Rock Intro - used during the opening boat arrival
Reveal - Usually used when entering large open areas, followers will comment on how it's quite a sight during these triggers
Reward - Is used in various places such as solving a puzzle (crossing the opened gate in the first puzzle pillar room of bleak falls usually does it) or finding a hidden chest (the one in the narrow cave section of Lost Knife in the boss room triggers it)
Word - used upon learning a new word of power from wall and absorbing a dragon soul from any source
As for hearing only few of them I can't stress enough the game only attempts to play 1 per trigger so you must have all of these filled in to avoid it picking an empty one resulting in nothing playing.
The game sees ALL files available whether you have added a track there or not, this isn't so much of an issue for regular tracks but for these only play once types it is.
I'm not sure if I understand correctly, but I have added all tracks appropriate for the categories that you mentioned. Just to make it straight - I use the simple version of stingers and in folder ALL/STINGERS I have all the vanilla tracks. However, for some reason, I can hear only some of them. For example, when I discovered Kolbjorn Barrow, there was no sound.
No sound will happen if you don't have the stinger tracks all filled in, I can't explain this any easier how the play only once types work, the game can't tell what tracks you've left empty and not, it sees and uses all, with regular music it's just very quick at going through the records until it hits one that is actually filled in, however stingers are play only once flagged and it won't make a second attempt if it lands on an empty track which results in nothing being played for the trigger.
Try to explain this a bit simpler, you have 10 empty tracks available, you add only 5, that still leaves 5 the game can choose that you don't have anything in, so you have 01-05 out of 01-10 total but the game decides it wants to use 08 which is empty and will result in nothing playing.
There's nothing I can do to change this, it's how the system works, the only things you can do are fill in ever available track or remove them from the music type in the esp itself.
Ah, so for instance, if the information says that there can be up to 10 tracks for discovering a dungeon, it basically means that I have to use precisely 10 tracks, no more and no less, is that so? Alright, then, finally I understand.
What is really considered bosses? i decided to make a test with a dwemer ruins, all musics works fine, but when i fought the centurion it just played the normal combat music instead of boss one.
The steam centurion would be a boss if the keyword is getting distributed (which if I recall I did at the race level for them) without conflict, however if there are other smaller enemies or other npcs around that can interfere since there's no way to check for npc's combat target has keyword, that's only for the player's target that I can find.
Realize though that keyword distribution is done in a separate optional plugin so you it might be you don't have it enabled.
A short of example list of what the boss keyword should be distributed to Bandit chiefs (per npc record) Draugr overlords (per npc record) Spriggan matrons (per npc record if I recall) Giant spiders (race edit I think) Steam centurions (race edit) Warlock bosses (per npc record, which don't have a unique name in vanilla) DB assassins (per npc record, thost in my EVW mod at least, don't recall if that includes vanilla ones, also that's for the random road encounter ones and not unique named ones in the sanctuary) It was also distributed to several named boss npcs such as Lu'ah Al Skaven, so in short it should have been distributed to most dungeon bosses.
Those are the generic ones, there are also those in the BOSS folder which are for specific bosses the folder is named for such as Alduin, Tsun, Orchendor, and others, keep in mind I'm not familiar with the very very outdated Oldrim version of this and things have definitely changed on the SE version which is still being supported, in fact I do have an update coming up for it at some point.
yeah, i guess the "problem" is really others npcs interfering, noticed this while i was fighting a dragon but the combat actually started with others smallers enemies (wolfs), i play with nightmare mod that make bosses spawns with others smaller enemies too, so i don't think anything have a fix for this, thanks for the reply and have a nice day friend.
Should I think be GUILD - VAMPIRE dungeon tracks, unless this version doesn't even have that which is entirely possible, the LE and SE versions are pretty much completely different.
I putted 8 musics in ALL / ANY folder for dragon fight. but CombatDragon02 and 07 never be played while some tracks be played strangely often. (I tested it with console command as repeating disable/enable the dragon so many times.)
what am I supposed to do? I'm using the latest standard version.
+ I switched name of 02 and 07 with 01 and 05 (the two most frequently appeared songs) > These cursed tracks still aren't played. I think the number doesn't matter.
+ I added a copy of each 02 and 07 named them 09 and 10 > This is working, but very rarely. (once in around 20~30 dragon fights)
Looks like the file paths are wrong in the esp, 07 is pointing to 06 and 02 is pointing to 01, this doesn't appear to be true with the standard version.
Not sure what happened, I remember checking all 3 and only needing to fix 2 of them but yeah the changes made are not there, must have clicked Skip instead of Replace and didn't notice it.
Ok, check the DCS Explore esp against your load order and make sure the music tracks added to the music types aren't being removed by another mod first, if they're there then check the music tracks themselves to see if I didn't botch the file path or conditions for the perk trees, the explore music sometimes not working might be due to being in partial combat resulting in the ExploreSearch tracks being the only thing valid to use then, so if you don't have any of those that would be why it goes silent, everything works fine on SE but it's always possible I had to fix them and missed fixing them in both places, also the SE version is probably significantly different from the LE one.
You are naming them Explore01, Explore02, Explore03, and so on and not ExploreXX right? The XX is just a placeholder representation and needs to be replaced with numbers.
I'm working on v5 right now which is resurrecting some of the old CDMS features mentioned in another post below, currently the faction based castle music was done in v4 and expanded to even be town specific if desired, and in v5 I'm not bringing back tavern music but making something specific for brawls if I can, of course that's all on the SE ver only though.
first thank you for reply and second sorry for the missinformation thundra is not silent but vannila song play there even reloading mb. about perk the only one working is the dungeon perk idk how the level up one work if is wen the gauge fill or i go to perk tree level up is not work too then :( no way any mod remove music i think cause i use MO2
All vanilla is removed and has to be re-added using the category folders provided so if you're hearing vanilla check your load order with xEdit, check the Music Type records within the esps specifically because you've probably got something completely removing everything DCS does.
I did re-add the palette tracks but not sure that was done on the LE version so it could be one of them, those aren't really possible to replicate by placing them in the folders because from what I can tell they use layers that play in random sequence, to replicate it you would have to take all of those layers and put them together in 50 different combinations probably.
Level up is a stinger, that gets used when you open the skills menu when a level up is available, if you're not using the optional Stingers esp that will still be vanilla, that's completely separate from the perk tree music so you can have one or both.
If the dungeon skills menu music works then the music type is correct because those are all in the same place, that probably means I've got something wrong in the conditions for the explore ones....quick look and yes definitely botched, they not only have a day time restriction but also Sunday only, left-over rules from DRAkE that I'm STILL finding here and there.
Alright, give that a shot and see if it's fixed now, not sure if I can adjust much else honestly, this version is so far back from what's on SE it's alien to me now.
im sorry for my dunbness but how i do this check music record thing on tesedit? what is a layers? i ussing the stinger esp edit:the explore fix fix the perk tree ty ^^ now i try fix the stingers...
Look to see if there are more than one mod changing the edited records in the Music Type category.
Some games use layered songs where a single song is broken into different pieces often with different types of instruments such as a layer that is mainly drums or strings, in the Batman Arkham games layers are added to the songs as things get more intense until all layers of that song are in use (and almost every song in that entire series uses layers, only around 3 or so for everything before Arkham Knight, Arkham Knight though is like 6 layers per song), in Deus Ex Mankind Divided layer tracks are used to create variations in general ambient as well as the action, Skyrim I'm not 100% sure but it seems like the palette tracks are similar to Deus Ex except the layers are randomized to create many variations using only a few layers including using silent tracks as layers...at least that's what it seems like from both in-game & CK perspective of them to me, that's why I say to replicate a single palette you would have to make a lot of new tracks by combining all the possible combinations....now of course I could be entirely mistaken but that's just how it seemed like the palette tracks work.
oh like metal gear rising wen the vocal only start at end but skyrim can hold something like that? soo i load all my load order on tesedit and check for conflict with DCS?
Yes, go through the main DCS esps and check the Music Type category although not sure that's needed since the conditions were an actual mistake on my part for those tracks, guess every time I used them it just happened to be the right in-game time.
It wouldn't hurt to check those though just to be sure, and for the stingers not working be sure EVERY single slot is filled in, with simple you just need the ones in the ALL folder, with normal you need every folder, there's nothing I can do about that difficulty, it's how the music type itself works, it only tries to play 1 track when triggered and nothing more because as far as the game is concerned it is playing something even if there is no song file present.
The Music Track category you don't need to go through as there shouldn't be any conflicts there however if you know which songs don't seem to be working you can check those to try and see if the conditions are botched such as still having a GetCurrentTime or GetDayofWeek condition when it shouldn't, the conditions should be pretty self-explanatory it should be fairly easy to fix things, and if it's not the conditions double check the ANAM - Track FileName which is the folder path where the game should find the file, I've made mistakes there many times and there are probably still a few I haven't caught, especially in the old versions.
i use the simple ver. by fill all slots you mean for example on all\stinger i put 10 songs clear01 to clear10 levelup01 to levelup10 i mean the max capacity or you mean in every folder that have "levelupsongs here" i must insert something?
oh man sadly i having the same problems i had with personalized music again and they very annoyng soo i bothering you again (im sorry) sometimes combat music don't stop after the end of combat only engage on another or load game fixes it i double check i can fast travel character get the non combat idle can wait etc dragons play normal enemie song
still better then PM every fight on PM if gets longer then 1min it don't stop anymore i try see if is a conflict and mess on my load order but all help is welcome if you don't mind thank you.
That's an engine level issue on SE that's been fixed by Engine Fixes but I don't recall it really being in LE except that it would get stuck in a really strange low volume mode sometimes if exiting and entering combat rapidly and wouldn't stop then but it was so quiet it seemed more like silence.
It's also entirely possible I missed or accidentally replaced the finale track file path with the main song file, which I definitely have caught that mistake more than a few times, so take a look with xEdit at the tracks that are giving issues, the finale should be an ##End.xwm and not ##.xwm like the main track.
Dragons having normal music is a vanilla game issue due to other npcs entering combat first, I've seen it with a friend's live stream who doesn't use any music mods, as well as someone else's stream just last night which I'm pretty sure also doesn't use a music mod where I believe it was due to the guards starting combat with the incoming dragon before the player was the dragon's target.
This mod is absolutely amazing and revolutionary. I hope this takes off and becomes one of the most popular mods on Nexus, like it deserves to. This is fantastic. I have combined all the music from my favorite mods just the way I like it and with way more customization than those mods themselves had for their own music. Kudos and a hearty endorsement! Amazing work @helllizard!
I have been telling all my friends about this mod.
P.S. Special thanks to Sinitar/DonProtein, without whose guide I wouldn't have discovered this mod or known how to use it!
It's all there in the folders, rename music tracks to exactly as the text files in the folders indicate, for Explore just name it Explore01.xwm or Explore10.xwm or whatever the number is you need up to whatever the text file says is the maximum amount allowed which is the second number in the text name (01-50) so Explore50.xwm would be the maximum for that folder.
For clarification here's a little tutorial, say you have a few song files you want to use for exploration, let's say you have The Heart of Nirn and you want it to be used in the Whiterun Hold (not inside the city), so you would go to your Skyrim Data folder and then into the Music folder, the 00DCS folder, then the EXPLORE folder, and then you want to go into the TUNDRA folder.
Next you need to decide what time of day you want it to be used (the ANY folder will be exactly that, dawn day or night it will be used at all times), DAWN is in the morning from 5AM to 8AM in-game time, DAY is from 8AM to 6PM in-game time, DUSK is from 6PM to 10PM in-game time, and NIGHT is from 10PM to 5AM in-game time.
Once you've got it figured out which time folder you want all you need to do now is rename that song (provided you already made an XWM conversion although I believe I've been told it's possible to just name them as WAVs too but I haven't tried that). Ok let's rename The Heart of Nirn.xwm to Explore01.xwm and put it in that folder and done, it should now be used in-game, let's say you have another song for explore you want in the same place, let's say Dawn of Hope.xwm, simply rename it to Explore02.xwm and put it in there and done, and you have 1 more song you want for an explore track you want in this particular folder, let's say Stendarr’s Mercy.xwm so rename it to Explore03.xwm and put in the folder and done, all 3 of those song should be used in-game when in Whiterun Hold and at whichever time of day in-game you specified them to be. I hope that clears things up a little, it's very easy to do, the hard part really is figuring out what you want to do with them.
Although let's say you want Heart of Nirn to be used in the Reach and Stendarr's Mercy to be used in the Pine Forest, well DCS uses the same names in every folder so you can simply right-click on Explore01.xwm and copy it, then go to the REACH folder and time folder of your choice and right-click paste it in to get an instant duplicate without needing to rename it again, now go back to the TUNDRA folder where those 3 songs are and do the same for Explore03.xwm and paste it in the FOREST - PINE's time of day folder you want it to be used and done, it's as simple as that although DCS has a LOT of open options for songs so you'll probably want to put in more for music to have less silence delays between songs.
Ok now for a run-down of what song name is for what in the event you didn't understand already or just didn't read the description page...
-Dungeon tracks ...same as Explore but for places considered dungeons and mostly used for interiors, simply look at the 00RX - DungeonXX (##-##).txt to know what the folder's limit is for the track (if the text file isn't present then this type of track doesn't even go in that folder, for example you won't use these in the EXPLORE folders), ok so in DUNGEON - BANDIT CAMP, and then the DAY folder, we see the txt file says 00RX - DungeonXX (01-75), this means this folder has a maximum of 75 tracks, let's put one in, let's say we have The Grave.xwm so let's rename it to Dungeon01.xwm and put that in, and we have another track, let's say Building Thunder.xwm so let's rename it to Dungeon02.xwm and put it in, and another let's say Jumped Species Barrier.xwm so let's rename that to Dungeon03.xwm and you guessed it put it in, all 3 of these songs should now play when inside what's considered a Bandit Camp during the day time in-game and we're done, this is easy right?
-DungeonSearch tracks ...these are a more intense dungeon track that get used to add a tense pressure feeling when enemies become alerted and are searching the area (it's still considered an explore track so won't be used until the currently playing dungeon explore track is done sadly, although you can force it to change by going into your skill menu), ok so in the same folder we see 00RX - DungeonSearchXX (01-10) so we know there is a limit of 10 of these tracks so let's say we have Stay in the Light.xwm and we should rename that to DungeonSearch01.xwm and put it in, and next we have Ghost Town.xwm so let's rename it to DungeonSearch02.xwm and put it in, and last we have High Seas Tension.xwm so let's rename that to DungeonSearch03.xwm and put it in, and these 3 songs should now be used in Bandit Camp's during the day when enemies are alerted but not in combat with you yet and we're done here.
-PerkTree tracks ...feeling the pressure from that search track and want something nice and calm or inspiring to listen to while you plan what you're going to put a perk into, that's what these tracks are...well really they're just for the skills menu in general but they can play that part too as long as you're not already in combat which will override this track, ok let's say we have A Nightmare Reborn.xwm so let's rename it to PerkTree01.xwm and put it in the same folder, and we have Return of the Omen.xwm so let's rename it to PerkTree02.xwm and put it in, and we have Hope Runs Deep.xwm so let's rename it to PerkTree03.xwm and put it in, these 3 tracks should now be used when viewing the Skills menu while in a Bandit Camp during the day as long as combat music is not already playing.
Ok now let's take a look at the last thing in this folder group which is combat, now combat is a bit more specific because there are 4 types of tracks (unless you're not using a Combat ID esp in which only 2 types will be used)....
-CombatBoss tracks ...are for various bosses such as special named bosses like Ancano or Alduin, Bandit Chiefs, Spriggan Matrons, Dragon Priests, Draugr Overlords and the like, ok so in this same folder we see a text with the name 00RX - CombatBossXX (01-33), so we know we have 33 open options to use for Bandit Chiefs or whatever boss type is encountered while this folder is in use by the game, so we have The Prodigal Son.xwm and we need to rename it to CombatBoss01.xwm and put it in, we then have Do Not Go Gentle.xwm so let's rename it to CombatBoss02.xwm and put it in, and last we have Kraken Combat.xwm so let's rename it to CombatBoss03.xwm and put it in, and now these 3 tracks should be used when confronting a Bandit Chief or any other enemy DCS considers a boss when in an area that's using this folder group, however there is an annoying catch that I can't find a way around and that's the first enemy that starts combat with you will define which type of combat song gets used so if it's a group of enemies such as that double chief road patrol it may not be the boss track sadly because the archer starts combat with you first, speaking of archers combat music is a bit wonky with them too and doesn't always start if at long range, nothing I can do to fix this that I've found but the Search tracks might start getting used so it's not all bad.
-Combat End tracks ...these get used to finish out a combat track if combat ends before the song does, pretty self explanatory in my opinion but whatever, there is 1 End for every combat track which is intended to match the song it's being used with and will only be used to finish that 1 combat track it won't apply to any others, for example we have a short ending cut of The Prodigal Son so we need to rename it to CombatBoss01End.xwm so it gets used to finish out this song, and likewise with any of the others, we have an ending cut of The Kraken so let's rename it to CombatBoss03End.xwm and put it in and now these 3 combat songs have proper endings simple as that, now we also see the text in here is 00RX - CombatBossXXEnd (01-33) [OPTIONAL], and we see the word OPTIONAL so yes that means if we don't have an ending song we can safely ignore this although in this it's probably best to go back a few folders and copy the included Silent End xwm and use it instead of leaving them blank, while you don't have to do this if you experience issues with combat music give it a shot for the tracks that are causing trouble.
-Combat Normal tracks ...these are the average combat songs that get used most of the time for enemies that are above tier 02 (a Bandit Thug for example is tier 03 and will use this, unless you're not using a Combat ID esp in which it will be used for all enemies except dragons, including the Bandit Chief), in this folder we see 00RX - CombatNormalXX (01-53) so yes there are 53 open slots available, so we have The Storm.xwm and we should rename it to CombatNormal01.xwm and put it in, next we have A Few Snags.xwm so let's rename it to CombatNormal02.xwm and put it in, and last we want to reuse Do Not Go Gentle so let's duplicate CombatBoss02.xwm and rename it to CombatNormal03.xwm, and now these 3 tracks will play for average targets while this folder group is in use by the game.
-Combat Weak tracks ...these are for low threat enemies below tier 03 (a tier 02 bandit is a Bandit Outlaw as are just Bandits and wolves so they would all use these IF you have a Combat ID esp active that isn't limited to major bosses only), so we have Night Terrors.xwm, let's rename it to CombatWeak01.xwm and put it in, and we have Azura Combat.xwm so let's rename that to CombatWeak02.xwm and put it in, and last we have Ice Combat.xwm so let's rename that CombatWeak03.xwm and put it in and now these 3 tracks should play for the weaker enemies (level has nothing to do with it which I've tried but I can't get it to work correctly, it's solely the target type so an Outlaw will always use this even if higher level than you), now as I mentioned earlier combat music is decided by the first enemy you can get this when you don't want it so I'd recommend short tracks & or tracks that have a slow buildup to something more intense, Azura Combat & Ice Combat are decent examples of the build up part but not exactly short.
-Combat Dragon tracks ...while not available in this folder they should be mentioned also, as you can guess these are used for when you encounter what's considered a dragon (I say it like this because Immersive Creatures has some non dragon enemies that will cause these to be used), so for tutorial purposes let's exit the BANDIT CAMP folder group and go back to EXPLORE - TUNDRA and then whatever folder you want to use, and we have Purge the Xeno Scum.xwm which we want to use so let's rename that to CombatDragon01.xwm and put it in, and we have Pit of Maledictus.xwm so let's rename it to CombatDragon02.xwm and these 2 songs will now play for encounters with dragons while in Whiterun Hold mostly (the Tundra region does have a bit more to it but it's mostly Whiterun Hold, take note that CombatBoss is used for dragons when in the proximity of a dungeon), and last we have All History is Vengeance.xwm that we want used not just in the Tundra region but instead we want it used everywhere, so let's go to back to the 00DCS folder and then into the ALL folder and then the time of day of your choice, now what do we do with this you ask, well if you've gotten the picture by now you should have guessed rename it to CombatDragon01.xwm and put it the ALL folder in which you're correct, see this is really pretty easy to put them in, just hard to figure out how you want to have them used because DCS gives a massive amount of precision options.
Ok so we've covered most of the basics and you should have a pretty good idea of how things work I hope but let's cover a little more.
-Town tracks ...these are basically a different type of explore track, just like Explore or Dungeon these are your basic explore music for towns and will be used even if you've got red dots on your compass but are not in combat, there are no Search tracks for towns, ok so we have The Streets of Whiterun.xwm & Watchman's Ease.xwm that we want to use in every town and player home (provided the player home uses the MUSTown music type which all of vanilla do but a lot of custom homes like to use MUSTavern in which these town songs will not be used in these places) so let's rename those to Town01.xwm & Town02.xwm and put them in one of the time of day folders inside the ALL folder like we did we the last CombatDragon track, now we also have The Towers Cast Long Shadows.xwm which we want to use only in the city of Whiterun so let's rename that to Town01.xwm and go to the TOWN folder and then the WHITERUN subfolder and put that in one of those time of day folders so it gets used in Whiterun city only, and we last we have Recollection of Wars Long Lost.xwm that we want to be heard only while in the city of Windhelm, so you guessed it, we should rename that to Town01.xwm and place it in one of the time of day folders in the WINDHELM folder group and we're done here.
-Chargen ...these are for when you're creating your character while using Alternate Start Live Another Life's Abandoned Prison starting point, it hasn't been tested with any other alternate start mod so I don't know what happens with them, but let's go on, we have 3 songs we want to use here Judgment.xwm, Forever Omen.xwm, and Family.xwm so we want to rename these to Chargen01.xwm, Chargen02.xwm, Chargen03.xwm, and then put them in the folder, now when we start a new game with Alternate Start enabled these 3 songs should be used for the entire time we're in this prison cell, however if we decide to leave by lockpicking the door the music should change over to the FORT group.
Ok so those only work for the alternate start, so what about the vanilla start you ask, well for that we need to go to the HELGEN subfolder inside the DUNGEON folder, and for this group the Explore tracks in this folder are what should be used for the entire duration up until Alduin appears in which CombatDragon tracks in this folder should then start, after evading a fiery death and getting inside the keep the music should switch over to the Dungeon tracks in this folder and from there encounters with the enemy soldiers should result in the CombatNormal tracks in this folder being used, these tracks will also be used if you use Alternate Start and choose the Crossing the Border start, however if you arrive at Helgen by other means or return the Explore tracks here will not be used if I recall and it will be the normal explore music.
There's still some more but I'm going to have to stop here because this already a giant wall of text, hopefully this has been enough to get the basic idea of things, if not ask and I'll tell you what I can, good luck.
Ah for load order, the DCS - Explore esp is the only one that really has conflict issues so load it toward the bottom, the others can be almost anywhere although I know Beyond Reach changes MUSCombat so it will conflict with DCS - Combat.esp so if you have it load Beyond Reach before DCS - Combat.esp.
Thank you very much I already understood what I was doing wrong thanks again excellent mod now to rename the 275 tracks that I have if I had read the description but it was not clear to me I am new to putting mods in the game again thanks for taking the time to answer thank you very much may the nine bless you
You're welcome, just ask if you need anything else and I'll tell you what I can, if I don't respond it's likely I missed seeing the comment so try sending me a PM instead if you need.
Wanna give it a try, but is too many files to manually download here. Cant pack a "fmod" installer thing so we can check up our choices, and dependencies in compatibilities ? { I'm introducing myself to "merge-plugins" so we can log experiences about it }
Too keep it simple... 1 - choose a main file 2 - a weather patch (the Vanilla one if you don't use a weather mod, you don't have to have it but will not have several of the explore music such as Coast, Marsh, Reach, Snow, & Forest Fall won't work if you don't) 3 - if you want the weak & boss music get the Combat ID for just Skyrim, or if you want just the special bosses the Major Bosses Only one instead.
I don't know if I'll ever figure out how to make an FOMOD and honestly it probably wouldn't be much different than the downloads tab if I did.
hi the boss music work with mod added enemies? why you need usleep for it? ty btw the folders are a bit confuse can you make then like....... you know... personalized music folders? i want to make a list for all dg,all explore,all normal combat,all dragon combat and all towns but i very lost :(
Yes and no, it depends on how they are set, if they are set for Use Keywords and are using a vanilla boss npc I added the keyword to then yes otherwise you'll need to add the keywords to each npc that needs it by hand, in some cases you need to remove the Use Keywords flag because they are using a non boss template and might get the CombatWeak keyword, for example a mod wolf meant to be a boss using EncWolf actor as it's template would probably have this issue.
On USLEEP I don't remember all the details but in order to distribute the keywords that allows boss & weak music to work npcs had to be edited and therefore probably had some things that needed to be carried over, you can try using xEdit to see if it will remove it if it isn't truly needed.
Not really, there are a lot more complex options than PM has I believe and it would take somewhere between a month & a year to change all of those folder paths, I'm not actively working on the Oldrim versions of anything anymore but will still fix issues that pop up, the SE version however has been changed to be a little easier to work with in that dungeons are just a folder that is used for any time of day, no more day & night, and likewise all combat tracks are any time of day as well including exploration combat.
If you want tracks played everywhere then use the ALL folder and probably mostly the ANY folder inside it, the BOSS folders since those are very specific targets, and I think GUILD & CASTLE but this version is fairly old and I don't remember the details, at any rate using the ALL folder with the Standard or Simple version should suffice, you may have varied delays in your music if you leave a lot of open slots, if that's the case duplicate and fill it in a bit more.
Is there any plans to add more areas for custom songs? While this mod is great and adds a lot of custom boss music, as a former CDMS user there are some areas that I miss having custom songs with. Like different combat songs in taverns, different vanilla player house themes in each city and the ones from hearthfire, and different songs for stormcloack/imperial camps or castles that took their side in the civil war. It'll be amazing if this mod adds those areas since CDMS is hidden and no longer downloadable
what I meant by different player house is that the music in your Whiterun house is different from the ones in Riften or Markarth, for example. I'm aware that this mod already have the option to put custom music in player houses in general, but I just want something more specific since each cities have a unique feel to it
but if it's too much to ask, then it's okay. This mod is still great, thanks for sharing it
Tavern combat would probably be possible and maybe not too difficult (although across 3 different versions and having to edit a couple hundred existing records is not fun), however if I recall I removed it due to feeling off in serious combat (such as encountering a DB assassin there for drinks that is hostile to you) and there isn't really enough brawls to warrant it.
I don't recall ever doing separate player homes, that one is significantly more difficult without editing the cells and likely not possible to get completely right with mods that add new cells such as a few Breezehome ones I know of, also unique town music itself is already hard to get working correctly without edits so I don't think I want to go that route plus that's a lot of work, especially across 3 different versions.
I wondered if someone would ever bring up the changing castle music, but I'm afraid that one I definitely don't want to do again unless I find an easier way to do it, having to create 50 Imperial & 50 Stormcloak records per major city castle or keep alone is just too much which is how it was done then.
I hid CDMS due to noticing some major issues when reworking it as DRAkE and wanted to hide it after that was done but DRAkE was too different, DCS is a good mix of both and feels closer to a real successor so it seemed like a good time to finally do that, but CDMS had some game breaking issues from what I could tell and I can't recommend anyone to still use it, and I really should have hid it as soon as DCS was done.
I'm afraid it is kind of too much to ask, this isn't as easy to get working the way it does as you might think and having to support 3 different versions with something I most likely won't even use myself is a bit where I draw the line (still regret adding the Werewolf & Vamp Lord options since I can't really find anything I want to use for that for example).
I'm not saying there isn't a possibility of that at some point but probably not because I just don't want to spend half a year or even a full year in the Creation Kit again just yet.
Anything new will be on SE only, I'm not actively working on any LE anymore but will try and fix any major bugs that crop up as the seem to do.
SE version is still being updated pretty regularly, just had new files today as a matter of fact.
I'll also say I originally planned to keep both LE & SE updated together but after several times of accidentally overwriting the LE files with SE files and having to completely redo things I gave up on supporting both.
74 comments
The DCS - Combat.esp IS NOT a DCS - Combat ID esp, the DCS - Combat ID esp pulls the keywords from the DCS - Combat.esp and edits npcs to use them.
These Combat ID esps are category 03 which are found BELOW all of the category 02 region files in the downloads tab.
Additionally if you are using a Combat ID and are getting silent combat music be sure you have some CombatBoss & CombatWeak in use because that's what the ID files are for which is to enable keywords that allows and filters targets for those, a basic Bandit or Bandit Outlaw (not Bandit Thug) or Wolf will use CombatWeak while a Bandit Chief if encountered as first target enemy will use CombatBoss for example.
I wrote a review on the skyrimmods subreddit: https://old.reddit.com/r/skyrimmods/comments/g01q0y/shout_out_to_helllizards_dcs_dynamic_customizable/?
You could also try doing a merged patch to do it automatically, but I did it by hand since I have a catch-all compatibility patch I use for my load order.
Also to note I'm specifically using the Vanilla Skyrim and Immersive Creatures Combat ID plugin.
Tldr OBIS and DCS combat music works perfectly well together, you just have to use xEdit.
Alduin Death - should be self explanatory
Clear - Happens when an enemy flagged as a dungeon boss dies by any means, if I recall there's a few mudcrabs that will trigger this as well
Death - should be self-explanatory, but if not it's on your death
Discover City - should play at the same time the town becomes considered as discovered on the map
Discover Generic - this one I'm a bit unsure on, I believe it's used for various location discoveries, Honningbrew Meadery for example I think uses it, I would say it's for non hostile locations but I think I've heard it for a few towers
Discover High Hrothgar - self explanatory, on your first visit to High Hrothgar this should play somewhere near the monastery steps
Dread - I believe this is used in various places but usually when entering the boss room of a dungeon, often it's the same time a follower will comment about having a bad feeling or smelling blood or example
Eclipse - don't think I've ever used this one myself but in theory it plays on the sun becoming eclipsed with a blood cursed arrow fired at it
Elder Scroll - not so much a stinger as music in general, this is scripted music that plays during the duration of reading the scroll at the time wound to learn dragonrend
Helgen Intro - should be used during the opening titles in the intro cart ride
Helgen Outro - should be used upon leaving the intro cave toward the Guardian Stones
Level Up - should be self-explanatory but in short it's on actually entering the level up menu
Odahviing Ride - used when climbing onto Odahviing to head to Skuldafn
Raven Rock Intro - used during the opening boat arrival
Reveal - Usually used when entering large open areas, followers will comment on how it's quite a sight during these triggers
Reward - Is used in various places such as solving a puzzle (crossing the opened gate in the first puzzle pillar room of bleak falls usually does it) or finding a hidden chest (the one in the narrow cave section of Lost Knife in the boss room triggers it)
Word - used upon learning a new word of power from wall and absorbing a dragon soul from any source
As for hearing only few of them I can't stress enough the game only attempts to play 1 per trigger so you must have all of these filled in to avoid it picking an empty one resulting in nothing playing.
The game sees ALL files available whether you have added a track there or not, this isn't so much of an issue for regular tracks but for these only play once types it is.
Try to explain this a bit simpler, you have 10 empty tracks available, you add only 5, that still leaves 5 the game can choose that you don't have anything in, so you have 01-05 out of 01-10 total but the game decides it wants to use 08 which is empty and will result in nothing playing.
There's nothing I can do to change this, it's how the system works, the only things you can do are fill in ever available track or remove them from the music type in the esp itself.
Realize though that keyword distribution is done in a separate optional plugin so you it might be you don't have it enabled.
A short of example list of what the boss keyword should be distributed to
Bandit chiefs (per npc record)
Draugr overlords (per npc record)
Spriggan matrons (per npc record if I recall)
Giant spiders (race edit I think)
Steam centurions (race edit)
Warlock bosses (per npc record, which don't have a unique name in vanilla)
DB assassins (per npc record, thost in my EVW mod at least, don't recall if that includes vanilla ones, also that's for the random road encounter ones and not unique named ones in the sanctuary)
It was also distributed to several named boss npcs such as Lu'ah Al Skaven, so in short it should have been distributed to most dungeon bosses.
Those are the generic ones, there are also those in the BOSS folder which are for specific bosses the folder is named for such as Alduin, Tsun, Orchendor, and others, keep in mind I'm not familiar with the very very outdated Oldrim version of this and things have definitely changed on the SE version which is still being supported, in fact I do have an update coming up for it at some point.
I putted 8 musics in ALL / ANY folder for dragon fight.
but CombatDragon02 and 07 never be played
while some tracks be played strangely often. (I tested it with console command as repeating disable/enable the dragon so many times.)
what am I supposed to do? I'm using the latest standard version.
+ I switched name of 02 and 07 with 01 and 05 (the two most frequently appeared songs)
> These cursed tracks still aren't played. I think the number doesn't matter.
+ I added a copy of each 02 and 07 named them 09 and 10
> This is working, but very rarely. (once in around 20~30 dragon fights)
thank you sooo much!
1.2 standard and 1.2.1 simple version still have same problem
07 is fine, 02 still seems to broken
You are naming them Explore01, Explore02, Explore03, and so on and not ExploreXX right? The XX is just a placeholder representation and needs to be replaced with numbers.
I'm working on v5 right now which is resurrecting some of the old CDMS features mentioned in another post below, currently the faction based castle music was done in v4 and expanded to even be town specific if desired, and in v5 I'm not bringing back tavern music but making something specific for brawls if I can, of course that's all on the SE ver only though.
about perk the only one working is the dungeon perk idk how the level up one work if is wen the gauge fill or i go to perk tree level up is not work too then :( no way any mod remove music i think cause i use MO2
I did re-add the palette tracks but not sure that was done on the LE version so it could be one of them, those aren't really possible to replicate by placing them in the folders because from what I can tell they use layers that play in random sequence, to replicate it you would have to take all of those layers and put them together in 50 different combinations probably.
Level up is a stinger, that gets used when you open the skills menu when a level up is available, if you're not using the optional Stingers esp that will still be vanilla, that's completely separate from the perk tree music so you can have one or both.
If the dungeon skills menu music works then the music type is correct because those are all in the same place, that probably means I've got something wrong in the conditions for the explore ones....quick look and yes definitely botched, they not only have a day time restriction but also Sunday only, left-over rules from DRAkE that I'm STILL finding here and there.
Alright, give that a shot and see if it's fixed now, not sure if I can adjust much else honestly, this version is so far back from what's on SE it's alien to me now.
what is a layers?
i ussing the stinger esp
edit:the explore fix fix the perk tree ty ^^
now i try fix the stingers...
Some games use layered songs where a single song is broken into different pieces often with different types of instruments such as a layer that is mainly drums or strings, in the Batman Arkham games layers are added to the songs as things get more intense until all layers of that song are in use (and almost every song in that entire series uses layers, only around 3 or so for everything before Arkham Knight, Arkham Knight though is like 6 layers per song), in Deus Ex Mankind Divided layer tracks are used to create variations in general ambient as well as the action, Skyrim I'm not 100% sure but it seems like the palette tracks are similar to Deus Ex except the layers are randomized to create many variations using only a few layers including using silent tracks as layers...at least that's what it seems like from both in-game & CK perspective of them to me, that's why I say to replicate a single palette you would have to make a lot of new tracks by combining all the possible combinations....now of course I could be entirely mistaken but that's just how it seemed like the palette tracks work.
It wouldn't hurt to check those though just to be sure, and for the stingers not working be sure EVERY single slot is filled in, with simple you just need the ones in the ALL folder, with normal you need every folder, there's nothing I can do about that difficulty, it's how the music type itself works, it only tries to play 1 track when triggered and nothing more because as far as the game is concerned it is playing something even if there is no song file present.
The Music Track category you don't need to go through as there shouldn't be any conflicts there however if you know which songs don't seem to be working you can check those to try and see if the conditions are botched such as still having a GetCurrentTime or GetDayofWeek condition when it shouldn't, the conditions should be pretty self-explanatory it should be fairly easy to fix things, and if it's not the conditions double check the ANAM - Track FileName which is the folder path where the game should find the file, I've made mistakes there many times and there are probably still a few I haven't caught, especially in the old versions.
capacity or you mean in every folder that have "levelupsongs here" i must insert something?
sometimes combat music don't stop after the end of combat only engage on another or load game fixes it i double check i can fast travel character get the non combat idle can wait etc
dragons play normal enemie song
still better then PM every fight on PM if gets longer then 1min it don't stop anymore
i try see if is a conflict and mess on my load order but all help is welcome if you don't mind thank you.
It's also entirely possible I missed or accidentally replaced the finale track file path with the main song file, which I definitely have caught that mistake more than a few times, so take a look with xEdit at the tracks that are giving issues, the finale should be an ##End.xwm and not ##.xwm like the main track.
Dragons having normal music is a vanilla game issue due to other npcs entering combat first, I've seen it with a friend's live stream who doesn't use any music mods, as well as someone else's stream just last night which I'm pretty sure also doesn't use a music mod where I believe it was due to the guards starting combat with the incoming dragon before the player was the dragon's target.
I have been telling all my friends about this mod.
P.S. Special thanks to Sinitar/DonProtein, without whose guide I wouldn't have discovered this mod or known how to use it!
For clarification here's a little tutorial, say you have a few song files you want to use for exploration, let's say you have The Heart of Nirn and you want it to be used in the Whiterun Hold (not inside the city), so you would go to your Skyrim Data folder and then into the Music folder, the 00DCS folder, then the EXPLORE folder, and then you want to go into the TUNDRA folder.
Next you need to decide what time of day you want it to be used (the ANY folder will be exactly that, dawn day or night it will be used at all times), DAWN is in the morning from 5AM to 8AM in-game time, DAY is from 8AM to 6PM in-game time, DUSK is from 6PM to 10PM in-game time, and NIGHT is from 10PM to 5AM in-game time.
Once you've got it figured out which time folder you want all you need to do now is rename that song (provided you already made an XWM conversion although I believe I've been told it's possible to just name them as WAVs too but I haven't tried that). Ok let's rename The Heart of Nirn.xwm to Explore01.xwm and put it in that folder and done, it should now be used in-game, let's say you have another song for explore you want in the same place, let's say Dawn of Hope.xwm, simply rename it to Explore02.xwm and put it in there and done, and you have 1 more song you want for an explore track you want in this particular folder, let's say Stendarr’s Mercy.xwm so rename it to Explore03.xwm and put in the folder and done, all 3 of those song should be used in-game when in Whiterun Hold and at whichever time of day in-game you specified them to be. I hope that clears things up a little, it's very easy to do, the hard part really is figuring out what you want to do with them.
Although let's say you want Heart of Nirn to be used in the Reach and Stendarr's Mercy to be used in the Pine Forest, well DCS uses the same names in every folder so you can simply right-click on Explore01.xwm and copy it, then go to the REACH folder and time folder of your choice and right-click paste it in to get an instant duplicate without needing to rename it again, now go back to the TUNDRA folder where those 3 songs are and do the same for Explore03.xwm and paste it in the FOREST - PINE's time of day folder you want it to be used and done, it's as simple as that although DCS has a LOT of open options for songs so you'll probably want to put in more for music to have less silence delays between songs.
Ok now for a run-down of what song name is for what in the event you didn't understand already or just didn't read the description page...
-Dungeon tracks ...same as Explore but for places considered dungeons and mostly used for interiors, simply look at the 00RX - DungeonXX (##-##).txt to know what the folder's limit is for the track (if the text file isn't present then this type of track doesn't even go in that folder, for example you won't use these in the EXPLORE folders), ok so in DUNGEON - BANDIT CAMP, and then the DAY folder, we see the txt file says 00RX - DungeonXX (01-75), this means this folder has a maximum of 75 tracks, let's put one in, let's say we have The Grave.xwm so let's rename it to Dungeon01.xwm and put that in, and we have another track, let's say Building Thunder.xwm so let's rename it to Dungeon02.xwm and put it in, and another let's say Jumped Species Barrier.xwm so let's rename that to Dungeon03.xwm and you guessed it put it in, all 3 of these songs should now play when inside what's considered a Bandit Camp during the day time in-game and we're done, this is easy right?
-DungeonSearch tracks ...these are a more intense dungeon track that get used to add a tense pressure feeling when enemies become alerted and are searching the area (it's still considered an explore track so won't be used until the currently playing dungeon explore track is done sadly, although you can force it to change by going into your skill menu), ok so in the same folder we see 00RX - DungeonSearchXX (01-10) so we know there is a limit of 10 of these tracks so let's say we have Stay in the Light.xwm and we should rename that to DungeonSearch01.xwm and put it in, and next we have Ghost Town.xwm so let's rename it to DungeonSearch02.xwm and put it in, and last we have High Seas Tension.xwm so let's rename that to DungeonSearch03.xwm and put it in, and these 3 songs should now be used in Bandit Camp's during the day when enemies are alerted but not in combat with you yet and we're done here.
-PerkTree tracks ...feeling the pressure from that search track and want something nice and calm or inspiring to listen to while you plan what you're going to put a perk into, that's what these tracks are...well really they're just for the skills menu in general but they can play that part too as long as you're not already in combat which will override this track, ok let's say we have A Nightmare Reborn.xwm so let's rename it to PerkTree01.xwm and put it in the same folder, and we have Return of the Omen.xwm so let's rename it to PerkTree02.xwm and put it in, and we have Hope Runs Deep.xwm so let's rename it to PerkTree03.xwm and put it in, these 3 tracks should now be used when viewing the Skills menu while in a Bandit Camp during the day as long as combat music is not already playing.
Ok now let's take a look at the last thing in this folder group which is combat, now combat is a bit more specific because there are 4 types of tracks (unless you're not using a Combat ID esp in which only 2 types will be used)....
-CombatBoss tracks ...are for various bosses such as special named bosses like Ancano or Alduin, Bandit Chiefs, Spriggan Matrons, Dragon Priests, Draugr Overlords and the like, ok so in this same folder we see a text with the name 00RX - CombatBossXX (01-33), so we know we have 33 open options to use for Bandit Chiefs or whatever boss type is encountered while this folder is in use by the game, so we have The Prodigal Son.xwm and we need to rename it to CombatBoss01.xwm and put it in, we then have Do Not Go Gentle.xwm so let's rename it to CombatBoss02.xwm and put it in, and last we have Kraken Combat.xwm so let's rename it to CombatBoss03.xwm and put it in, and now these 3 tracks should be used when confronting a Bandit Chief or any other enemy DCS considers a boss when in an area that's using this folder group, however there is an annoying catch that I can't find a way around and that's the first enemy that starts combat with you will define which type of combat song gets used so if it's a group of enemies such as that double chief road patrol it may not be the boss track sadly because the archer starts combat with you first, speaking of archers combat music is a bit wonky with them too and doesn't always start if at long range, nothing I can do to fix this that I've found but the Search tracks might start getting used so it's not all bad.
-Combat End tracks ...these get used to finish out a combat track if combat ends before the song does, pretty self explanatory in my opinion but whatever, there is 1 End for every combat track which is intended to match the song it's being used with and will only be used to finish that 1 combat track it won't apply to any others, for example we have a short ending cut of The Prodigal Son so we need to rename it to CombatBoss01End.xwm so it gets used to finish out this song, and likewise with any of the others, we have an ending cut of The Kraken so let's rename it to CombatBoss03End.xwm and put it in and now these 3 combat songs have proper endings simple as that, now we also see the text in here is 00RX - CombatBossXXEnd (01-33) [OPTIONAL], and we see the word OPTIONAL so yes that means if we don't have an ending song we can safely ignore this although in this it's probably best to go back a few folders and copy the included Silent End xwm and use it instead of leaving them blank, while you don't have to do this if you experience issues with combat music give it a shot for the tracks that are causing trouble.
-Combat Normal tracks ...these are the average combat songs that get used most of the time for enemies that are above tier 02 (a Bandit Thug for example is tier 03 and will use this, unless you're not using a Combat ID esp in which it will be used for all enemies except dragons, including the Bandit Chief), in this folder we see 00RX - CombatNormalXX (01-53) so yes there are 53 open slots available, so we have The Storm.xwm and we should rename it to CombatNormal01.xwm and put it in, next we have A Few Snags.xwm so let's rename it to CombatNormal02.xwm and put it in, and last we want to reuse Do Not Go Gentle so let's duplicate CombatBoss02.xwm and rename it to CombatNormal03.xwm, and now these 3 tracks will play for average targets while this folder group is in use by the game.
-Combat Weak tracks ...these are for low threat enemies below tier 03 (a tier 02 bandit is a Bandit Outlaw as are just Bandits and wolves so they would all use these IF you have a Combat ID esp active that isn't limited to major bosses only), so we have Night Terrors.xwm, let's rename it to CombatWeak01.xwm and put it in, and we have Azura Combat.xwm so let's rename that to CombatWeak02.xwm and put it in, and last we have Ice Combat.xwm so let's rename that CombatWeak03.xwm and put it in and now these 3 tracks should play for the weaker enemies (level has nothing to do with it which I've tried but I can't get it to work correctly, it's solely the target type so an Outlaw will always use this even if higher level than you), now as I mentioned earlier combat music is decided by the first enemy you can get this when you don't want it so I'd recommend short tracks & or tracks that have a slow buildup to something more intense, Azura Combat & Ice Combat are decent examples of the build up part but not exactly short.
-Combat Dragon tracks ...while not available in this folder they should be mentioned also, as you can guess these are used for when you encounter what's considered a dragon (I say it like this because Immersive Creatures has some non dragon enemies that will cause these to be used), so for tutorial purposes let's exit the BANDIT CAMP folder group and go back to EXPLORE - TUNDRA and then whatever folder you want to use, and we have Purge the Xeno Scum.xwm which we want to use so let's rename that to CombatDragon01.xwm and put it in, and we have Pit of Maledictus.xwm so let's rename it to CombatDragon02.xwm and these 2 songs will now play for encounters with dragons while in Whiterun Hold mostly (the Tundra region does have a bit more to it but it's mostly Whiterun Hold, take note that CombatBoss is used for dragons when in the proximity of a dungeon), and last we have All History is Vengeance.xwm that we want used not just in the Tundra region but instead we want it used everywhere, so let's go to back to the 00DCS folder and then into the ALL folder and then the time of day of your choice, now what do we do with this you ask, well if you've gotten the picture by now you should have guessed rename it to CombatDragon01.xwm and put it the ALL folder in which you're correct, see this is really pretty easy to put them in, just hard to figure out how you want to have them used because DCS gives a massive amount of precision options.
Ok so we've covered most of the basics and you should have a pretty good idea of how things work I hope but let's cover a little more.
-Town tracks ...these are basically a different type of explore track, just like Explore or Dungeon these are your basic explore music for towns and will be used even if you've got red dots on your compass but are not in combat, there are no Search tracks for towns, ok so we have The Streets of Whiterun.xwm & Watchman's Ease.xwm that we want to use in every town and player home (provided the player home uses the MUSTown music type which all of vanilla do but a lot of custom homes like to use MUSTavern in which these town songs will not be used in these places) so let's rename those to Town01.xwm & Town02.xwm and put them in one of the time of day folders inside the ALL folder like we did we the last CombatDragon track, now we also have The Towers Cast Long Shadows.xwm which we want to use only in the city of Whiterun so let's rename that to Town01.xwm and go to the TOWN folder and then the WHITERUN subfolder and put that in one of those time of day folders so it gets used in Whiterun city only, and we last we have Recollection of Wars Long Lost.xwm that we want to be heard only while in the city of Windhelm, so you guessed it, we should rename that to Town01.xwm and place it in one of the time of day folders in the WINDHELM folder group and we're done here.
-Chargen ...these are for when you're creating your character while using Alternate Start Live Another Life's Abandoned Prison starting point, it hasn't been tested with any other alternate start mod so I don't know what happens with them, but let's go on, we have 3 songs we want to use here Judgment.xwm, Forever Omen.xwm, and Family.xwm so we want to rename these to Chargen01.xwm, Chargen02.xwm, Chargen03.xwm, and then put them in the folder, now when we start a new game with Alternate Start enabled these 3 songs should be used for the entire time we're in this prison cell, however if we decide to leave by lockpicking the door the music should change over to the FORT group.
Ok so those only work for the alternate start, so what about the vanilla start you ask, well for that we need to go to the HELGEN subfolder inside the DUNGEON folder, and for this group the Explore tracks in this folder are what should be used for the entire duration up until Alduin appears in which CombatDragon tracks in this folder should then start, after evading a fiery death and getting inside the keep the music should switch over to the Dungeon tracks in this folder and from there encounters with the enemy soldiers should result in the CombatNormal tracks in this folder being used, these tracks will also be used if you use Alternate Start and choose the Crossing the Border start, however if you arrive at Helgen by other means or return the Explore tracks here will not be used if I recall and it will be the normal explore music.
There's still some more but I'm going to have to stop here because this already a giant wall of text, hopefully this has been enough to get the basic idea of things, if not ask and I'll tell you what I can, good luck.
Ah for load order, the DCS - Explore esp is the only one that really has conflict issues so load it toward the bottom, the others can be almost anywhere although I know Beyond Reach changes MUSCombat so it will conflict with DCS - Combat.esp so if you have it load Beyond Reach before DCS - Combat.esp.
Cant pack a "fmod" installer thing so we can check up our choices, and dependencies in compatibilities ?
{ I'm introducing myself to "merge-plugins" so we can log experiences about it }
1 - choose a main file
2 - a weather patch (the Vanilla one if you don't use a weather mod, you don't have to have it but will not have several of the explore music such as Coast, Marsh, Reach, Snow, & Forest Fall won't work if you don't)
3 - if you want the weak & boss music get the Combat ID for just Skyrim, or if you want just the special bosses the Major Bosses Only one instead.
I don't know if I'll ever figure out how to make an FOMOD and honestly it probably wouldn't be much different than the downloads tab if I did.
btw the folders are a bit confuse can you make then like....... you know... personalized music folders?
i want to make a list for all dg,all explore,all normal combat,all dragon combat and all towns but i very lost :(
On USLEEP I don't remember all the details but in order to distribute the keywords that allows boss & weak music to work npcs had to be edited and therefore probably had some things that needed to be carried over, you can try using xEdit to see if it will remove it if it isn't truly needed.
Not really, there are a lot more complex options than PM has I believe and it would take somewhere between a month & a year to change all of those folder paths, I'm not actively working on the Oldrim versions of anything anymore but will still fix issues that pop up, the SE version however has been changed to be a little easier to work with in that dungeons are just a folder that is used for any time of day, no more day & night, and likewise all combat tracks are any time of day as well including exploration combat.
If you want tracks played everywhere then use the ALL folder and probably mostly the ANY folder inside it, the BOSS folders since those are very specific targets, and I think GUILD & CASTLE but this version is fairly old and I don't remember the details, at any rate using the ALL folder with the Standard or Simple version should suffice, you may have varied delays in your music if you leave a lot of open slots, if that's the case duplicate and fill it in a bit more.
my bad don't readed the Q&A
but if it's too much to ask, then it's okay. This mod is still great, thanks for sharing it
I don't recall ever doing separate player homes, that one is significantly more difficult without editing the cells and likely not possible to get completely right with mods that add new cells such as a few Breezehome ones I know of, also unique town music itself is already hard to get working correctly without edits so I don't think I want to go that route plus that's a lot of work, especially across 3 different versions.
I wondered if someone would ever bring up the changing castle music, but I'm afraid that one I definitely don't want to do again unless I find an easier way to do it, having to create 50 Imperial & 50 Stormcloak records per major city castle or keep alone is just too much which is how it was done then.
I hid CDMS due to noticing some major issues when reworking it as DRAkE and wanted to hide it after that was done but DRAkE was too different, DCS is a good mix of both and feels closer to a real successor so it seemed like a good time to finally do that, but CDMS had some game breaking issues from what I could tell and I can't recommend anyone to still use it, and I really should have hid it as soon as DCS was done.
I'm afraid it is kind of too much to ask, this isn't as easy to get working the way it does as you might think and having to support 3 different versions with something I most likely won't even use myself is a bit where I draw the line (still regret adding the Werewolf & Vamp Lord options since I can't really find anything I want to use for that for example).
I'm not saying there isn't a possibility of that at some point but probably not because I just don't want to spend half a year or even a full year in the Creation Kit again just yet.
Anything new will be on SE only, I'm not actively working on any LE anymore but will try and fix any major bugs that crop up as the seem to do.
SE version is still being updated pretty regularly, just had new files today as a matter of fact.
I'll also say I originally planned to keep both LE & SE updated together but after several times of accidentally overwriting the LE files with SE files and having to completely redo things I gave up on supporting both.