This page was last updated on 16 March 2014, 7:23PM
Changelogs
Version 1.12
Restored a safety check that makes sure combat music halts when player is not in combat. This should resolve cases where the combat music became stuck on after the player was killed.
Version 1.11
Fixed a bug that could cause the standard background music to continue playing underneath combat music if the player is hit by a surprise attack. Background music is now force-muted before the stinger plays.
Fixed a bug that could cause the combat music to linger for a long time after a stealth kill.
Restored the combat stats to their own page in MCM.
Fixed a bug that could cause version upgrades to shut down combat tracking.
Version 1.10
Removed redundant musictype from list: MUSCombatBoss is unnecesary because MUSCombat includes its tracks and is already conditioned to apply them to the right fights.
Added an option to allow partial or total silence
Fixed a bug with combat stat tracking. Duuhr, math is hard.
Stopped trying to track down a bug where alt+tabbing out of the game would make the combat music play indefinitely, because it's a bug in vanilla and therefore out of my hands
Changed some options on the Stinger and Fanfare musictypes to make them transition a bit more smoothly
Updated documentation to show correct location of custom music track. It must be placed in Data/Music/Combat, not Data/Music
Reduced redundancy of combat music removal
Fixed some text in MCM that was missing in the translation file
Added SKSE version check, which should notify anyone with an out-of-date version that they need to update
Added a "threat level" check to the mod. It compares the HP of your opponents to your own and determines whether combat music should start. As with all other features, this is optional and can be disabled.
Resolved an issue that could, in rare circumstances, cause the combat music to get stuck on even after combat ended
Added three levels of silence to the MCM panel to make the "spotted" notification more subtle
Cleared some dirty edits to unrelated forms.
Complete rewrite of combat detection engine to make it more efficient, reliable and almost entirely event-driven.
Fixed a bug where after loading your game, sometimes the combat tracking script would not re-register its ModEvents
Added a configurable timer to the combat music's tail-off. Still testing, so it's not configurable in this version but will be in the next.
Changed how surprise attacks (attacks from an enemy you haven't seen yet) are detected. Should result in fewer false positives and more actual surprises.
Made it much less likely to stop and restart combat music in a fight
Fixed logspam when the combat tracker spell was applied to enemies
Fixed occasional logspam when a tracked enemy was killed while trying to SendModEvent