While reviewing the changes in Enderal version 1.2.0.7, I noticed that a new music type had been added at some point. The new music was for city exploration at night. So, I have updated the 'No Exploration Music' and 'No Exploration Music, No Combat Music' options to version 1.3.
While I was playing Enderal, I just thought "wouldn't it be great, if instead of the combat music, the regular exploration music would continue playing?". Can't believe there is an actual mod that does exactly this. Thank you so much!
I have activated the NoExplorationMusic and NoRegularCombatMusic - it worked fine. But when I deactivate the NoRegularCombatMusic, the CombatMusic still doesn't play anymore - do I have to go interior > exterior for this to re-enable?
Do you think you could make a version like Delarics Conditional Combat Music by Delaric http://www.nexusmods.com/skyrim/mods/28511/? t's so bosses will have combat music. In the meantime I will use your no combat music version. That would be a nice addition. Thanks for your effort making all of our gaming experiences a little better.
Edit: I was reading your description page about an hour after I first posted above. I finally had time to come back and read some description pages. I had been here asking for an added feature. It seems you fixed it very quick, or it that I should read the descriptions first. The download pages descriptions were not as "descriptive". The type 2 sounds almost experimental. The other description that I read later, when I had the time, was more reassuring. Apologies, please don't think I am complaining. I am looking forward to using your mod.
I have downloaded the mod you mentioned and I'll take a look at what it does and how.
You are not the first one to express interest in eliminating the lower level combat music but still hearing the combat music against higher level enemies. I can create version(s) of this mod that do that sort of thing. But, it is hard for me to decide where to draw the line on which music types to retain, plus whether to have silence or exploration music instead of the lower level music. All the possible combinations would make the descriptions even harder to decipher.
This mod makes changes to the 'Music Type' records, and not to individual music tracks. The SureAI team have defined several music types that can play. These include: * Combat (regular) * Combat Epic (plays track Prophet) * Combat Exotic (plays tracks Prey, Dance Of Death, and Verwuestung) * Combat Dark (plays track Bonehunter) * Combat ShieldBrothers (plays track ShieldBrothers) * Combat Bonehunter (plays track Bonehunter) Additionally they made changes to a few standard Skyrim music types, which may or may not actually be used: * Combat Boss * Stinger (???) * Special Hall Of Valor * Special Elder Scroll Sequence
Thank you for saving Enderal for me! The combat music was making the game unplayable, but all of the other music in the game was so beautiful that I didn't want to turn off the volume for all music. Thank you.
Is there any way to disable the combat music without interupting the exploration music? Would really appreciate if you could do that or maybe explain how i can do that because i tried and failed miserably.
I uploaded a 4th option called 'EnderalQuieterAdventuring-NoCombatMusicType2' that should do what you want. That option lowers the 'Priority' of combat 'Music Type' records so that exploration music with a priority that is now higher than the combat music should contimue to play. I only gave it a limited test in the Pirate Hideout, but it worked there.
I am not so sure what will happen in an dungeon/room/area that was exlusively intended to have only combat music. My assumption is that if there is only combat music assigned to an area, then the player will hear combat music. Confirmation of that assumption would be appreciated.
Let me know if it works for you. If it does ... enjoy.
I do not think they are music tracks like the others, but more likely sound effect files. Looking through the the very long list of sound effects, I see five likely candidates. Because there are not very many, I will consider adding a file to this mod for changing this. Three have 'SeagullsAndWind' in the name. Two have 'WaterCoastWaves' in the name. Which of the two sound types are like what you would rather not be hearing ? If you upload a screenshot image of the game world map with your position shown, I can go there for testing my change(s).
{ note to others out there considering making a request about loud waterfall sounds ... DON'T, there are too many of them for me to want to do that }
19 comments
Delarics Conditional Combat Music by Delaric
http://www.nexusmods.com/skyrim/mods/28511/?
t's so bosses will have combat music. In the meantime I will use your no combat music version. That would be a nice addition. Thanks for your effort making all of our gaming experiences a little better.
Edit:
I was reading your description page about an hour after I first posted above. I finally had time to come back and read some description pages. I had been here asking for an added feature. It seems you fixed it very quick, or it that I should read the descriptions first. The download pages descriptions were not as "descriptive". The type 2 sounds almost experimental. The other description that I read later, when I had the time, was more reassuring. Apologies, please don't think I am complaining. I am looking forward to using your mod.
You are not the first one to express interest in eliminating the lower level combat music but still hearing the combat music against higher level enemies. I can create version(s) of this mod that do that sort of thing. But, it is hard for me to decide where to draw the line on which music types to retain, plus whether to have silence or exploration music instead of the lower level music. All the possible combinations would make the descriptions even harder to decipher.
This mod makes changes to the 'Music Type' records, and not to individual music tracks. The SureAI team have defined several music types that can play. These include:
* Combat (regular)
* Combat Epic (plays track Prophet)
* Combat Exotic (plays tracks Prey, Dance Of Death, and Verwuestung)
* Combat Dark (plays track Bonehunter)
* Combat ShieldBrothers (plays track ShieldBrothers)
* Combat Bonehunter (plays track Bonehunter)
Additionally they made changes to a few standard Skyrim music types, which may or may not actually be used:
* Combat Boss
* Stinger (???)
* Special Hall Of Valor
* Special Elder Scroll Sequence
The special types of combat music that I listed in my prior post will still play (boss, epic, exotic, dark, bonehunter and shield brothers).
{ edit: the new 'No Regular Combat Music' option will not affect the Prophet music track }
The combat music was making the game unplayable, but all of the other music in the game was so beautiful that I didn't want to turn off the volume for all music.
Thank you.
I am not so sure what will happen in an dungeon/room/area that was exlusively intended to have only combat music. My assumption is that if there is only combat music assigned to an area, then the player will hear combat music. Confirmation of that assumption would be appreciated.
Let me know if it works for you. If it does ... enjoy.
I do not think they are music tracks like the others, but more likely sound effect files.
Looking through the the very long list of sound effects, I see five likely candidates.
Because there are not very many, I will consider adding a file to this mod for changing this.
Three have 'SeagullsAndWind' in the name.
Two have 'WaterCoastWaves' in the name.
Which of the two sound types are like what you would rather not be hearing ?
If you upload a screenshot image of the game world map with your position shown, I can go there for testing my change(s).
{ note to others out there considering making a request about loud waterfall sounds ... DON'T, there are too many of them for me to want to do that }