-EDIT 2/27/2018 V4.1, Combat esp hopefully fully fixed now, the way Dragon Priest music was being handled just stopped working at some point and caused all music to go silent, it's now being handled in a different way and requires a new optional esp to use, without the new esp they should use the normal music. Several issues were found with time checks, I fixed all that I found but there may be more so report anything that seems wrong please. ------END EDIT
WARNING: BEFORE INSTALLING V4 BE SURE TO RENAME YOUR OLD 00DRAkE FOLDER to avoid confusion with categories that have been removed and changed
Possible changes for later -Personal Requirements extended esps (esps with slot count extended to my own needs which will not be even in any way)
--8/26/2018 EDIT - I'm working on this, it's slow going but assuming the game can handle it (which I still will need to be test) extended might be an understatement....examples of this - 06SAT both Dungeon & Explore are looking to be somewhere around 30-60 combat slots day & night each, Nordic 01MON Day as of this edit at 50 combat slots, and most of dungeon explore is being extended to around 30 as well....depends on how many I need so it's not going to have a great deal of consistency, explore 06SAT will probably be extended quite a bit too.
-Adjust estimate placeholder slot counts to something more reasonable
I'd also appreciate if everyone could take the time to let me know how they feel about V4 changes including text file changes. This is my way of attempting to make things more simple and easier to use, does it work?
Added a Dungeon Type List overview to the Fourms tab (the one CDMS had with it except updated for the current version of DRAkE)
8/26/2018 - Also a little heads up that CombatDP has been changed to CombatDragonPriest whenever the next update is ready, this was done so there would be no question about what it is for.
To everyone using the Stingers esp, if you are experiencing periodic crashes it could be from this esp, it looks like the region stingers are likely to be causing it.
I was having crashes every now and then which until now I assumed were from npcs trying to spawn or other things trying to load and not having the memory to do so but I'm now almost sure it's from the region stingers just like how region perk tree couldn't be done because of this issue.
I have tested this by running back and forth from Kolskegger Mine -> Falkreath Watchtower, -> Riverwood -> Whitrun non stop, with the esp disabled it never crashes, with it enabled it crashes between Riverwood & Whiterun and Kolskegger & Sundered Gorge which pretty much assures it is the cause.
After deleting all of the region stingers while keeping a non restricted set of them (except for no dungeon restrictions) I can now run back and forth from Whiterun to Kolskegger multiple times with no crash, so the next update will have to cut that down to be like the explore perk trees in which it's everywhere outside and not region specific, time of day restrictions still work it seems as well.
For now go ahead and disable this esp, which it is safe to disable any DRAkE esp mid game and turn it back on later with possibly the exception of the Region Data esp since it's tied to the weather which is a little touchy.
You can also try to make the changes yourself if you feel you can which is very easy and doesn't take much time, you may wish to strongly consider doing this as I still am not quite ready to release the update.
Here's how to fix it yourself step by step 1. Open in Creation Kit 2. In the top left corner you should see filter, in the filter type in 0Exp 3. Once filtered highlight everything except ExpFall and delete all of them (it will take little while because of how many there are, I recommend holding down the enter key on your keyboard when asked yes or no for as long as it takes) 4. Edit the remaining ExpFall records by double clicking to open one record at a time 5. Click on the conditions tab 6. Scroll down to the bottom and remove the GetInRegion condition 7. Save and go see if you notice any difference
Hello! I've always wanted a location specific music to be changed or muted when location is cleared. As I understand this mod doesn't allow that. Could you advise me some other mod?
Nothing that I'm aware of does that, but it was something that crossed my mind for the new version and I think it's possible to do so I might try to make an optional that does it, not something I'd use myself though probably.
I gotta admit this is a lot! I really want to try it out but it's very easy to get overwhelmed even with the light version. Have you ever thought about using something like https://www.nexusmods.com/skyrim/mods/74287 to go along with Drake? It would save a lot of time.
That never fully worked for CDMS even, and the author stopped responding to my messages long ago, if I recall there was an issue with the Finales or Ends (in DRAkE) not being handled right.
I am working on a very lite new build but I don't know when it will be finished.
Does this mod make combat music smarter? Sometimes with personalized music i remember that for example, when dragons went flying, music changed. Or when a draugr ran music ended and so on.
I wish, that's something I really hate happening. The 'Tension' tracks were made kind of for this purpose, if there is an active hostile remaining (still a red dot on your compass) it should be used as an in-between combat most of the time provided the currently playing explore/dungeon music has finished and isn't still playing silently under the combat music.
Does anyone know how to make this mod work without the Time of Day and Day of Week subfolders? I find those to be the dumbest design choice ever seen in a mod and if not for them, I would really like this mod. It just isn't worth setting up though. I don't have time to fill a few hundred folders; all I want is to be able to put a few songs in each major category, like some in Dwemer Ruins, some in Dungeons, some for exploring, and some for combat, etc. The vanilla music setup just isn't expansive enough, but this mod is overly-complex for no reason.
Try the older CDMS, it's more simple in design. This mod is designed for those who want a very meticulous music setup that can keep a consistent theme at almost all times, the different days allow being able to create multiple consistent themes that change automatically.
Example of my current explore setup to show why it needs to be broken into consistent groups SUN -Day - Gears of War -Night - Gears of War MON -Day - Halo -Night - Batman TUE Day - Skyrim: ADMP -Night - Batman WED Day - Dawn of War -Night - Batman THR Day - Unreal Night - Unreal FRI Day - Skyrim: Bruma Night - Skyrim: Bruma SAT Day - Skyrim, Oblivion, & ESO Night - Skyrim, Oblivion, & ESO And then the cycle repeats back to SUN
Most of these to me don't mix well and I don't want them to be mixed which is what this mod is for, like I said it's for a very meticulous setup.
I was going to do an 07AllDays folder that was an alternate and simple means for other people but I wasn't able to get the CK to save it....however that was before splitting into multiple esps so maybe I could try it again if I can ever find the time to work on this, right now EV4 is taking all of that.
Hmm something I could do is make a lite single per category Day & Night only version, that shouldn't have the saving issue and would be easy to make, as well as might be able to be a single esp.
In the end this currently isn't for everyone, but no other mod is able to do it so those who want it like myself have it.
All right, thanks for the reply, I'll give CDMS a look. I hope I didn't come off as too harsh, I get the intention of the mod, it's just a very tedious process. Any time I have for Skyrim lately goes to modding, so I just don't have the time to configure this mod the way it is. Anyway, thanks again; wasn't trying to be rude.
I tried to make it a little less tedious by keeping the xwm names the same as much as possible so you can copy & paste almost anything without needing to rename.
I'll see about making that lite version as soon as I can because I know CDMS was left with a few mistakes I've since corrected, nothing game breaking I don't think but still.
Right now I'm stretched pretty thin on being able to work on EV4 & DRAkE at the same time because they both have a lot to them, so no promises it can be done soon.
I'm returning Night music (explore & town only probably) to stopping at 5AM like vanilla had it, currently Night plays up to 7AM or so which feels a bit awkward at times.
Just found out nearly all Castle records were missing their time of day conditions so the current version is playing day and night tracks indiscriminately. How did this slip by for so long?
I have a weird problem. All of a sudden the Blackreach music stopped playing. I have not changed my load order in any way and I have not started a new game. The music just doesn't play. When I enter Blackreach, it plays the normal cave music for a second, then goes silent. All other music tracks in the game are working fine. EDIT: The Combat music is also working fine.
EDIT 2: Alright, after reinstalling didn't work, I had a look at the esp and everything is fine (This time you won't have to edit all combatnormal tracks... hopefully). The Blackreach music tracks have the right conditions and they are listed in the music type MUSDungeon. The Blackreach cells all have MUSDungeon set as the music to play.
I cannot figure out what is wrong.
EDIT 3: Another test result showed that sometimes Blackreach just keeps playing the Dwarven Ruin music when entering from a dwarven ruin. Saving and then reloading stops the music. Interestingly, the addmusic command does not work inside Blackreach. I cannot make any music play unless I am in combat, but even then the command does not work.
I am absolutely clueless. And yes, I have the right files in the folder and named my files correctly. I just checked 5 minutes ago.
I remember encountering this issue, thought I fixed it.....and then unfixed it at some point in previous versions and re-fixed it........probably unfixed it again by removing Blackreach records from where I thought they were not needed which is what I did the first time around.
I'll take a look at the esp and see if I can't figure it out, please open the CK, the DRAkE - Dungeon esp, and find the 0DUNBlackreach Music Track records, right click on one and click Use Info which should bring up a list of everything that it's in use by, it should be at least in use by MUSDungeon which it is on the esp I'm looking at right now but I may have already fixed it while working on this one.
EDIT - Should be in MUSDungeon which are Blackreach interiors and MUSDungeonIce which is the main part of Blackreach.
If you're hearing it in interior then it is in MUSDungeon, if not outside then likely it's missing from DungeonIce or something is interfering somewhere.I don't have a save game to test this out anytime soon I don't think unfortunately.
EDIT 2 - Remembered Alternate Start as a Necromancer starts in Blackreach so was able to test it that way and I have the full range of dungeon, combat, stingers, & perk tree music, I also noticed it faded out between interior and exterior which means it is switching lists like it should (blame Bethesda for using 2 lists instead of 1) despite playing the exact same track.The esp I have works so either I did already fix it again and need to release the incomplete update or something is interfering, if you look at the esp and the Blackreach records are in MUSDungeon & MUSDungeonIce then that seems to be the issue.
The Blackreach Tracks are in use by both MUSDungeon an MUSDungeonIce.
It is silent in both interiors and exteriors. I went into Sinderion's Laboratory and it was as silent. addmusic did not work and reloading the save also did not work.
I'll try moving the esps and the Mod Folders in Mod Organizer to the bottom. If that helps, I'll know a group of mods that could interfere. If it doesn't, then I have no idea how to fix this.
EDIT: It didn't work.
I'll just reinstall it again. A second reinstall worked for another mod, maybe it'll help here , too ^^
If that doesn't work then I'll try to send you the WIP esp, it could be I changed something in the records themselves but it does work....well SUN & MON anyway, didn't check the others.
I have, however, encountered something. Apparently I can use addmusic in Blackreach. addmusic MUSCastle works. Others work too, but the only two ones that don't work are the two problem types: MUSDungeon and MUSDungeonIce. If I use those commands it stays silent. They work outside of Blackreach, though.
It might be because of the mod Blackreach Overhaul, but DRAkE and BO worked together for me before, so I don't see any issues. Still, I'll test it.
If that doesn't work you can send me the WIP esp.
EDIT: Alright, it didn't work. You can send me the ESP.
EDIT - Took all night but looks like we got the issue resolved, it did involve me having to fix some things in the Dungeon esp so if you can't wait for the next update to be ready send me a PM request I guess.
The issue was from 03WED to 06SAT I had Location = 2 instead of = 1 in the conditions which caused them to not work at all.
I have no real estimate how much longer it's going to be before the next update is ready but I'm hoping before the end of year or slightly after it.
Run across another issue I thought I had already fixed previously in that Blind Cliff Cave was using Nordic Ruins ambient instead of Forsworn Camp ambient, I already looked into it and from a quick test it appears fixed this time hopefully, just hope fixing it didn't break anything else.
I'm thinking very hard on rebuilding this (yes again) and removing and changing a lot, not saying that I am going to do this but I wanted to see if anyone has any opinions on these possibly planned changes.
V4 Possible Changes -Dawn & Dusk removed and absorbed into Day & Night for all categories -Major Bosses change to 20 slots NToD & No Day of Week -Reduce Castle down to Castle, High Hrothgar, & Vampire (Removed Castle Dawnguard, Imperial, & Stormcloak) -Civil War change to NToD -Cave Draugr remove and let Nordic Ruins handle all Draugr related locations -Ice Falmer remove and let Cave Falmer handle all Falmer related locations -Nordic Dragon Priest remove and add Priest special combat to Nordic Ruins (if possible) -Throat of the World remove and use Sovngarde for both Alduin encounters -Vamp Lord & Werewolf merge into 1 list -Dawnstar, Falkreath, Morthal (which doesn't really work without the cell edit fix anyway), Raven Rock, Tel Mithryn, & Winterhold remove and absorb slots into main city lists -Tavern (both types) NToD & No Day of Week
It will probably take a long time to do all this so if it does happen don't expect it to be available very quickly, also this will probably become the only version ('All Version' will also be done as usual) which means no more NToD or Lite extra versions.
V4 in progress and because I want to try and listen to opinions I'll post the current changes and planned but not yet implemented changes as they come up so everyone gets a chance to stop a change before it happens. The goal for V4 is to make it more simple without losing the whole idea of what DRAkE is for. Once a change has been made I won't be going back on it, and with that said here's what's going on.
V4.0 CURRENT CHANGES -Dawn & Dusk removed and absorbed into Day & Night (10 per instead of 5) -Alduin now covered by AllCombatBoss -Durnhevir now covered by AllCombatBoss -AllCombatBoss no longer has time restriction and reduced to 20 -Alduin no longer has time restriction and reduced to 20 -Alduin now only uses Sovngarde, Throat of the World removed -Durnhevir no longer has time restriction and reduced to 20 -Werewolf & Vamp silent dragon encounters fixed -Towns now properly use Town Combat in interiors -Civil War now NToD -ExplorePerkTree in Forts fixed -Miraak no longer has time restriction and reduced to 20 -AllCombatNormal restricted to not be used for dragon encounters -Cave should no longer be used in Riekling Camps
PLANNED CHANGES -Castle Dawnguard removed & absorbed into Castle -Castle Imperial removed & absorbed into Castle -Castle Stormcloak removed & absorbed into Castle -Sovngarde ambient no longer has time restriction and reduced to 20 -Eclipse Explore removed and returned to using region Night -Small Towns removed and absorbed into Main Cities -Tavern no longer has time restriction -Vamp Lord & Werewolf merge into 1 list & OR reduce to 20
There will most likely be a few more added some time later
EDIT-11/10-17 V4 is nearly ready for Beta testing, anybody interested in helping?
I'm pretty late to this, but why the removal of so many categories? I like many of the changes that V4 brought, like the simplified night and day, but some of them seem confusing to me. The removal of some of the minor town folders feel like towns such as Falkreath and Morthal lose some character and personality that unique tracks had added for them.
It felt like everyone wanted something more simple so V4 is more simple by having less which I'm not happy about losing some thing either but I still went along with it....however I might restore that particular thing later on after we stop finding issues that require changing one detail across almost every record, speaking of which I've had a PM that stingers are not working anymore but haven't had time to check. can anybody say if V4 stingers are working?
I took a quick look and couldn't find anything wrong in the esp but if they are not working then something probably is and I need to know about it to fix it.
173 comments
V4.1, Combat esp hopefully fully fixed now, the way Dragon Priest music was being handled just stopped working at some point and caused all music to go silent, it's now being handled in a different way and requires a new optional esp to use, without the new esp they should use the normal music. Several issues were found with time checks, I fixed all that I found but there may be more so report anything that seems wrong please.
------END EDIT
WARNING: BEFORE INSTALLING V4 BE SURE TO RENAME YOUR OLD 00DRAkE FOLDER to avoid confusion with categories that have been removed and changed
Possible changes for later
-Personal Requirements extended esps (esps with slot count extended to my own needs which will not be even in any way)
--8/26/2018 EDIT - I'm working on this, it's slow going but assuming the game can handle it (which I still will need to be test) extended might be an understatement....examples of this - 06SAT both Dungeon & Explore are looking to be somewhere around 30-60 combat slots day & night each, Nordic 01MON Day as of this edit at 50 combat slots, and most of dungeon explore is being extended to around 30 as well....depends on how many I need so it's not going to have a great deal of consistency, explore 06SAT will probably be extended quite a bit too.
-Adjust estimate placeholder slot counts to something more reasonable
I'd also appreciate if everyone could take the time to let me know how they feel about V4 changes including text file changes. This is my way of attempting to make things more simple and easier to use, does it work?
Added a Dungeon Type List overview to the Fourms tab (the one CDMS had with it except updated for the current version of DRAkE)
8/26/2018 - Also a little heads up that CombatDP has been changed to CombatDragonPriest whenever the next update is ready, this was done so there would be no question about what it is for.
To everyone using the Stingers esp, if you are experiencing periodic crashes it could be from this esp, it looks like the region stingers are likely to be causing it.
I was having crashes every now and then which until now I assumed were from npcs trying to spawn or other things trying to load and not having the memory to do so but I'm now almost sure it's from the region stingers just like how region perk tree couldn't be done because of this issue.
I have tested this by running back and forth from Kolskegger Mine -> Falkreath Watchtower, -> Riverwood -> Whitrun non stop, with the esp disabled it never crashes, with it enabled it crashes between Riverwood & Whiterun and Kolskegger & Sundered Gorge which pretty much assures it is the cause.
After deleting all of the region stingers while keeping a non restricted set of them (except for no dungeon restrictions) I can now run back and forth from Whiterun to Kolskegger multiple times with no crash, so the next update will have to cut that down to be like the explore perk trees in which it's everywhere outside and not region specific, time of day restrictions still work it seems as well.
For now go ahead and disable this esp, which it is safe to disable any DRAkE esp mid game and turn it back on later with possibly the exception of the Region Data esp since it's tied to the weather which is a little touchy.
You can also try to make the changes yourself if you feel you can which is very easy and doesn't take much time, you may wish to strongly consider doing this as I still am not quite ready to release the update.
Here's how to fix it yourself step by step
1. Open in Creation Kit
2. In the top left corner you should see filter, in the filter type in 0Exp
3. Once filtered highlight everything except ExpFall and delete all of them (it will take little while because of how many there are, I recommend holding down the enter key on your keyboard when asked yes or no for as long as it takes)
4. Edit the remaining ExpFall records by double clicking to open one record at a time
5. Click on the conditions tab
6. Scroll down to the bottom and remove the GetInRegion condition
7. Save and go see if you notice any difference
I am working on a very lite new build but I don't know when it will be finished.
Example of my current explore setup to show why it needs to be broken into consistent groups
SUN
-Day - Gears of War
-Night - Gears of War
MON
-Day - Halo
-Night - Batman
TUE
Day - Skyrim: ADMP
-Night - Batman
WED
Day - Dawn of War
-Night - Batman
THR
Day - Unreal
Night - Unreal
FRI
Day - Skyrim: Bruma
Night - Skyrim: Bruma
SAT
Day - Skyrim, Oblivion, & ESO
Night - Skyrim, Oblivion, & ESO
And then the cycle repeats back to SUN
Most of these to me don't mix well and I don't want them to be mixed which is what this mod is for, like I said it's for a very meticulous setup.
I was going to do an 07AllDays folder that was an alternate and simple means for other people but I wasn't able to get the CK to save it....however that was before splitting into multiple esps so maybe I could try it again if I can ever find the time to work on this, right now EV4 is taking all of that.
Hmm something I could do is make a lite single per category Day & Night only version, that shouldn't have the saving issue and would be easy to make, as well as might be able to be a single esp.
In the end this currently isn't for everyone, but no other mod is able to do it so those who want it like myself have it.
I'll see about making that lite version as soon as I can because I know CDMS was left with a few mistakes I've since corrected, nothing game breaking I don't think but still.
Right now I'm stretched pretty thin on being able to work on EV4 & DRAkE at the same time because they both have a lot to them, so no promises it can be done soon.
Just found out nearly all Castle records were missing their time of day conditions so the current version is playing day and night tracks indiscriminately. How did this slip by for so long?
EDIT: The Combat music is also working fine.
EDIT 2: Alright, after reinstalling didn't work, I had a look at the esp and everything is fine (This time you won't have to edit all combatnormal tracks... hopefully). The Blackreach music tracks have the right conditions and they are listed in the music type MUSDungeon. The Blackreach cells all have MUSDungeon set as the music to play.
I cannot figure out what is wrong.
EDIT 3: Another test result showed that sometimes Blackreach just keeps playing the Dwarven Ruin music when entering from a dwarven ruin. Saving and then reloading stops the music. Interestingly, the addmusic command does not work inside Blackreach. I cannot make any music play unless I am in combat, but even then the command does not work.
I am absolutely clueless. And yes, I have the right files in the folder and named my files correctly. I just checked 5 minutes ago.
I'll take a look at the esp and see if I can't figure it out, please open the CK, the DRAkE - Dungeon esp, and find the 0DUNBlackreach Music Track records, right click on one and click Use Info which should bring up a list of everything that it's in use by, it should be at least in use by MUSDungeon which it is on the esp I'm looking at right now but I may have already fixed it while working on this one.
EDIT - Should be in MUSDungeon which are Blackreach interiors and MUSDungeonIce which is the main part of Blackreach.
If you're hearing it in interior then it is in MUSDungeon, if not outside then likely it's missing from DungeonIce or something is interfering somewhere.I don't have a save game to test this out anytime soon I don't think unfortunately.
EDIT 2 - Remembered Alternate Start as a Necromancer starts in Blackreach so was able to test it that way and I have the full range of dungeon, combat, stingers, & perk tree music, I also noticed it faded out between interior and exterior which means it is switching lists like it should (blame Bethesda for using 2 lists instead of 1) despite playing the exact same track.The esp I have works so either I did already fix it again and need to release the incomplete update or something is interfering, if you look at the esp and the Blackreach records are in MUSDungeon & MUSDungeonIce then that seems to be the issue.
It is silent in both interiors and exteriors. I went into Sinderion's Laboratory and it was as silent. addmusic did not work and reloading the save also did not work.
I'll try moving the esps and the Mod Folders in Mod Organizer to the bottom. If that helps, I'll know a group of mods that could interfere. If it doesn't, then I have no idea how to fix this.
EDIT: It didn't work.
I'll just reinstall it again. A second reinstall worked for another mod, maybe it'll help here , too ^^
I have, however, encountered something. Apparently I can use addmusic in Blackreach. addmusic MUSCastle works. Others work too, but the only two ones that don't work are the two problem types: MUSDungeon and MUSDungeonIce. If I use those commands it stays silent.
They work outside of Blackreach, though.
It might be because of the mod Blackreach Overhaul, but DRAkE and BO worked together for me before, so I don't see any issues. Still, I'll test it.
If that doesn't work you can send me the WIP esp.
EDIT: Alright, it didn't work. You can send me the ESP.
EDIT - Took all night but looks like we got the issue resolved, it did involve me having to fix some things in the Dungeon esp so if you can't wait for the next update to be ready send me a PM request I guess.
The issue was from 03WED to 06SAT I had Location = 2 instead of = 1 in the conditions which caused them to not work at all.
I have no real estimate how much longer it's going to be before the next update is ready but I'm hoping before the end of year or slightly after it.
V4 Possible Changes
-Dawn & Dusk removed and absorbed into Day & Night for all categories
-Major Bosses change to 20 slots NToD & No Day of Week
-Reduce Castle down to Castle, High Hrothgar, & Vampire (Removed Castle Dawnguard, Imperial, & Stormcloak)
-Civil War change to NToD
-Cave Draugr remove and let Nordic Ruins handle all Draugr related locations
-Ice Falmer remove and let Cave Falmer handle all Falmer related locations
-Nordic Dragon Priest remove and add Priest special combat to Nordic Ruins (if possible)
-Throat of the World remove and use Sovngarde for both Alduin encounters
-Vamp Lord & Werewolf merge into 1 list
-Dawnstar, Falkreath, Morthal (which doesn't really work without the cell edit fix anyway), Raven Rock, Tel Mithryn, & Winterhold remove and absorb slots into main city lists
-Tavern (both types) NToD & No Day of Week
It will probably take a long time to do all this so if it does happen don't expect it to be available very quickly, also this will probably become the only version ('All Version' will also be done as usual) which means no more NToD or Lite extra versions.
V4.0
CURRENT CHANGES
-Dawn & Dusk removed and absorbed into Day & Night (10 per instead of 5)
-Alduin now covered by AllCombatBoss
-Durnhevir now covered by AllCombatBoss
-AllCombatBoss no longer has time restriction and reduced to 20
-Alduin no longer has time restriction and reduced to 20
-Alduin now only uses Sovngarde, Throat of the World removed
-Durnhevir no longer has time restriction and reduced to 20
-Werewolf & Vamp silent dragon encounters fixed
-Towns now properly use Town Combat in interiors
-Civil War now NToD
-ExplorePerkTree in Forts fixed
-Miraak no longer has time restriction and reduced to 20
-AllCombatNormal restricted to not be used for dragon encounters
-Cave should no longer be used in Riekling Camps
PLANNED CHANGES
-Castle Dawnguard removed & absorbed into Castle
-Castle Imperial removed & absorbed into Castle
-Castle Stormcloak removed & absorbed into Castle
-Sovngarde ambient no longer has time restriction and reduced to 20
-Eclipse Explore removed and returned to using region Night
-Small Towns removed and absorbed into Main Cities
-Tavern no longer has time restriction
-Vamp Lord & Werewolf merge into 1 list & OR reduce to 20
There will most likely be a few more added some time later
EDIT-11/10-17
V4 is nearly ready for Beta testing, anybody interested in helping?
I took a quick look and couldn't find anything wrong in the esp but if they are not working then something probably is and I need to know about it to fix it.