The Elder Songs V3.0.0 Compatibility list

Personalized Music - Skyrim Special Edition Read the instructions carefully.
Beyond Skyrim - Bruma SE 
Beyond Reach 
Celtic Music in Skyrim - SE PARTIAL
Only the main mod is compatible. The dungeon and combat addon from Celtic Music is currently not compatible.
Hun Lovaas - Skyrim Fan-Made combat music 
Also compatible with Beyond Skyrim: Bruma and Beyond Reach via my merged patches.
Around the Fire - Skyrim Fan-Made Music 
Melodies of Civilization - Skyrim Fan-Made Music 
Still - Skyrim Inspired Music 
Fixes the incompatibility with 2 Dawnguard palettes soundtracks. Requires Dawnguard.
SSE High Quality Music 
Fantasy Soundtrack Project SE 
Immersive Music 
The Witcher 3 Music Overhaul (SE Edition) 
Yggdrasil Music and SoundFX Overhaul SE 
Musical Lore (Soundtrack Mod By Nir Shor) 

Glory Days - Music Of Skyrim 
Improved Combat Music 
The Northerner Diaries in Skyrim 
Magic College Music - Songs for Academy Compatible, but I recommend Obscure's College of Winterhold instead. It's just a must have mod (and I made the soundtrack for it).
Additional Music Project 
Morrowind Music Integration this mod mixes up the combat music with the dragon combat music = it's broken.
Extra Music Pack For Skyrim 
Dreams and Nightmares Music Mod 
Dreyma Mod 
Chapter II - Jeremy Soule Inspired Music (by Dreyma Music) 
The Southerner Diaries - A Soundtrack Expansion 
Fanmade and Nordic Exploration and Combat Music 
Dark Era 
Symphonic Soundtrack ✔ LIGHT SUPPORT! All TES plugins required. Not compatible any music mod. Also not compatible with Beyond Skyrim: Bruma and Beyond Reach
Nyghtfall - Epic Immersive Fantasy Music 


Why do we need a compatibility patch for Music Mods?


The creation engine handles music mods in a very special way. Basically you can't install 2 music mods (or mods that changes the vanilla music) at the same time. The last mod in the load order will override everything what's loaded before. 

This music system behaves like the actors in the creation engine. Let's say you want to install mods for Serana. You can have more than 1 mod to change her appearance, dialogue, marriage, etc., but only one mod of each type. You have two new faces for her installed? The last one in the load order will be the one you'll see. 

There are different Music Types. They behave the same way as the actors do. There are types like Explore, Combat or Dungeon to name a few. The last mod which alters the music type in the load order decides what happens.


It's possible to install a mod that add music to the combat type and to install a mod that add music to the exploration type at the same time. They work nicely together because they're only affecting one music type each. But what will happen if you install two combat music mods at the same time?


Example: 
Mod A adds 100 new combat songs. Mod B adds 1 combat song. Mod B is further down in the load order. What will happen? You'll end up having 1 additional combat song. None of the 100 Combat songs of Mod A will be loaded into your game. What happened?!


Music mods are not compatible with each other. That's why. At least not out of the box!
There's a way to combine music mods though. With a patch a.k.a merging! These patches are Indexe of all of the tracks. But just like in a book, there can be only one index. If you have 2 compatibility patches installed, the latter one will override the first one.


Back to our example:
Mod C is a patch for both our mods. It's basically a summery of the tracks of Mod A and B. Imagine it as an additional list which tells the engine to accept all of the named tracks. It does nothing else. It MUST be loaded after Mod A and B, otherwise it will be overwritten.

You want to add Music Mod D? Then you have to update the index (Mod C), the compatibility patch in our example. Mod C must have the complete list of all tracks of mods with custom music. Again! It must be further down than Mod A+B+D.



This is how my patch works in a larger mod situation:
  • Mod A is Bruma
  • Mod B is Beyond Reach (short: Reach)
  • Mod C is a compatibility patch [url=https://www.nexusmods.com/skyrimspecialedition/mods/19374]between Mod A/Bruma and Mod B/Reach
  • Mod D is my Mod, The Elder Songs (short: TES, [I see what you did there!])
  • Mod E is my compatibility patch for all four mods 


Correct load order: 
Mod A/Bruma -> Mod B/Reach -> Mod C/BrumaTweaks -> Mod D/TES -> Mod E compatibility patch (Index)

--> Everything is okay Annie!

What actually happens in this case:
  • Mod A is adding it's own stuff, textures, objects, music etc.
  • Mod B is loading right after, but it comes with it's own music too. Panic. Incompatibility! They don't work with each other.
  • Mod C ensures that both mods work well with each other, including the music. Phew.
  • Mod D is loading and it totally overwrites the music index once again. Engine is only using Vanilla music + Mod D now. Panic intensifies. 
  • But finally, our hero Mod E is loading and it combines everything to each other. He carries the complete track list in his hands. And now everything is working nicely together.



A correct music mod load order should always look like this:

Mod 1 -> Mod 2 -> Mod 3 -> Mod 4 -> Mod 5 -> Mod 6 -> 1 Compatibility patch which combines ALL music mods (Index)
No separate compatibility patches in between! They will be overwritten and end up being useless. 

The last .esp has always to be the compatibility patch for your specific load order. 



Important! Everything depends on your load order.



Also important to know:
  • If a mod uses the vanilla music system my music will be played there too. 
  • A mod like "Legacy of the Dragonborn" for example uses it's own custom music type/regions and own custom tracks. My mod, Bruma or Beyond Reach don't interfere with it. Bruma and Reach have their own custom locations as well BUT they interfere with the combat music, that's why we need a patch for it if we want to have a music mod which contains battle music (or if you have only Bruma and Reach installed, they're incompatible to each other too, because of the combat music).
  • If you want to add a lot of music mods you gotta create a custom compatibility patch for your own load order, because it's not likely to find a merged patch that suits your load order.
  • I'm very bad at explaining stuff




Let me know if you have any questions.
Let me know when I'm incorrect in some point.

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madvintage

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