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:
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:
A correct music mod load order should always look like this:
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.
Also important to know:
Let me know when I'm incorrect in some point.
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