Some locations will sometimes use Explore or other wrong music instead of their respective town music if you save the game while in the town and load that save. It should fix itself as you play the game just by walking around a bit.
As of right now I can confirm it sometimes happens in Falkreath and Winterhold. There may be more places. It seems to happen more often in the towns and villages that are in the main Skyrim worldspace (as opposed to having their own worldspace in vanilla, such as Whiterun or Riften). Let me know if you find any locations that have this issue.
Unfortunately, it seems to be a vanilla issue, but is only noticeable with my mod if you actually have music for the towns. In vanilla these towns typically use the generic Explore music (or more accurately, do not have a BGM assigned to them at all, so they just continue playing the Explore music you were already listening to on the way into the town).
I might try to fix this is enough people complain or if people find that there's more locations with this issue. I have an idea on how to fix it, but it'll be tedious since you need to do it by hand in xEdit, so there isn't a lot of motivation to do it at least until after I do version 1.2.
Features I'm Working On Soon™
Version 1.2 will feature a SPID keyword distribution file that will, optionally, distribute keywords to various enemy types so we can have different combat BGMs for different kinds of enemies. For example, if you don't really feel threatened by mudcrabs or skeevers: You can have a weak enemy combat BGM for them.
Right now the plan is to have a few combat BGM folders:
weak enemies (mudcrabs, skeevers, etc.)
common enemies (bandits, draugr, etc.)
strong enemies (giants, draugr lords, etc.)
dragons
dragon priests
If you can think of other important enemy archetypes that you think need their own BGM, let me know.
In addition, perhaps in version 1.3 or something, I plan on adding BGMs for certain specific quests or events that happen inside otherwise peaceful places, such as the climax of the College of Winterhold quest line, or when Roggvir is being executed in Solitude, so it wouldn't be playing the typical town music during those situations. This one will be very tedious since I need to track down each relevant event. I don't even know how many there are yet.
Also thinking of releasing an optional starter pack download featuring the vanilla music that's been adjusted to be about as loud as the typical video game BGM, for those that still wanna hear the vanilla music but wanna add to it using other tracks.
I have tried everything I can do get town music playing right I CANT DO IT No matter what I try it never works I cant get working. I have no idea why I have no idea what is wrong with my load order I put it at the bottom of the list. Its impossible for it work. The concept of having custom town music is impossible to function at least for me. RIP THE DREAM I tried everything. I changed the occustic values in xedit and that didn't work, I went into creation kit added town music didnt work im ready to f*#@ing scream at the f*#@ing computer or just give up on it. IT DOESNT WORK FOR ME I dont know why i dont know how im just at a loss. I also have an issue where day and night music cant evaluate each other for example, day time music plays at night, morning music plays at 2 AM, im ready to just rip out all of the music mods and give up. Im so sick of this.
Awesome mod! I love how this expands upon the original Personalized Music with more playlists, it's a godsend for me as I had tons of music I couldn't use with the old mod's limitations! If I could make a few suggestions:
-The original Personalized Music got updated by MOBOP as you can see on the original mod's top comment, and it added dedicated playlists for Severin Manor and the Hearthfire homes (Heljarchen Hall, Lakeview Manor, and Windstad Manor). Could we eventually get the same thing, and with Shadowfoot Sanctum as an extra if possible?
-I was going to say more contexts for combat, like for fighting weaker/stronger enemies (and personally I'd love one for Dwarven machines specifically so I can make use of some futuristic action music), but I see you already got something planned in that regard! :)
-Could you detail in the description/Q&A what are the exact locations intended for each playlist similarly to the original mod, or at the very least just for the new folders? Maybe I just missed something and it might be because I haven't gotten yet into much of the AE/Creation Club content, but I feel it can be hard to understand the exact purpose of a few like "Combat - Umbra", "Eclipse", "Skills", etc.
1. Sure, I think I can add special playlists for those specific homes. I actually forgot about them lol. Because I've not played Hearthfires like ever. I don't even know how to start the quest for it haha. But yeah it should be easy-ish, just a bit tedious because of xEdit.
2. I'd recommend just setting up a playlist for the whole Dwemer dungeon instead of having playlists specifically for the Dwarven machines. Instead of going for specific races/enemy types I might actually check to see the level difference between the player and the targets. It might result in a less chaotic playlist as it's possible that the game will switch quickly between playlists if you go to a place with mixed enemies, like bandits + wolves or something.
3. The Skills playlist is for when you open your skills menu. You know, like One-Handed, Smithing, Illusion, etc.
Tbh I'm not sure what some of those other playlists are for either. They seem to be called by the vanilla game, and the original Personalized Music also had those.
I think a lot of those other playlists happen during specific events during some quests, like at some point during the Dawnguard quest line for Eclipse or something. I'm not sure tho, as I don't actually play Skyrim as an RPG, and have never finished any of the storylines (I usually play Dawnguard just to get Serana, then stop). I play it as a sandbox. I'm not even dragonborn in my playthrough heheh.
1. I tried the Hearthfire stuff a bit in Legendary Edition, and I thought the homesteads were sweet! But that may be because I'm a sucker for sandbox-like building stuff! If I remember correctly you have to beat some prerequisite vanilla quests in places like Falkreath and then ask to buy the plot of land from the local jarl or their steward.
2&3. Roger that! Thank you!
Haha I get ya, I never went far even into the vanilla storyline myself, and I got way too many hours on the original game just by doing random sidequests and messing around with mods and console commands! I don't even remember how I unlocked Serana during my first playthrough lul
il n'y a que pour moi que ça fonctionne pas ? j'ai beau suivre chaque étapes mais rien n'y fait, pourtant mes musiques sont bien en .xwm je renomme ensuite la musique en ex: (Riften01.xwm) je l'écrit aussi sur le bloc note mais rien se passe, quelqu'un pourrais m'expliquer d'où viens le problème sil vous plait ?
Quick question. Does this mod acts as a full replacer? or it keeps the vanilla and you can choose to add which music on which criteria would play? Currently i don't plan on having a complete music replacement and im using Personalized Music by Aardvark since it provides the option of being a non-replacer
This is a full replacer. From the Q&A section on the description page:
> Why did you get rid of the vanilla music? How can I bring vanilla music back? The problem with vanilla music is that it's naturally much quieter than most music tracks, since it was mixed with the idea that it'll be playing constantly in the background, so it'll be jarring if you used your own music mixed in with vanilla music. In fact it's quieter than most video game BGMs for some reason.
If you really want to bring vanilla music back you're gonna need to extract the relevant tracks from the Skyrim - Sounds.bsa file using a program like BAE or similar. Copy the specific files into the folders you want like the rest of the music you want to add to this game. But yeah, be forewarned about the volume difference and maybe boost its volume up in Audacity or something before mixing them together.
Oh my bad, I didn't see the QnA section. Thank you for the quick reply. I might just have to completely replace the game's tracks. I'll be using yours. Endorsed!
Almost forgot. what's for the boss folder? just any boss? Even the mini bosses in dungeons? I'm assuming the Alduin fight uses the boss folder too right?
As of right now it's actually just dragons. I'm working on a new version that requires SPID that will specify other bosses as well, such as the minibosses in dungeons and other boss-like encounters in quests. If I don't get lazy I can get that version up this weekend tbh. It's just incredibly tedious making new music types since you kinda manually have to enter each new entry.
Check the sticky note at the top of this comments section for more info.
I can check it, but it depends on what music ICOW set for the rooms. It's also possible that this is one area that I missed myself. I'll check it later.
Also double check if you have any music in the College of Winterhold folder.
80 comments
Some locations will sometimes use Explore or other wrong music instead of their respective town music if you save the game while in the town and load that save. It should fix itself as you play the game just by walking around a bit.
As of right now I can confirm it sometimes happens in Falkreath and Winterhold. There may be more places. It seems to happen more often in the towns and villages that are in the main Skyrim worldspace (as opposed to having their own worldspace in vanilla, such as Whiterun or Riften). Let me know if you find any locations that have this issue.
Unfortunately, it seems to be a vanilla issue, but is only noticeable with my mod if you actually have music for the towns. In vanilla these towns typically use the generic Explore music (or more accurately, do not have a BGM assigned to them at all, so they just continue playing the Explore music you were already listening to on the way into the town).
I might try to fix this is enough people complain or if people find that there's more locations with this issue. I have an idea on how to fix it, but it'll be tedious since you need to do it by hand in xEdit, so there isn't a lot of motivation to do it at least until after I do version 1.2.
Features I'm Working On Soon™
Version 1.2 will feature a SPID keyword distribution file that will, optionally, distribute keywords to various enemy types so we can have different combat BGMs for different kinds of enemies. For example, if you don't really feel threatened by mudcrabs or skeevers: You can have a weak enemy combat BGM for them.
Right now the plan is to have a few combat BGM folders:
If you can think of other important enemy archetypes that you think need their own BGM, let me know.
In addition, perhaps in version 1.3 or something, I plan on adding BGMs for certain specific quests or events that happen inside otherwise peaceful places, such as the climax of the College of Winterhold quest line, or when Roggvir is being executed in Solitude, so it wouldn't be playing the typical town music during those situations. This one will be very tedious since I need to track down each relevant event. I don't even know how many there are yet.
Also thinking of releasing an optional starter pack download featuring the vanilla music that's been adjusted to be about as loud as the typical video game BGM, for those that still wanna hear the vanilla music but wanna add to it using other tracks.
Also does this wav file types?
If I could make a few suggestions:
-The original Personalized Music got updated by MOBOP as you can see on the original mod's top comment, and it added dedicated playlists for Severin Manor and the Hearthfire homes (Heljarchen Hall, Lakeview Manor, and Windstad Manor).
Could we eventually get the same thing, and with Shadowfoot Sanctum as an extra if possible?
-I was going to say more contexts for combat, like for fighting weaker/stronger enemies (and personally I'd love one for Dwarven machines specifically so I can make use of some futuristic action music), but I see you already got something planned in that regard! :)
-Could you detail in the description/Q&A what are the exact locations intended for each playlist similarly to the original mod, or at the very least just for the new folders?
Maybe I just missed something and it might be because I haven't gotten yet into much of the AE/Creation Club content, but I feel it can be hard to understand the exact purpose of a few like "Combat - Umbra", "Eclipse", "Skills", etc.
This aside, thank you for your work!
2. I'd recommend just setting up a playlist for the whole Dwemer dungeon instead of having playlists specifically for the Dwarven machines. Instead of going for specific races/enemy types I might actually check to see the level difference between the player and the targets. It might result in a less chaotic playlist as it's possible that the game will switch quickly between playlists if you go to a place with mixed enemies, like bandits + wolves or something.
3. The Skills playlist is for when you open your skills menu. You know, like One-Handed, Smithing, Illusion, etc.
Tbh I'm not sure what some of those other playlists are for either. They seem to be called by the vanilla game, and the original Personalized Music also had those.
I think a lot of those other playlists happen during specific events during some quests, like at some point during the Dawnguard quest line for Eclipse or something. I'm not sure tho, as I don't actually play Skyrim as an RPG, and have never finished any of the storylines (I usually play Dawnguard just to get Serana, then stop). I play it as a sandbox. I'm not even dragonborn in my playthrough heheh.
1. I tried the Hearthfire stuff a bit in Legendary Edition, and I thought the homesteads were sweet! But that may be because I'm a sucker for sandbox-like building stuff! If I remember correctly you have to beat some prerequisite vanilla quests in places like Falkreath and then ask to buy the plot of land from the local jarl or their steward.
2&3. Roger that! Thank you!
Haha I get ya, I never went far even into the vanilla storyline myself, and I got way too many hours on the original game just by doing random sidequests and messing around with mods and console commands! I don't even remember how I unlocked Serana during my first playthrough lul
je renomme ensuite la musique en ex: (Riften01.xwm) je l'écrit aussi sur le bloc note mais rien se passe, quelqu'un pourrais m'expliquer d'où viens le problème sil vous plait ?
Check the sticky note at the top of this comments section for more info.
Also double check if you have any music in the College of Winterhold folder.