Skyrim Special Edition
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HellLizard

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HellLizard

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Around 26,348 tracks, a very extreme add-your-own music mod allowing unique dungeon, explore, guild, town, riding, & varied combat music such as boss music for both generic (i.e. bandit chiefs) and special bosses Alduin, Ancano Tsun, Mirmulnir, Red Eagle, and more, and different music for weaker fights with crabs, wolves, and low level enemies,

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WELCOME TO DYNAMIC CUSTOMIZABLE SOUNDTRACK

DCS is an improved version of DRAkE, and like DRAkE it allows for a full suite of music per location if you want, besides the new features, improvements and the removal of DRAkE's mostly unpopular Day of the Week options it's almost the same.  In short it's hopefully what several people have requested changed with DRAkE.

In a more direct example if you've never seen DRAkE or the older CDMS, a Nordic Ruins location seen as a Bandit Camp by it's in-game location data can have completely different music from one seen as a Draugr Crypt allowing you to set up a fitting atmosphere for each if you wanted, all of it, exploration, combat, skills menu music, level up, death, clear, and more, the location type really does define the set of music used if you want, or you can go the 'use this everywhere' route if you aren't meticulous about your music as well if you prefer, or you can also do it by type of dungeon rather than by faction.

With DCS, you can have your own music play in-game and have almost endless choice over where and when it plays as well as if it fits the situation.

For example the vanilla song Caught Off Guard is something I HATE being used for very hard encounters where I barely survive so with DCS we can make that song only play for weak enemies like wolves and low level enemies (low level enemies are tier 01 & 02, i.e. 'Bandit', and 'Bandit Outlaw' range).

Another example, perhaps you're low on health and trying to evade an angry mob of falmer or something, you're out of direct combat so music in vanilla (usually pre-maturely in my opinion) goes back to that very ambient style, with DCS you've got the option of in-combat exploration music to add a bit more suspense, great for if you get in that life or death situation of no magicka, potions, damaged or disarmed weapons, and stuck between a large group who you're trying to evade and another smaller group you snuck past that doesn't know you're there yet but will surely be able to kill you if you run into them.

In short you can set up entire music suites for various situations and places for all of Skyrim and its DLCs at least plus a few other supported mods. 
These suites include unique explore, combat, skills menu, stingers, and sometimes more as well as the combat music being varied for weaker, regular, and boss enemies if you wish, both for generic bosses like bandit chiefs, briarhearts, hagravens, spriggan matrons, giants, and unique music per special boss such as Cicero, Ancano, Tsun, Red Eagle, the Gauldersons, and Alduin just to name a few.

(Please note that no music comes with this mod sorry, but there are quite a few recommendations below)

Here's nearly a full list of DCS's features as of v5

  • DCS allows somewhere around 26,346 songs total not counting combat finales, stingers, and supported mods

  • DCS uses only the Time of Day (Any, Dawn, Day, Dusk, & Night) and not Day of the Week as DRAkE did which most people seemed to dislike

  • Should be low mod conflicts with the 3 core files although the explore esp tends to have some so load it toward the bottom like you would Realistic Water Two, usually all DCS esps need to do with cell edits is change the music type which is a drop down list so very easy to patch in xEdit if you need to.
  • Allows a massive amount of songs with no performance impact

  • Doesn't add scripts, spells, quests, or inventory items, so works completely as if it was vanilla design, all you need to do is supply the music files to the available folders
  • Entire music suites for different locations (by suite I mean the location often has it's own exploration, combat music, stingers, & skill menu music)
  • An ALL category per type to be used anywhere depending on the rule type chosen, for combat & dungeon these categories make loops impossible which I use so the default rule type is restrictive, so those are prevented from being used in known dungeon types, Explore All & Town All are always used no matter which rule type is chosen, also they will be used in dungeons that are unknown to DCS due to lack of keywords, Pinewatch's location lacks the keywords to identify it as a bandit camp for example so it defaults to ALL)

  • Note on the above ALL category... the explore music is NOT used in the Marsh by design, it doesn't cover anything in the special BOSS category folder.

  • Skills Menu music that actually does work while in the wilderness (DRAkE had skill menu music but as far as I remember it only worked in dungeons & towns)

  • Unique combat music for most major bosses (Alduin, Ancano, Arch-Curate Vyrthur, Cicero, Haknir Deathbrand & Crew, Durnehviir, Ebony Warrior, Forgemaster, the Gauldersons, Haknir's Crew, Karstaag, Lord Harkon, Mercer Frey, Miraak, Mirmulnir, Orchendor, Paarthurnax, Red Eagle, the Soul Cairn Reaper, Tsun, and support for mod added bosses as well)

  • Unique combat music for generic bosses such as bandit chiefs, spriggan matrons, draugr overlords, dragon priests, giants, EVW assassins, and more that is location aware (meaning if you fight a bandit chief in a bandit camp you get the CombatBoss from the BANDIT CAMP category, and if it's a fort you get CombatBoss from the FORT category, and if in the middle of nowhere it will use CombatBoss tracks from ALL & the region category for which you are in such as the Tundra or Reach)

  • Unique combat music for dragons

  • Unique combat music for brawls

  • Unique combat music for weaker tier 01 & 02 enemies (just 'Bandit' and Bandit Outlaw for example but not a Bandit Thug and up) and weak animals (such as crabs, wolves, slaughterfish, and so on) that is location aware
  • Unique combat music for regular enemies from tier 03 & up that is location aware

  • Unique combat music for the Civil War music type (which seems to mainly be used during major city sieges like Battle for Whiterun)

  • Long combat music actually ends properly usually (Having the game paused such as being in the inventory menu does prevent the game from
    realizing you're out of combat though, that's not a bug it's just how the game (and actually many others if you really pay attention) works)

  • Long combat is usually set for a maximum of 6 minutes (10 minutes as of v6.0) in DCS (the finale cue points or checkpoints as I like to think of them are in seconds which are 3-5 seconds apart so going above 6 minutes is a pain but if you dive into the esp you'll find song slots that do allow all the way up to 10 minutes, it's based on what I need so varies quite bit if you look, 6 minutes was the starting base and I created extended ones where I needed them, so if you REALLY want something above 6 minutes take a look in the esp, the music tracks have the extended time in their name and look something like this 0DUNNordicRuinsCombatBoss01_zx10min, so see as of 2.2 that track is one that allows up to 10 minutes)

  • Further note on long combat - the song length isn't what matters so much as how far in the song is when combat ends because the finales work like checkpoints, once it's past that last checkpoint it's on the end run and won't stop until the song finishes, the problem with this is that last checkpoint also enables exploration music to resume if you're out of combat so using a song that's longer than there are checkpoints for will result in combat music stacking with the explore music where you hear both at the same time

  • If you think 6 minutes is short please realize the vanilla finale time which I think most other music mods use (like Personalized Music last I used it in Oldrim) is only 1-3 minutes...this is probably the main thing I set out to fix when making my own music mod

  • Every combat song can have it's own finale if you wish, a silent file is included if you can't add an end track (I think this is optional but I'm still unsure if it has any impact on if songs have trouble ending properly if not used)

  • Unique music for every town individually or an all in one option

  • Faction based castle music as of v4 that is also by town if you wish, the options are ALL castles, both, imperial, or stormcloak controlled, and then further city specific such as Falkreath Imperial.
  • Unique music for small towns like Riverwood, Rorikstead, Shor's Stone, Raven Rock, Skaal Village, Tel Mithryn and more

  • Unique music for Orc Strongholds

  • 4 groups of tavern music which are City (used in the 5 major cities), Small Town (used everywhere else), Dunmer (New Gnsis Conrnerclub & Retching Netch) & All (used everywhere alongside those)

  • Unique exploration music for city temples

  • Unique exploration music for most halls of the dead & ancestral tombs (explore only, not a full suite)

  • A sewer category for various places such as the Ratway and Markarth Warrens (explore only, not a full suite)

  • Unique exploration music for High Hrothgar

  • Unique exploration music for player homes

  • Note on the above player homes... city homes will need to finish the currently playing town track before the game switches over to the HOME category first since it uses the same Music Type, you can force it to switch by going in and out of the skills menu though, I try to avoid editing cells directly when possible and player homes was something I really didn't want to touch so you get your home music without needing to patch anything hopefully
  • Further note on the above about player homes... mod added player homes need to have the LocTypePlayerHouse keyword as well as use the normal Town music type, in other words if it uses the Tavern music type this won't work there, but hey DCS allows plenty of tavern music too

  • Unique music for almost all vanilla guilds, including the Blades, College of Winterhold, Companions, Dark Brotherhood, Dawnguard, Thieves Guild, & Volkihar, some have more than exploration such as the Dark Brotherhood for obvious reasons if you've played that questline

  • Note about the above, I wanted to be a bit more dynamic this time so several guilds (Dark Brotherhood, College, & Thieves) start out silent by design and only have music after you've joined, although in the DB's case there is also dungeon music for when you're against them which this is also used in the other sanctuary for awhile

  • Unique full music suites for every type of vanilla dungeon (Apocrypha, Blackreach, Cave, Dwarven Ruins, Forgotten Vale, Fort, Nordic Ruins, Ice, Shipwreck, Soul Cairn, & Sovngarde)

  • Although not a suite unique music for the Pelagius Wing which is used in a few other places as well like the House of Horrors

  • Unique & shared music for when around Imperial & Stormcloak military camps as of v4
  • Cell edits are as minimal as possible, almost everything is done with keyword checks, so Dwarven Ruins including mod added ones (if they have location data that identifies them as a Dwarven Ruin) have unique music without needing cell edits, a few things that are edited are usually so music changes instantly such as with temples and around un-walled towns

  • Unique full music suites based on what faction controls a non Civil War fort dungeon (Take Embershard, Sundered Gorge, Shimmermist, & Bloated Man's Grotto for example, they all use the Cave Music Type so normally they have the same songs, with DCS Embershard uses the Bandit Camp category folder, Sundered Gorge uses the Warlock Lair category folder, Shimmermist uses the Falmer Hive category folder, and Bloated Man's Grotto still uses the Cave category because it has no faction, and each category folder is an entire set of music on it's own, combat, explore, skills menu, & stingers.)

  • The above is dependent on which rule type you choose, Simple rule type completely removes the faction feature in favor of only the type mattering

  • Special exploration music while being searched for by enemies while outside of town or in a dungeon (meaning red dots on your compass but only if a normal exploration song isn't already playing, the search music is to be used after it if you still have red dots on the compass, leaving this option empty will result in silence during this time which still works well from a gameplay point of view since it allows you a quiet time to hear movement around you easier but personally I prefer something that's between combat & ambient to kind of transition into or even out of combat, think evasion mode in MGS to explain this option although being conditioned explore music it gets cued instead of instantly used)

  • Unique music suites for each region (Coast, Forest - Fall, Forest - Pine, Marsh, Mountain, Mountain - Solstheim, Reach, Snow, Snow - Solstheim, Tundra, & Volcanic Ash)

  • Note on the above in comparison to DRAkE - Cave & Mountain categories are now just that and not used as default categories in DCS as they were previously in DRAkE, that's why DCS has an ALL folder after all

  • As of 2.0 unique exploration music when riding a horse (unsure if other mounts qualify or not)

  • Unique music suites while in Werewolf or Vampire Lord form (not optional unfortunately so be sure to put something in these, otherwise that rampage in Whiterun might be a little awkard)

  • Night music is actually only allowed to start during the night (10pm to 5am)

  • Unique explore music for the duration of an eclipse

  • Unique music during creating your character with Live Another Life Alternate Start mod (this is the CHARGEN folder), also a patch is available to make this category work with The Realm of Lorkhan Alternate Start mod

  • Unique music suite for Helgen that is separate from creating your character in the Abandoned Prison, so if you start at Helgen directly you'll have the Helgen explore music when creating your character

  • Usually at least 150 dungeon tracks possible per category as of 2.2, categories that have little use like ASH SPAWN are less though
  • Usually at least 50 exploration tracks possible for all 5 time of day folders each for a total of 250 per category, often more than 50 is available due to the fact I needed more, it really varies greatly but should be plenty

  • As of v5 most explore is around 100 tracks per time of day, while day itself is usually 150 tracks
  • Usually at least 100 guild tracks possible for each category

  • Usually at least 50 town tracks possible for each category, as of v5 this is often 100 tracks per time of day

  • Usually at least 50 of each type of combat track per category, sometimes more (as of 2.2 ALL CombatNormal is at 200 available just on it's own), a few categories that have minimal use are limited to 10 of each type such as ASH SPAWN dungeons

  • Stinger options for custom clear, discover, level up, death, word of power, the cart ride intro & more

  • Looping music (repeating a specific song) is actually possible with the default restrictive rule type, although you will have to do a fair bit of duplicating songs in most categories to get a fairly seamless loop, there just isn't really a way to please everyone on this, best bet is if you want to do this open DCS in the Creation Kit and reduce the track count in the category you want to do it with by adding the Disable keyword as a LocationHasKeyword condition if you can't handle duplicating a song that many times
  • Support for various other mods in the form of Combat IDs which distribute the keywords DCS uses to know if boss, regular, or weak combat music should be used, music type changes (such as music consistency with town mods like JK & COTN), and patches

  • The Cycle Tracks flag is pretty much completely removed from all music types so it allows them to play fully randomly instead of only choosing a random starting point, if you're only using a handful of songs and it takes awhile for it to cycle through empties to one where you have a music track you might want to consider undoing this change in xEdit or if you feel up to it edit the esp to cut it down to something more manageable for you.


SnowflakePillow wrote a nice little review of DCS here
https://old.reddit.com/r/skyrimmods/comments/g01q0y/shout_out_to_helllizards_dcs_dynamic_customizable/?

INSTALLATION

-Manual Installation
Step 1 - Download the DCS 5.0 AIO (All in one) and install the core files into your Skyrim Data folder where Skyrim.esm is found

Step 2 - Choose the Unused Regions Fix file you need that matches the combination of weather & sound mods you use or just vanilla if you don't have any
-The point of this file is while region combat works out of the box the explore doesn't, while Bethesda created a unique music type playlist for
each region they didn't actually use them, for example Coast uses Mountain, the Rift uses Pine instead of Fall, Reach uses Mountain despite having, Snow uses Mountain, and you get the idea.

-NOTE: It's actually optional but as stated above without it combat & explore music in those regions will not match and half of the region
exploration music will be unavailable for you such as instead of most of northern & eastern Skyrim using SNOW the game will use the MOUNTAIN
category.


The region fix does conflict with weather mods, if you're weather mod doesn't appear to be supported ask for a patch or scroll down to the
instructions on how to fix it on your own because all you need to do is change the music type which is a simple drop down list, very easy to do.

Step 3 - Choose your rule type, the default is the restrictive rule type which prevents the ALL categories from being used in known dungeon types so looping songs can be used
  • Standard Rule Type - This removes the restrictions on the ALL folders and they become as their names imply used everywhere
  • Simple Rule Type - Same as standard rule type except faction dungeon options are disabled and only the dungeon type matters, such as ruins or a cave

Step 4 - Choose any Combat ID files you need
-These esl flagged esps distribute keywords to races & npcs to identify them as weak, boss, or special boss so they have the correct combat music. Without these, weak combat and all but the DLC bosses that already had boss music will not work, simply put no ID file no unique Alduin boss music.
-NOTE: This is actually optional, if you don't want unique bosses nor the weak enemies combat music you don't need one. Without one you'll still have the DLC bosses, normal, & dragon combat music like you would in vanilla.

Please be aware npc replacer mods are going to conflict by removing the keyword these add, so if you use one like Pandorable, Retouched, Men of Winter, and so on double check there isn't a conflict, if there is you can usually just add the keyword to the replacer, sometimes you might need to remove the USE KEYWORDS flag though although that's mainly only for generic npcs like bandits.

Step 5 - Explore the rest of the options and patches available

-Manager installation
1. Download the DCS 5.0 AIO and install as an fomod

-How to Use DCS
The DCS esps just tell the game where to find the music files and how to use them, you still need to add your music files to DCS's folders to have the music in-game.

Step 1 - Download a converter tool from here on Nexus, I only know of 2 at this time. (Skip this step if you already have something that converts to XWM, although it seems WAV also works but due to file size and how many DCS allows I don't think I'd recommend that, if you try it be sure to leave a comment on how it works).

Skyrim Audio Converter (Recommended)
MultiXWM

Step 2 - Adding your music
1. Extract the converter to anywhere you want it on your computer, it doesn't need to be in the Skyrim folder, and then run it (For Skyrim Audio Converter you may wish to check it's ini file first and change it's default settings for better quality conversions without the need to manually change it when converting.)

2. Convert your music to XWM with the tool of your choice (or WAV although I still don't recommend it)

3. Go into the Music folder found in the same folder as where Skyrim.esm is, and then find and go into the 00DCS folder

4. Browse through the folders making sure to read the text file's names for the XWM details (they are blank txts so no need to open them) and place your music into the folders of your choice. 

5. Once done enable the esps, then start up the game and enjoy, if you renamed and placed your xwms correctly you should hear them in-game now.

NOTE: If you're computer is hiding file extensions you might want to change that to avoid misnaming something (e.g. title.xwm.xwm which won't work).  On Windows usually there is a View button on the top toolbar, click it and find Options or Folder Options then click Change Folder and Search Options if you see it. 

When a new window with 3 tabs on it opens (General, View, Search), click on View and scroll down until you see Hide extensions for known file types.  Unchecking this box will allow you to see file name extensions like .xwm.


Skyrim Audio Converter Issues Help
When using Skyrim Audio Converter it sometimes files fail to convert, I've been able to fix this every single time myself.

The first common thing to check for is that your file name doesn't end with dots like this 'title...'.wav, this needs to be renamed to 'title'.wav and it
should convert fine after that. 

The next common thing to watch for is that there is no space at the end of the song, such as 'title '.wav, this needs to be renamed to 'title'.wav which should fix the problem.

This last one I'm not sure what causes it but for some files nothing seems wrong but they still fail, the only way I've found to fix this is toss it in Audacity and export it as a new file after which it usually works.  I've also had success just closing and re-opening the converter sometimes.

Unfortunately none of the above works for MultiXWM that I know of but I haven't tried using it in a long time either.

NOTE: Starting a new game if you were using another music mod is recommended and will be probably be needed to avoid any issues that can potentially come with enabling this kind of mod mid-game such as complete silence everywhere or instability from changed cells, while DCS tries not to touch cells directly it can't be avoided completely in a few places like the College of Winterhold or the Marsh.  If you don't have one then you should be fine installing on a save game.

An example of why you need a new game is if trying to change from Personalized Music over to DCS the College won't have any music at all it seems from a test I did trying to confirm for a user if it was safe to do on a save game or not.

ESP INFORMATION

DCS - Combat - This has all of the combat music records and keywords to identify targets as Weak or Boss, it enables all combat songs in the 00DCS folder structure to be used however if not using a DCS - Combat ID esp only CombatNormal & CombatDragon will be used with the exception of the DLC CombatBoss tracks

DCS - Dungeon - This has all of the dungeon explore music records, it enables all Dungeon, & DungeonSearch xwms to be used

DCS - Explore - This has all of the castle, explore, guild, town, & skills menu music records, it enables all Explore, ExploreSearch, Guild, Tavern, Town, & PerkTree xwms to be used

DCS - Unused Regions Fix - Restores the unused Music Type playlists to the regions they seem to have been intended for

DCS - Combat ID - These distribute the Weak & Boss keywords from DCS - Combat.esp to npcs and races so that the CombatBoss & CombatWeak tracks get used, without one of these you'll just have CombatDragon & CombatNormal.  Because these edit races & npcs they can conflict with other mods and should be checked with xEdit.

DCS - Load This Dead Last - No Worldsapce Perk Tree Music Fix - This changes the Tamriel Worldspace's music type from _NONE (which the skills menu/perk tree menu also uses which is why it gets used in various places while just exploring) to DEFAULT which seems to solve the issue with the perk tree music playing while exploring....note that this won't solve it in other lands & interiors that are set as _NONE.  This esp needs to be the very last thing in your load order to do it's job because anything that makes a change to the Tamriel worldspace (which is most mods) will revert it.

DCS - Optional - Stingers - This has all of the stingers records, it enables all of the AlduinDeath, Clear, Death, DiscoverCity, DiscoverDungeon, DiscoverGeneric, DiscoverHighHrothgar, Eclipse, ElderScroll, HelgenIntro, HelgenOutro, LevelUp, OdahviingRide, RavenRockIntro, Reward, Reveal, and Word xwms to be used.

NOTE: Stingers are 1 shots, the game can and will play an empty slot, so if you want to use stingers you MUST fill in every slot, this esp comes in 2 options, normal and simple, and with simple only the ALL folder's STINGERS folder is used.

DCS - Optional - Slower Time - Slows down the in-game time so Dawn & Dusk get a little more use

DCS - Exterior Dungeon Music - Does what it says and enables dungeon explore music to be used when within the dungeon's location radius, this is mainly intended for well fortified or large locations.

COMPATIBILITY
(NOTE: All music mod esps that change vanilla Music Types are incompatible but you can still use the music files they have if you convert them to xwm (if needed), rename, and move them to the DCS folders where you want them used)

When it comes down to why a weather patch is needed with this it's because in order to make use of the exploration music in the COAST, FOREST FALL, MARSH, REACH, & SNOW categories the region's music type needs to be switched via a simple drop down list from whatever Bethesda used (usually Mountain or Tundra) to the music type they made for them but didn't use

COMPATIBLE
Main Menu Music Replacers (No Patch needed, Main Menu music is handled differently from the in-game music)

Audio Overhaul for Skyrim 2 (with Unused Region Fix AOS patch)
Sounds of Skyrim Complete (with Unused Region SoSC patch)

Aequinoctium (with Unused Region Fix AQ patch)
Azurite Weathers (doesn't seem to need a patch last I checked)
Cathedral Weathers (with Unused Region Fix CW patch)
Cathedral Weathers Diverse Seasons (with Unused Region Fix CWDS patch)
Climates of Tamriel (with Unused Region Fix CoT patch)
Dolomite Weathers (with Unused Region Fix DW patch)
Mythical Ages (with Unused Region Fix MA patch)
Obsidian Weathers (with Unused Region Fix OW patch)
Picturesque Weathers (with Unused Region Fix PW patch)
True Storms (with Unused Region Fix TS patch)
Vivid Weathers (with Unused Region Fix VW patch)
Wander (with Unused Region Fix W patch)
Wet & Cold (with Unused Region Fix WC patch)

Mods that disable combat music apparently
Most any other mod as long as it doesn't edit the default Music Type records

PARTIALLY INCOMPATIBLE
Dark Brotherhood Reborn - Dawnstar Sanctuary SEE  (Changes music type for the cell to MUSCastle so the DCS DB guild music won't be used in that location, matter of your preference so you can fix it in SSE Edit easily if you want or not)

ELFX, Lux, other lighting mods - Anywhere DCS needs to change the music type will conflict with these due to lighting settings being in the same area as music type, acoustic space (Sounds of Skyrim), and water (RWT), although each of these changes a different thing from one another it's in the same area so you'll want to use xEdit to make sure all of those changes are present in the last loading esp (such as bashed patch or a custom patch).

Palaces and Castles Enhanced (Despite having a no music change patch the other patches might undo that, happened for Markarth Understone Keep for me, matter of your preference so you can fix it in SSE Edit easily if you want or not)

INCOMPATIBLE
Personalized Music
Epic Music Overhaul
Any other weather mod I'm unaware of (ask for a patch for your favorite weather mod)
Mods that change the default Music Type lists

RECOMMENDATIONS
Bards Don't Stop BGM (doesn't contain any music but prevents bards causing current tracks to go silent for whatever they're doing)

Adam Frechette MP3 Music Compilation
Additional Music_1
Additional Music _2
Additional Music_3
Additional Music Project
Battle Music For Oblivion
CaptainCreepy - Skyrim Music Pack 1

Carels music for Oblivion
Combat Music - Dragon theme
Dawn of Hope Music Add-on
Digital Nightmare
Glory Days - Music Of Skyrim
Immersive Music
JDR Soundtrack Compliation
Magic College Music - Songs for Academy
Music Pack 1
Music Pack 2
Musical Lore (Soundtrack Mod By Nir Shor)
Nordic and Slavic Music
Oblivion Music 109 - Customized for BetterMusicSystemy Soundtrack
Oblivion Music Overdose
Oblivion Symphonic Variations Music Suite
Original Symphonic Music
Relax music for Skyrim
Skyrim Music Pack 1
Skyrim Soundtrack Expansion
Symphonies of Skyrim
True Medieval Tavern Music

Personalized Music SE Add-On - Leon van der Stadt
Hun Lovaas - Skyrim Fan-Made combat music
Still - Skyrim Inspired Music
Melodies of Civilization - Skyrim Fan-Made Music
Around the Fire - Skyrim Fan-Made Music
Chapter II - Jeremy Soule Inspired Music (by Dreyma Music)
The Northerner Diaries in Skyrim
Nyghtfall - Epic Immersive Fantasy Music
The Elder Songs - Fanmade Music Expansion
Dreyma Mod
Dawnguard Music Overhaul - Skyrim Fan-made Music
Treble Clefas Soundtrack Series - High Fantasy
Return to Falkreath
Return to Skyhaven Temple
Return to Hircine
Return to Raven Rock
Return to Winterhold

KNOWN ISSUES & FAQ

Q-Why is there a good delay before combat music starts?

A- Well the first reason is it's probably playing music tracks you don't have a song in the folder for because the game can't tell what you have and don't have in a folder, it only sees what's available in the music type list.  The other reason could be your combat song has a good bit of silence at the beginning of it (very common) and you need to trim the silence out with a program like Audacity.

When testing the Heartlands add-on with only 2 of each type of combat track (which has only 50 tracks of each type) resulted in a considerable delay where music usually didn't start until the battle was almost or already over.

Q-My combat music is taking a long time to end and my songs are within the 6 min limit.

A- Open menus that normally pause the game, whether it's the main menu, journal, or even inventory prevent combat music from ending, in fact if the song ends while you're in a menu it will start playing another combat track.  Also I'm pretty sure songs require a minimum of 3 seconds in before they can end.

Q-My CombatBoss or CombatWeak doesn't seem to work.

A- You've probably got another mod loading below the ID esp that is removing the added keyword or that enemy is not edited by the ID esp, which if it's a mod added enemy is probably the case and you'll need to edit it and add the keywords 00DCCombatBossGeneric if it's not a special
boss, or 00DCSCombatBossSpecial00NormalLockout & 00DCSCombatBossSpecialOtherMods in which case the BOSS - OTHER or BOSS - OTHER DRAGON folder should then be used for that enemy, for weak enemies just add the 00DCSCombatWeak keyword, if the enemies are also
used by an Actor that uses a Leveled Character list with Use Traits set you may need to set that actor for Use Keywords as well.

Q-My CombatBoss works but not with groups of enemies.

A- I know, Skyrim's music system is first come first serve, whichever enemy starts combat with you first is what the music gets based on usually, what I do about this myself is put all the non-weak music as CombatNormal and then duplicate the best tracks as CombatBoss.

Q-Did you remove the vanilla music?

A- Yes, I found with older builds this got requests quite a bit.  Just extract them from the BSAs and add them into DCS's folders however you would like them to be used, the spoiler below will note every non palette vanilla music file, where to find them, and what they are named that I know of.

Spoiler:  
Show

WHAT CAN BE FOUND IN SKYRIM - SOUNDS.BSA
---COMBAT---
Tooth and Claw - mus_combat_01 (Official release version seems different, so if you have it use both, would recommend original for day and released one for night or weak fights perhaps)
Steel on Steel - mus_combat_02 (Combat 01 & 02 are the only songs used in Civil War)
Caught Off Guard - mus_combat_03
Blood and Steel - mus_combat_04 & mus_combat_04_cg (these seem the same)
Death or Sovngarde - mus_combat_06
? - mus_combat_boss & mus_combat_boss_cg (these seems the same)
One They Fear - mus_combat_boss_02
Watch the Skies - mus_combat_boss_03
---EXPLORE---
Dawn - mus_explore_morning_01
Distant Horizons - mus_explore_morning_02
Under an Ancient Sun - mus_explore_day_01
From Past to Present - mus_explore_day_02 & mus_town_day_02 (these seem the same)
Frostfall - mus_explore_day_03
The Jerall Mountains - mus_explore_day_04 (TownDay05 in the CK and not used for Explore if I recall)
The White River - mus_explore_day_05
Unbroken Road - mus_explore_day_06 (Only used during reading the Elder Scroll sequence)
Journey's End - mus_explore_day_07
Far Horizons - mus_explore_day_08
Wind Guide You - mus_explore_day_09
The Gathering Storm - mus_explore_dusk_01
Tundra - mus_explore_dusk_02
Sky Above, Voice Within - mus_explore_dusk_03
Kyne's Peace - mus_explore_night_01
Secunda - mus_explore_night_02
Masser - mus_explore_night_03
Solitude - mus_explore_night_04
Aurora - mus_explore_night_05
Standing Stones - mus_explore_night_06
? - mus_explore_dlc_falmervalley_01
Over the Next Hill - mus_explore_dlc2solstheim_01 (All of these were used for any time of day)
Peaceful Waters - mus_explore_dlc2solstheim_02
The Road Most Traveled - mus_explore_dlc2solstheim_03
Blessing of Vivec - mus_explore_dlc2solstheim_04
Silt Sunrise - mus_explore_dlc2solstheim_05
Shed Your Travails - mus_explore_dlc2solstheim_06
Caprice - mus_explore_dlc2solstheim_07
? - mus_explore_dlc2solstheim_08
? - mus_explore_dlc2solstheim_09
? - mus_explore_dlc2solstheim_10
? - mus_explore_dlc2solstheim_11
---CASTLE---
Imperial Throne - mus_castle_imperial_01
Dragonsreach - mus_castle_stormcloaks
---TOWN---
The City Gates - mus_town_day_01
From Past to Present - mus_town_day_02
The Streets of Whiterun - mus_town_day_03
Ancient Stones - mus_town_day_04
---TAVERN---
Out of the Cold - mus_tavern_01 (Not used in major cities)
The Bannered Mare - mus_tavern_02 (Not used in major cities)
A Winter's Tale - mus_tavern_03 (Not used in small towns)
A Chance Meeting - mus_tavern_04 (Not used in small towns)
Around the Fire - mus_tavern_05 (Not used in small towns)
---DUNGEON---
Into Darkness - mus_dungeon_01
Silence Unbroken - mus_dungeon_02
Silent Footsteps - mus_dungeon_03
Death in the Darkness - mus_dungeon_cave_01
? - mus_dungeon_cave_02
Shadows and Echoes - mus_dungeon_cave_03
Shattered Shields - mus_dungeon_fort_01
Towers and Shadows - mus_dungeon_fort_02
Beneath the Ice - mus_dungeon_ice_01 
Beneath the Ice - mus_dungeon_ice_02
Sovngarde - mus_sovngarde_chant_lp
? - mus_dungeon_dlc_soulcairn_01
? - mus_dungeon_dlc_vampirecastle_01
? - mus_dungeon_dlc_vampirecastle_02
? - mus_dungeon_dlc2apocrypha_01 (These seem the same as vampire castle)
? - mus_dungeon_dlc2apocrypha_02
---STINGER---
? - mus_discover_dread_01
? - mus_discover_dread_02
? - mus_discover_dread_03
? - mus_discover_dread_04
Night Without Stars - mus_dread_01
? - mus_dread_02
? - mus_dread_03
? - mus_dread_04
? - mus_discover_genericlocation_01
? - mus_discover_genericlocation_02
? - mus_discover_genericlocation_03
Seven Thousand Steps - mus_discover_highhrothgar
? - mus_levelup_01 (01 is also used for riding Odahviing)
? - mus_levelup_02 (also used for Alduin Death)
? - mus_levelup_03
? - mus_reveal_01
? - mus_reveal_02
? - mus_reveal_03
? - mus_reveal_04
? - mus_reward_01 (Rewards are also used for Clear)
? - mus_reward_02
? - mus_reward_03
? - mus_reward_04
? - mus_failure_01 (these are aka death music)
? - mus_failure_02
? - mus_failure_03
? - mus_failure_04
? - mus_failure_05
? - mus_failure_06
? - mus_failure_07
Awake - mus_special_cartintro_01 (Helgen Intro)
Before the Storm - mus_intro (Helgen Outro)
? - mus_special_wordofpower_01
? - mus_special_wordofpower_02
? - mus_special_wordofpower_03
? - mus_stinger_01 (unused alternate version of failure 04)
? - mus_stinger_02 (seems the same as failure 05)
? - mus_stinger_03 (seems the same as failure 06)
? - mus_stinger_04 (seems the same as failure 07)
? - mus_village_01 (These are used for discovering towns)
? - mus_village_02
? - mus_village_01
? - mus_eclipse_01
? - mus_dlc2boatarrival_01 (Raven Rock Intro)
---OTHER---
Dragonborn - mus_maintheme

WHAT CAN BE FOUND IN SKYRIM - PATCH.BSA
---COMBAT---
Daedra in Flight - bgssse016_mus_combat_boss_01
---DUNGEON---
Wind from the Depths - mus_dungeon_01
Tension - mus_dungeon_02
Ancient Sorrow - mus_dungeon_03
Deep Waters - mus_dungeon_04
Unmarked Stone - mus_dungeon_05


Q-Werewolf music doesn't seem to work

A- It does work but you will probably need to enter the Werewolf skills menu after transforming to give it a kick and it might take a few tries.

Q-Music sometimes gets stuck ONLY playing in the Perk Tree and goes silent when out of the Perk Tree, but it does go back to normal upon leaving the area....why?

A-Places with their music set as NONE will do this because that's the only way to get it to work in the Skills Menu that I've found, also normally music plays up until you look at the skills menu and then it only plays in the skills menu until you leave that area in which it should go back to normal.

Q-Search tracks seem slow to transition to, why?

A-Search tracks are explore tracks with an In Combat condition, since they are explore tracks they will replace explore once the currently playing track finishes or is forcibly switched (such as going into the Skills Menu or into a new area).

Q-Sometimes combat music gets stuck playing with the explore starting up again, any ideas why?

A-This bug is finally fixed in Engine Fixes

Q-My music completely stopped working what's the deal?

A-Possibly you've gone out of bounds of what is generally considered a playable area, I noticed sounds such as wind usually completely stop when this happens as well, a good example is swimming farther out than you normally would be allowed to.  The other possibility is something I haven't figured out yet, and I would guess is a Skyrim bug and possibly related to having followers, it's rare it gets stuck in a completely silent state but if it does try using the Skills Menu to force a change and if it that fails try a save & load.

Q-Ok I need a region patch you don't have yet, so what changes are in the Region Fix that I need to add to my weather or region editing sound mod?

A-What we need to do is change a few Region's Music Types to use the unused Music Types apparently meant for them.  
If you want to use TES5Edit for this....
1. Load up your weather or sound mod in TES5Edit
2. Expand the esp's contents by clicking the box beside its name
3. Expand the Region contents the same way
4. For each region we need to change you'll want to scroll through the records on the right pane and find RDMO - Music near the bottom after
all the Weather Types and before Sounds which should have MUSExploreForestPine or something similar next to it
5. For WeatherCoast - change from MUSExploreMountain to MUSExploreCoast
5. For WeatherDarklightTower - change from MUSExploreForestPine to MUSExploreForestFall
6. For WeatherFallForest do the same as DarklightTower
7. For WeatherFallForestNoPrecip do the same again
8. For WeatherRavenRock01 change from empty to DLC2MUSExploreSolstheimGeneral
9. For WeatherReach change from MUSExploreTundra to MUSExploreReach
10. For WeatherSkallVillage01 from MUSExploreSnow to DLC2MUSExploreSnow
11. For WeatherSnow change from MUSExploreMountain to MUSExploreSnow
12. For WeatherSnowNoPrecip do the same
13. For WeatherTundraMarsh change from MUSExploreTundra (or NONE if using AOS) to MUSExploreMarsh
14. For Marsh to work properly you also need to scroll all the way to top and the empty space for Region Data Entries you need to Right-Click and
choose Add then check the box for Override
15. For WeatherTundraMarshNoPrecip do both again
16. For WeatherVolcanicAsh01 and WeatherVolcanicAsh02 repeat what you did for RavenRock
17. Done, you should no longer need a Region Fix esp

If you want to use the Creation Kit...
1. Open the CK and on the top left corner click on File and then Data...
2. Find your weather or sound mod esp, click on it to highlight it,  clickon the Set as Active File button, and let it load clicking Yes to All
for all of the warnings that pop up no matter what esp you load (seriously these pop up with just the vanilla ESMs loaded)
3. On the same top bar find and click on World and then Regions
4. Use the Drop Down list in the upper left corner to find DLC2SolstheimWorld
5. Scroll down the Region Name list to find the RavenRock, SkaalVillage, DLC2Snow, VolcanicAsh weathers mentioned above in the 'If you want to
use TES5Edit'
6. Highlight the weather by clicking on it and on the right side click on the Sound tab
7. Use the Music Type drop down list to change the music as mentioned above in the 'If you want to use TES5Edit' section, do this for all of
the Dragonborn added regions
8. In the Upper left corner use the drop down list again to find Tamriel and find and change the default Skyrim weathers mentioned above in the 'If you want to use TES5Edit' section as well
9. Once done close out of the Regions window and on the top bar click on File again and this time click on Save, after that you can click on File again and Exit
10. Done, you should no longer need a Region Fix esp

Q-Will this mod cause my music to go silent upon uninstalling like most do?

A-If you don't try to use another music mod then no it shouldn't however when trying to change music mods mid-game some places will be silent no matter what, the College is a prime example of this when switching from PM to DCS and probably true the other way around.

Q-I have combat songs over 6 minutes that I really want to use, can you increase the timing so I can use them?

A-No sorry, I would have to increase ALL of them and there's a lot more records than what meets your eyes from looking in the folders, but you can do it for the ones you need it for.  Also I do actually use songs over 6 min, so you may not need to, check the esp to see the Music Track records, at the end of their names I have a zx_#min## to note this is extended over the 6 min limit.

Q-You said I could increase the timing for longer combat songs....but how do I do that?

A-Here's a step by step guide for you to do just that.
1. Load up DCS - Combat.esp in the Creation Kit and wait for it to load.
2. On the Left Panel, find Audio and expand it, then find Music Track and click on it.
3. The fastest way to do this is use the Filter above that panel (e.g. you are needing Fall, so you type in the filter Fall).
4. Once you've found the record you are looking for, open it up and on the Single Track tab you should see Cue Points with an Add button.
5. Keep adding 3 - 5 seconds with the Add button until you have the timing you need. You will have to figure out the numbers yourself, such as needing 370 for 6min10 or so.  My advice is toss the song in Audacity, highlight the whole thing and check how long the song is in seconds.
6. Save and Exit