They f***ed up threat calculating big time in this patch. It will take a while to get this mod up and running again. But I can't gurantee if my skills are up to the task. Be patient.
Yeah it sucks how un-modular this game can be when it comes to modding. Even in TW2 there was an override folder where you could put loose files, now everything has to be packed which brings up script management and disallows you to do simple things like replace sound files. Instead you have to mess with the game's scripts for that.
Will this mod ever work again? It was such a fantastic mod. Having only the ambient and background music on at all times (during combat) really enhanced the mood of the game, and I would love to experience it again during my next playthrough!
Just found out how to modify the game music by myself thank to eleazar06 comment below
Step 1 : Open the file ".\The Witcher 3\content\content0\scripts\engine\sound.ws", right click -> open with -> notepad
Step 2 :Search for these code :
private function GameStateToString( enumName : ESoundGameState ) : string { switch ( enumName ) { case ESGS_Default: return ""; case ESGS_Exploration: return "exploration"; case ESGS_ExplorationNight: return "exploration_night"; .
These are the code telling the game which music it should use in each condition.
Ex : When you're exploring, which mean "case ESGS_Exploration:" , the game "return "exploration;", which mean it will use exploration music. When you are in combat, the game "return "combat;", which mean it use combat music.
Just replace or delete the code inside " " based on what you want. So I want to keep my exploration music even when I enter combat, I changed all the "return "combat";" into "return "exploration;" It will turned out like this : . case ESGS_Combat: . return "exploration"; . case ESGS_CombatMonsterHunt: . return "exploration";
Then save the file, run the game and test for yourself.
This is a great idea for a mod, but ideally, would love for someone to make a version where the music simply decreases in volume, not cut out altogether, so that it still remains unintrusive during important scenes. It feels especially strange during dialogue scenes that take place in taverns, for example. I just came across a scene during Final Preparations where you had to meet Yen in Crippled Kate's. The scene starts with a dancer and the music eventually fades out, but it fades out too early and you are left watching the majority of that dancer dancing to silence, and then the camera pans to Geralt watching the dancer, still silence.
dear sir 3x0skelet0n! could you please release a version of your mod updated for patch 1.31? or please give permission to other mod authors like ImmersiveSound https://www.nexusmods.com/witcher3/mods/1921/?tab=posts&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmodfiles%2F%3Fid%3D1921&pUp=1 to use the same functions included in your mod versions at least or let someone update it if you dont want to do it yourself by now, so we can use these with game patch 1.31 again :)
I really liked the concept of this mod, but installing it wouldn't allow my game to start due to script conflicts. Attempted to resolve them in the merger but only ended up doing more damage. Really hope this mod gets updated for the current game version soon!
54 comments
Step 1 : Open the file ".\The Witcher 3\content\content0\scripts\engine\sound.ws", right click -> open with -> notepad
Step 2 :Search for these code :
private function GameStateToString( enumName : ESoundGameState ) : string
{
switch ( enumName )
{
case ESGS_Default:
return "";
case ESGS_Exploration:
return "exploration";
case ESGS_ExplorationNight:
return "exploration_night";
.
These are the code telling the game which music it should use in each condition.
Ex : When you're exploring, which mean "case ESGS_Exploration:" , the game "return "exploration;", which mean it will use exploration music.
When you are in combat, the game "return "combat;", which mean it use combat music.
Just replace or delete the code inside " " based on what you want. So I want to keep my exploration music even when I enter combat, I changed all the "return "combat";" into "return "exploration;"
It will turned out like this :
. case ESGS_Combat:
. return "exploration";
. case ESGS_CombatMonsterHunt:
. return "exploration";
Then save the file, run the game and test for yourself.
This really helps.
In fact, deleting the file seems to have no effect in the game... Any idea?
specific music (like talking to The Crones, Letho or some chase moments).
I want to leave only street/taverns performers and Gwent music, but it's being difficult...
I got no idea how. I got to keep trying, I guess.
There you go.
https://drive.google.com/open?id=1YFXdOu3frUaO7J4DZNpl91tOVMD-k_TK
I've updated them to work with 1.31/1.32. Choose only one, Enjoy!
p.s: If the mod author is still about, you're welcome to use these to update your mod.
only disabling the combat music for endless exploring relaxation is all...
Open the file \The Witcher 3\content\content0\scripts\engine\sound.ws
search for:
return "dialog_scene";
and delete the dialog_scene part, so it's just two quotes together. do the same for the night. music fades out during dialog now.
This is a great idea for a mod, but ideally, would love for someone to make a version where the music simply decreases in volume, not cut out altogether, so that it still remains unintrusive during important scenes. It feels especially strange during dialogue scenes that take place in taverns, for example. I just came across a scene during Final Preparations where you had to meet Yen in Crippled Kate's. The scene starts with a dancer and the music eventually fades out, but it fades out too early and you are left watching the majority of that dancer dancing to silence, and then the camera pans to Geralt watching the dancer, still silence.
https://www.nexusmods.com/witcher3/mods/1921/?tab=posts&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmodfiles%2F%3Fid%3D1921&pUp=1
to use the same functions included in your mod versions at least or let someone update it if you dont want to do it yourself by now, so we can use these with game patch 1.31 again :)
some of us would greatly apprecciate this :)
Sadly, because it's awesome mod and while I love exploration music, it's getting repetitive. Wanted to run with only combat...
Will you update the mod? Please
And thanks for this mod - I do like combat music.