DocMoebius Posted January 5, 2021 Share Posted January 5, 2021 Just two quick questions: 1.) Is it possible to disable the combat music for specific interiors? I downloaded a few mods that are supposed to disable the combat music but none of them seem to work so I wanted to ask if somebody has any experience with that? 2.) I'm working with a lot decals most of the time. They are being loaded fine in my interiors if I enter them for the first time but as soon as I go back to another area and re-enter the interior right away, they're not being loaded at all. I noticed that Bethesda turned some of their decals into primitive boxes and I tried to do the same for testing purposes but this didn't help at all. Link to comment Share on other sites More sharing options...
Zorkaz Posted January 9, 2021 Share Posted January 9, 2021 Have you tried setting the music to "None" or "Silent"? Link to comment Share on other sites More sharing options...
DocMoebius Posted January 16, 2021 Author Share Posted January 16, 2021 No. I haven't tried that because I assumed that it would disable all music and I've a completely new soundtrack for my mod. Link to comment Share on other sites More sharing options...
Zorkaz Posted January 16, 2021 Share Posted January 16, 2021 It does. But you can still use music via a marker with no boundaries or a script. Link to comment Share on other sites More sharing options...
DocMoebius Posted January 17, 2021 Author Share Posted January 17, 2021 This sounds awesome. Are you doing this via a sound marker? How do you do this exactly? Link to comment Share on other sites More sharing options...
Zorkaz Posted January 17, 2021 Share Posted January 17, 2021 Just make a sound descriptor that doesn't have a limited range. Then make a sound marker in this cell.This works well for interiors at least.In exteriors the marker sometimes gets unloaded() If you have two sound descriptors and markers and they have the condition on it "Getisincombat" with the player as subject you can "simulate" your own Exploration and Combat music Link to comment Share on other sites More sharing options...
DocMoebius Posted January 17, 2021 Author Share Posted January 17, 2021 (edited) Just make a sound descriptor that doesn't have a limited range. Then make a sound marker in this cell.This works well for interiors at least.In exteriors the marker sometimes gets unloaded() If you have two sound descriptors and markers and they have the condition on it "Getisincombat" with the player as subject you can "simulate" your own Exploration and Combat musicDanke. I'll try that. All I want is no combat music and my music playing all the time but I'll maybe experiment with the exploration/combat music aspect of your approach. Edit: I can't edit the range of my sound descriptor. It always resets back to 1.Edit2: Nvm. It seems to work. Edited January 17, 2021 by DocMoebius Link to comment Share on other sites More sharing options...
DocMoebius Posted January 18, 2021 Author Share Posted January 18, 2021 Unfortunately, this didn't disable the combat music. No I just have my soundtrack and the combat music playing at the same time. Link to comment Share on other sites More sharing options...
Zorkaz Posted January 18, 2021 Share Posted January 18, 2021 Sry it doesn't work. I've an old mod with music set to "_None" and it works Link to comment Share on other sites More sharing options...
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