I just want to say first of all that your tracks fit incredibly well next to Jeremy Soule's work. I am super impressed, I have never seen any soundtrack mods that are indistinguishable (to me) from official TES music before. I have MUSE set up using tracks from basically all of Soule's fantasy games (TES, Guild Wars, Neverwinter Knights, Dungeon Siege) etc.. I didn't even realize I was listening to YOUR songs in Seyda Neen until I started looking into this.
I do have a few quick questions regarding how exactly your expansions work with MUSE. I want to establish that I have MUSE set up fully, every folder has a collection of tracks, but I haven't edited a single config file and I have NO other music packs other than your collection.
so, firstly I can't seem to find clarification anywhere on how priority in the json files is intended to work. So I noticed that in your "MS_c_Empire.json" you have a priority of 6, and you also included : "Caldera", "Ebonheart", "Pelagiad", in your config file. Those 3 cells are already set in the default MUSE MS_c_Imperial.json file with a priority of 1. So I'm assuming that a priority of 6 < priority of 1 correct? I am also assuming that priority must be on a cell-by-cell basis. So did you do this so that if I didn't put any music in my imperial folder it would play your tracks in those 3 cells, but if I did put music in the Imperial it wouldn't play your tracks in those cells at all? or will they just have less chance to play in those 3 cells compared to the songs I have in my Imperial folder? I'm asking because I'm assuming as an expansion, it's intended to complement whatever I have in the default MUSE folders but I just find it kinda confusing.
The Daedric Expansion as well, does your mod make my Daedric folder obsolete? or how exactly does that work seeing as your music should play in the actual cells but MUSE by default uses some kind of tileset detection system for dungeons.... Sorry for asking so much, with the documentation for MUSE only being a 2-page PDF it's hard to figure out how this is all intended to work lol.
Hi Fluff, thanks for your feedback. Yes the priority works exactly as you assume; if 2 files share the same cell name, the file with the higher priority setting will take precedence. I don't believe there's an element of chance involved, it's all or nothing.
MUSE 2 is required mainly for the MWSE code that forms the basis of the mod programmatically-- I don't expect nor require any existing music for the user to be installed.
For your final question MUSE can detect both tilesets, cell names, or enemy names, etc. Which one it uses is set up completely within the .json file that you mentioned. I just happen to use cell names over tilesets as it gives me a bit more granularity of control. For example, for my 6th House expansion I didn't want to override all cells that use the cave, fortress, or Dwemer tilesets just because most 6th House locations are located in those tilesets.
I downloaded MUSE just because of you. These are all absolutely stunning and I hope, so so much, that you might keep going. Maybe add some Grotto/Underwater specific tunes?
Going through and endorsing them all either way.
EDIT: I know we already have a Vivec set from MUSE itself but it would be EXCELLENT to get themes for Almsivi that play in their respective chambers and during any fights with them, too.
I definitely have brainstormed a small "Temple" type expansion, though no work has been started on it yet. It'd play tracks in Vivec, Molag Mar, and Ghostgate. A special track for fighting Vivec or Almalexia is a good idea.
Nice expansion - the soundtrack reminds me of The Longing.
The only problem, and I don't think this is your fault, is that the boundaries of the Imperial Regions are too big. It rather hurts my immersion to hear imperial music throughout all of Sadrith Mora, because I arrived from Wolverine Hall.
If you're confident, you can modify the "MS_c_Empire.json" file in the mods MWSE folder and remove Wolverine Hall from the list of locations that will play these tracks. A simple text editor like Notepad should be all you need.
You'll need MUSE only if you want the tracks to only play when in Imperial towns for fighting certain Imperial characters. Dropping the mp3's in the explore folder will work just fine, though the tracks will play anywhere, so long as you're not in combat.
28 comments
I do have a few quick questions regarding how exactly your expansions work with MUSE. I want to establish that I have MUSE set up fully, every folder has a collection of tracks, but I haven't edited a single config file and I have NO other music packs other than your collection.
so, firstly I can't seem to find clarification anywhere on how priority in the json files is intended to work. So I noticed that in your "MS_c_Empire.json" you have a priority of 6, and you also included :
"Caldera",
"Ebonheart",
"Pelagiad",
in your config file. Those 3 cells are already set in the default MUSE MS_c_Imperial.json file with a priority of 1. So I'm assuming that a priority of 6 < priority of 1 correct? I am also assuming that priority must be on a cell-by-cell basis. So did you do this so that if I didn't put any music in my imperial folder it would play your tracks in those 3 cells, but if I did put music in the Imperial it wouldn't play your tracks in those cells at all? or will they just have less chance to play in those 3 cells compared to the songs I have in my Imperial folder? I'm asking because I'm assuming as an expansion, it's intended to complement whatever I have in the default MUSE folders but I just find it kinda confusing.
The Daedric Expansion as well, does your mod make my Daedric folder obsolete? or how exactly does that work seeing as your music should play in the actual cells but MUSE by default uses some kind of tileset detection system for dungeons.... Sorry for asking so much, with the documentation for MUSE only being a 2-page PDF it's hard to figure out how this is all intended to work lol.
MUSE 2 is required mainly for the MWSE code that forms the basis of the mod programmatically-- I don't expect nor require any existing music for the user to be installed.
For your final question MUSE can detect both tilesets, cell names, or enemy names, etc. Which one it uses is set up completely within the .json file that you mentioned. I just happen to use cell names over tilesets as it gives me a bit more granularity of control. For example, for my 6th House expansion I didn't want to override all cells that use the cave, fortress, or Dwemer tilesets just because most 6th House locations are located in those tilesets.
https://www.nexusmods.com/morrowind/mods/53568
Going through and endorsing them all either way.
EDIT: I know we already have a Vivec set from MUSE itself but it would be EXCELLENT to get themes for Almsivi that play in their respective chambers and during any fights with them, too.
The only problem, and I don't think this is your fault, is that the boundaries of the Imperial Regions are too big. It rather hurts my immersion to hear imperial music throughout all of Sadrith Mora, because I arrived from Wolverine Hall.
If you're confident, you can modify the "MS_c_Empire.json" file in the mods MWSE folder and remove Wolverine Hall from the list of locations that will play these tracks. A simple text editor like Notepad should be all you need.