Fallout 4 Ambient Music Replacer
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If you lean more on the ambient side of the musical scale, you might be interested in Fallout Suite - Soundtrack Extension, instead. This mod features nineteen individually recorded and mastered tracks performed with the same feel as the Fallout 4 soundtrack.
-added new wave music-added new machine event music-added new mission ending music-added new promotion music-added new ambient music-added new dreadnought music-adjusted volume levels on various tracks
-added new swarm music-added new looping swarm music-added new dreadnought music-added new space rig music-added new machine event music-added new escape music-added new ambient music-added a new song for promotions-adjusted volume levels for many different songs-attempted to fix volume attenuation for mission end screen music
-added new Dreadnought music-added new ambient music-added new end mission music-added new swarm music-added .cue file replacement for Deep Dive loading screens-added additional music for Deep Dive loading screens-adjusted volume levels
-added new ambient music-added new swarm music-added new dreadnought music-adjusted volume levels-cried about not being able to fix the loading music AGAIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
-added new swarm music-added new looping swarm music-added new escape sequence music-added new space rig music-added new ambient music-added new dreadnought music-adjusted volume levels-updated engine version to 4.27
-added new wave music-added new looping wave music-added new ambient music-added more space rig music-added more dreadnought music-added more ending wave music-added new machine event music-adjusted volume levels
The first option of the four media set types is the \"Battle Set\". This set is used strictly for music that will be played during combat. When you choose the battle set, you will get 3 boxes. The first and last one, Intro and Outro, both use files from the \"Sound\" Tab. These create intro's and outro sounds to your piece. Respectively, this could be compared to the \"Finale\" folder from the Fallout 3 Combat Music folder. However, the new music engine uses cross fading between music tracks when transitioning from combat music to regular music, so I usually leave these 2 blank as it just adds more unneeded noise. The \"Loop\" box is where you will actually choose the Folder or MP3 file you want the media set to use when playing combat music. Click it, and then the file directory menu will come up, and from there, you can choose where you want the media set to play the music from. After that, you have the \"Loop Fade Out Time\" Box, which decides how long it takes for the battle track to fade out while transitioning back to the ambient/dungeon track. The default for this is 6 seconds, however, you can change it to whatever number of seconds you like up to. The finale piece is the 'Recovery Time', which, stated within the media set, is the amount of time it takes before the music starts transitioning from from the combat piece back to the ambient piece after exiting combat.
Here, you get a general music layout to work with to create an ambient music controller. A prime example of this would be the music you hear within public places such as Doc Mitchell's house and the Hoover Dam. Within this you get two major sections, \"Day\" and \"Night\", which respectively resembles music played at day, and music played at night. Within them, you get 3 different boxes that you can enable or disable, called \"Outer\", \"Middle\", and \"Inner'. These 3 boxes actually relate to boundaries within Audio Markers, which are what you actually use to add the music to your worldspace. I will expand upon this more with the \"Audio Marker\" section of the tutorial. You click on the boxes like with the Battle and Dungeon sets, and choose the folder or mp3 file that you want the controller to play music from.
-Battle; Battle Music to be played within the area. -Location; Your general music. If your just want certain ambient tracks to play(like something similar to Oblivion/Fallout 3), this is where you would put your ambient media sets. -Enemy; Music that plays in relation to when your in an area controlled by an Enemy Faction(Relates to Conditional Faction). -Neutral; Music that plays in relation to when your in an area controlled by a Neutral Faction(Relates to Conditional Faction). - Friendly; Music that plays in relation to when your in an area controlled by a Friendly Faction(Relates to Conditional Faction). -Ally; Music that plays in relation to when your in an area controlled by an Ally Faction(Relates to Conditional Faction).
Below that, you have the looping options \"Loop\", which is used to loop the music tracks like in Fallout 3; \"Random\", which plays music tracks randomly; \"Re-trigger\", which uses a delay to wait in between tracks, and then go back and 're trigger' the same track to play; and NONE, which effectively cuts off looping, and after all the ambient tracks play, there will be no more music. 1e1e36bf2d