![]() Unique music suites for each region (Coast, Forest - Fall, Forest - Pine, Marsh, Mountain, Mountain - Solstheim, Reach, Snow, Snow - Solstheim, Tundra, & Volcanic Ash) Unique music suites based on what faction controls a non-CW fort dungeon, or just plain types and no factions if you prefer (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.) Vampire combat music mod#Cell edits are as minimal as possible, almost everything is done with keywords, so Dwarven Ruins including mod added ones (if they have location data that identifies them as a Dwarven Ruin) have unique music without the cell edits ![]() Unique music suites for every type of vanilla dungeon (Apocrypha, Blackreach, Cave, Dwarven Ruins, Forgotten Vale, Fort, Nordic Ruins, Ice, Shipwreck, Soul Cairn, & Sovngarde) Unique music for almost all vanilla guilds, including Blades, College of Winterhold, Companions, Dark Brotherhood, Dawnguard, Thieves Guild, & Volkihar, some even allow unique combat music Unique music for player homes (city homes will need to finish the currently playing town track before using the Home category first since it uses the same Music Type, that's the small price for not editing cells, and mod added player homes need to have the LocTypePlayerHouse keyword as well as use the Town Music Type) Unique music suites for each of the 5 major towns Unique music for weaker rank 01 & 02 enemies, and weak animals, such as crabs & wolves Unique music for general bosses such as bandit chiefs, spriggan matrons, draugr overlords, dragon priests, giants, assassins, and more Unique music for most major bosses (Alduin, Ancano, Arch-Curate Vyrthur, Cicero, Durnehviir, Ebony Warrior, Forgemaster, Karstaag, Lord Harkon, Mercer Frey, Miraak, Mirmulnir, Paarthurnax, the Soul Cairn Reaper, Tsun, and support for mod added bosses as well) Music in the Skills Menu that actually does work outside now in DCS There is a category for use anywhere as well Vampire combat music full#Entire music suites for different locations (what suite means is that almost every category has it's own full range of track types, combat music in the Tundra folder for example will not be used within Fort Greymoor's location radius, the Fort category's combat music is used instead) No scripts, spells, quests, or inventory items are added Should be low mod conflicts with the 3 core files Here's nearly a full list of DCS's features (Please note that no music comes with this mod sorry, but there are quite a few recommendations below) ![]() With DCS you also have the options for varied combat music for weaker and boss enemies if you wish. These suites include unique explore,Ĭombat, skills menu, and even 'being searched for music'. ![]() You can set up entire music suites for various situations and places for all of Skyrim and its DLCs. With DCS, you can have your own music play in-game and have almost endless choice over where and when it plays. In short it's hopefully what several people have requested changed with DRAkE. DCS is a smaller improved version of DRAkE, and like DRAkE it allows for a full suite of music per location, in fact besides the new features, improvements and removal of the mostly unpopular Day of the Week options it's almost the same. ![]()
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