Crusader Kings III

Crusader Kings III

Crusader Kings II Music - Complete
125 Comments
Srecko 10 Jun @ 12:55pm 
Ah, I see that ''In Taberna'' still gives me murderous intentions.
ManicMayo  [author] 27 May @ 6:37am 
UPDATE: Music triggers for tracks from Songs of the Steppes have been altered slightly to better utilise added content in Khans of the Steppe for those who have the DLC.

To see the revised triggers, please visit the Music Triggers - Full List in the mod's 'Discussions' tab.
LordDeed 21 Apr @ 4:08pm 
Why they didn't just carry the old tracks over only Paradox knows.
Philemon 31 Mar @ 1:06am 
amazing mod <3
ManicMayo  [author] 22 Mar @ 12:18pm 
@ClarkStuff - It should work fine with other music mods. I use it with the A Game of Thrones mod, which has its own soundtrack, and it doesn't cause any issues.
ClarkStuff 22 Mar @ 7:40am 
Does this work with mods that add music?
ManicMayo  [author] 17 Mar @ 6:42am 
No need to remove them from the mod files. You can disable the respective categories in the music player and they'll stop playing in the game. All you'll need to do is uncheck the box next to the name of the music category you wish to disable.
Apustajer 15 Feb @ 8:38am 
Now that you mention it, I think the weren't tracks from base game! It's been a while since I played CK2, and I totally forgot how the triggers for the metal tracks were. I also should've checked out the discussions before I posted, that's my bad. And thanks again!
ManicMayo  [author] 15 Feb @ 7:14am 
@Apustajer - Are they tracks from the CK2 base game or any of the 'metal' tracks (including Orchestral House Lords )? These will play for all characters, regardless of their culture, faith or title.

There are also instances where tracks can play that don't seem immediately obvious. If you haven't already, I invite you to take a look at the music triggers post I have made in the discussions tab, detailing what circumstances need to be met for each track to play.
Apustajer 15 Feb @ 2:47am 
I consider this an essential mod, much thanks. For some reason though, tracks play regardless of my culture, fiath, titles etc. and I'm not manually skipping tracks
ManicMayo  [author] 19 Dec, 2024 @ 7:14pm 
@Alice - If you've added the songs directly to your local installation of this mod, then I would say there is a chance that might happen, yes.

My advice is to either:
1) Keep a backup folder, on your desktop or elsewhere on your computer, of any songs you've added to this mod. If and when this mod is updated, all you'd need to do is copy the tracks back in to your local installation.

2) Make your own small, separate mod or sub-mod for your custom tracks that you can run together with this one. You're free to use the contents of this mod as a template to make the process faster and less tedious. While this requires a bit more work when compared to option 1, at least you'll never have to worry about updates to this mod messing with your custom tracks.
Alice 19 Dec, 2024 @ 2:46pm 
Alright thanks for the reply. It doesn't seem like a big issue anyway; I got a background with modding too (I was a modder for Eu4). Speaking of which, I added my own songs using your own mod. When you update will it destroy the ones I added? I'd really like to know this.
ManicMayo  [author] 19 Dec, 2024 @ 1:22pm 
@Alice - I'm not 100% certain, but I think your assumption is correct that it's the manual skipping of tracks that's causing this issue. I can't say I have encountered this myself and this is the first I've heard of it since I released the last update for this mod in October.

I don't currently have CK3 installed on my computer due to lack of space, but here's a quick and simple test you can do if you want to test it out for yourself: Load up as Yaqub and disable everything in the music player except for A King is Dead from the base CK2 game tracks (It's only 1 minute long and plays for all characters) and Songs of Byzantium . Select A King is Dead and let the track play until the end. If the track then repeats then you'll know it's the manual skipping that's the issue since, as far as I know, music tracks will never repeat themselves if there's another music track that can be played.

Hope this helps!
Alice 13 Dec, 2024 @ 12:24pm 
Mod works, and it's a Godsent! But inappropriate Music still plays in the wrong places; "Byzantine Empire" played While I was playing as Yaqub of the Saffarids in 867 start. That said, I WAS testing by clicking "Next Track" so not sure if the code is meant to work in random. You sure it's not a bug?
ManicMayo  [author] 14 Oct, 2024 @ 6:14am 
@Spicy Meat - If you're asking if I take commissions for mods (music or otherwise) then, unfortunately, I do not.
Spicy Meat 12 Oct, 2024 @ 11:18am 
Hi, I added you because I'd like to ask you some questions about music mod commissions, if that's ok?
ManicMayo  [author] 8 Oct, 2024 @ 5:48am 
@Fingon - Yes, that's all it does. I also agree that the Roads to Power theme is pretty good... but it's still no Crusader King .
Fingon 7 Oct, 2024 @ 1:46pm 
Never mind, in the mod's music folder there's a folder called main_themes with only one text file that is forcing the ck2 main theme to play, i've just deleted the folder and the roads to power theme plays whenever i boot the game. @ManicMayo thats what the folder does right? Tell me i've not deleted some essential part of the mod :steamhappy:
Fingon 7 Oct, 2024 @ 1:35pm 
I've been enjoying the classic tunes very very much but i have just a tiny question: why boot the game with the ck2 main theme when you have the absolute banger that is the roads to power main track?
DoctorSnakes 7 Oct, 2024 @ 11:47am 
Is this mod meant to change the checksum? It changes my checksum, but I don't see why a music mod should change it.
Captain Internet 6 Oct, 2024 @ 6:22pm 
Alright, thanks for the reply. And thanks for the mod.
ManicMayo  [author] 6 Oct, 2024 @ 6:54am 
@Captain Internet - Yes, all you'll need to do is go into the zz_ck2_music.txt file (located in the music\in_game folder) and remove the line is_prioritized_mood = yes from all tracks that have it.

I should also point out that the mod description is a bit misleading here. It's really only DLC tracks that are weighted, chiefly to provide enhanced flavour to specific regions and cultures.

Music from the base game, DLC tracks with very broad music triggers, and all of the metal tracks are as equally likely to play as the CK3 tracks.
Captain Internet 6 Oct, 2024 @ 1:03am 
I like the mod, but one thing is keeping me from downloading it - I don't want the CK2 music to be weighted, or play at a greater frequency than CK3 music as you state in your description. Is there an easy way to make music from both games play the same amount?
ManicMayo  [author] 4 Oct, 2024 @ 10:47am 
I've also compiled a comprehensive list of the current music triggers which I hope helps people who want to know how the tracks are selected but don't want to delve into the mod files.
ManicMayo  [author] 4 Oct, 2024 @ 9:15am 
CONTINUED:

-Made a lot more cultural triggers reliant on traditions rather than heritage to make tracks play more dynamically across divergences/hybridisations. E.g. Songs of the Rus will now play for any culture that retains the 'Druzhina' tradition.

-Tried to push my limited coding abilities by attempting to add some more elaborate triggers. E.g. you will now hear Songs of Byzantium tracks, even if you have an entirely alien faith or culture, so long as you're a vassal of the Byzantine Empire. Similarly, to make you feel like the end is near, Songs of the Steppes tracks should now play for you if you're part of a realm that borders either the Mongol Empire or an empire-tier nomadic realm ruled by a character with either the 'Greatest of Khans' or the 'Conqueror' trait... so if you're playing a peaceful game in France and you suddenly hear this then you're probably about to have a bad time!
ManicMayo  [author] 4 Oct, 2024 @ 9:12am 
UPDATE: In light of the changes brought to the game by Roads to Power , music triggers for most of the DLC tracks have been tweaked. Highlights include:

-Geographic triggers are now also tied to domicile location, enabling dynamic soundtrack changes for landless rulers. E.g. you will now, as a Norse pagan, hear tracks from Songs of Byzantium if you're currently camped within the borders of the Byzantine Empire.

-Following on from above, geographic triggers have been added to more DLC tracks to increase the available number of unique tracks available during an average playthrough. E.g. Now, instead of being tied exclusively to the North Germanic heritage or Norse faith, any character will hear Hymns to the Old Gods so long as their capital/camp/estate is located within the Scandinavia region.
ManicMayo  [author] 2 Oct, 2024 @ 7:25pm 
UPDATE: Tracks in the Songs of Albion and Songs of the Rus DLCs have been reduced in volume by a further 10%. For whatever reason these seemed to be markedly louder than most other CK2 tracks (to my ears at least).
Omniburg 1 Oct, 2024 @ 2:16pm 
Thanks chief! Great work!
ManicMayo  [author] 1 Oct, 2024 @ 2:11pm 
UPDATE: I've experimented with reducing the volume of most tracks by 30%, with the Pagan Fury tracks being reduced by around 40%. Hopefully this makes them blend better with the CK3 tracks. I tried 50% previously but that made them seem too quiet so, if this is still too loud then I suppose 40% overall will be the Goldilocks zone (fingers crossed)!

I've also corrected a title error in the European localisations. The track Songs of Yuletide has been corrected to PDX-mas Carol .
Omniburg 1 Oct, 2024 @ 1:29pm 
Straight heat. Now I just wish CK3 would actually play the soundtrack instead of constantly pausing the music for some reason....
ΧΡHΣΤΟΣ850 1 Oct, 2024 @ 7:47am 
Yesss thats really needed i want to mix both ck2 and ck3 music thank you:))
ManicMayo  [author] 1 Oct, 2024 @ 6:06am 
@Omniburg - Nope, that's just the raw power of Holy Fury coursing through your ears.

Just a heads up though that I do intend to reduce the volume of the tracks by about 40-50% since many people have already complained that they're too loud in comparison to the CK3 tracks.
Omniburg 30 Sep, 2024 @ 10:54pm 
Did you bass boost Vassal of Tripoli? This goes insanely hard
ManicMayo  [author] 30 Sep, 2024 @ 1:18pm 
UPDATE: Non-English localisations, for all languages supported by CK3, have been added to the mod. French, German and Spanish (at least for now) essentially use the English localisation as, I assume, the songs and their respective DLCs retain their English titles in these languages. If this is incorrect, please do not hesitate to let me know (and preferably provide me with their correct names in your respective language!)

This mod's Chinese localisation was kindly provided by 無壹 as part of their noble initiative to provide proper Chinese localisations for a number of CK3 mods . Thanks for your contribution!

Russian and Korean localisations, while also now present, are likely to be quite poor in quality and any translations by proficient speakers would be greatly appreciated!
imker 30 Sep, 2024 @ 10:08am 
No problem.
Until you have added beautiful localizations in national languages, the easiest and most reliable way is to change each name variable in the zz_ck2_music file and add there the song names from your English localization.
Then any national localization will produce a normal English song name.
The vanilla version of the game does not need this approach, because it already has all localizations out of the box.
ManicMayo  [author] 30 Sep, 2024 @ 9:14am 
@imker - Oh, I see. Well, I guess you can tell I'm British since the existence of languages other than English literally never even crossed my mind. 'Americans of Europe' indeed!

Jokes aside, thanks for informing me of this issue. I'll look to add localisations for other languages in the next update.
imker 30 Sep, 2024 @ 7:39am 
ManicMayo
Your mod has only one localization - English. It doesn't make any sense. In any other localizations of the game, your mod gives codes instead of song names.
ManicMayo  [author] 30 Sep, 2024 @ 7:10am 
Out of interest, for anybody who does lower their volume for the tracks in this mod, what setting do you find makes it sound on par with the CK3 tracks? This might give me a good idea where to start. Thanks in advance!
ManicMayo  [author] 30 Sep, 2024 @ 7:10am 
@Jayshua_Lyn - Unfortunately, unlike in CK2, there doesn't seem to be a way in the code to tell the game to reduce the volume of the tracks when they're played in game. I will likely have to go through each and every track, one by one, and lower its volume manually. I'll do some testing and see if I can't find a better balance.
ManicMayo  [author] 30 Sep, 2024 @ 7:08am 
@imker - This shouldn't be causing the issue since the base game CK3 music files do the same thing, where the names of the tracks in the code and their corresponding localisation tags are identical.

For example, here's the first entry for mood tracks in the base game CK3 music files:

mx_mood_call_01 = {
music = "event:/MUSIC/Moods/Calls/mx_mood_call_01/mx_mood_call_01"
name = " mx_mood_call_01 "
pause_factor = 15
mood = yes
can_be_interrupted = yes
}
Jayshua_Lyn 30 Sep, 2024 @ 12:43am 
Is there any way in the mod files to decrease the CK2 music volume or raise ALL CK3'? lol
imker 29 Sep, 2024 @ 11:38am 
No other CK2 sound mods.

I see this in folder of mod.

in file zz_ck2_music

ck2music1 = {
music = "file:/music/akingisdead.ogg"
name = "ck2music1"
mood = yes
can_be_interrupted = no
}

And every track similar

name = "ck2music1"
this is reason of problem.
ManicMayo  [author] 29 Sep, 2024 @ 11:05am 
@imker - Localisation for tracks in the music player have already been added and should be working fine (see second screenshot).

Are you running any of the other CK2 music mods alongside this one? That is the only instance I can think of where there would be a conflict and the names probably wouldn't display correctly.
imker 29 Sep, 2024 @ 9:04am 
I have tested this mod and it works fine. The only problem is that the tracks only have technical names with numbers in the names. I assume that there are normal names for all these tracks. It would be good to add them to the attributes of variables in the mod code.
imker 29 Sep, 2024 @ 8:47am 
After developers added music player, you need to remake every sound mod, by adding playlist code in mod.
Ramik 28 Sep, 2024 @ 1:21pm 
Nevermind, I just didn't set mod list in launcher
Ramik 28 Sep, 2024 @ 1:06pm 
Maybe it's only my problem but in Music player i don't have modded music packs. Only official. I disabled all other mods but still have this problem.
kanick3000 27 Sep, 2024 @ 6:59am 
Thank you kind sir! Your the first of the mod authors of the music mods I'm using to have updated your mod thus. Much appreciated!
Andy's Take 27 Sep, 2024 @ 6:33am 
Yes, the CK2 tracks are sometimes louder than the CK3 ones.
ManicMayo  [author] 27 Sep, 2024 @ 6:17am 
@Dotterbart - I've noticed a few tracks seemed to be a little louder than the CK3 ones but I can't say the difference is so great that I've had to adjust my volume... but then again my in-game music volume is set to 70% by default and I have chronic tinnitus so perhaps I'm not the best person to judge!