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To see the revised triggers, please visit the Music Triggers - Full List in the mod's 'Discussions' tab.
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.
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.
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!
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.
-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!
-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.
I've also corrected a title error in the European localisations. The track Songs of Yuletide has been corrected to PDX-mas Carol .
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.
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!
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.
Jokes aside, thanks for informing me of this issue. I'll look to add localisations for other languages in the next update.
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.
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
}
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.
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.