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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Audio
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By Halliphax on Jul 4, 2021 10:08 am
Closed By Arthmoor on Jul 9, 2022 5:37 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.4.

Issue #31476: Interior Dungeon Music Plays in Exterior Worldspaces

 
Apologies for writing this up twice (I also reported this on the Unofficial Fallout 4 Nexus page before learning about this website).

Various Location records (several dozen) in Fallout 4 have a "NAM1 - Music" property assigned, the property points to "MUSDungeonA [MUSC:0002D4C2]". The Locations in question are typically related to interior Worldspaces (i.e HardwareTownLocation "Hardware Town" [LCTN:0003E0CC]). However, to my understanding, music tracks for locations should be specified at a Cell record level and not within the Location record (since Location records can be assigned to exterior worldspaces).

The result of the above means that interior dungeon music will play whenever the player character crosses the cell threshold where the Location has been specified. The above Hardware Town example is a good location to test this, the Super Duper Mart in Lexington also.

This problem, isn't present in Far Harbour or Nuka World, so my thinking is that this is indeed a bug because:
1) The pattern of NAM1 Music properties associated to Locations isn't repeated in further dev work for Fallout via DLCs
2) The NAM1 Music property is only specified for *some* locations and not all, creating inconsistency
3) Generally, interior music in Bethesda games shouldn't play in exterior cells - this is the typical set standard which is deviated from with the above behaviour.

Comments

3 comment(s) [Closed]
VoodooChild said:
 
Not sure if you had anything to do with this mod, but there was one addressing this a few weeks ago:
https://www.nexusmods.com/fallout4/mods/52854

I post this in case the team wants to address it as they can just see what the mods actually does instead of re-inventing the wheel.

Halliphax said:
 
Yup, that's my mod :)

Thanks for posting the link, didn't occur to me to link it here with your reasoning.

Something I learned while investigating this issue; many of the Locations are changed as "Partial Records" by Creation Club stuff, so in xEdit it would look like CC content is wiping changes (when in actual fact it's adding them, and the game engine compiles them all additively, pretty clever stuff considering how averse records are to being overwritten by mods).

VoodooChild said:
 
Nice, yes, I agree with the CC content. I don't know much about modding yet, because the last time I modded was back in Unreal 1 engine. (I'm that old) I do have a ton of hours in to the game, so I know what should and should not be at 6700 hours, and have a good grasp of console commands. I can say that I removed everything CC besides furniture because I had nothing but trouble. Thanks for your mods and supporting the community, buddy.

Showing Comments 1 - 3 of 3