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DCS-动态可定制的配乐SE

作者:HellLizard
发布:LUOHUISHU98
发布日期:2020-02-27 02:03:32
更新时间:2020-02-27 02:03:32
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DCS是德雷克的一个较小的改进版本,就像德雷克一样,它允许每个地点都有一整套音乐,事实上,除了新的功能、改进和缺乏最不受欢迎的一周之日选项之外,它几乎是一样的。总之,希望这是几个人对德雷克提出的要求。

有了dcs,你就可以有自己的音乐在游戏中播放,并且几乎无休止地选择它何时何地播放。

您可以为所有SkyRIM及其DLCS设置适合各种情况和场所的整套音乐套间。这些套房包括独特的探索,
战斗,技能菜单,甚至“被搜索音乐”。使用DCS,如果你愿意的话,你还可以为弱小的敌人和老板的敌人提供多样化的战斗音乐选择。

(请注意,没有任何音乐伴随着这一模式的遗憾,但下面有很多建议)

以下是DCS特性的完整列表

-应该是低模式的冲突
-对业绩影响不大或没有影响
-没有添加脚本、咒语、任务或库存物品
-供不同地点使用的整套音乐套房
-技能菜单中的音乐
-为阿尔杜因、埃伯尼勇士、杜内维尔和安卡诺等大多数大老板提供独特的音乐
-土匪首领等一般老板的独特音乐
-独特的音乐,为弱等级01和02级的敌人,和虚弱的动物。
-为5个主要城镇提供独特的音乐套房
-每个行会都有独特的音乐,有些则允许独特的战斗音乐。
-每一种地牢的独特音乐套间,包括阿波克里哈和矮人遗址
-独特的音乐,基于什么派别控制一个非CW堡垒地牢,或者只是简单的类型和没有派系,如果你喜欢的话。
-独特的音乐套间,以狼人或吸血鬼魔王的形式
-在城外或地牢中被敌人搜寻的特殊音乐
-在沼泽地启用音乐(如果你想保持沉默的话,让沼泽地空着探索)
-长时间的战斗音乐实际上结束得很好(打开菜单,比如库存确实阻止了它的结束)
-每首战斗歌曲都可以有自己的结局--如果你愿意的话,如果你不能添加一个结束曲目,就会包含一个无声的文件
-夜间音乐实际上只是在晚上
-独特的音乐在创造你的角色与生活另一个生命交替开始模式

关于长唱战斗歌曲的注意:总结性设置为正常的最长6分钟,这是为长度而设的。
这首歌是你电脑上的文件,而不是游戏中播放的时间.

如果一首歌的长度超过6分钟,而且它的播放时间超过了最后一段时间,那么它将不得不一直播放到它的结尾。
有些结局设置时间超过6分钟,这取决于我个人需要什么,如果你真的想要的话,你可以通过查看ESP看到那些延长的时间。

安装

-手动安装
步骤1-下载1个核心文件组,有3个可供选择
-标准-这里没有特别的规则,文件夹是说它是什么。
-简单的派系地牢选项被删除,只有类型重要。
-个人-“所有”只适用于探索,不适用于地牢,地牢组中的任意文件夹只在游戏中使用Loredas,而白天和夜晚的文件夹在Loredas上不起作用。

步骤2-下载所需的1个未使用区域修复文件
-这个文件的要点是,虽然“区域战斗”的作品是没有发现的,但贝塞斯达为每个没有真正使用它们的地区创建了一个独特的音乐类型播放列表,例如,海岸使用山区,森林瀑布使用松树,REACH使用山区,尽管有独特的调色板,但是斯诺使用了山区,然后您就知道了。

该区域修复与天气mod冲突,所以请下载与您使用的天气模式工作的区域修复程序,如果您不使用天气模式,则下载香草修复程序。如果您是天气,MOD似乎不支持,要求一个补丁或滚动到说明如何修复它自己。

步骤3-下载所需的任何战斗ID文件
-没有这些,弱战斗和所有原来的老板,已经有老板的音乐将无法工作,只需放入没有ID文件,没有唯一的阿尔丁老板音乐。
-注:这实际上是可选的,如果你不想要独特的老板或弱的敌人战斗音乐,你不需要一个。

步骤4-安装文件
-将DCS下载的内容解压缩到Skyrim数据文件夹中,在该文件夹中可以找到Skyrim.esm

-经理安装
1.下载你想要的核心文件,你需要的1个未使用的区域补丁,以及你需要的任何战斗ID文件。
2.激活您下载的安装它们的所有内容。
3.确保安装后至少有这些esp
-DCS-Combat.esp
-DCS-Dungeon.特别是
-DCS-特别是
-DCS-未使用的区域修复
-DCS-战斗ID-Skyrim

-如何使用DCS
DCS ESP只是告诉游戏在哪里找到音乐文件和如何使用它们,您仍然需要添加您的音乐文件到DCS的文件夹中有音乐在游戏中。

步骤1-从这里下载一个转换工具从Nexus,我只知道2在这个时候。(如果您已经有一些转换为XWM的内容,请跳过这一步,尽管在Drake页面上已经告诉我可以使用WAV,但我从未尝试过)。
Skyrim音频转换器 (建议)
多重XWM

第二步-加入你的音乐
1.将转换器解压缩到计算机上任何您想要的位置,它不需要在Skyrim文件夹中,然后运行它(对于SkyRIM音频转换器,您可能希望首先检查它的INI文件,并更改它的默认设置以获得更高的转换质量)。
2.用你所选择的工具将你的音乐转换成xwm。
3.进入与Skyrim.esm所在文件夹相同的音乐文件夹,然后查找并进入00DCS文件夹
4.浏览文件夹,确保读取文本文件的名称以获取XWM详细信息(它们是空白txts,因此不需要打开它们),并将您的音乐放入您选择的文件夹中。
5.完成后,启用ESP,然后启动游戏并享受,如果您重命名并正确放置xwms,您现在应该可以在游戏中听到它们。

注:如果你是电脑在隐藏文件扩展名您可能想要更改它,以避免错误命名某些东西(例如,Title.xwm.xwm,它不会起作用)。在Windows上通常有一个视点按钮在顶部工具栏上,单击它并找到备选方案或文件夹选项然后单击更改文件夹和搜索选项如果你看到了。

打开带有3个选项卡的新窗口(常规、视图、搜索)时,单击视点向下滚动直到你看到隐藏已知文件类型的扩展名。取消选中此框将允许您看到像.xwm这样的文件扩展名。


Skyrim音频转换器问题帮助
当使用SkyRIM音频转换器时,有时文件无法转换,我几乎每一次都能修复这个问题。

首先要检查的是,您的文件名不以“title.wav”这样的点结尾,需要将其重命名为“Title.wav”
应该转换罚款之后。

接下来要注意的是,歌曲末尾没有空格,比如标题.wav,需要将其重命名为‘Title.wav’,这将解决问题。

最后一个原因我不知道是什么原因,但对于一些文件,似乎没有什么问题,但它们仍然失败,我找到的唯一方法来解决这个问题,就是把它扔到Audacity中,然后作为一个新的文件导出,然后它通常可以工作。我也取得了成功,只是关闭和重新打开转换器有时。

不幸的是,据我所知,上述任何一个都不适用于MultiXWM,但我也很久没有尝试使用它了。

注意:如果您正在使用另一种音乐模式,建议您开始一个新游戏。而且可能需要避免任何可能出现的问题,比如让这种模式在比赛中期完全保持沉默或改变细胞的不稳定性,而DCS试图不直接接触细胞,在温特霍尔德学院或沼泽地这样的几个地方是无法完全避免的。如果你没有一个,那么你应该很好地安装在一个保存游戏。

ESP&文件夹信息

DCS-战斗-这有所有的战斗音乐记录和关键字,以确定目标为弱或老板,如果为一个Mod新的ID文件,你将需要这是一个主文件,它可以使用所有战斗xwm

dcs-地下城-这有所有的地牢探索音乐记录,它允许使用所有的地下城,邓肯搜索xwm。

DCS-探索-这有所有的城堡,探索,行会,城镇和技能菜单音乐记录,它使所有探索,开发搜索,行会,酒馆,城镇,和珀克树xwms使用。

DCS--未使用的区域修复--将未使用的音乐类型播放列表还原到他们想要的区域,我称之为修复,因为REACH实际上有独特的音乐,因为它使用错误的音乐类型,在游戏中从来没有听到过。

DCS-战斗ID-这些分配弱和老大关键字从DCS-Combat.esp到NPC和种族,以使CombatBoss和CombatWeak轨道得到使用,没有这些,你将只有战斗龙和战斗正常。因为这些编辑种族和NPC,他们可以与其他MOD冲突。

注意:此时,Evw的ID文件是为当前未发布的版本构建的,并且可能与当前的公共版本一起工作,也可能不起作用。

DCS--可选的--Stingers--这里有所有刺客的记录,它允许所有AlduinDeath、CLEAR、DEAD、DiscoverCity、Discover地下城、DiscoverGeneric、DiscoverHighHrothgar、Eclipse、ElderScroll、HelgenIntro、HelgenOtruo、Levelup、OdahviingRide、RavenRockIntro、Replement、Reverage和Word xwms都可以使用。

注意:刺客是一个投篮,游戏可以也会玩一个空的插槽,所以如果你想要使用刺刀,你必须填写每一个插槽,这特别是有2个选项,正常和简单,和简单,只有所有文件夹的刺痛文件夹是被使用的。

DCS-可选的-慢速的时间-减慢游戏中的时间,所以黎明和杜斯克得到更多的使用。

DCS的文件夹结构非常类似于它的前身。
在00DCS文件夹中,您有主组文件夹(All,Boss,城堡,Chargen,内战,地下城,探索,行会,HighHrothgar,其他和城镇),然后在其中一些子组中,例如地牢文件夹中的不同类型的地牢(洞穴、土匪营地、北欧废墟等)。

您需要将xwm文件放在包含txt文件的文件夹中。

下面是对类别文件夹的更全面的分析

所有--确切地说,放置在这个文件夹中的音乐几乎在任何地方都会被使用,除非你使用的是个人版本,但是也有一些例外,探索音乐不在沼泽中使用,它不包括在老板文件夹、公会文件夹、城堡文件夹或城镇文件夹中的小酒馆中的任何内容。

-所有子文件夹

--黎明-这里的任何东西都是从早上5点到早上8点在游戏中使用的。

--黄昏-这里的任何东西都只能在游戏中从下午6点到晚上10点使用。
--晚上--这里的任何东西只在晚上10点到早上5点在游戏中使用。
-刺痛-任何地方都能听到,即使是在地牢,如果使用个人版本,这是唯一与简单版本的斯蒂格纳(特别是)一起使用的文件夹。

BOSS-这些文件夹是为独特的老板DCS支持,对MOD添加的唯一老板的支持,以及老板-其他文件夹,只要他们已经设置了战斗ID,特别是要确定为这样。

-BOSS子文件夹(这些是当前支持的唯一老板)
-Alduin
-ANCANO
-牧师
-西塞罗

--埃伯尼战士
--福吉亚斯特
-KARSTAAG
-HARKON勋爵
-Mercer Frey

--MIRMULNIR(在我看来不是真正的老板,但作为你第一条杀人的巨龙,这是一场特殊的战斗)


--帕特纳克斯(就像米尔莫尼尔一样,我不认为这是老板,但这是一场特殊的战斗)
-死神
-Tsun

城堡--这个文件夹是用来探索城堡里的音乐的,比如龙舌兰城堡,城堡别墅,米斯代尔城堡等等。

CHARGEN-只有在使用LiveAnyLife交替启动时,才能在创建字符时使用此文件夹

内战-这是用于主要的城市围攻,如战斗为惠特伦。

地牢-你会在这个文件夹中找到所有受支持的地牢类型,这里的每个子文件夹都是它为文件夹命名的位置的一个套件

-地牢子文件夹(这些文件夹大多是不言自明的)

-ASH产卵-用于高尖塔或冻蛾堡等地方
--土匪营地--这里的所有东西都是在地牢里玩的,它们的位置数据显示它们是土匪营地,比如法达尔的牙齿或停止流,但不是像格林沃尔堡这样的CW堡垒,也不是像赫尔根附近的小营地那样被认为是地点的地方,或者是惠特伦外部下面的地方。

--强盗夏令营的子文件夹(这是第一个有子文件夹的地牢文件夹,所以这里将解释它们,它不是唯一有它们的,而是唯一需要解释的)



-针刺-随时随地使用


-洞穴-用于非派系洞穴,如动物洞穴或苔藓母亲之类的妖怪林中,但不是象Embershard矿场这样的土匪营地。
-龙牧师巢穴
-Draugr地窖-用于非北欧遗迹Draugr地窖,如Haldir‘s Ken&Sojun’s Sink孔。
--矮人废墟--它凌驾于任何派系协会之上,如果它是一个在小矮人废墟中的强盗营地,它仍将是这样的场景。
-法尔默蜂巢-在任何非矮人毁灭的猎鹰蜂箱中播放,包括霜流灯塔
--被遗忘的山谷
--离弃营地


-赫尔根
--像冰一样的洞穴,这只用于像陡峭瀑布这样的无派别的冰洞。
-北欧遗迹-用于任何非派系的北欧遗迹
--RIEKLING营地-几乎所有的Riekling营地都使用
--沉船--在船只和沉船(如冬季战争或Katariah)周围或内部玩耍,凌驾于派系协会之上。
-灵魂凯恩
--吸血鬼巢穴



探索--您将在这个文件夹中找到所有受支持的区域类型,就像地牢--这里的每个文件夹都是它自己的套件

-浏览子文件夹
-海岸-几乎整个北天际线,从孤独到温得勒姆
-月食-用于奥里尔之弓引起的日食期间
-森林-瀑布-用于大裂谷
-森林-松树-大多用于福克兰群岛,但在伊斯特马奇有一些地方可以使用。
--沼泽地--用于发现Morthal的北天边沼泽地区


-REACH-用于河段
-雪-用于天空的积雪地区,如帕莱、温特霍尔德和伊斯特马奇的一些地区。

--冻原--主要用于惠特伦,但也有一些哈加尔行军,例如在强盗峡谷附近
-吸血鬼之主-在你处于吸血鬼魔王形态的任何地方使用
--火山ASH--可能有一半的Solstheim,你会在乌鸦岩上听到这个
-狼人-在你处于狼人状态时,在任何地方使用


Guild-你会在这个文件夹中找到所有受支持的行会类型,有时他们自己的套件有时只是探索

-行会子文件夹

-学院-温特霍尔德学院(College Of Winterhold),在你加入之前,这里有一片静默。
--同伴--用在Jorvasskr里,不要在这里沉默
-黑暗兄弟会-在两个避难所中使用,请注意这里有一种戏剧性的静默,直到在受到欢迎之后,行会轨道才会被使用,除非你是敌对的,而这个文件夹中的地牢轨道将被使用。
--道恩卫士
--窃贼-用在破烂的佛兰和西斯滕,这里有一片静默,直到你被允许进入西斯滕。
-吸血鬼--用在沃尔基哈城堡里,就像道恩卫士的音乐是以朋友或敌人为基础的,尽管地牢部分将使用地牢的曲目。

高Hrothgar-这个文件夹中的任何东西都会在HighHrothgar内部听到,这是不言自明的。

其他-这个文件夹是作为一个替代的所有,它的工作方式,除了任何地方,其他文件夹没有覆盖,主要是为Mod增加了新的土地,但有一些未被击败的地方,它得到使用,如Ratway金库在利芬。战斗&地下城的痕迹只在这里的任意文件夹中找到,而城镇则在所有的文件夹中找到。

城镇-你会在这个文件夹中找到所有支持的城镇类型,包括酒馆。

-城镇子文件夹

-MARKARTH
-利芬
-孤独
--酒馆--用于在像Riverwood这样的小城镇中找到的客栈


-惠特伦
-WINDHELM

兼容性
(注意:所有改变香草音乐类型的音乐模块ESP都是不兼容的,但是如果您将它们转换为xwm(如果需要),重命名,并将它们移到要使用它们的DCS文件夹中,您仍然可以使用它们)。

兼容
SkyRIM 2的音频大修(使用未用区域修复AOS修补程序)
主菜单音乐替代品(不需要修补程序,主菜单音乐的处理方式与游戏中的音乐不同)
大教堂韦瑟斯使用未用区域修正CW修补程序)
不编辑默认区域的声音MODS
天空的声音(使用未使用区域SOS修补程序)
生动的韦瑟斯使用未用区域修复VW修补程序)
天气及环境大修(使用未使用的区域修复WAO修补程序)
湿冷(使用未用区域修复WC修补程序)
显然,禁用战斗音乐的mods
大多数其他的模式,只要它不编辑默认的音乐类型记录

不相容
个性化音乐
史诗音乐大修
任何其他我不知道的天气模式(请给你最喜欢的天气模式一个补丁)
更改默认音乐类型列表的MODS

建议

Adam Frechette MP3音乐汇编
附加音乐_1
附加音乐_2
附加音乐_3
附加音乐计划
奥利维翁的战斗音乐
队长令人毛骨悚然-Skyrim音乐包1
为Oblivion配乐
战斗音乐-龙的主题
黎明的希望音乐附加
数字噩梦
荣耀的日子-天空的音乐
沉浸音乐
JDR配音
魔法学院音乐-学院歌曲
音乐包1
音乐包2
音乐剧Lore(Nir Shor的配乐模式)
北欧与斯拉夫音乐
遗忘音乐109-定制更好的音乐系统配乐
遗忘音乐过量
遗忘交响乐变奏曲
原声交响乐
为天空放松音乐
Skyrim音乐包1
Skyrim配乐扩展
天空交响曲
真正的中世纪酒馆音乐

已知问题及常见问题

q-狼人音乐似乎行不通

A-它确实有效,但你可能需要进入狼人技能菜单后,转换给它一个踢,它可能需要几次尝试。

q-音乐有时只能在Perk树中播放,当离开Perk树时就会保持沉默,但离开Perk树时,音乐就会恢复正常。
区域.为什么?

A-音乐设置为None的地方可以做到这一点,因为这是让它在技能菜单中工作的唯一方法,我已经找到了。

q-搜索轨道似乎缓慢过渡到,为什么?

A-搜索轨道是在战斗条件下探索轨道,因为它们是探索轨道,一旦当前播放的轨道结束或被迫切换(例如进入技能菜单或进入一个新区域),它们将取代“探索”。

q-有时战斗音乐会被困在玩探索的重新开始,有什么想法吗?

A-我不完全知道原因,但我有一些想法,第一个假设不是它已经过去了,它的最后提示点是,一个毒刺被玩完全相同的时间战斗被要求,我也有同样的事情发生在探索轨道如果你从怀特伦开始并迅速离开,发现你得到的城市毒刺,无论你是否使用毒刺,特别是似乎是导致城镇和探索让他们发挥在对方之上,进入技能菜单也不能解决这个问题,你也可以让它发挥出来,或者你可以让它发挥,或者是拯救和装载。不过,这绝对是一个Skyrim的错误,而不是DCS的错误。

q-我的音乐完全停止工作了,怎么回事?

A-可能你已经超出了通常被认为是可玩区域的范围,我注意到风这样的声音在发生时通常也会完全停止,一个很好的例子就是游得比通常允许的更远。另一种可能是我还没弄明白的东西,我猜是天边的错误,可能是因为尾声曲目太短,香草的尾声从10秒到34秒长,我通常用6秒最小,但我试着用非常短的1秒到2秒的刺痛型曲目,几个,ES,这种情况时有发生,然后在短尾声中出现。

q-是否真的需要未使用的区域修补程序?

A-是和不是,虽然Mod不需要工作海岸,森林-秋天,沼泽,达,雪,雪索尔斯泰姆,和火山将使用他们原来的默认音乐探索和战斗音乐将不再匹配。此外,触及确实有独特的音乐香草,是未使用,因为不正确的播放列表。

q-我没有足够的空间进行区域修正,特别是,我已经达到了我的ESP极限,所以我可以合并它吗?

A-您可能可以合并它,但是如果您使用天气模式或区域编辑声音模式(如AOS),您应该做的是将区域修复更改添加到其中最接近负载顺序底部的任何一个,这样就可以将区域修正esp抛出。

q-好的,我想这样做,那么在区域修复中有什么变化,我需要添加到我的天气或区域编辑声音模式?

A-我们需要做的是改变几个地区的音乐类型,以使用未使用的音乐类型,显然是为了他们。
如果你想用TES5编辑.
1.在TES5编辑中加载您的天气或声音模块
2.单击ESP名称旁边的框,扩展ESP的内容
3.以同样的方式扩大区域内容
4.对于每个需要更改的区域,您需要在右窗格上滚动记录,然后在底部找到RDMO-Music
所有的天气类型和之前的声音,其中应该有森林松或类似的东西在它旁边。
5.天气海岸-从MUS爆炸物山到MUS爆炸物海岸的变化
5.WeatherDarklightTower-从MUSImpreForestPine改为MUSImpreForestFall
6.对于WeatherFallForest来说,与黑暗之塔一样
7.WeatherFallForestNoPrecip再次做同样的事
8.WeatherRavenRock 01从空改为DLC2MUS爆炸物
9.关于WeatherReach从MUSImpreTundra到MUSImpreReach的变化
10.WeatherSkallVillage01-从“暴雪”到“DLC2MUS爆炸物”-斯诺
11.天气-从暴风雪到暴雪
12.对于Weather斯诺NoPrecip来说,也是如此
13.就WeatherTundraMarsh而言,从MUSImpreTundra(如果使用AOS,则为None)改为MUSImpreMarsh
14.要使沼泽地正常工作,您还需要一直滚动到顶部,并为需要右转的区域数据条目提供空空间--单击和
选择“添加”,然后选中“重写”框。
15.WeatherTundraMarshNoPrecip再做两次
16.对于WeatherVolcanicAsh01和WeatherVolcanicAsh02,请重复您为RavenRock所做的事情。
17.完成后,您就不再需要区域修复(尤指区域修正)。

如果你想用创作工具包..。
1.打开CK,在左上角单击File,然后数据.
2.找到你的天气或声音(特别是),点击它突出显示,点击“设置为活动文件”按钮,然后让它加载单击“是”。
对于所有弹出的警告,尤其是您加载的警告(认真地说,这些警告弹出时只加载了香草ESM)。
3.在同一顶部栏上查找并单击“世界”,然后单击“区域”
4.使用左上角的下拉列表查找DLC2SolstheimWorld
5.向下滚动“区域名称”列表,可以在“如果您想要的话”中找到上面提到的RavenRock、Skaal村、DLC2斯诺、VolcanicAsh Wars。
使用TES5Edit‘
6.通过点击天气来突出显示天气,在右边点击声音选项卡
7.使用“音乐类型”下拉列表更改上文“如果您想使用TES5Edit”部分中提到的音乐,对所有
龙龙区
8.在左上角,再次使用下拉列表查找Tamriel,查找并更改上面“如果您想使用TES5Edit”部分中提到的默认SkyRIM天气。
9.完成后,关闭“区域”窗口,并在顶部栏上再次单击“文件”,这次单击“保存”,之后您可以再次单击“文件”并退出
10.完成后,您应该不再需要区域修复(尤指区域修补程序)。

q-这种模式会不会让我的音乐在卸载时保持沉默,就像大多数人所做的那样?

A-事实上,它不应该,因为一切都在原来的音乐类型列表,除了可能在学院,原来是沉默的开始。

q-我有超过6分钟的战斗歌曲,我真的很想用,你能增加时间让我可以使用吗?

A-不,对不起,我必须增加所有的记录和有更多的记录比插槽在你的眼睛从文件夹中看到,但你可以这样做,为那些你需要它的。另外,我确实使用歌曲超过6分钟,所以你可能不需要,检查ESP来查看音乐曲目记录,在他们的名字末尾我有一个ZX_#min##来说明这是超过6分钟的限制。

q-你说我可以增加更长时间的战斗歌曲.但是我该怎么做呢?

A-这里有一个一步步的指南,供你做这件事。
1.加载DCS-Combat.p(特别是在CreationKit中)并等待它加载。
2.在左侧面板上,查找音频并展开它,然后查找音乐轨道并单击它。
3.要做到这一点,最快的方法是使用面板上方的过滤器(例如,您需要下降,所以输入过滤器Fall)。
4.一旦你找到了你要找的记录,打开它,在单轨选项卡上,你应该会看到Cue Point有一个Add按钮。
5.用“添加”按钮继续添加3-5秒,直到你有了所需的计时为止。你必须自己算出数字,比如大约6分钟10分钟需要370。我的建议是把这首歌扔进“无畏”中,突出整首歌,并检查这首歌在几秒钟内有多长时间。
6.保存和退出

————————————————————————————————————

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 lack of the mostly unpopular Day of the Week options it's almost the same.  In short it's hopefully what several people have requested changed with DRAkE.

With DCS, you can have your own music play in-game and have almost endless choice over where and when it plays.

You can set up entire music suites for various situations and places for all of Skyrim and its DLCs.  These suites include unique explore, 
combat, skills menu, and even 'being searched for music'.  With DCS you also have the options for varied combat music for weaker and boss enemies if you wish.

(Please note that no music comes with this mod sorry, but there are quite a few recommendations below)

Here's nearly a full list of DCS's features

-Should be low mod conflicts
-Little to no performance impact
-No scripts, spells, quests, or inventory items are added
-Entire music suites for different locations
-Music in the Skills Menu
-Unique music for most major bosses like Alduin, Ebony Warrior, Durnehviir, and Ancano
-Unique music for general bosses such as bandit chiefs
-Unique music for weaker rank 01 & 02 enemies, and weak animals
-Unique music suites for the 5 major towns
-Unique music for every guild, some allow unique combat music
-Unique music suites for every type of dungeon including Apocryha & Dwarven Ruins
-Unique music based on what faction controls a non-CW fort dungeon, or just plain types and no factions if you prefer
-Unique music suites while in Werewolf or Vampire Lord form
-Special music while being searched for by enemies while outside of town or in a dungeon
-Music enabled in the Marsh (leave Marsh Explore empty if you want silence)
-Long combat music actually ends properly (Having a menu open such as inventory does prevent it from ending though)
-Every combat song can have it's own finale if you wish, a silent file is included if you can't add an end track
-Night music is actually only during the night
-Unique music during creating your character with Live Another Life Alternate Start mod

NOTE on long combat songs: Finales are set up for a normal maximum of 6 minutes, this is for the length
the song as the file on your computer and not how long it plays for in-game.

If a song is longer than 6 minutes and it plays over the time frame a finale can end it then it will have to play all the way to it's end.
Some of the finales are set up longer than 6 min, depends on what I personally needed, if you really want you can see those extended times by looking in the esp.

INSTALLATION

-Manual Installation
Step 1 - Download 1 core file group, there are 3 to choose from
-Standard - No special rules here, the folder is what is says it is.
-Simple - Faction dungeon options are removed and only the type matters. 
-Personal - 'ALL' only works for exploration, not in dungeons, and the ANY folder in dungeon groups only works on Loredas in-game while the DAY & NIGHT folders do not work on Loredas.

Step 2 - Download the 1 Unused Regions Fix file you need
-The point of this file is while region combat works out of the box the explore doesn't, while Bethesda created a unique Music Type playlist for each region they didn't actually use them, for example Coast uses Mountain, Forest Fall uses Pine, Reach uses Mountain despite having unique palette tracks, Snow uses Mountain, and you get the idea.

The region fix does conflict with weather mods so download the region fix that works with the weather mod you use or the vanilla one if you don't use a weather mod.  If you're weather mod doesn't appear to be supported ask for a patch or scroll down to the instructions on how to fix it on your own.

Step 3 - Download any Combat ID files you need
-Without these, weak combat and all but the original bosses that already had boss music will not work, simply put no ID file no unique Alduin boss music.
-NOTE: This is actually optional, if you don't want unique bosses nor the weak enemies combat music you don't need one.

Step 4 - Installing the files
-Extract the contents of the DCS downloads to your Skyrim Data folder where Skyrim.esm is found

-Manager installation
1. Download the core file you want, the 1 Unused Regions Fix you need, and any Combat ID files you need.
2. Activate all that you downloaded to install them
3. Ensure you have at least these esps after installing
-DCS - Combat.esp
-DCS - Dungeon.esp
-DCS - Explore.esp
-DCS - Unused Region Fix
-DCS - Combat ID - Skyrim

-How to Use DCS
The DCS esps just tell the game where to find the music files and how to use them, you still need to add your music files to DCS's folders to have the music in-game.

Step 1 - Download a converter tool from here on Nexus, I only know of 2 at this time. (Skip this step if you already have something that converts to XWM, although I've been told on the DRAkE page WAV can be used but I've never tried that).
Skyrim Audio Converter (Recommended)
MultiXWM

Step 2 - Adding your music
1. Extract the converter to anywhere you want it on your computer, it doesn't need to be in the Skyrim folder, and then run it (For Skyrim Audio Converter you may wish to check it's ini file first and change it's default settings for better quality conversions.)
2. Convert your music to XWM with the tool of your choice
3. Go into Music folder found in the same folder as where Skyrim.esm is, and then find and go into the 00DCS folder
4. Browse through the folders making sure to read the text file's names for the XWM details (they are blank txts so no need to open them) and place your music into the folders of your choice.  
5. Once done enable the esps, then start up the game and enjoy, if you renamed and placed your xwms correctly you should hear them in-game now.

NOTE: If you're computer is hiding file extensions you might want to change that to avoid misnaming something (e.g. title.xwm.xwm which won't work).  On Windows usually there is a View button on the top toolbar, click it and find Options or Folder Options then click Change Folder and Search Options if you see it.  

When a new window with 3 tabs on it (General, View, Search) opens, click on View and scroll down until you see Hide extensions for known file types.  Unchecking this box will allow you to see file name extensions like .xwm.


Skyrim Audio Converter Issues Help
When using Skyrim Audio Converter it sometimes files fail to convert, I've been able to fix this almost every single time myself.

The first common thing to check for is that your file name doesn't end with dots like this 'title....wav', this needs to be renamed to 'title.wav' and it 
should convert fine after that.  

The next common thing to watch for is that there is no space at the end of the song, such as title .wav, this needs to be renamed to 'title.wav' which should fix the problem.

This last one I'm not sure what causes it but for some files nothing seems wrong but they still fail, the only way I've found to fix this is toss it in Audacity and export it as a new file after which it usually works.  I've also had success just closing and re-opening the converter sometimes.

Unfortunately none of the above works for MultiXWM that I know of but I haven't tried using it in a long time either.

NOTE: Starting a new game if you were using another music mod is recommended and will be probably be needed to avoid any issues that can potentially come with enabling this kind of mod mid-game such as complete silence everywhere or instability from changed cells, while DCS tries not to touch cells directly it can't be avoided completely in a few places like the College of Winterhold or the Marsh.  If you don't have one then you should be fine installing on a save game.

ESP & FOLDER INFORMATION

DCS - Combat - This has all of the combat music records and keywords to identify targets as Weak or Boss, if making a new ID file for a mod you'll need this to be a master file, it enables all Combat xwms to be used

DCS - Dungeon - This has all of the dungeon explore music records, it enables all Dungeon, DungeonSearch xwms to be used

DCS - Explore - This has all of the castle, explore, guild, town, & skills menu music records, it enables all Explore, ExploreSearch, Guild, Tavern, Town, & PerkTree xwms to be used

DCS - Unused Regions Fix - Restores the unused Music Type playlists to the regions they seem to have been intended for, I call it a fix because Reach actually has unique music that is never heard in-game due to it using the wrong Music Type.

DCS - Combat ID - These distribute the Weak & Boss keywords from DCS - Combat.esp to npcs and races so that the CombatBoss & CombatWeak tracks get used, without one of these you'll just have CombatDragon & CombatNormal.  Because these edit races & npcs they can conflict with other mods.

NOTE: At this time the ID files for EVW are built for the current unreleased version and may or may not work with the current public version

DCS - Optional - Stingers - This has all of the stingers records, it enables all of the AlduinDeath, Clear, Death, DiscoverCity, DiscoverDungeon, DiscoverGeneric, DiscoverHighHrothgar, Eclipse, ElderScroll, HelgenIntro, HelgenOutro, LevelUp, OdahviingRide, RavenRockIntro, Reward, Reveal, and Word xwms to be used.

NOTE: Stingers are 1 shots, the game can and will play an empty slot, so if you want to use stingers you MUST fill in every slot, this esp comes in 2 options, normal and simple, and with simple only the ALL folder's STINGERS folder is used. 

DCS - Optional - Slower Time - Slows down the in-game time so Dawn & Dusk get a little more use

DCS's folder structure is very similar to it's predecessor.  
Inside the 00DCS folder you have the main group folders (All, Boss, Castle, Chargen, Civil War, Dungeon, Explore, Guild, High Hrothgar, Other, and Town), and then inside some of them sub groups such as the different types of dungeons in the dungeon folder (Cave, Bandit Camp, Nordic Ruins, ect...). 

You're going to want to place your xwm files in the folders that have the txt files in them.

Here's a more thorough run-down of the category folders

ALL - Exactly what it says it is, music placed in this folder will be used almost anywhere, unless you are using the Personal Version, there are some exceptions however, the explore music is NOT used in the Marsh, it doesn't cover anything in the boss folder, guilds folder, castle folder, or taverns in the town folder.

--ALL subfolders
---ANY - Anything in this plays at any time of in-game day
---DAWN - Anything in here is only used from 5 AM to 8 AM in-game
---DAY - Anything in here is only used from 8 AM to 6 PM in-game
---DUSK - Anything in here is only used from 6 PM to 10 PM in-game
---NIGHT - Anything in here is only used from 10 PM to 5 AM in-game
---STINGERS - Anything in here will be heard anywhere, even in dungeons if using the Personal Version, this is the only folder used with the simple version of the Stigners esp

BOSS - These folders are for the unique bosses DCS supports, support for mod added unique bosses is available as well with the BOSS - OTHER folder provided they have been setup with a Combat ID esp to be identified as such.

--BOSS subfolders (These are all the currently supported unique bosses)
---ALDUIN
---ANCANO
---ARCH-CURATE VYRTHUR
---CICERO
---DURNEHVIIR
---EBONY WARRIOR
---FORGEMASTER
---KARSTAAG
---LORD HARKON
---MERCER FREY
---MIRAAK
---MIRMULNIR (Not really a boss in my opinion but being your first dragon to slay makes it a special fight)
---OTHER (Not used without a Combat ID that uses it such as the Skyrim Immersive Creatures one)
---OTHER DRAGON (Not used without a Combat ID that uses it, none at this time, but it's there if anyone needs it)
---PAARTHURNAX (Like Mirmulnir I don't really consider this one a boss but it's a special battle)
---REAPER
---TSUN

CASTLE - This folder is for exploration music in castles such as Dragonsreach, Castle Dour, Mistveil Keep and so on

CHARGEN - This folder is used while creating your character only if using Live Another Life Alternate Start

CIVIL WAR - This is used for the major city sieges such as Battle for Whiterun

DUNGEON - You'll find all of the supported dungeon types in this folder, each sub folder in here is it's own suite for the location the folder is named for

--DUNGEON subfolders (These are mostly self-explanatory)
---APOCRYPHA
---ASH SPAWN - Used in places like High Point Tower or Fort Frostmoth
---BANDIT CAMP - Everything in here plays in dungeons identified by their location data as bandit camps such as Faldar's Tooth or Halted Stream, but not CW forts like Fort Greenwall, nor places that are not considered locations like the small camps near Helgen, or below Whiterun's exterior

----BANDIT CAMP subfolders (This is the first dungeon folder that has sub folders so they will be explained here, it is not the only one to have them but will be the only one to be explained)
-----ANY - Plays at any time of day
-----DAY - Plays from 5 AM to 10 PM
-----NIGHT - Plays from 10 PM to 5 AM
-----STINGERS - Used at anytime

---BLACKREACH - Everything in here plays while in Blackreach, or at least the cave part of it, other sections may use Dwarven Ruins
---CAVE - Used in non faction caves such as animal dens or spriggan groves like Moss Mother, but not places like Embershard Mine which is a Bandit Camp
---DRAGON PRIEST LAIR - Used in dungeons identified by their location data as dragon priest lairs such as Forelhost and Skuldafn, this overrides the normal Nordic Ruins set.
---DRAUGR CRYPT - Used in non Nordic Ruins draugr crypts such as Haldir's Cairn & Sojund's Sinkhole.
---DWARVEN RUINS - This one overrides any faction associations, if it's a bandit camp in a dwarven ruin it's still going to be this set
---FALMER HIVE - Plays in any Non dwarven ruin falmer hives including Frostflow Lighthouse
---FORGOTTEN VALE
---FORSWORN CAMP
---FORT - Plays in CW forts such as Greymore, Snowhawk, Dunstadd, Kastav and so on regardless of who currently owns them, does not play in Helgen
---HAGRAVEN NEST - Some places you think would be forsworn camps are actually Hagraven Nests in which case this set gets used
---HELGEN
---ICE - Like CAVE this is only used for non faction ice caves like Steepfall
---NORDIC RUINS - Used for any non faction Nordic Ruins
---RIEKLING CAMP - Used for almost any Riekling Camps
---SHIPWRECK - Plays around or inside ships and shipwrecks such as the Winter War or Katariah, overrides faction associations
---SOUL CAIRN
---VAMPIRE LAIR
---WARLOCK LAIR - Plays in any non CW fort warlock lairs such as Hobs Fall or Illinalta's Deep


EXPLORE - You'll find all of the supported region types in this folder, like dungeons each folder in here is it's own suite

--EXPLORE subfolders
---COAST - Used for almost all of northern Skyrim, from Solitude to Windhelm
---ECLIPSE - Used for the duration of an eclipse caused by Auriel's Bow
---FOREST - FALL - Used in the Rift
---FOREST - PINE - Mostly used in Falkreath hold but there are some places in Eastmarch it gets used
---MARSH - Used in the marsh area of northern Skyrim where Morthal is found
---MOUNTAIN - Used in various places, most notably High Hrothgar's exterior and Throat of the World, and I think most dragon lairs
---MOUNTAIN SOLSTHEIM - Used in a large portion of Solstheim
---REACH - Used in the Reach
---SNOW - Used in the snowy regions of Skyrim such as The Pale, Winterhold, and some of Eastmarch
---SNOW - SOLSTHEIM - Used in a large portion of Solstheim
---TUNDRA - Mostly used in Whiterun but also some of Hjaalmarch such as near Robber's Gorge
---VAMPIRE LORD - Used anywhere while you are in Vampire Lord form
---VOLCANIC ASH - Used in probably half of Solstheim, you'll hear this in Raven Rock
---WEREWOLF - Used anywhere while you are in Werewolf form


GUILD - You'll find all of the supported guild types in this folder, sometimes their own suite sometimes just exploration

--GUILD subfolders
---BLADES - Used in Skyhaven after it's been declared a good place to use for a hideout, until Alduin's Wall is completed it will be silent, if it's still silent after that you have a conflict problem, Animated Armory for example adds a weapon here and thus conflicts, load DCS - Explore.esp below Animated Armory before entering the area or it may not work on that save game at all, the weapon will still be there don't worry.
---COLLEGE - Used in the College of Winterhold, there is intro silence here until after you have joined
---COMPANIONS - Used in Jorvasskr, no intro silence with this one
---DARK BROTHERHOOD - Used in both sanctuaries, note there is intro silence here for a dramatic effect until after being welcomed in which the guild tracks will then be used, unless you are hostile in which the dungeon tracks in this folder will be used
---DAWNGUARD - Used in Fort Dawnguard, music changes depending on if you are friend or foe
---THIEVES - Used in the Ragged Flagon and Cistern, there is intro silence here until you've been allowed into the Cistern
---VAMPIRE - Used in Castle Volkihar, like the Dawnguard set music is friend or foe based although the dungeon portion will use the dungeon tracks regardless

HIGH HROTHGAR - Anything in this folder will be heard inside High Hrothgar, self-explanatory really

OTHER - This folder is intended as an alternate to ALL, it works like ALL except for any place not covered by the other folders, mostly intended for mod added new lands but there are a few undefefined places in Skyrim it gets used such as the Ratway vaults in Riften.  Combat & Dungeon tracks are found only inside the ANY folder here while town is found in all folders.

TOWN - You'll find all of the supported town types in this folder including taverns.

--TOWN subfolders
---HOME - Used in places designated by their location data as being a Player Home, if the location data doesn't have the PlayerHouse keyword AND use the normal Town Music Type playlist this won't be used
---MARKARTH
---RIFTEN
---SOLITUDE
---TAVERN - Used for inns found in small towns like Riverwood
---TAVERN - CITY - Used for inns in major cities like the Bannered Mare in Whiterun
---TEMPLE - Used inside any Temple of the Divines such as the Temple of Kynareth in Whiterun
---WHITERUN
---WINDHELM

COMPATIBILITY
(NOTE: All music mod esps that change vanilla Music Types are incompatible but you can still use the music files they have if you convert them to xwm (if needed), rename, and move them to the DCS folders where you want them used)

COMPATIBLE
Audio Overhaul for Skyrim 2 (with Unused Region Fix AOS patch)
Main Menu Music Replacers (No Patch needed, Main Menu music is handled differently from the in-game music)
Cathedral Weathers (with Unused Region Fix CW patch)
Sound mods that don't edit the default regions
Sounds of Skyrim (with Unused Region SoS patch)
Vivid Weathers (with Unused Region Fix VW patch)
Weather and Ambience Overhaul (with Unused Region Fix WAO patch)
Wet & Cold (with Unused Region Fix WC patch)
Mods that disable combat music apparently
Most any other mod as long as it doesn't edit the default Music Type records

INCOMPATIBLE
Personalized Music
Epic Music Overhaul
Any other weather mod I'm unaware of (ask for a patch for your favorite weather mod)
Mods that change the default Music Type lists

RECOMMENDATIONS

Adam Frechette MP3 Music Compilation
Additional Music_1
Additional Music _2
Additional Music_3
Additional Music Project
Battle Music For Oblivion
CaptainCreepy - Skyrim Music Pack 1
Carels music for Oblivion
Combat Music - Dragon theme
Dawn of Hope Music Add-on
Digital Nightmare
Glory Days - Music Of Skyrim
Immersive Music
JDR Soundtrack Compliation
Magic College Music - Songs for Academy
Music Pack 1
Music Pack 2
Musical Lore (Soundtrack Mod By Nir Shor)
Nordic and Slavic Music
Oblivion Music 109 - Customized for BetterMusicSystemy Soundtrack
Oblivion Music Overdose
Oblivion Symphonic Variations Music Suite
Original Symphonic Music
Relax music for Skyrim
Skyrim Music Pack 1
Skyrim Soundtrack Expansion
Symphonies of Skyrim
True Medieval Tavern Music

KNOWN ISSUES & FAQ

Q-Werewolf music doesn't seem to work

A- It does work but you will probably need to enter the Werewolf skills menu after transforming to give it a kick and it might take a few tries.

Q-Music sometimes gets stuck ONLY playing in the Perk Tree and goes silent when out of the Perk Tree, but it does go back to normal upon leaving the 
area....why?

A-Places with their music set as NONE will do this because that's the only way to get it to work in the Skills Menu that I've found

Q-Search tracks seem slow to transition to, why?

A-Search tracks are explore tracks with an In Combat condition, since they are explore tracks they will replace explore once the currently playing track finishes or is forcibly switched (such as going into the Skills Menu or into a new area).

Q-Sometimes combat music gets stuck playing with the explore starting up again, any ideas why?

A-I don't fully know the cause for this but I have a few thoughts, the first assuming it's not that it's gone over it's finale cue points is that a stinger gets played the exact same time combat gets called for, I've had this same thing happen with explore tracks if you start from Whiterun and leave quickly, the discover city stinger you get at the gates whether you are using the Stingers esp or not seems to cause town & explore to stack making them play on top of each other, going into the skills menu doesn't fix this either, you can either let it play out or save & load.  This is definitely a Skyrim bug though and not a DCS bug. 

Q-My music completely stopped working what's the deal?

A-Possibly you've gone out of bounds of what is generally considered a playable area, I noticed sounds such as wind usually completely stops when this happens as well, a good example is swimming farther out than you normally would be allowed to.  The other possibility is something I haven't figured out yet, and I would guess is a Skyrim bug, it might be caused by the finale track being too short, vanilla finale tracks are from 10 to 34 seconds long, I usually use 6 seconds minimal but I tried using very short 1 to 2 seconds stinger type tracks a few to,es and this happens every now and then with thse specific tracks with the short finales.

Q-Is the Unused Region Fix really needed?

A-Yes and no, while not required for the mod to work Coast, Forest - Fall, Marsh, Reach, Snow, Snow Solstheim, and Volcanic will use their original default music for exploring and the combat music will no longer match.  Also the Reach does have unique music in vanilla that is unused because of the incorrect playlist.

Q-I don't have enough room for the Region Fix esp, I've hit my esp limit so can I merge it or something?

A-You can probably merge it but if you use a weather mod or region editing sound mod like AOS what you should do is add the Region Fix changes to whichever of those are closest to the bottom of your load order so you can toss the Region Fix esp out.

Q-Ok I want to do that, so what changes are in the Region Fix that I need to add to my weather or region editing sound mod?

A-What we need to do is change a few Region's Music Types to use the unused Music Types apparently meant for them.  
If you want to use TES5Edit for this....
1. Load up your weather or sound mod in TES5Edit
2. Expand the esp's contents by clicking the box beside its name
3. Expand the Region contents the same way
4. For each region we need to change you'll want to scroll through the records on the right pane and find RDMO - Music near the bottom after 
all the Weather Types and before Sounds which should have MUSExploreForestPine or something similar next to it
5. For WeatherCoast - change from MUSExploreMountain to MUSExploreCoast
5. For WeatherDarklightTower - change from MUSExploreForestPine to MUSExploreForestFall
6. For WeatherFallForest do the same as DarklightTower
7. For WeatherFallForestNoPrecip do the same again
8. For WeatherRavenRock01 change from empty to DLC2MUSExploreSolstheimGeneral
9. For WeatherReach change from MUSExploreTundra to MUSExploreReach
10. For WeatherSkallVillage01 from MUSExploreSnow to DLC2MUSExploreSnow
11. For WeatherSnow change from MUSExploreMountain to MUSExploreSnow
12. For WeatherSnowNoPrecip do the same
13. For WeatherTundraMarsh change from MUSExploreTundra (or NONE if using AOS) to MUSExploreMarsh
14. For Marsh to work properly you also need to scroll all the way to top and the empty space for Region Data Entries you need to Right-Click and 
choose Add then check the box for Override
15. For WeatherTundraMarshNoPrecip do both again
16. For WeatherVolcanicAsh01 and WeatherVolcanicAsh02 repeat what you did for RavenRock
17. Done, you should no longer need a Region Fix esp

If you want to use the Creation Kit...
1. Open the CK and on the top left corner click on File and then Data...
2. Find your weather or sound mod esp, click on it to highlight it,  clickon the Set as Active File button, and let it load clicking Yes to All 
for all of the warnings that pop up no matter what esp you load (seriously these pop up with just the vanilla ESMs loaded)
3. On the same top bar find and click on World and then Regions
4. Use the Drop Down list in the upper left corner to find DLC2SolstheimWorld
5. Scroll down the Region Name list to find the RavenRock, SkaalVillage, DLC2Snow, VolcanicAsh weathers mentioned above in the 'If you want to 
use TES5Edit'
6. Highlight the weather by clicking on it and on the right side click on the Sound tab
7. Use the Music Type drop down list to change the music as mentioned above in the 'If you want to use TES5Edit' section, do this for all of 
the Dragonborn added regions
8. In the Upper left corner use the drop down list again to find Tamriel and find and change the default Skyrim weathers mentioned above in the 'If you want to use TES5Edit' section as well
9. Once done close out of the Regions window and on the top bar click on File again and this time click on Save, after that you can click on File again and Exit
10. Done, you should no longer need a Region Fix esp

Q-Will this mod cause my music to go silent upon uninstalling like most do?

A-Actually no it shouldn't because everything is in the original Music Type lists except maybe in the College which is originally silent to begin with.

Q-I have combat songs over 6 minutes that I really want to use, can you increase the timing so I can use them?

A-No sorry, I would have to increase ALL of them and there's a lot more records than slots that meets your eyes from looking in the folders, but you can do it for the ones you need it for.  Also I do actually use songs over 6 min, so you may not need to, check the esp to see the Music Track records, at the end of their names I have a zx_#min## to note this is extended over the 6 min limit.

Q-You said I could increase the timing for longer combat songs....but how do I do that?

A-Here's a step by step guide for you to do just that.
1. Load up DCS - Combat.esp in the Creation Kit and wait for it to load.
2. On the Left Panel, find Audio and expand it, then find Music Track and click on it.
3. The fastest way to do this is use the Filter above that panel (e.g. you are needing Fall, so you type in the filter Fall).
4. Once you've found the record you are looking for, open it up and on the Single Track tab you should see Cue Points with an Add button.
5. Keep adding 3 - 5 seconds with the Add button until you have the timing you need. You will have to figure out the numbers yourself, such as needing 370 for 6min10 or so.  My advice is toss the song in Audacity, highlight the whole thing and check how long the song is in seconds.
6. Save and Exit

原贴地址
1.版本号: 1.0   更新时间: 2020-02-27 02:09:19

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