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Somewhere, you lost an enemy who ran away. They are still engaged and the code still believes you're in combat *WITH THAT ENEMY*. Entering other combat did not fix it for me, maybe it will for you if you've gotten it in time.
My solution had to be, every single time (and if you're in survival without mods to allow console commands, my heart goes out to you pal)
removemusic muszCombat
also note that this happens with the automaton and nuka combat music too, so
removemusic muszDLC01CombatMechanist
removemusic muszDLC01CombatMechanistMinions
removemusic DLC04muszCombatArena
removemusic DLC04muszCombatRobcoArena
This will at least temporarily stop it.
Some threads on reddit indicate that you SHOULD be able to then manually save and manually load that save and it will be 'fixed' but honestly that trick did not work for me.
Solution that works for me every time:
Open your Pipboy, select RADIO and select a radio station, close Pipboy with the radio station playing.
Quicksave game - quickload game - go back to the radio and turn off the radio station you have playing.
Normal game music resumes.
Save game.
Exit to desktop.
Start gave
Load save.
The old "Shut it off and turn it back on" trick engineers always use.
That's unlucky if it's still going back to combat music after turning your radio station off after saving and loading.
It's weird how the same bugs act differently on peoples systems.
Yes it is. And it is not uncommon to see issues on here players complain about and it is related to mods. Not saying this one is, but I use no mods and have never had any issues with the music.
Is it on Nexus? Because I'd... probably want that at this point.
Myself I have no sound-based mods, though my game is heavily modded. Last run was the very first time that the fixes for this issue DID NOT work. It'd happened to other games prior, but only very rarely. Once was enough for me to make a note on my cheat sheets for the command, but in over 4k hours of playing having one run that simply was THAT broken, definitely weird.
I know why it was that broken though, it wasn't modding - it was that my computer crashed while it was loading or saving. It wasn't the save file that got messed up, it was the game itself, and at that point it was when Steam was forcing us off windows 7. So I figured meh I'll live with retyping all that junk since I know I'd be ending that run soon anyway. Hasn't happened yet on the newer install thankfully but WOW do I hate when it happens. Just like that stupid "tktktktktktkttkt' when your settler or a turret gets 'stuck' in noise mode. I have yet to fix that one aside from knowing that if you reassign a settler that it's centered on, it should stop. Haven't been able to fix it from a turret though.
Mine is definitely mod related as it only started after installing loads of them.
It was alright hearing it the first couple of times, thereafter it got to be like a Popeye cartoon.
1. Try reload
if not Work --> 2. Begin combat and end
--> 3. cyberpsycho
--> 4. Joytoy/cutscene
I usually just go to 4, because usually fixes but also aesthetic reaons.
This fixed it perfectly on my PS5. Thanks.
It is part of the StopCombatAlarmOnActor function that was introduced in the engine with Fallout 3 this works to for Skyrim.