Funilly enough, the mod seems to work on SE. I have been using the mod in a large mod list on SSE 1.6.353 and so far it seems to work flawlessly. Didn’t even need to port anything.
Now I have to try some SEEdit magic to replace the ghost draugr with another model. Let’s see if that works.
but as Is, the mod is working, at least on SSE 1.6.353
This is a great mod, but can cause some strange things to happen.
I was doing a radiant quest to kill a vampire in Pinemoon Cave when Bandits spawned in the cave and killed the vampires. I imagine the bandits attacked them because of faction settings(?).
The point is, if spawns get generated in areas that already contain NPC's and other creatures then anything can happen. There may be similar clashes in exterior areas, but it would be good if there were options to switch certain types of encounter off completely.
As it stands, i might switch the mod ON if i'm running around outside at night but switch it off before doing something quest related.
Bandits and vampires are hostile to one another, that's vanilla.
Checking if it is a mission NPC and ignoring it is beyond the scope of my knowledge. Some areas may be mission critical zones and can be excluded, but given the scope of the game, which by the way I have not completed, there may be places where conflicts can occur without my realising. Pinemoon, however, is a generic cave although I realise this quest always occurs at that location.
I don't understand why you're not getting the trigger for this. As long as the target dies, you've completed the objective... unless you or your companion explicitly require the hit, not sure. Or you're not in the cell when he dies, that is likely what's happening.
What might be possible is checking if you're in a place where a quest is active. If I can do that, I can simply add a toggle on the settings to disable the spawns every time you enter such a zone and reactivate when you leave, without your having to manually configure it. I'll look into it.
Any chance this could be ported to the special edition? Everything it does is exactly what I needed, I just can't use it. And am I allowed to port it for personal use?
"A hidden quest starts when the mod is first activated, which attaches a script to the player. A polling system is used, which can be configured in the MCM to run at a minimum of every minute and up to ten minutes (or it can be disabled entirely). Each time the check occurs, if the player’s current location is valid then a scan will take place for markers. If a marker is found, and if it is also in a valid location, another series of checks will occur. The final stage involves checking user-defined parameters regarding the chance and quantity of the spawns, and in the case of bandits the time of day. The previous versions involved attaching scripts to random objects - none of that happens now, the script is instead attached to the player."
I love when a mod describes how works with the game engine, is super useful for people modder like me
I am no fan of enemy attacking habitants?thus i uncheck the draugr attack village option and set the level of vampire attack to 999 in "Timing is Everything"which should only turn off the draugr attacking village according to your description.However,after an hour of playing,it seems there is no spawning at all(both in and out of dungeons)even if i have set the scan timer to 1min and spawn chance to 100%. I am not sure after all these years if you are still here or this mod is alive, but any help is much appreciated.
I don't know what the issue is. I did a database check between the two and the only single conflict was for that setting. Suffice to say, so long as they both have the same setting there shouldn't be any problems. Either way, it really should not affect spawns outside of villages anyway, which goes without saying since there are no spawns taking place at all in villages with the exception of night attacks. So I'm baffled.
The images for the control panel are out of date; the creature thing doesn't exist any more. Draugr are automatically configured now, it cannot be modified (only the bandits can).
It will work in interiors but it depends on what it is as to what will spawn. Draugr will spawn in barrows but bandits won't, and vice-versa for normal dungeons. So in the case of Bleak Falls Barrow, you would see more Draugr than usual (depending on your own settings of course).
Anyway, this is all covered on the mod description.
This looks great, I've always wanted a mod that actually makes nighttime fairly dangerous. Thing is, I don't think I can do without ambient animals - they make the wilderness wild, as it should be.
I'll have a good think about allowing some animals. Foxes and rabbits are easy prey, in a manner of speaking, those are the ones which will certainly be used. Personally, I find no immersion value in them in comparison to their use for improvising.
Bears, wolves and big cats are actually much more a part of the game so I imagine people would miss those. I'll look at trying to use other objects.
Actually, I'm gonna look into these critter scripts, I never saw them before.
Stay tuned indeed, if people can throw ideas at me then I can always try to work something.
I suppose I could for the Skeletons, but the problem with the Draugr is the armour because you would see normal Nordic flesh on their limbs rather than Draugr skin, I'm not really sure why but I do intend to look into this - it's far from a priority though. Right now I have to figure out why them Drugger Wuffs are either spawning endlessly or not at all as it now so happens to be.
Nah, it's all vanilla stuff. It's a variant of a ghost effect - normal ghosts and familiars are a bright blue ethereal type, then you get a few others like the Nightingale one which the skeletons use and a red one for wolves. Oh, that guy also has a frost cloak so there's an extra bit of stuff going on.
Ooooh, sorry. No, there are absolutely zero external resources used. What I think this could be, although I'm not entirely sure to be honest, it might be the package they use. It seems like the only package original Draugr use relates to the ambush thing they do when they climb/step out from a wall, I added a few other vanilla packages to them so it may well be doing stuff.
Ambient animals, wolves and critters, no. Horses are good, I won't remove those.
The only way around this is to allow the animals to live when they spawn stuff, but the problem with this is that it's another actor for the game to contend with and, moreover, the bandits and Draugr will immediately attack the thing anyway so it's not exactly going to live for very long.
The problem is that this is, to the best of my fairly limited knowledge, the safest way to increase the spawns. I've tried mods which deal with this kind of thing, they are mostly very buggy and liable to cause a CTD. This method has not once thrown me an error which I couldn't fix quicker than I could make a coffee and drink it.
I will always be looking for a more suitable way of doing it, but for now it's my only option.
30 comments
Now I have to try some SEEdit magic to replace the ghost draugr with another model. Let’s see if that works.
but as Is, the mod is working, at least on SSE 1.6.353
I was doing a radiant quest to kill a vampire in Pinemoon Cave when Bandits spawned in the cave and killed the vampires. I imagine the bandits attacked them because of faction settings(?).
The point is, if spawns get generated in areas that already contain NPC's and other creatures then anything can happen. There may be similar clashes in exterior areas, but it would be good if there were options to switch certain types of encounter off completely.
As it stands, i might switch the mod ON if i'm running around outside at night but switch it off before doing something quest related.
Checking if it is a mission NPC and ignoring it is beyond the scope of my knowledge. Some areas may be mission critical zones and can be excluded, but given the scope of the game, which by the way I have not completed, there may be places where conflicts can occur without my realising. Pinemoon, however, is a generic cave although I realise this quest always occurs at that location.
I don't understand why you're not getting the trigger for this. As long as the target dies, you've completed the objective... unless you or your companion explicitly require the hit, not sure. Or you're not in the cell when he dies, that is likely what's happening.
What might be possible is checking if you're in a place where a quest is active. If I can do that, I can simply add a toggle on the settings to disable the spawns every time you enter such a zone and reactivate when you leave, without your having to manually configure it. I'll look into it.
I love when a mod describes how works with the game engine, is super useful for people modder like me
I don't know what the issue is. I did a database check between the two and the only single conflict was for that setting. Suffice to say, so long as they both have the same setting there shouldn't be any problems. Either way, it really should not affect spawns outside of villages anyway, which goes without saying since there are no spawns taking place at all in villages with the exception of night attacks. So I'm baffled.
Does this system work for interior dungeons? (like for ex. Bleak Falls Barrow)
It will work in interiors but it depends on what it is as to what will spawn. Draugr will spawn in barrows but bandits won't, and vice-versa for normal dungeons. So in the case of Bleak Falls Barrow, you would see more Draugr than usual (depending on your own settings of course).
Anyway, this is all covered on the mod description.
I'll definitely be keeping an eye on this though!
Bears, wolves and big cats are actually much more a part of the game so I imagine people would miss those. I'll look at trying to use other objects.
Actually, I'm gonna look into these critter scripts, I never saw them before.
Stay tuned indeed, if people can throw ideas at me then I can always try to work something.
Okay, that is a done thing! New file available.
Would it be possible to add an option for non ethereal draugr and skeletons? It would be easier for them to jump out at you in the dark.
The only way around this is to allow the animals to live when they spawn stuff, but the problem with this is that it's another actor for the game to contend with and, moreover, the bandits and Draugr will immediately attack the thing anyway so it's not exactly going to live for very long.
The problem is that this is, to the best of my fairly limited knowledge, the safest way to increase the spawns. I've tried mods which deal with this kind of thing, they are mostly very buggy and liable to cause a CTD. This method has not once thrown me an error which I couldn't fix quicker than I could make a coffee and drink it.
I will always be looking for a more suitable way of doing it, but for now it's my only option.