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Changelogs
Version 1.5
Added Deer Feed Item
Added Temple Encounters
Added Encounter Messages
Added Aquatic animal spawns
Added Ship spawns in the ocean.
Added Animal Spawns per chunk
Added more animal types new from DET
Added Traveling Priest Blessing mechanic
Added more Orc Villager encounters in Orsinium
Added Cartographer Map seller
Added Bear, Wolf, Snow Wolf, Lion, Tiger, and Boar pelts for hunting reward variety
Added flying mechanics to Doves/Pigeons
Added Fast Travel Spawns and Toggle
Fixed Unwanted Wandering Spawns on Travel.
Adjusted Deer Spawns
Adjusted Deer Hide price
Adjusted Spawn Vector placement for wilderness details
Wilderness NPC's now have generic names
Quests no longer happen in the ocean region. (They would fail to start)
Recoded wilderness detail spawns
World of Daggerfall Location compatabilites (Raids on exterior locations and travelers at shrines)
World of Daggerfall: Guardsmen at Guard Towers may give quests
World of Daggerfall: Farmers at WOD Farm Locations may give quests
World of Daggerfall: Added talk window to available WOD NPC's
World of Daggerfall: Added Sieges to Bandit Forts
Version 1.4
Added Deer Pelt
Added Android Version
Added option to Spawn wilderness details away from player
Added Spawn Water Detection (They no longer happen on water)
Reworked Deer Hunting mechanics
Combined WarmAshesTextures.dfmod with main file
Version 1.3
Additional Quest Fixes
Added Toggle for Enabling/Disabling Travelers
Added text for wandering monster/quest spawns.
Added Slider for minimum animal spawn distance
Added the ability for animals to run away from monsters
Added toggle for enemies to always spawn away from player
Added Deer/Doe hunting (Climate and Calories for meat drops!)
Added slider for Minimum Wandering Monster distance spawns
Added Creatures, Humans, Orcs, and Night Spawns to Wandering Monsters
Added more checks to wandering monsters (So they dont spawn in locations)
Added Basic Enemy Slider (The max amount of enemy spawns outside of quests and specail monsters)
Fixed Crash near exteriors
Remove animals/npcs on rest
Encounter Frequency Slider rewritten, increased max possible to 50 out of 1000
Made some details exclusive to dirt roads/wilderness. Example: Ruins are now exclusive to wilderness areas.
Version 1.2
Removed Debug Message
Version 1.1
Added Deer Sounds
Added more Animals
Added new DEX monsters
Added options: Encounter Slider, Wondering Foe, Animal, and Model Toggles
Fixed Wondering Foe Spawns
Fixed quests being given out by commoners
Mod no Longer Requires DEX
Decreased wandering monster eyesight by half
Quests merged with the DFMOD and are no longer required as lose files
The Warm Ashes quest system has added so much to the game over the years. However, the wilderness system was just too buggy to keep consistent. I've ported what I could from the quest pack into a C# mod and added a few basic features.
New Stuff ------------------------------- -Wandering Monsters -Wildlife -Deer Hunting -Extra detailed Encounters -Loot -Merchants -Ships at Sea -C&C Support (Meat for hunting Deer) -DEX Support (Adds Enemies to Encounters) -DET Support (Uses textures) -WOD Support (Adds interactions) -NPC Road Encounters -Killable NPC's
Everything that was available in the old Warm Ashes Wilderness pack is here. Stealth checks have been removed however.
Installation: Just as you would any other mod. Put in your Mods folder.