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  1. harbinger451
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    IMPORTANT: if you started using this mod on a previous version to the current one, you may have multiple instances of the "Basic Wilderness Encounters - Start" quest running. You can check in game by using the console command "print_quests" (open the console by clicking the [`] key, just under the [Esc] key at the top left of your keyboard); this will give a list of all running quests. If you have more than one, get the UID number of any superfluous instances running and use the console command "endquest UID#" to stop them.
  2. Micharlus
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    Hey, unfortunately it seems the save bloat isn't fixed yet since it happened to me. Any idea how to unbloat it?
    1. harbinger451
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      How bloated are we talking ... can you give details ... save game size, effects on the game etc. Check the sticky post at the top of this page, how many instances of BWENC000, the "Basic Wilderness Encounters - Start" quest are actually running? A lot of ended ones are to be expected and will dissappear over time.
  3. deleted199710566
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    Note for Random Starting Dungeon users: Basic Wilderness Encounters will become active when you are transported to the new dungeon. I recommend using the endquest command to disable it until you find the exit.

    Btw thanks for the awesome work Harbinger, I consider all your mods essential.
    1. gunsn1per
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      Does it also happen if you use teleportation services in the mages' guild? And recall to different cells (or whatever they're called in Daggerfall). Because I have a lot of instances of the quest, my save game got bloated, so sadly I had to deactivate this mod. I'm roleplaying as a mage right now, and since I'm an archmage, I always use the teleportation service to fit the character.
    2. harbinger451
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      Teleporting is supposed to reset the startup quest and stop all the others ... I'll have a look at the code.
    3. harbinger451
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      Update for this mod will be coming soon that should fix these problems.
    4. harbinger451
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      New version should fix this problem ... please let me know how it goes.
  4. Thulgrim919
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    DO NOT INSTALL THIS MOD. IT WILL FLOOD YOUR SAVE FILE WITH TRASH DATA.
    1. harbinger451
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      Update for this mod will be coming soon that should fix any lingering problems with stacking encounters and quest bloat... though I have to admit I'm not experiencing such a drastic event as you describe in your game, but something is clearly up so I'll see what I can do.
    2. Thulgrim919
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      Game was stuttering every time I entered a new area. QuestData.txt was filled with dozens of MB of just this mod. When I tried to rest in the wilderness every instance of it went off at once and I was surrounded by dozens of monsters.
    3. harbinger451
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      It's probably a moot point, but did you follow the instructions in the sticky post at the top of this page?
    4. Thulgrim919
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      I downloaded the latest DFU and the latest version of this mod about two weeks ago. Nothing was being caused by previous versions, and there were dozens and dozens of instances of the quest running.
    5. harbinger451
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      Right. I'm sorry you're having these problems ... so this was with a new game and character? If so, you didn't use the startquest command in the console did you? Coz the quests would start automatically without the need for a console command if starting a new game. Anyway, I'll be doing an update soon that should sort this problem once and for all.
    6. Thulgrim919
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      I don't recall whether I added the mod before or after character creation, but I wouldn't have used the startquest command unless called for. Certainly not dozens of times. Anyway, looking forward to putting the mod back once it's ready.
    7. harbinger451
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      New version, v1.5, should fix the issues you have described.
  5. Rodderick90
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    "If installing a DEX version over a Standard version, let it overwrite (or simply remove the old and add the new)."
    Does this work the same way if going from the DEX to the standard version? I would imagine so and I am going to do it but confirmation is never unwelcome.
    1. harbinger451
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      If going from the DEX version to the Standard version I would recommend deleting the DEX version first, rather then just pasting the Standard version over it, otherwise you'll be left with a couple of the DEX only encounters - which will probably crash your game if you don't have DEX installed.
    2. Rodderick90
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      That is what I did, I deleted the DEX version and replaced it with the standard, I didn't copy over anyting.
      Do I need to restart the quest with console?
      Thank you for your time.
    3. harbinger451
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      I don't think so, it should just continue on with the new quests. You can always check what's running with the "print_quests" console command to make sure.
  6. DarthVader99
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    Are these supposed to activate when you're inside a dungeon? I suddenly got jumped by 4 of these events at once while I was resting in the middle of a dungeon and got clobbered to death.
    1. harbinger451
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      No, they shouldn't trigger inside a dungeon ... and four shouldn't trigger at the same time. At most it should be two at a time. Were they definitely from this mod? Did a single sentence warning message appear before each? If so, are you using the latest version and did you do what's suggested in the sticky post at the top of this page if you updated over an earlier version?
    2. Stewbs
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      I can confirm this, happened to me too. I don't remember if it was exactly 4 (it happened 1-2 week(s) ago) but it was more than 2 that's for sure and inside a dungeon.
      How it triggered:
       - I rested as I was low on health
       - I got multiple messages of me 'sensing' an ambush repeatedly
       - the game lagged heavily for a few seconds and then the NPCs spawned, one of them was the kind of interaction where the NPC asks for money regarding some cause

      I was using the latest version, I confirmed that it was this mod as this only appears to happen in this mod and I've no other wilderness/encounter mods installed. Now I didn't exactly do what's highlighted in the sticky post (I'm sorry I couldn't quite exactly understand what you meant by an earlier version as I always update from the latest version to the next version whenever it comes out) However, I did start using DEX and then I removed the Normal preset/installation of this mod and installed the DEX one and started a new save to make sure everything works correctly. Any idea what could be causing this to happen?
    3. harbinger451
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      Okay. Installing the DEX version over the Standard version may have caused an issue, though I didn't think it would, who knows. Open the console in game (click the [`] key, just under the [Esc] key at the top left of your keyboard), then type "print_quests". This will give you a list of running quests. If there are more than one of either "Basic Wilderness Encounters - Start" or "Basic Wilderness Encounters - Delay" quests running (you can ignore any that have finished) then end them by typing "endquest UID#" - the UID# of each one is given in the quest list. To be sure, maybe end them all and then type "startquest BWENC000" so it all starts afresh.
      Not sure why they'd start in a dungeon though ... I'll look into it and hopefully come up with a fix for the next update.
    4. DarthVader99
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      I did get a single sentence warning message before each. I also downloaded it for the first time on Feb 17th, a good 10 days after the most recent update occurred it appears. I did add it to an existing game and activated it once via the console as instructed in the description, I don't know if that may be part of the issue. I'm also using the DEX version.
  7. Valmet2009
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    Hi!
    I have multiple entries of BWENC000 and BWENC001 in the "print_quests" list. Most of them have FINISHED status and only two BWENC000 have status RUNNING. Am I correct that I need to use "endquest" command only on one of the BWENC000 with RUNNING status? Or I need to use "endquest" on ALL BWENC quest exept one?
    1. harbinger451
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      Yes, just stop one of them, keep one running. Don't worry about those that have finished ... I think they disappear after 7 in-game days, like all other finished quests.
    2. Valmet2009
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      Thank you!
  8. Hulgore
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    It makes traveling more entertaining, it's a good mod since warm ashes was adding too much encounters to my taste and there was a lack of alternative

    I also like the difference day/night of creatures that can spawn it's a really good idea

    I have a few suggestions :

    - there should be less battles, but instead of replacing these with solo enemies you can create ambushes by groups of 2-3 enemies

    - Night encounters should be more dangerous than the ones during day. Currently an isolated werewolf isn't much of a challenge compared to a group of orcs, so you could make werewolves attack in packs for example, make small armies of skeletons with a wizard (necromancer), so that night becomes an actual challenge and something frightening compared to day


    - You could add parameters to make the encounters less random, I mean by that that there could be a cooldown after an encounter so that you cant have another encounter if you got one 5 seconds earlier. Sometimes it happens that you get 2 or even 3 encounters in a very short distance and that can be annoying, having a cooldown where you cannot have an encounter after you already had one for 2 hours (for example) would prevent multiple interruptions

    - in the same idea if you get no encounters at all for some time the chance for one to happen could increase over time, to prevent empty travels where nothing happens at all. So let's say, if you have no encounters for 3 hours, each hours that pass will increase by x% your chance of having one
    1. harbinger451
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      Glad you like it.

      - not sure what you mean by "there should be less big battles"... they mostly are single enemy or "ambushes by groups of 2-3 enemies" already, except when a few spawn together and then they should fight each other as well as you. How big are the battles you're getting? Remember that the default game spawns enemies randomly too ... you don't have another encounters mod installed as well as this one do you?

      - I take the point that the night encounters could be a bit more dangerous with multiple skeletons/werewolves etc (though some already do), but I don't want to dial it up too much because these encounters will happen with low level characters too. I will look at addressing this in the next update.

      - It's already coded so that there should be 4 to 10 hours between each encounter ... but some encounters will have 2 or (more rarely) 3 spawns together which will mean 3 quests running at the same time (thus three opening messages) ... is this what you mean by "it happens that you get 2 or even 3 encounters in a very short distance"? In which case ... that's how it was intended to work, and infighting should help with this.
    2. Hulgore
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      I don't have another encounter mod enabled. So I have what you described, multiple groups of enemies spawning in the same area, then they start fighting each other. It happens a bit too much from my perspective. I just got next to a city a battle with a mix of warriors and mages, barbarians, orcs, a spider. It's pretty fun but I don't understand how the hell all these foes started to brawl together

      I would also like to add that the messages that appear on screen for each type of group that spawns, it can be 4-5 messages in a row that pops in the middle of the screen in case of a battle, which is not horrible but just an annoyance sometimes

      As for the delay, it's not exactly how you described, it was an encounter, then I get back on horse and very shortly after resuming to travel in accelerated time, another encounter. But I don't know since you already coded limitations maybe I just got unlucky with the accelerated time of 'travel options'

      But well anyway, I 'complain' but your mod is really fun
    3. harbinger451
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      Right, I see. I will look into the multiple spawns angle and check I haven't missed anything. The delay between encounters of 4 to 10 hours is in game hours so if you are using accelerated travel those hours will pass very quickly ... not much I can do about that except lengthen the interval so I'll do a bit of testing and see if I can come up with a reasonable compromise.
    4. harbinger451
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      Fixed the spawns from stacking during fast travel and then all appearing together when you arrive at your destination in v1.1 - NOW AVAILABLE! Also, the interval between spawns has been slightly increased and changed it to two spawns max at a time, though some spawns now have more enemies.  Plus other minor fixes/refinements.
    5. Hulgore
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      That's really great, I'm downloading your new version, many thanks for your work
    6. Hulgore
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      Well I'm having the spawns stacking during instant travel and then all appearing together when at destination :D It's a bit weird it's not all the time

      And yes I double-checked I have the updated version installed
    7. harbinger451
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      Damn and blast! Thought I'd fixed it. Tested it by fast traveling to different cities all over the map and it didn't happen once. Oh well, back to testing. Was it multiple spawns all coming at once again ... or just one or two?
    8. Hulgore
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      It was multiple spawns, a whole bunch of them. I noticed that it does not happen if I just start the game and try to instant travel, it happened to me after some played time where I only used the accelerated travel of 'travel options', and then decided to instant travel
    9. harbinger451
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      Done a little more testing and I could only get it to happen once out of about 10 instant travels, but it was just one spawn ... and if it's just a once in a blue moon deal I can live with it (and pretend that a particularly determined enemy stalked me out of the wilderness). I don't use the Travel Options mod, but I know the accelerated travel can play havoc with wilderness encounter mods - I'll keep trying to solve it though, but can't make any promises.
    10. Hulgore
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      Okay, well thank you. I've managed to reproduce that bug exactly as I described it to you earlier with multiple spawns, so I guess it's indeed connected to travel options
    11. harbinger451
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      I may have found the problem (fingers crossed). Can you do me a favor and make a slight edit to the BWENCOO1 text file (in StreamingAssets/QuestPacks/Harbinger451/BasicWildernessEncounters Quests) and see if it solves your problem. Simply delete the line "start quest BWENC000" in the following task:

      _reset_ task:
          start quest BWENC000
          end quest

      so it becomes:

      _reset_ task:
          end quest

      And then give it a test. If it works I'll put it in the next update.
    12. Hulgore
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      I just tested it, unfortunately it does not solve the issue ((
    13. harbinger451
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      Okay, thanks for trying. Not really sure what else I can do unfortunately. It works fine for me, but I don't use Travel Options so it's obviously some incompatibility with that mod somewhere ... at least it's not game breaking I suppose. I'll see if I can find anything else that might cause it and I can change without breaking the functionality of the mod. One possible fix I looked at meant there would only be one encounter per trip into the wilderness and I'd rather avoid that if at all possible.
    14. harbinger451
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      Been trying a few things and I may have solved the spawns appearing after fast travel ... it seems to have stopped the few single spawns I was getting so hopefully it will also stop the multiple spawns you are getting with Travel Options and fast travel. It occurred to me that if I put a slight delay at the beginning of the encounter it means that the quest will stop on entry to a location before the encounter properly kicks in and spawns any messages or foes. It'll be in the next update (v1.2 coming soon) so you can try it out. God, I hope it works.
    15. SquidKamer
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      Hopefully you can solve this issue. This is the big reason I gave up on the quest version of WA Wilderness. Im thinking it has to do with teleporting. Either through mages guild or using anchors can confuse quests.
    16. Hulgore
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      Well I think you managed to fix it, with last update I've tested multiple instant travels after using the accelerated travel, and I've had not a single spawn so far ))
    17. harbinger451
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      That's fantastic! Thank you for your testing and feedback, it was very helpful in trying to track the solution down. Even if it only happens occasionally I think I would have been happy.
  9. nullsmind
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    I'm a bit not okay with monsters spawning right next to me when walking. They should be further out, like seeing a wolf in the distance. I jumped from my seat when I turned to see a bear at my right. I also fast traveled to another town and there was a battle that spawned right beside me again. That shouldn't happen during fast traveling, in my opinion. And still it's too frequent for my tastes. Hours go by fast already. I'd like 6-12 hours, at minimum. Please put a slider in the settings of how frequent I want these things to happen, maybe how far away they should be when spawning, and perhaps if they should spawn during fast traveling.  

    Can I change the minimal time in the text files somehow?
    1. harbinger451
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      Not much I can do about the spawns appearing nearby and not at a distance unfortunately ... the quest system will always spawn enemies nearby, which is why I added the warning message at the start of each encounter so you have some kind of heads up.

      I'm looking at the stacking spawns that all appear after you fast travel and will hopefully fix it for the next update.

      I'm also looking at lengthening the time between spawns somewhat ... but in the meantime you can edit this in the BWENC001 text file (in StreamingAssets/QuestPacks/Harbinger451/BasicWildernessEncounters Quests), you can change the line "Clock _delay_ 04:00 10:00" to "Clock _delay_ 06:00 12:00" or to whatever number of hours you like, just so long as the first number is less than the second.
    2. nullsmind
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      Thanks, that will help.
    3. AtomicFarts
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      Since you use WoD already, how about looking at their Bandit camps? Instead of spawning near the player at all, you could have a randomly generated "camp" spawn at a distance. I use camp in quotes, as it could be any creature wandering around, single or packs.

      Here is the github link to see how they do it:
      https://github.com/drcarademono/world-of-daggerfall

      Makes more sense than popping out of air near the player. Plus you could do less work by making a patch for WoD. Adding whatever you like, such as Enemies Extended.
    4. harbinger451
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      The bandit camps in WoD are hand placed like all the other features that mod adds ... they are not randomly spawned.

      The only way to spawn enemies at a distance is by using code like that in the Wilderness NPCs mod. It has sliders for intervals between spawns, distance from player, and numbers of enemies ... but unfortunately those sliders don't seem to work properly so that method comes with it's own problems and has none of the quest systems more interactive options for NPCs, they just spawn and fight. I had a look at the code and there are some corrections that can be made with it, but I'm no coder so no guarantee that would solve all its problems.

      I will be adding enemies from the Daggerfall Enemy Expansion to this mod once I've ironed as many wrinkles with the base release as I can.
    5. AtomicFarts
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      I do not mod nor know how. Soooo.....your wizardry knows not, how to add distant spawn?

      Not sure what you meant.
    6. harbinger451
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      Not with this mod, no. At least, I don't know how to do it with this mod. The mod Wilderness NPCs does it, but that is a scripted code mod, not a quest pack like Basic Wilderness Encounters is. I've been looking at the code and if I can figure it out I may produce an Advanced Wilderness Encounters mod where you can adjust the interval between spawns, the distance of spawns from player, the number of enemies in a spawn and the number of spawns per encounter. No promises though, because I am not a coder.
    7. nullsmind
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      Thanks for the fast update!
  10. AtomicFarts
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    Distant Terrain + World of Daggerfall compatible?

    I ask, because it seems logical that anyone walking slow, would be the type to use such mods together.
    1. harbinger451
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      Should be. I tested it using WoD and it's terrain component with Wilderness Overhaul ... I only recently stopped using Distant Terrain (due to some stuttering issues when used in conjunction with Real Grass and Simple 3D Trees and barely noticed the difference visually), but did some testing of this mod while it was enabled and all seemed to work fine.
    2. AtomicFarts
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      Thanks for the reply. I too noticed a bit of stutter, but I have mine set for 3 cells outward. It looks like a bullet time effect in The Matrix for 3 seconds But after that, I have several miles of scenery.
  11. JackyD3366
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    must have! tnx!