What are the specifications for the level scaling? What's the real difference between the rest of the difficulty options? "Yeah, level scaled will have less randomisation than the other settings." I'd suggest making lone encounters still occur fairly often, but larger when a group of them are spawned. I'd suggest the same for hard difficulty too, with less singular enemies & more groups. To do this, the variable of 1 enemy spawning would have to have a higher chance to spawn then the rest of the number of spawned enemies.
yeah... my first playthrough was with this mod and let's just say the experience was kinda... interesting... good thing i have a thing for dying in videogames
I'm fairly new. I've replayed the beginning lots of times testing however. I prefer using this mod. So far in privateers hold it offered a real challenge but didn't feel unplayable, & I fought the majority of my way through the Dungeon (I don't use "Uncanny's Always Hit" in my modlist). I prefer being forced to flee in certain situations where you don't want to spend time resting your health back up so there's less time to complete quests. Very good mechanic if you want the style of game where you have to choose which fights you can handle & makes Bethesda's savescumming mechanics feel less cheap. I also like the fact that running, jumping & climbing skills become more beneficial to have.
I don't think a swarm of giant rats & mice should always be an easy to fight to begin with. If my character is built to handle undead, a couple of skeletons shouldn't be much of a problem.
is there a way to make one of the settings not spawn extra guys like every single time? tutorial dungeon is less than ideal when every basic enemy is duplicated, 4 rats at once is plague for sure lol
Is this the type of mod that can be installed and potentially uninstalled if I don't think it fits my playstyle? Will it harm my save file? I'm kind of new to DFU modding. Thx!
I'm having an issue with this mod and Persistent Dungeons. If I leave a dungeon and come back all of the extra enemies that Horrible Hordes spawned disappear.
However, if I save the game inside of that same dungeon then reload all of the Horrible Hordes enemies respawn. The new game load into Privateer's Hold works properly too but once I leave and come back all of the extra Horrible Hordes enemies are gone. Persistent Dungeons does remember all of the bodies and loot of the Horrible Hordes spawns.
I'd appreciate any help on this. Right now I have to choose between this mod and Persistent Dungeons which sucks because they're both great. I tried changing the settings of both mods and nothing seemed to fix it. Horrible Hordes and Persistent Dungeons are the only mods I have activated.
I would be interested in seeing those two mods work together, too. I think the main issue, is that Horrible Hordes seems to generate new enemies every single you enter the same dungeon, and Persistent Dungeons probably causes the dungeon to act like it's a new dungeon every time you load your game. Unfortunately, I'm not sure that could be fixed without some major side patch merging them together or something.
Edit: I decided to take a look at both mods myself. So long as Persistent Dungeons is afterHorrible Hordes, I didn't have the same "enemies respawning on reload" issue they had. However, the extra enemies spawned by Persistent Dungeons still disappear when re-entering the dungeon. This is probably because these new enemies weren't apart of the randomly generated dungeon, so I guess the game couldn't located their RefID's, or whatever the equivalent is for DFU. Overall, it's a minor problem, but having a patch for both would be great.
Edit 2: Finally actually played the game past playtesting, on a legit character. I played a long time and the above was true, until I saved in a dungeon and exited DFU. When I came back to DFU hours later and loaded up said save, the dungeon room I was in was filled to the brim with 2 groups of monsters fighting each other, when I had cleared out the room previously and had been using it as a sort of rest point while exploring the lower end. So, I guess OP's concerns are entirely true.
This mod is cool but it would benefit from a 'shout' system by which hostile creatures alert other hostile creatures in their vicinity to your presence, so if one notices you, they all notice and charge at you. In fact, the entire game would benefit from such an AI feature.
Hey, this is a cool mod. Might be good to add a setting that will randomise the number of mobs. I set it to level scaled and it's a bit immersion breaking to see every rat/goblin spawn as a pack of three.
It still adds some much needed difficulty to the random encounters though, so I like what you've done so far!
Yeah, level scaled will have less randomization than the other settings. Since you are asking the mod to produce a number of monsters based on your level instead of just producing a completely random number. There is still some randomization, but a lot less than with the "Normal" setting.
23 comments
What's the real difference between the rest of the difficulty options?
"Yeah, level scaled will have less randomisation than the other settings." I'd suggest making lone encounters still occur fairly often, but larger when a group of them are spawned. I'd suggest the same for hard difficulty too, with less singular enemies & more groups.
To do this, the variable of 1 enemy spawning would have to have a higher chance to spawn then the rest of the number of spawned enemies.
You Died
I prefer using this mod. So far in privateers hold it offered a real challenge but didn't feel unplayable, & I fought the majority of my way through the Dungeon (I don't use "Uncanny's Always Hit" in my modlist).
I prefer being forced to flee in certain situations where you don't want to spend time resting your health back up so there's less time to complete quests.
Very good mechanic if you want the style of game where you have to choose which fights you can handle & makes Bethesda's savescumming mechanics feel less cheap. I also like the fact that running, jumping & climbing skills become more beneficial to have.
I don't think a swarm of giant rats & mice should always be an easy to fight to begin with. If my character is built to handle undead, a couple of skeletons shouldn't be much of a problem.
However, if I save the game inside of that same dungeon then reload all of the Horrible Hordes enemies respawn. The new game load into Privateer's Hold works properly too but once I leave and come back all of the extra Horrible Hordes enemies are gone. Persistent Dungeons does remember all of the bodies and loot of the Horrible Hordes spawns.
I'd appreciate any help on this. Right now I have to choose between this mod and Persistent Dungeons which sucks because they're both great. I tried changing the settings of both mods and nothing seemed to fix it. Horrible Hordes and Persistent Dungeons are the only mods I have activated.
My Persistent Dungeons settings are
Max Game Days To Remember Dungeon: 30
Corpse Decay Time: 30
Max Number of Dungeons To Remember: 99
Ignore Main Quest Dungeons: Off
Use Disk For Temp Storage: On
My Horrible Hordes Settings are
Horde Adjustment: Hard Mode
Edit: I decided to take a look at both mods myself. So long as Persistent Dungeons is after Horrible Hordes, I didn't have the same "enemies respawning on reload" issue they had. However, the extra enemies spawned by Persistent Dungeons still disappear when re-entering the dungeon. This is probably because these new enemies weren't apart of the randomly generated dungeon, so I guess the game couldn't located their RefID's, or whatever the equivalent is for DFU. Overall, it's a minor problem, but having a patch for both would be great.
Edit 2: Finally actually played the game past playtesting, on a legit character. I played a long time and the above was true, until I saved in a dungeon and exited DFU. When I came back to DFU hours later and loaded up said save, the dungeon room I was in was filled to the brim with 2 groups of monsters fighting each other, when I had cleared out the room previously and had been using it as a sort of rest point while exploring the lower end. So, I guess OP's concerns are entirely true.
It still adds some much needed difficulty to the random encounters though, so I like what you've done so far!