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Harbinger451

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harbinger451

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58 comments

  1. lilebolio
    lilebolio
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    >You must have Infighting switched on for this mod to work properly

    Is this a setting in Daggerfall Unity or an unrelated mod? I'm brand new to Daggerfall and DFU modding in general. 
    1. harbinger451
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      On the Daggerfall Unity startup screen, click Advanced, then Enhancements ... it's an option there that needs to be enabled.
  2. KronosTheAtlantean
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    Regarding with Advanced Wilderness Encounters and Warm Ashes - Wilderness Event Encounters and Critters. Does both mods achieve the same goal ? Would it be possible to run both of them together or would it be redundant/unnecessary to have them both ?
    1. harbinger451
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      Advanced Wilderness Encounters just adds mobile enemies to the wilderness, where as Warm Ashes Wilderness Events also adds flat NPCs to the wilderness with the possibility of quests and trading, among other events. Both are configurable, so you can change the amount/size of encounters. You can use both together if you want with no problem, but you should probably dial both down to some extent so you don't get overwhelmed with enemies and events everytime you venture into the wilrderness. It's all down to personal taste really.
  3. MrMufflebunss
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    is it possible to make a file for the online version? it doesnt work with the version that online works with.
    1. harbinger451
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      What do you mean by "the online version"?
    2. CabraComunista
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      I believe they were talking about the now long-abandoned Multiplayer Fork, based on DFU 0.14.5 - this mod probably relies on some piece of code that either didn't exist back in 0.14.5 or was overwritten by the fork.
  4. Stewbs
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    I'm curious, I've been using your Basic Wilderness Encounters mod for a while now (and love it very much!) so I wanted to ask, How different is this from Basic Wilderness Encounters? Also pairing this with Basic Urban Encounters and Basic Wilderness Encounters, how often will I stumble upon an encounter?
    Thanks a lot for reading!
    1. harbinger451
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      Advanced is script based so comes in a dfmod format and has settings (for distance from player, interval between spawns, number of spawns etc) that can be adjusted (plus various presets for level of difficulty). It provides encounters that are similar to the default ones in that they just happen without any messages to inform you... only there are potentially way more of them and numerous spawns can happen at once... how often depends on your settings.
      The Basic Wilderness and the Urban quest packs are just plug and play - no presets or settings to change, you get what you get... though some encounters lead to quests, unlike with Advanced, which is pure enemy spawns. I use all three together (with Advanced on the Default Preset) and they provide a good balance of encounters without being overwhelming.
    2. Stewbs
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      Ah I see, that makes sense yeah. I like that it is script based, I know that the inspiration came from Wilderness NPCs and it's nice to have a similar mod that does the same thing without being a FPS killer that is updated and more well made. I definitely agree, having all 3 provides a really nice balance of encounters and makes the world way more engaging! Thanks for all the work you've done on these mods <3 thanks for the reply as well!
  5. Positronico
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    Could you make an android version? This mod is very good!
  6. xerofilo
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    Is it savegame compatible?
    1. harbinger451
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      Yes
    2. xerofilo
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      is there no need to use any command to activate it mid game like in your other mods?
    3. harbinger451
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      No. That's just for quest packs. This is a scripted dfmod, so no need for a start command.
    4. xerofilo
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      thanks a lot
  7. kpss
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    Thank you very much for this mod. It works great. Is it possible to add: 1) Optional randomized immersion messages (Yellow text like on screens), in style: You hear suspicious noises nearby/Foul stench of rotten flesh fills the air/Vicious howl pierces...something something. More or less matching spawned enemy types? 2) Spawn enemies in font direction of PC. Like: Min spawn angle/Max spawn angle options, relative to current PC direction? 3) Skip spawns if PC is in sea/water? (no comments here). 4) Optional skip spawns if PC is too close to dungeon entry and/or other special points on the world surface, to minimize incompatibility with other mods/quests? 5) Does it even spawn Daedra/Atronach enemies? (If not, add as option). 6) Optional boost to non-human enemies for levels 15+ (or maybe just in form of option to use copies of original game enemies, but with reasonably boosted HP/Dmg)?
    1. harbinger451
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      1) In theory, yes... I'll have a think about it.
      2) Not sure that's possible, and if it is, sounds like too much work, lol (game always spawns enemies to the north of player, don't know if that applies to non vanilla spawns though)
      3) Already blocked encounters happening in Ocean climate ... not sure I can stop coastal ones, but I'll have a look. Not a lot I can do about lakes etc without a serious amount of coding that's beyond me.
      4) Technically, already blocked encounters happening in location map pixels, but can't prevent spawns potentially following you into them.
      5) I can have a look at adding some higher tier enemies like lesser Daedra, Atronachs etc ... but will keep them rare and won't add highest tier ones, I'd like to keep them even rarer and for dungeons only.
      6) Not sure about this one. It's possible but the coding required is probably above my pay grade.
  8. LucasPedri
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    I just wanted a way to completely remove all wilderness encounters so I can travel freely without any interruptions, is there any mod or settings I could change to make this possible?
    1. harbinger451
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      Errrm ... you can entirely remove the encounters from this mod by disabling it or deleting the dfmod. It won't stop the default encounters from happening though, if that is what you mean... for that, I believe you can use the Adjust Enemy Spawns mod, it's on NEXUS so do a search.
  9. DavideKrisk
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    Hey mate, I'm experiencing a bug...hoardes of enemies are spawning....i don't have another mod adding encounters i don't think...also, worse than anything else, i removed the mod and it keeps happening :/
    1. harbinger451
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      What settings or Preset were you using? I don't see how it can still be happening if you've removed the mod. Did you close DFU and start it up again after removing?
    2. DavideKrisk
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      Hey mate, don't worry - I realised for whatever reason I had both the standard and the advanced versions installed. I don't remember downloading the standard version but i just had to remove it and now it's fixed. Thank you fore replying! 
  10. Skoon
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    I have been testing this out with time, and it seems consistent. As much as I try I cannot pin-point what conflict may be causing it, or if it's a glitch in the mod itself, but-

    On occasion I get an enemy or a group of enemies who spawn in the sky. Always right outside of a town. Doesn't happen in the wilderness, only outside of towns/cities. I have confirmed it is related to this mod. I thought I had solved it, but when I moved to DFU 1.1.1 it came back.

    Not a huge problem, but worth mentioning. I am for now just head-canoning that they have levitation spells. haha
    1. harbinger451
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      Unfortunately the levitating NPCs is an occasional old bug that seems to be the result of using an encounter mod (like this one) in combination with a terrain altering mod (like WODs terrain module). I know for a fact that it affected the old "Wilderness NPCs" mod when I used to use it with "Interesting Eroded Terrain", and it may happen with other combinations of mods too. Although rarer, sometimes it affects the townsfolk NPCs and they start levitating - though that has nothing to do with encounter mods and seems entirely related to terrain mods. Unfortunately, as far as I know, there's nothing I can do with this mod to fix it, it's a problem caused by terrain mods changing the elevation of the terrain - it's just that encounter mods add way more NPCs to the game, so you are more likely to see the problem happen than you would without them.
    2. Skoon
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      Sheogorath did it.

      Fair enough! I had mentioned it to the WoD folks back when I first encountered it too. I did manage to fix it once, I forget how, though. Maybe it'll come back to me randomly.