Durnehviir overhauls the monster culling quests to bring in more interesting dynamic encounters, featuring bosses and packs of enemies with bosses that make for some pretty memorable combat encounters like we had in the first game.
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Changelogs
Version 2.1
Separated some tables as optional download
Added more tables for people to play with in the optional download
Made monster culling enemies no longer aggro to you instantly when they spawn
Version 2.0.1
Fixed an error for some users that was caused by trying to get the spawn tables too early
Version 2.0
Changed the implementation to lua so it's more resistant to game updates
Brave Drakes is now included
You can now change spawns to your liking by going to reframework/data/Durnehviir/Spawn Tables and editing the json files
Version 1.2
Swapped Lich for Dullahan because Lich can't summon undead when spawned this way
Chimera encounter now includes a pack of Knackers
Ogre + Grim Ogre encounter is now two Ogres instead
Version 1.1
Updated to the newest version of the game
Added/altered a bunch of spawns
Toned down the difficulty of the goblins + cyclops fight
There are 6 enemy tables that set the spawns for monster culling requests in the open world, and all of them are absolutely pointless fights against 2 or 3 goblins, a pack of wolves, or similar. This mod spices all of them up. It also makes it so drakes don't fly away when they're spawned by these dynamic events.
Vermund
SuddenQuest01: can now spawn an Ogre, a Minotaur or a Chimera.
SuddenQuest02: can now spawn a Golem, a Griffin, or a pack of goblins with an armored Cyclops.
Battahl
SuddenQuest03: can now spawn two Ogres, a Goreminotaur, two armored Cyclops, or a pack of Knackers with a Chimera.
SuddenQuest04: can now spawn a Grim Ogre, a Metal Golem, or a Warg.
Night time encounters
SuddenQuest15: can now spawn a Wight or a Skeleton Lord.
SuddenQuest16: can now spawn a Dullahan, a Gorechimera, or two Garm.
FAQ
How is this different from Random Encounters/Enemy Randomizer?
Much smaller scope. I'm only changing the monster culling spawn tables, and the spawns are mostly fixed (they use the game's built in randomization system for monster culling requests). This also means my mod is less likely to cause trouble (Durnehviir will never affect quest related enemies, for example).
Is this compatible with Random Encounters/Enemy Randomizer?
Yes. Though if you're randomizing bosses, the encounters added by my mod will also be affected
Is this compatible with New Game Plus - Epic Encounters?
Yes.
Can you add X/Y/Z spawns to the tables?
Yes. As of version 2.0, you can also do this yourself very easily!
How to change spawns to your liking
Check the articles tab if you want to learn how to tweak the spawns to your liking.
How to support my mods
It took quite a bit of effort to make Durnehviir, including shifting through hundreds of quests to check what tables they were attached to. If you'd like to reward me for my efforts and support the mod and my work, you can do it here: https://ko-fi.com/nickesponja