Unfortunately, even with REFramework and this mod installed, 8/10 encounters are Rust Devils fighting some other faction. I checked in xEdit and apart from IntegratedAddons (which I assume is intended), there are no conflicts with any other mods.
At least recently, I also started to encounter quite a lot of Deathclaws - not sure if that's better though xD
Sorry, Glitchfinder, if you have a chance, could you check if the encounter under the Starlight Drive In bridge, where three supermutants are leading (yes, leading, don't confuse this with the encounter where they just stand there with miniguns/Missile launcher) a prisoner-settler, is limited? The thing is, I farmed this encounter from Mystic Pines on the way up to Starlight Drive In, choosing the settler appearance😁 And it looks like they ran out. Today I saw the same encounter but this time from the Starlight Drive In/Drumlin Diner side. I just wonder if there is this meeting has a limit. I have already seen more than 20 models of NPC-prisoners in this encounters, maybe they are limited. It was interesting, I didn't save after each encounter, but loaded the save, i.e. the game couldn't really save anything, but as I understand it, the game still records how many times I saw this or that encounter. It would just be a shame if I spent some limit on these encounters. It would be ideal to know where this meeting has another points (points on map), because I have not seen this convoy anywhere else... P.S. If anything, I reset the cell, I was not in it for 12 days, that's how long I set for resetting in survival mode (by using GCM). And after that, from the direction of Mystic Pines I do not see this meeting. Apparently it does not depend on the cell. And if it is related to your mod🤔, I wonder if I can reinstall it and see these encounters again from the direction of Mystic Pines. My record is 6 encounters with prisoners in a row! That's cool!😁
I don't even need to open up the creation kit to check that one. It's a generic encounter with no set limits. The same is true of pretty much every encounter that doesn't have any unique actors and doesn't have any unique dialogue.
Sorry, can I clarify with you? 1. What do the game files say, if you shoot a wounded dog (before the dialogue with it) it will be impossible to meet it again? It seems I could have accidentally killed it. And is this encounter included in your mod? 2. Is the encounter with the prisoners-settler and three supermutants included in this mod? P.S. It seems to work well for me (v1.10.163.0.0), I have met a postman killed by mole rats several times, I don't remember this at high levels in the two previous walkthrough.
The wounded dog is a unique actor, and so once dead the dog is gone and the encounter cannot be seen again. I know I included the second encounter, but I'm not sure about the first.
Yes, the super mutants with their traveling prisoner are included.
2. Wow! Thx! It's more convenient for me to farm settlers this way. Can you tell me if this encounter is tied to the time of day? I noticed that it happens more often during the day than at night. Although I set a 100% chance of encounter at night through GCM.
A lot of encounters only happen in the day, and some only at night. There are separate pools for them. I'm not 100% on these ones and can't look it up right now.
I think I finally found what I was looking for! I tried SKK and NPC Travel, but it's not it, I wanted vanilla! Thanks!Sorry, a few stupid questions:
1. What about Art, did you test/watch this encounter? The thing is that in my current playthrough, I missed their encounter (where one of them is kneeling) and now I always hear their shots far away, and I don't have time to run to get through this dialogue, is this fixed by your mod? I'm currently playing with Stop Arts, should I delete this mod or will there be no conflict? And encounter very common, about the same as the Rusty Devils.
2. For now, I also use a mod that blocks the start of the Automaton until level 1,000 (I'm not interested in robots yet). Will there be a conflict? https://www.nexusmods.com/fallout4/mods/20927
3. Will the random encounter settings (their frequencies in %) in GCM be applied to your mod? Does GCM work? I've used it to lower the % of Rusty Devils, for example. Or also the chance of meeting in % during the day/night.
P.S. I'm level 83 now, and yes, I don't see many meetings...
I don't edit any of the encounters themselves, so Art vs Art will still play out the same way it would without this mod. There are reportedly a lot of issues with the encounter, so it's one I want to look into in the future.
This won't conflict with that mod.
This mod doesn't have any automatron encounters in it (those are all generic combat encounters so they weren't boosted), but it does require Random Encounter Framework, which has a patch for GCM in its associated patch hub.
Oh, thanks. I'll install the patch hub now, even though I don't have any mods from the list on the patch page.Thx! But I haven't changed anything in GCM yet, and I've played without the patch, and I haven't seen any difference yet. It's a shame, of course, that the bridges are still empty. I'd like to see a checkpoint "ambush" there.
A small wish: should the encounter with the named neighbors-ghouls really be repeated constantly? Maybe it is possible to implement a scenario in which after the first encounter they are excluded? It always seemed to me that you should see what happened to your neighbors only once, it is strange to see them constantly. By the way, in my third playthrough today they are chasing me in random encounters (shootouts) from level 60 to about level 100. After (it seems) they disappear themselves. The encounter should obviously happen once. Perhaps this can be implemented through some kind of trigger, for example, if the player picked up something from a killed ghoul neighbor - this means that he witnessed this encounter and the player should not see these neighbors a second time.
Yeah, I got double Arts encounter like 50 times in one playthrough alone in vanilla game. (like the Institute just created 50 duplicated synth Arts for some fckin serious reasons) So annoying. I was like, okay, Art and Art have to fight each other again. Just a common day in Commonwealth, ugh, nothing interesting. Hope this mod would help.
I've noticed what I consider to be an issue using all 3 of these mods. I'm not getting Notes and the like, to locations. IE: being sent to places to get the lazer gun, or mentats, etc. Those encounters where you can't remove the notes from your inventory until you've completed them. I usually have around 8-10 by this time in my play through. Especially when using your regular Encounters mod that stops the Automatron DLC from killing them. I've only gotten 1 so far. :(
That's never happened to me like... ever. Has to be these mods. I'm using all the requirements and there's no conflicts at all. This didn't happen when just using the Interesting Encounters mod alone. It happened after starting a new run and added the other 2 mods. I'm 21 days in as of now. I should have way more than just one of these encounters. Unless this is the intended sacrifice. Just a heads up.
Edit: One other thing I remember. I kept getting the Pickman encounter over and over again. I must have gotten it around 8 - 10 times in my run. That's like almost triple to what I normally experience.
Those are the treasure hunt quests, and I didn't boost those in this mod or the others you've mentioned so I'm not surprised if they became less common. It wouldn't be hard for me to make a mod specifically to make those more common if you want me to, but it hadn't occurred to me to do that because you're the first person I've seen talk about them who wasn't complaining about how annoying they are.
As for Pickman, that is amusing but not surprising. Every so often RNG will do silly things like that.
It should, yes. I know Charlie and Clinton should be boosted in the Story Encounter Booster and Interesting Encounter Booster files. I don't recognize the other encounter by the NPC names, but if that's the "A girl and her robot" encounter then the same should apply.
ok, definitely noticing the REs, like I never realized that the radio in a junk pile was a RE nor the bunker/scav, and all of the vendors ofc I knew were REs, but it's nice to get them more often now.
Apparently the Kellogg encounter is cut content. I can see why - a hallucination should not be taking out half of your HP on the opening shot. I'm pretty sure I can salvage that one though.
Okay good I'm not crazy. I was thinking for a second "What the Kellog!? I recognize the others but I don't think Ive ever seen that!". The Sandwich argument I know Ive encountered at least a million times, that has to be the most common. The funniest though is encountering Art multiple times in a single session. (One time I must have been bugged because every encounter was Art, so I just ended up shooting the imposter him like 6 or 7 times. Ether he really pissed off someone from the Institute, or someone was convinced spending that much resources would be worth it. )
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I checked in xEdit and apart from IntegratedAddons (which I assume is intended), there are no conflicts with any other mods.
At least recently, I also started to encounter quite a lot of Deathclaws - not sure if that's better though xD
I just wonder if there is this meeting has a limit. I have already seen more than 20 models of NPC-prisoners in this encounters, maybe they are limited.
It was interesting, I didn't save after each encounter, but loaded the save, i.e. the game couldn't really save anything, but as I understand it, the game still records how many times I saw this or that encounter. It would just be a shame if I spent some limit on these encounters.
It would be ideal to know where this meeting has another points (points on map), because I have not seen this convoy anywhere else...
P.S. If anything, I reset the cell, I was not in it for 12 days, that's how long I set for resetting in survival mode (by using GCM). And after that, from the direction of Mystic Pines I do not see this meeting. Apparently it does not depend on the cell.
And if it is related to your mod🤔, I wonder if I can reinstall it and see these encounters again from the direction of Mystic Pines.
My record is 6 encounters with prisoners in a row! That's cool!😁
1. What do the game files say, if you shoot a wounded dog (before the dialogue with it) it will be impossible to meet it again? It seems I could have accidentally killed it. And is this encounter included in your mod?
2. Is the encounter with the prisoners-settler and three supermutants included in this mod?
P.S. It seems to work well for me (v1.10.163.0.0), I have met a postman killed by mole rats several times, I don't remember this at high levels in the two previous walkthrough.
It's more convenient for me to farm settlers this way.
Can you tell me if this encounter is tied to the time of day? I noticed that it happens more often during the day than at night. Although I set a 100% chance of encounter at night through GCM.
1. What about Art, did you test/watch this encounter? The thing is that in my current playthrough, I missed their encounter (where one of them is kneeling) and now I always hear their shots far away, and I don't have time to run to get through this dialogue, is this fixed by your mod?
I'm currently playing with Stop Arts, should I delete this mod or will there be no conflict?
And encounter very common, about the same as the Rusty Devils.
2. For now, I also use a mod that blocks the start of the Automaton until level 1,000 (I'm not interested in robots yet). Will there be a conflict?
https://www.nexusmods.com/fallout4/mods/20927
3. Will the random encounter settings (their frequencies in %) in GCM be applied to your mod? Does GCM work? I've used it to lower the % of Rusty Devils, for example. Or also the chance of meeting in % during the day/night.
P.S. I'm level 83 now, and yes, I don't see many meetings...
Thx!
The encounter should obviously happen once. Perhaps this can be implemented through some kind of trigger, for example, if the player picked up something from a killed ghoul neighbor - this means that he witnessed this encounter and the player should not see these neighbors a second time.
That's never happened to me like... ever. Has to be these mods. I'm using all the requirements and there's no conflicts at all. This didn't happen when just using the Interesting Encounters mod alone. It happened after starting a new run and added the other 2 mods. I'm 21 days in as of now. I should have way more than just one of these encounters. Unless this is the intended sacrifice. Just a heads up.
Edit: One other thing I remember. I kept getting the Pickman encounter over and over again. I must have gotten it around 8 - 10 times in my run. That's like almost triple to what I normally experience.
As for Pickman, that is amusing but not surprising. Every so often RNG will do silly things like that.
They will fix it in the unofficial patch.
P.S. I completed a quest the other day and decided to leave him alive (because the notes would still keep appearing), but I didn't take his gift for ethical reasons.
The quest will be completed if you just look in the safe, you don't need to take the blade.
The Sandwich argument I know Ive encountered at least a million times, that has to be the most common.
The funniest though is encountering Art multiple times in a single session. (One time I must have been bugged because every encounter was Art, so I just ended up shooting the imposter him like 6 or 7 times. Ether he really pissed off someone from the Institute, or someone was convinced spending that much resources would be worth it. )