Oblivion

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kuertee

Uploaded by

kuertee

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About this mod

NPCs and creatures (of a certain intelligence) spawned in the Tamriel worldspace may decide travel to a city or a random door that leads to an interior cell.

Permissions and credits
Name: Wandering encounters
Version: 0.56
Date: 17 January 2012
Category: Miscellaneous
Requirements:
Oblivion Patch 1.2.0.214,
Oblivion Script Extender (OBSE): http://obse.silverlock.org/
Author(s): kuertee
Source: http://www.tesnexus.com/downloads/file.php?id=25449

Updates since last version (0.55)
=================================
0.56, 17 January 2012:
Compatibility: When playing in Worldspaces that are outside Oblivion.ESM's Tamriel Worldspace, preset in the INI is automatically set to 3
The destinations for Presets 1 and 2 are cities in Cyrodiil which are invalid when not in Oblivion.ESM's Tamriel Worldspace.
Tweak: Creatures will now need an Intelligence of 30 (by default) AND an Aggression of 10 (by default) for them to travel.
Set these in the INI.
Tweak: Increased the area to look for valid actors to apply the travel AI.
Previously, this was 1 cell around the player's cell.
In this version, it is 2 cells.
Read-me: A concise description of the mod: Gameplay changes, Compatibility, Details.
Rewritten for ease of scanning. (And to get this ready for Skyrim users.)

Gameplay changes
================
NPCs and creatures (with Intelligence > 30 and Aggression > 10) in the wilderness has a 50% chance to travel toward one of these locations:
(1) to the farthest city in Cyrodiil,
(2) to the nearest city in Cyrodiil,
(3) to a random city in Cyrodiil,
(4) or to a random Load-door.
If the player is not in the main Worldspace of Cyrodiil, option 4 is used.
Expect surprise encounters in the wilderness.
Expect bandit raids and creature attacks on the population.

Compatibility
=============
The ESP has no master ESM. This mod should be compatible with any TES4-based games. E.g. Nehrim.
Only Actors that were spawned from a Levelled List and that have Oblivion's base Wander AI will be given the custom Travel AI.
And Actors hand-placed (usually named Actors) in the world will be ignored. So this should be compatible with mods that add new NPCs.
When the player is not in the Tamriel Worldspace, the actors will always travel to a random Load-door if they changed on getting the Travel AI.

Details
=======
Configure this mod with its INI file in (game folder)\Data\Ini\.

Every 10 seconds, there is a 50% chance that Actors found within that time and up to 2 cells away from the player (GetFirstRef 69 2) will travel.
When required, a random Load-door will be chosen from those up to 3 cells away from the player (GetFirstRef 24 3).

Upgrade from previous versions
==============================
OBMM: Deactivate the previous OMOD then follow the OBMM Install instructions with the new ZIP.
Manual: Replace the old files and folders with the new files and folders from the ZIP.

OBMM Install
============
1. Click on "Create" to create a new OMOD.
2. Click on "Add archive" and point to the downloaded ZIP file.
3. Click on "Create omod".
4. Activate the newly created OMOD.

OBMM Uninstall
==============
1. Deactivate the OMOD.

Manual Install/Uninstall
========================
Unsupported. OBMM is recommended.

History
=======
0.55, 26 December 2011:
Tweak: Sleeping would sometimes crash the game.
During sleep, the mod cleans its data. Sometimes there are actors in the list that are not in memory.
When the mod tried to clean these, the game crashes.
Fixed in this version.
0.54, 14 December 2010:
Tweak/mod-compatibility: Only NPCs and creatures with a Wander AI package from the "vanila" Oblivion will be given the Travel AI Package.
This should prevent actors specifically given a Wander AI package from another mod from travelling.
0.53, 29 November 2009:
New feature: The AI of all wanderers are reset when the player goes to sleep.
This prevents NPCs from travelling while the player is asleep.
This should prevent surprise appearances of NPCs in inns and cities when the Player wakes up or leaves an inn.
This should also minimise the occurence of NPCs killing friendly NPCs.
0.52, 11 July 2009:
Tweak: The travel destinations are some distance away from city gates.
This should minimise wanderers wrecking havoc among the peaceful.
New feature: Travel to a random door that leads to an interior cell.
Examples of these are doors to inns, houses, ruins, and caves.
New feature: Creatures of a certain intelligence (default = 30) may travel.
0.51, 29 June 2009:
Bug-fix: Removed the requirement of "Mart's Monster Mod.esm".
I mistakenly saved the file with that esm active. (Sorry.)
0.50, 27 June 2009: Initial release.

Contact
=======
kuertee in http://www.bethsoft.com/bgsforums/

Credits
=======
kuertee in http://www.bethsoft.com/bgsforums/

Tools Used
==========
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.