Safe, you'd rarely see both spawn enemies in the same spot and for the rare times this does happen, you might see them face off adding to the immersion of the wilderness
For others wondering, the correct bash tags for the standard random road encounters esp are added automatically in Wrye Bash by Dispensation's "More Bash Tags for Mods". You need those tags or you'll probably have problems with this mod. As for the SI version of the esp, I went ahead & added the same bash tags as the other esp. This may or may not be necessary but if you figure the author has the same mod creation style for both esps, then both should have the tags.
enemies spawn in even when waiting/spending time in jail/fast traveling is this intended? not very immersive when the entire market district starts fighting a random headless ghost that apparently followed me through the gates
I'm pretty sure that's how it works in vanilla. For example, it's a well known bug in vanilla Oblivion that if you spend time in prison certain NPCs or monsters may appear next to you when you are released. This can happen with certain NPCs from the Fighters Guild and the King of Miscarcand.
Been using this in my current playthrough, in a world built from FCOM + MOO + this creates something that cannot be predicted whatsoever, great addition!
i will note i had to go and dabble in the CS to add maximum level caps to your additions, as they were benefiting greatly from my level 62 character, found it a bit odd that a Ghostly Warrior could beat a group of bandits, a Frost Titan and several Young Frost Dragons before eventually dying to a Dire Snow Bear hahaha. that's just what i get for unleveling my world i suppose.
Speaking of Ghostly Warrior, and Madness Golem by extension, how did you make them headless? working on a creature mod right now and i'd love to include something similar to my list :)
Once again great mod, very much recommended and endorsed
Hi, guys! I've seen some 'conflicts', in TES4Edit, among Random Road Encounters and: - Fighters Guild Quests; - Unique Landscapes; - Frostcrag Village and - Bartholm. Do you think it's okay? I'm not that good on modding (playing a modded game. I.e. Oblivion), so I don't understand that much, lol. Thanks!
The only way to know for sure is to use TES4Edit to get the cell coordinates of the cells that have the 'conflicting' mods and use the console command coe to teleport in-game to those locations.....
rafaelalcid wrote: Hi! How can I delete the cannibals with the Construction Set (I'm a newbie myself)? And many thanks for your mod: I'm looking forward to experience it!
AllisterHenderson wrote: I would not wish to compromise the artistic integrity of this mod. Cannibals are crazy; they don't care if they are in caves, on roads, or up a tree.... they just want to eat people. I think the cannibals are a nice touch to "spice things up". They are crazy, they don't care for rules.
However it would be handy to know how to use construction set (and / or TES4EDIT) to delete unwanted NPC's or objects from other mods, that conflict. And also to move objects or move spawn points of NPC's. Or even better to make compatibility patches so the original mod plugin isn't changed.
rafaelalcid wrote: I understand. But... I'm not very fond of cannibals, hehe! I had enough of them in Fallout, lol! I'm gonna check it out, see if I can delete this part (maybe a Faction?) from the mod, that looks awesome!
rafaelalcid wrote: WOW! THANK YOU VERY MUCH, Icelandic! I was afraid from you misunderstand me; that's why I chose to write in another 'topic', to avoid any criticism at all! Thank you very much again! I'll do that, hehe!
Hey, it's very easy! So, the first thing you do is open the Construction Set. When it's loaded and ready, click "File" in the top left corner and click "Data". Now you will see the list of your mods. Look for "RandomRoadEncounters.esp" and double click it (you can hit R on your keyboard to find it more easily). Make sure it is marked as "Active File" by clicking the "Set as Active File", otherwise your changes will not be saved. Now wait for it to load. In the upper right corner it will say "TES Construction Set - [RandomRoadEncounters.esp]". If you can't see the name of the mod, the file isn't active. On the left you will see a window called "Object Window" with a few lists. Click on the plus next to "Actors" to open that list. Then you will see three more lists, one of them is named "LeveledCreature". Click on that one and a list will appear on the right side of the Object Window. These are all the spawn points in the game. The easiest way to delete the Cannibals is to just remove them from the spawn points. Look for "AASpawnerMaster", "AASpawnerMasterMoreArgonians" and "AASpawnerMasterNoNords". Double click on any of them and another list will open, these are enemies that can be spawned by this spawn point. Look for "AASpawnerCannibals" and right click on it and select "Delete" to remove the cannibals from this spawn point. When you've done that, click the "OK" button to save your changes. Do this for all three master spawners. Then make sure to click "File" and "Save" to save your changes to the esp file itself. And you're done! Now the cannibals will never spawn in your game. If you want to remove any other enemies, the same method applies. I hope you enjoy the mod!
I'm sorry to bother you again, Icelandic but... about your help earlier... I use Beautiful Women and Handsome Gent mods, but I don't like changes made into some characters, so... can I use your instructions here to delete some changes made to that characters (for example: I don't like the version of Velus Hossidius made by this mod. So, in order to use Vanilla version instead, I can delete Velus Hossidius from Handsome Gents, using TES4Edit, like you have said here? only the mod changes will disapear, not the character? ) ? Because all what I have been done is copy and is paste the appearance from Vanilla into the Mod (and the Bashed Patch, too). Thanks a lot for your help!
I think that could work, but I'm not 100% sure. You should ask on the Nexus forums for Oblivion.
Oh, okay. Thank you very much for your help, Ice-san!
rafaelalcid wrote: Hi! How can I delete the cannibals with the Construction Set (I'm a newbie myself)? And many thanks for your mod: I'm looking forward to experience it!
AllisterHenderson wrote: I would not wish to compromise the artistic integrity of this mod. Cannibals are crazy; they don't care if they are in caves, on roads, or up a tree.... they just want to eat people. I think the cannibals are a nice touch to "spice things up". They are crazy, they don't care for rules.
However it would be handy to know how to use construction set (and / or TES4EDIT) to delete unwanted NPC's or objects from other mods, that conflict. And also to move objects or move spawn points of NPC's. Or even better to make compatibility patches so the original mod plugin isn't changed.
rafaelalcid wrote: I understand. But... I'm not very fond of cannibals, hehe! I had enough of them in Fallout, lol! I'm gonna check it out, see if I can delete this part (maybe a Faction?) from the mod, that looks awesome!
rafaelalcid wrote: WOW! THANK YOU VERY MUCH, Icelandic! I was afraid from you misunderstand me; that's why I chose to write in another 'topic', to avoid any criticism at all! Thank you very much again! I'll do that, hehe!
Hey, it's very easy! So, the first thing you do is open the Construction Set. When it's loaded and ready, click "File" in the top left corner and click "Data". Now you will see the list of your mods. Look for "RandomRoadEncounters.esp" and double click it (you can hit R on your keyboard to find it more easily). Make sure it is marked as "Active File" by clicking the "Set as Active File", otherwise your changes will not be saved. Now wait for it to load. In the upper right corner it will say "TES Construction Set - [RandomRoadEncounters.esp]". If you can't see the name of the mod, the file isn't active. On the left you will see a window called "Object Window" with a few lists. Click on the plus next to "Actors" to open that list. Then you will see three more lists, one of them is named "LeveledCreature". Click on that one and a list will appear on the right side of the Object Window. These are all the spawn points in the game. The easiest way to delete the Cannibals is to just remove them from the spawn points. Look for "AASpawnerMaster", "AASpawnerMasterMoreArgonians" and "AASpawnerMasterNoNords". Double click on any of them and another list will open, these are enemies that can be spawned by this spawn point. Look for "AASpawnerCannibals" and right click on it and select "Delete" to remove the cannibals from this spawn point. When you've done that, click the "OK" button to save your changes. Do this for all three master spawners. Then make sure to click "File" and "Save" to save your changes to the esp file itself. And you're done! Now the cannibals will never spawn in your game. If you want to remove any other enemies, the same method applies. I hope you enjoy the mod!
I'm sorry to bother you again, Icelandic but... about your help earlier... I use Beautiful Women and Handsome Gent mods, but I don't like changes made into some characters, so... can I use your instructions here to delete some changes made to that characters (for example: I don't like the version of Velus Hossidius made by this mod. So, in order to use Vanilla version instead, I can delete Velus Hossidius from Handsome Gents, using TES4Edit, like you have said here? only the mod changes will disapear, not the character? ) ? Because all what I have been done is copy and is paste the appearance from Vanilla into the Mod (and the Bashed Patch, too). Thanks a lot for your help!
70 comments
is this intended? not very immersive when the entire market district starts fighting a random headless ghost that apparently followed me through the gates
thank you for the answer
i will note i had to go and dabble in the CS to add maximum level caps to your additions, as they were benefiting greatly from my level 62 character, found it a bit odd that a Ghostly Warrior could beat a group of bandits, a Frost Titan and several Young Frost Dragons before eventually dying to a Dire Snow Bear hahaha. that's just what i get for unleveling my world i suppose.
Speaking of Ghostly Warrior, and Madness Golem by extension, how did you make them headless? working on a creature mod right now and i'd love to include something similar to my list :)
Once again great mod, very much recommended and endorsed
I've seen some 'conflicts', in TES4Edit, among Random Road Encounters and:
- Fighters Guild Quests;
- Unique Landscapes;
- Frostcrag Village and
- Bartholm.
Do you think it's okay?
I'm not that good on modding (playing a modded game. I.e. Oblivion), so I don't understand that much, lol.
Thanks!
Thank you very much, Allister!
Not also I can use this resouce on this mod, but in other location maps, for example!
Thanks a lot again!
I'm sorry to bother you again, Icelandic but... about your help earlier...
I use Beautiful Women and Handsome Gent mods, but I don't like changes made into some characters, so... can I use your instructions here to delete some changes made to that characters (for example: I don't like the version of Velus Hossidius made by this mod. So, in order to use Vanilla version instead, I can delete Velus Hossidius from Handsome Gents, using TES4Edit, like you have said here? only the mod changes will disapear, not the character? ) ?
Because all what I have been done is copy and is paste the appearance from Vanilla into the Mod (and the Bashed Patch, too).
Thanks a lot for your help!
I think that could work, but I'm not 100% sure. You should ask on the Nexus forums for Oblivion.
Oh, okay.
Thank you very much for your help, Ice-san!
I'm sorry to bother you again, Icelandic but... about your help earlier...
I use Beautiful Women and Handsome Gent mods, but I don't like changes made into some characters, so... can I use your instructions here to delete some changes made to that characters (for example: I don't like the version of Velus Hossidius made by this mod. So, in order to use Vanilla version instead, I can delete Velus Hossidius from Handsome Gents, using TES4Edit, like you have said here? only the mod changes will disapear, not the character? ) ?
Because all what I have been done is copy and is paste the appearance from Vanilla into the Mod (and the Bashed Patch, too).
Thanks a lot for your help!