Push, do you think that this mod could cause the spawn of the creatures inthe Imperial City Arena? Because it happened to me twice that I was attacked by rats and wolfs while fighting the gladiator. No big deal, but it was definetely weird. Thank you for your answer!
It’s possible. The script checks the music of the cell to identify dungeons, but that means cells that use dungeon music could trick it. I added exceptions to prevent that, but maybe I missed the arena cells. I’ll check and update if needed.
I can second this. Had to fight daedras in the arena, plus a hostile vampire and 2 wolves while in the secret Mythic Dawn base (where you steal the mysterium Xarxes). It was funny to see chaos in a such an organised cult, though!
Same here. I keep fighting bandits from the back and gladiators from the front.
These 2 cells are missing from the latest version (1.2.2) even though the version history says all arena cells should be included: ArenaMatchCell ICArenaGrandChampion PushTheWinButton, maybe you uploaded the wrong esp or something?
can confirm, i was attacked by Shadow Wolves and Vampires halfway through fighting the 3 Argonian Prisoners, was attacked again (hilariously) by a group of scamps not long after beating the Yellow Team Champion. they really had it out for me, no complaints here to be honest it certainly is memorable.
As MercerMeka kindly pointed out, the script afSurpriseAttackQuestSCRIPT is missing the following condition in "Safe Cell Check":
elseif (PlayerREF.GetInCell ArenaMatchCell)
... in order to stop the arena spawns. ICArenaGrandChampion is already included since the script is checking for "ICArena", according to how GetInCell works.
Personally I'd also add a check for "Oblivion" cells since apparently "Dungeon" music also plays in the Plane of Oblivion, but I have no idea if it would change anything as I just started using this mod. And to be honest, this might even be intended as some of the spawns are Daedra creatures.
By the way, using music to check for dungeons is such an ingenious idea! The whole script is very simple and elegant really.
Sorry, this is going to be a dumb question but, how do you change the AI package that is within the mod? I saw another comment about giving the newly spawned a wandering AI package, but how do I do that? Is that done within xEdit? Thanks for all the work by the way! Your mods are amazing.
UPDATE: Okay, I think I figured it out. I loaded it up in xEdit, and scrolled down to find the ESP file. From there I clicked the little plus sign to open the dropdown menus and saw a header called 'AI Package', then I clicked the little plus sign next to that and saw the 'Find Player' package. I selected it and then changed Type from 'Find' to 'Wander'. I am not sure if that's all I need to do though.
Is there a way to edit the script so that mobs don't beeline towards you and instead hang out where they spawn? I'd prefer the latter, but I looked in the script and couldn't find a way to change it, but I'm inexperienced with Bethesda game scripting. I'm going to keep messing with it, though, and see what I can do.
I did end up finding that out on my own, but yeah, that works perfectly. It has the intended effect of them unexpectedly showing up while exploring in the dungeon, without messing up stealth, but keeping the surprise element intact, so it functions well. I wouldn't change the original download or anything, since that method has its own pros and cons that work well for non-stealth builds, but as a 'tweak' for preference, I think it's perfect.
As much as I love this mod conceptually, it absolutely kills the fun for my stealth characters. The spawned enemies make a beeline directly for my location, completely ignoring detection and visibility, and alerting other enemies to my presence. Still endorsed, just shouldn't be used on a stealth character.
Yep, I had the same issue... it is "immersion" breaking when you are in quest to clean the mine of goblins and one just spawn behind me when the NPCs are killing everything on sight.
Maybe it's an idea to add certain quest-related dungeons to some kind of exclusion list? I had a trio of enemies spawn in and kill half of the blind monks.
Done. There wasn't many dungeons where the spawns could actually cause an issue, but the Temple of the Ancestor Moths was one. Also Vahtacen, Fort Grief, and a few others.
I am curious, what are the chances for a creature like this to spawn? And if one feels like having an increased likelihood, how would one go and adjust the rate?
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These 2 cells are missing from the latest version (1.2.2) even though the version history says all arena cells should be included:
ArenaMatchCell
ICArenaGrandChampion
PushTheWinButton, maybe you uploaded the wrong esp or something?
elseif (PlayerREF.GetInCell ArenaMatchCell)
... in order to stop the arena spawns. ICArenaGrandChampion is already included since the script is checking for "ICArena", according to how GetInCell works.
Personally I'd also add a check for "Oblivion" cells since apparently "Dungeon" music also plays in the Plane of Oblivion, but I have no idea if it would change anything as I just started using this mod. And to be honest, this might even be intended as some of the spawns are Daedra creatures.
By the way, using music to check for dungeons is such an ingenious idea! The whole script is very simple and elegant really.
UPDATE: Okay, I think I figured it out. I loaded it up in xEdit, and scrolled down to find the ESP file. From there I clicked the little plus sign to open the dropdown menus and saw a header called 'AI Package', then I clicked the little plus sign next to that and saw the 'Find Player' package. I selected it and then changed Type from 'Find' to 'Wander'. I am not sure if that's all I need to do though.
Thank you for your work!
Thank you.