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About this mod
Increases the spawn chances of Orc Adventurers and adds many new spawn locations for them that cover nearly every dungeon of Cyrodiil.
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In The Elder Scrolls IV: Oblivion, a select few dungeons have a small chance to spawn an Orc Adventurer, a neutral NPC that explores and loots dungeons. However, due to their low spawn chances and the limited selection of dungeons in which they can spawn, most players likely do not know that these adventurers even exist. Personally, I must have put hundreds of hours into the game before I ever encountered one of them. When I first did so, I was not only perplexed, but also flabbergasted, and—if I may be so bold—gobsmacked. Perplexed, flabbergasted, and gobsmacked, all at the same time. An NPC in a dungeon that is not trying to murder me, and who even has unique dialogue? Remarkable.
"Orc Adventurers Expanded" sets the Orc Adventurers' spawn chance to 50% and adds 109 new spawn locations for them, covering nearly every dungeon of Cyrodiil (one spawn per dungeon, and quest-related dungeons were avoided to the best of my abilities). They should not add any kind of load to your game, as their AI is only processed when you are in the same dungeon as they are. Moreover, due to their increased presence, they are no longer guaranteed to carry enchanted weapons. They still use vanilla leveled lists and will therefore respond to changes made by other mods. I have also made it so their unique dialogue can be used fully in random conversations with other NPCs. Furthermore, in order to potentially help the adventurers locate more loot, the radius in which NPCs are able to acquire objects has been increased by 25%.
You are likely to observe some janky behavior from the Orc Adventurers when they are engaged in their "Find" AI packages (i.e., when they are trying to loot items). For example, they frequently get stuck or walk into walls, and sometimes they just stop and stare at containers or corpses (Falanu Hlaalu moment). This is sometimes accompanied by a little "dance" in which they appear to be cycling between potential targets. To my knowledge, all of this is vanilla behavior, and I am unable to do anything about it. Also, some dungeons are better suited for them than others. For example, they are unable to pick up many of the Welkynd stones found in Ayleid ruins, because they are too high up. Moreover, if an Orc Adventurer catches the player pickpocketing him while sleeping, he will menacingly follow the player around the dungeon, but will not actually be able to retrieve any items. I am unsure why this is the case. At any rate, their janky behavior is not a real detriment, as the novelty of finding neutral NPCs in dungeons remains.
If you wish to adjust their spawn chance, open up the mod in xEdit and change the value of the "Chance None" field of the "OrcAdventurerRandom" leveled creatures. For example, a "Chance None" value of 75 means that they would have a 25% chance of spawning.
This mod should be loaded BEFORE any mods that change the properties of many cells, such as lighting mods like "Simple Darker Dungeons."