This is a must-have for any Vanilla+ enjoyers; in other words, if you are focused on immersion and emergent storytelling, this is the mod for you.
There are many times I've been ambushed by crowds of bandits, vampires, werewolves - you name it. It's always a thrill because of the sheer variety, randomness, and customizability. It's practically a loot generator you set up only once or twice, and it's up to your wanderlust to make the most of the mod; imagine if the devs did decent playtesting in regards to not the piecemeal dungeon crawling experience, but the fan's true favorite aspect of the game: getting distracted by scenery, entities, and adventure.
In a sense, it is odd to happen across a field full of atronachs fighting giants or some such just next to Whiterun, but one could reason that the events of the game's many questlines should canonically have dire, Oblivion-crisis tier consequences on the "natural order" of things; recall all which transpires in the setting, and how as the Last Dragonborn, random trouble manifesting in the vicinity isn't such a far-flung, unbelievable concept. Lastly, Skyrim itself is a hyper-condensed worldspace, owing to its hand-crafted nature and development constraints/shortcuts. If you have a means to move quickly around the map on-foot, you'll figure out how close everything truly is to... everything, but despite this, is generally empty.
Sure, you come across the odd radiant encounters, but the devs placed the vast majority of these in sparse locations along roads. How often do you stick to the road?!? Almost never unless you're on the way to a new location in tough terrain, where it may offer the quickest route. The roads are not intuitively designed for the worldspace, either. Just my observations over a decade, but the sparsity of encounters while chasing butterflies out in the open or hunting for ore veins means you otherwise have to actively look for life out in a world teeming with places to go but little alive to interact with.
Honestly, this mod makes Skyrim feel alive, in a way no other mod does. It complements mods which overhaul perks and especially those which induce snowballing of your character's sheer power level; eventually, creatures and humans alike will realize they'll never overcome you on their own, and thus running into a literal pack of DB assassins after taking out so many lone operatives, or a coven of Hags/Witches/Mages rather than the radiant loners is narratively logical, and this emerges from otherwise completely normal gameplay.
Once you've traveled everywhere and done so much, you can just turn up the encounter rate, chance, and/or quantities to match your self-determined level of fame and infamy among mortals and daedra alike.
I consider it an oversight of the highest level that Bethesda did not plant radiant encounters around the map on this scale; like it was planned, but never achieved, as the thought of how players may move from POI to POI was likely just "connect the dots and fast travel forever thereafter" - this mod indeed expands the radiant encounter system to its fullest potential(short of overhauling the radiant system in its entirety/converting Skyrim into a knock-off Larian game.)
Well, download this and stop reading comments. I recommend the hell out of it.
Anyone know if this mod impacts scripted events that use random encounters? For example taron dreth or Boethiah's cultists?
I have been trying to figure out for years now at this point why these random encounter events (and who knows how many others) are not triggering and I am wondering if it is one of the 'encounter' mods I have. I currently use this one and extended encounters.
This mod uses a spawn system completely separate from the game and all encounter mods. This is not the problem. The issue here is using more than one encounter mod. Depending on what mod has more priority in your load order some encounter will appear and other dont.
This mod is very touchy. The spawning works, but the MCM control usually doesn't work. If you adjust numbers to something like 1, they end up often being default numbers instead. If you turn off an encounter type (like Spriggans), you see Spriggans.
I dont know whether to like this mod or not. It adds different varieties of enemies(controllable in MCM) you could fight throughout your travels which is AWESOME! BUT the way this mod spawns enemies is too unnatural. like the spawn points are VERY NOTICEABLE.. . Because what usually happens is that you would find npcs fighting each other or npcs just standing in the middle of nowhere... and supposed you kill them. then if you just go far enough outside that certain spawn point where you just RECENTLY killed the spawned NPC..... and decided to GO BACK to that spawn point, theres a HUGE CHANCE theres going to be another batch of magically spawned NPCs right there... AGAIN.... . Whats more funny is if you find an NPC spawned by this mod--for example a GIANT-- just standing still then you just go near it.. then SAVE your game. go to MENU... LOAD that save.... BoooooM! you would see how this MOD just magically spawned another batch of npcs EXACTLY right there beside the Giant LMAO
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You can find it here!
There are many times I've been ambushed by crowds of bandits, vampires, werewolves - you name it. It's always a thrill because of the sheer variety, randomness, and customizability. It's practically a loot generator you set up only once or twice, and it's up to your wanderlust to make the most of the mod; imagine if the devs did decent playtesting in regards to not the piecemeal dungeon crawling experience, but the fan's true favorite aspect of the game: getting distracted by scenery, entities, and adventure.
In a sense, it is odd to happen across a field full of atronachs fighting giants or some such just next to Whiterun, but one could reason that the events of the game's many questlines should canonically have dire, Oblivion-crisis tier consequences on the "natural order" of things; recall all which transpires in the setting, and how as the Last Dragonborn, random trouble manifesting in the vicinity isn't such a far-flung, unbelievable concept. Lastly, Skyrim itself is a hyper-condensed worldspace, owing to its hand-crafted nature and development constraints/shortcuts. If you have a means to move quickly around the map on-foot, you'll figure out how close everything truly is to... everything, but despite this, is generally empty.
Sure, you come across the odd radiant encounters, but the devs placed the vast majority of these in sparse locations along roads. How often do you stick to the road?!? Almost never unless you're on the way to a new location in tough terrain, where it may offer the quickest route. The roads are not intuitively designed for the worldspace, either. Just my observations over a decade, but the sparsity of encounters while chasing butterflies out in the open or hunting for ore veins means you otherwise have to actively look for life out in a world teeming with places to go but little alive to interact with.
Honestly, this mod makes Skyrim feel alive, in a way no other mod does. It complements mods which overhaul perks and especially those which induce snowballing of your character's sheer power level; eventually, creatures and humans alike will realize they'll never overcome you on their own, and thus running into a literal pack of DB assassins after taking out so many lone operatives, or a coven of Hags/Witches/Mages rather than the radiant loners is narratively logical, and this emerges from otherwise completely normal gameplay.
Once you've traveled everywhere and done so much, you can just turn up the encounter rate, chance, and/or quantities to match your self-determined level of fame and infamy among mortals and daedra alike.
I consider it an oversight of the highest level that Bethesda did not plant radiant encounters around the map on this scale; like it was planned, but never achieved, as the thought of how players may move from POI to POI was likely just "connect the dots and fast travel forever thereafter" - this mod indeed expands the radiant encounter system to its fullest potential(short of overhauling the radiant system in its entirety/converting Skyrim into a knock-off Larian game.)
Well, download this and stop reading comments. I recommend the hell out of it.
I have been trying to figure out for years now at this point why these random encounter events (and who knows how many others) are not triggering and I am wondering if it is one of the 'encounter' mods I have. I currently use this one and extended encounters.
10/10.
.
Because what usually happens is that you would find npcs fighting each other or npcs just standing in the middle of nowhere... and supposed you kill them. then if you just go far enough outside that certain spawn point where you just RECENTLY killed the spawned NPC..... and decided to GO BACK to that spawn point, theres a HUGE CHANCE theres going to be another batch of magically spawned NPCs right there... AGAIN....
.
Whats more funny is if you find an NPC spawned by this mod--for example a GIANT-- just standing still then you just go near it.. then SAVE your game. go to MENU... LOAD that save.... BoooooM! you would see how this MOD just magically spawned another batch of npcs EXACTLY right there beside the Giant LMAO