Been using this for a couple of months now. This evening, my game kept crashing when entering a cell on the North shore. It took me awhile to figure out that a Falmer had been spawned on a tiny sandbar with rocks jamming it from properly initializing its AI, once its LOD improved as I came closer. Anyway, I killed it with a console command so I could walk through the cell without crashing. I blame Skyrim's random number generator.
Sorry for the response years after your comment, Nexus doesn't notify me of comments or bug reports. That particular location has caused me the occasional CTD even before creating this mod, I had to use a similar method as you described. Although, I just nuked every living thing in the cell with a "killall" console command.
Ha! I remember that post I made still. Seems like yesterday. I'm always afraid to do a killall in case there are nonessential NPCs in the area that are on patrol because of another mod that told them to be out there hunting.
Usually, I'd return to Solitude and hear from an NPC that their friend or husband died... Things won't be the same without them...
If you want a little more chaos in your game make a lvled list bashed patch in wyrebash between this mod and whatever monster mod you have installed. Absolute anarchy and probably permadeath.
The only thing I did was add leveled enemies to two spawn lists that before only contained rabbits and foxes. You will only encounter them while wandering the wilderness outside.
Thanks for the explanation. I can't try it now, cause i am midgame and i am playing with Hunterborn, so i like my rabbits, but i am going to endorse anyway, for the soundness of the idea and the non invasive execution.
Could you please add a little more detail about specifically what this mod does. Does it effect all spawn points ? If not, how were they selected ? Are the timers for respawning altered ? etc. Thanks.
Every Npc in Skyrim has a Spawnpoint. Now there are two Options for how to determine which NPC will spawn. First Method is to define a specific NPC. Second Method, which is used for random Generic NPCs, is to attach a List, which contains a Collection of Generic NPCs instead of an specific NPC. ModAuthor makes use of this:
There are Lists for Ambient Creatures like Rabbit and Fox associated with "AmbientCreatures" Spawnpoint. (One list for snowy regions and one for normal regions) The Game will randomly pick one generic NPC out of this Lists and spawn it, sometimes a Fox and sometimes a Rabbit. ModAuthor changed this two little Lists, and added leveled Enemies from Base game to it. -> From now on for every Rabbit or a Fox there is a chance the Game will Spawn an Enemy instead. This way he could avoid actual World Edits. I think Spawnpoints for this Ambient Creatures are all located in the Wilderness. Vanilla Respawn-Timer for Cells is 30 Days ingame time (As long as you are not in that Cell), which ModAuthor didn't change in this mod.
It is a very simple, and therefore stable and compatible way to add more random Enemies in the Wilderness of Skyrim. (At the cost of loosing most Foxes and Rabbits :P)
@JoeKa8 - Thanks a lot--that was very clear. @ArmoredTroll - great idea, particularly for those people (everyone ?) who replay and want some variation. Question: though it isn't something that would necessarily be part of this mod, I was wondering given your work with the spawning mechanic, if you have a solution for the following problem: after clearing out an area of wildlife (e.g. a hunter taking out all of the deer), that area will often never respawn again if it is an area the player frequents (e.g. the plains of Whiterun). Is there some way of making ONLY wildlife respawn more rapidly without making world edits ? Or is it just a per cell kind of refresh and everything is loaded again ?
Sadly, it is per cell. That being said, I've seen a few mods that modify this value; SkyTweak for one allows you to easily modify many settings including the cell reset timer. http://www.nexusmods.com/skyrim/mods/33395/?
For a long time I've been trying to morph Skyrim into a more Action-RPG. Playing Skyrim the way Diablo 3 feels: Just load up and walk aimlessly around in those beautifully modded outskirts an fight a lot of random enemies. Together with a mods, which adds new randomly tempered & enchantedt loot to Enemies.
Been trying a lot of Mods which add more Random Encounters, but none was quite convincing. Your Idea is so simple, it might work out perfectly, I will try and build up on it .. Thank you =D
Tested a new File in which I replaced all the Animal related Lists with Bandits ... at first glance it works perfect! xD
Bandits evenly spreaded across Skyrim :D And the very best: Base Actor Content! It works together with High Level Enemies and Skyrim More Spawns. The "Animal-Bandits" even use the Prey/Predator-Sliders, so I can change their Amount seperated from the Vanilla-Bandits in Forts and such. Together with (an additionaly tweaked) Combat Evolved Bandits are actually one of the most interesting and diverse Enemytype. (A Problem might be making it more diverse, because NPCs with different Factions will start to fight each other)
I'm not sure if I want to release it, needs some testing first - but if I do I will surely credit you, I'm very thankfull for you sharing your Idea =)
PS. I think I have to leave the Mudcrab-List alone .. tested it with 8 times Spawnmultiplier .. both of us know how many Mudcrabs there actually are along the River from Rorikstead to Whiterun xD
22 comments
Usually, I'd return to Solitude and hear from an NPC that their friend or husband died... Things won't be the same without them...
Breaks me every time.
This works only for surface encounters i suppose?
Did you randomize the spawn locations or did you increase them too?
Thanks.
Every Npc in Skyrim has a Spawnpoint.
Now there are two Options for how to determine which NPC will spawn. First Method is to define a specific NPC.
Second Method, which is used for random Generic NPCs, is to attach a List, which contains a Collection of Generic NPCs instead of an specific NPC.
ModAuthor makes use of this:
There are Lists for Ambient Creatures like Rabbit and Fox associated with "AmbientCreatures" Spawnpoint.
(One list for snowy regions and one for normal regions)
The Game will randomly pick one generic NPC out of this Lists and spawn it, sometimes a Fox and sometimes a Rabbit.
ModAuthor changed this two little Lists, and added leveled Enemies from Base game to it.
-> From now on for every Rabbit or a Fox there is a chance the Game will Spawn an Enemy instead.
This way he could avoid actual World Edits. I think Spawnpoints for this Ambient Creatures are all located in the Wilderness.
Vanilla Respawn-Timer for Cells is 30 Days ingame time (As long as you are not in that Cell), which ModAuthor didn't change in this mod.
It is a very simple, and therefore stable and compatible way to add more random Enemies in the Wilderness of Skyrim.
(At the cost of loosing most Foxes and Rabbits :P)
@ArmoredTroll - great idea, particularly for those people (everyone ?) who replay and want some variation.
Question: though it isn't something that would necessarily be part of this mod, I was wondering given your work with the spawning mechanic, if you have a solution for the following problem: after clearing out an area of wildlife (e.g. a hunter taking out all of the deer), that area will often never respawn again if it is an area the player frequents (e.g. the plains of Whiterun). Is there some way of making ONLY wildlife respawn more rapidly without making world edits ? Or is it just a per cell kind of refresh and everything is loaded again ?
For a long time I've been trying to morph Skyrim into a more Action-RPG.
Playing Skyrim the way Diablo 3 feels: Just load up and walk aimlessly around in those beautifully modded outskirts an fight a lot of random enemies.
Together with a mods, which adds new randomly tempered & enchantedt loot to Enemies.
Been trying a lot of Mods which add more Random Encounters, but none was quite convincing.
Your Idea is so simple, it might work out perfectly, I will try and build up on it .. Thank you =D
Bandits evenly spreaded across Skyrim :D
And the very best: Base Actor Content!
It works together with High Level Enemies and Skyrim More Spawns.
The "Animal-Bandits" even use the Prey/Predator-Sliders, so I can change their Amount seperated from the Vanilla-Bandits in Forts and such.
Together with (an additionaly tweaked) Combat Evolved Bandits are actually one of the most interesting and diverse Enemytype. (A Problem might be making it more diverse, because NPCs with different Factions will start to fight each other)
I'm not sure if I want to release it, needs some testing first - but if I do I will surely credit you, I'm very thankfull for you sharing your Idea =)
PS. I think I have to leave the Mudcrab-List alone .. tested it with 8 times Spawnmultiplier .. both of us know how many Mudcrabs there actually are along the River from Rorikstead to Whiterun xD