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About this mod
First released in 2018, Immersive World Encounters has been developped by SetteLisette with a goal to diversify your exploration in Skyrim by adding roughly 100 new random events and new quests.
- Requirements
-
DLC requirements
DLC name Dawnguard Hearthfire Dragonborn Nexus requirements
Mod name Notes SkyUI Mods requiring this file
Mod name Notes Immersive World Encounters - Polish Translation Immersive World Encounters - Spanish Translation Immersive World Encounters - Traducao PT-BR Tradução da V2.3 Immersive World Encounters - TRADUZIONE ITALIANA Immersive World Encounters - Version francaise à installer en premier Immersive World Encounters AddOn - High Poly Uniques Immersive World Encounters PT-BR A tradução só funciona se o mod original já estiver instalado. Immersive World Encounters PT-BR (Atualizado) Immersive World Encounters Spanish - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
The Amazing Cast of Immersive World Encounters:
Krystal Romero
https://krystalromero-vo.com/
Yon Shady Glenn
https://www.castingcall.club/m/Yon%20Shady%20Glenn
Khobis
Website: https://www.taherchy.com/
Vooquent: https://www.voquent.com/voice-actor/63402/
Mya Schuwerk
https://www.imdb.com/name/nm10756129/
Paul Warren
https://www.castingcall.club/m/nevernotninja
Meekvoice
https://www.instagram.com/byrn_etch/
Mauri Majanoja
https://www.imdb.com/name/nm3441829/
Alex Cain
https://soundcloud.com/complete-the-circuit
Elizabeth Plant
Website: https://www.elizabethplant.com/
Twitter: https://twitter.com/CelestielleVA
TizziQ
https://www.castingcall.club/m/TizziQ
Micah McQueary
https://soundcloud.com/merancape/sets
talkingNsuch
https://www.castingcall.club/m/talkingNsuch
Storm Watters
https://www.voicesbystorm.com/
Polina Arteev
https://www.castingcall.club/m/Polina%20Arteev%20-%20Evisane
Don Ford
Rrybnik
https://www.castingcall.club/m/rrybnik
Abigail Blythe
Twitetr: https://twitter.com/askforabigail
CCC: https://www.castingcall.club/m/theabigailblythe
John Marinelli
https://www.castingcall.club/m/jmarinelli
Hunter McCoy
https://www.castingcall.club/m/huntmccoy
Sirena Fa Culto
https://www.imdb.com/name/nm12181563/
Victoria Stam
https://www.castingcall.club/m/knuckleheadtori
Emil Hägg
Twitter: https://twitter.com/EmilHaggVO
CCC: https://www.castingcall.club/m/LuciferAgenda
Dan Conlin
https://www.castingcall.club/m/convito
Kerstyn Unger
https://www.imdb.com/name/nm10756132/
Chazarus Lazarus
https://www.castingcall.club/m/Chazarus%20Lazarus
Hannah Chapin
Twitetr: https://twitter.com/hannah_chapin
CCC: https://www.castingcall.club/m/HannahDoesVO
Zane Tomich
YT: https://www.youtube.com/channel/UC_O29eZ1qzDBXkuhwbrD-Rw
CCC: https://www.castingcall.club/m/zanet
Rabbitt Winri
https://www.castingcall.club/m/rabbitt
Matness for awesome lute instrumental music for bard songs
Check out Matness's The Elder Songs - Fanmade Music Expansion!
TheMalazan (https://forums.nexusmods.com/index.php?/user/5202208-themalazan/) for audio editing, mixing, supervising
Special Thanks:
EnaiSiaion for Modern Brawl Bug Fix (https://www.nexusmods.com/skyrim/mods/77465)
UNI for No More Killing Over Item (http://skyrimeasy.blog-rpg.com/mod/nomorekilling)
Jaxonz for Jaxonz MCM Helper (https://www.nexusmods.com/skyrim/mods/62613)
TAJocelyn for horse barding & luggage meshes from Mule in skyrim (https://www.nexusmods.com/skyrim/mods/59612)
18 Colascione Partitas composed by Giuseppe Antonio Brescianello on MusOpenDonation Points system
This mod is opted-in to receive Donation Points
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Translations
- Spanish
- Russian
- Portuguese
- Polish
- Italian
- French
-
Translations available on the Nexus
Language Name Spanish Author: LatinGames Immersive World Encounters - Spanish Translation Polish Author: Johnny4M3T Immersive World Encounters - Polish Translation Russian Author: ao1 Immersive World Encounters. Final - Russian Translation French Author: jihan02 Immersive World Encounters - Version francaise Italian Author: Dunevar Immersive World Encounters - TRADUZIONE ITALIANA Portuguese Author: iSilent99 Immersive World Encounters PT-BR (Atualizado) Spanish Author: aidengene Traduccion de Immersive World Encounters Portuguese Author: Milkchak Immersive World Encounters - Traducao PT-BR Spanish Author: elaf Immersive World Encounters Spanish Portuguese Author: LucasMiratsu Immersive World Encounters PT-BR - Changelogs
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Version V3.6a
- Summary: This version consists of moderate amount of fixes, and 1 new additional mini quest. Attempted to fix CTDs with Prisoner Escorts once again, which proved effective for my own save data. Let me know if installing this update stops CTDs with this type of encounters in your mod list.
- [+] A new misc. quest for “O, Help Me Kind One“ where, after the Player receives the Gift of Charity effect, they are asked by a randomly-chosen citizen of the same Hold to cure their disease.
- -Mod Event Changes-
- [*] Added an alternate behavior for the Drunkards in Tavern Brawl interactions, and an MCM option to toggle it. With this behavior enabled, the Drunkards will get into a real fist fight without using AI packages to simulate a fight sequence. This option was added because Ultimate Combat users have issues with NPCs using UseWeapon AI procedures.
- [*] WICrowd quest from vanilla Skyrim has once again been revamped, with a freshed out script. Cheering animations for spectators during Tavern Brawls may have stopped working after a couple of Tavern Brawl events, and this change will fix that.
- [*] Fixed: Toggle options for some new events such as Tavern Brawls were not working properly.
- [*] Fixed: Various condition changes to Dark Brotherhood related WEs so that Cicero will not be present in them if he was killed.
- [*] Fixed: I was finally able to replicate a CTD with “Prisoner Escort“ WEs reported by some users for SE version of the mod. I’ve made some changes in the quest scripts which seem to prevent the CTD in my save data. Let me know if CTDs still occur with this version installed.
- [*] Fixed: Porter NPCs in “Porters of Skyrim“ WEs had errors in their AI package that prevented them from travelling to their destination.
- [*] Fixed: 1 NPC with SetteFemaleUniqueLeleanna voice type was erroneously included in “Left for Dead“ WEs. Her voice type was changed to SetteFemaleWarrior and her race is changed to Nord to reflect this change.
- [*] Fixed: “Monster dead, spectators show up“ WI allowed Winterhold College members to react to the death of creatures. They are now left out so that they won’t react to the summoned Daedras.
- [*] Re-organized the SMQ nodes for new WIs.
- [*] Other, small changes and improvements to many of the scripts used in the new events and quests.
- [*] Fixed: Added missing voice files to the LE version of the mod.
- -Patches, Installer-
- [*] The BAT file has been altered slightly. You may need to use it again if your MCM fails to update.
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Version V3.6.1
- Summary: An update containing a small number of important fixes.
- Key:
- [+] Added
- [-] Removed
- [*] Changed
- <ESP File>
- [*] Fixed: In the quest "Outbreak", the Giant was set to essential via quest alias. The Essential status of the Giant along with the Protected status of the Mommoth have been removed.
- [*] Several dungeon locations are now avoided for the potential destinations in several, new World Encounters and quests.
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Version V3.5a
- V3.5a Published on October 6, 2021
- Summary:
- Following the new numbering rule established in the previous version, V3.5 is initially released as Alpha. Let me know if you encounter any issue with it so I can include fixes in the non-alpha release.
- V3.5 makes myriad of important changes as well as bringing subtle yet exciting new features that will spice up your game experience even further.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -New Events and Quests-
- [+] A new, twisted version of WE "Porters of Skyrim" has been added. Newly added Contraband Porters will now traverse Skyrim at a very rare chance. Although they are disguised as common mead porters and particulary well-guarded, any outlaw players dextrous enough to pull off a cargo heist would see them as a new means for fortune.
- -Mod Event Changes-
- [*] During the WI "The Raid of Five Cities", there is now a chance for the Divine's priests to join the defence of cities. They are equipped with special AI which allows them to act as a healer, greatly increasing the survival rate of Guard Commander.
- [*] A mew MCM option for "The Raid of Five Cities" to halve the number of attackers has been added. (10 > 5)
- [*] Fixed: Guard Commander in "The Raid of Windhelm" mistakenly addressed the Player as Thane.
- [*] Fixed: A Dawnguard NPC was supposed to join the fight during "The Raid of Five Cities" when the city is attacked by vampires, but due to an error they did not spawn correctly.
- [*] various, minor changes to the aliases and scripts for "The Raid of Five Cities".
- [*] Fixed: The new function to stop WE events that are sturck and did not shut down due to errors was added in the previous version, but this was not working properly. This is now fixed, and the new function will automatically be called when you start the game with this version installed.
- [*] Evelyna's 2 bardic skills as Minstrel of Mischief and College of Might have been revised. New sounds and visuals for their skills have been added, and other issues have been fixed so that Evelyna will use these abilities every few hours.
- [*] About 50 new generic NPCs who appear as Travelers, Monks, Adventurers, Lawbreakers and so on, have been added. They can be encountered in a variety of encounters such as "Wounded Traveler" and "Mercenary and Client".
- [*] Revised the WE "Porters of Skyrim" in order to allow the Player to steal the horse's cargo without killing it. Activating the horse will now give you the option to steal its cargo.
- [*] Fixed: The NPCs in several WEs such as "Mercenary and Client" did not travel to their destinations and were standing still at their encounter spots due to errors.
- [*] Fixed: Once again the Faction-related WEs have been modified so that they will properly shut down, allowing the NPCs to return to their regular routines.
- [*] Minor script changes for SetteFollowerQuest.
- [*] Revised the MCM: Intervals between WIs can now be set by 0.5 instead of 1, giving you more control over how often you'd like to see the new event.
- [*] Re-compressed the lute music files used in "Bards of Solitude" into 192kbbs format.
- -Patches, Installer-
- [+] A new optional patch for The Great City of Solitude has been added.
- [*] Fixed some issues with the compatibility patch for Open Cities. Marked the patch as ESL.
- [*] Marked the compatibility patch for RS Children Overhaul as ESL.
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Version V3.4a
- ! DO NOT INSTALL THIS UPDATE if a follower from this mod is traveling with your character ! Dismiss them before installing the update. Followers from vanilla Skyrim or other mods don't need to be dismissed.
- V3.4a Published on September 9, 2021
- Summary:
- V3.4 consists of exciting new additions and important bugfixes. From here on out, the updates for this mod will be initially offered as alpha versions for the willing people to test it.
- After a good amount of feedback is accumulated it will be re-released with the alpha state removed and any additional fixes will be implemented.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -New Events and Quests-
- [+] Added about 100-150 lines of new dialogue for Evelyna. All of her lines have now been voice acted; Fuz Roh Dah is no longer required.
- [+] New Quest: "The Touring Bard" - Help the new Bards College students Adderick and Leleanna by guarding them on their tours.
- [+] Roza's voice files were missing from the archive, making her speech silent during the quest "Two Sisters". They have been added to the archive with this update.
- -Mod Event Changes-
- [*] Once again the encounters with the Jarl's Housecarls/Thanes escorting a prisoner have been revised. I have tracked down the cause of reported CTDs to be the horse actors used in these events.
- I have removed them from the mod and replaced them with vanilla horses. Let me know if installing this version fixed the problem if you were previously experiencing crashes with these events enabled.
- [*] Revised Evelyna's Follower abilities using her drum and lute.
- [*] Fixed: Many World Encounters did not stop after all of their reference aliases have been unloaded.
- [*] Fixed: The WI event in which the Player meets Evelyna and her friends in Windhelm no longer gets triggered if the Player isn't a student of Bards College.
- [*] Fixed: The Encounter with Nestynia had an error in its scene, causing Nestynia's traveling AI package to not work.
- [*] Fixed: The Encounter with Beatria was erroneously set to only trigger once. Now it can happen more than once until her quest is activated.
- [*] Fixed: The Porters and their bodyguards' faction settings have been changed; now they cover each other in combat, won't fight the Player if he/she has a high bounty.
- [*] Important script changes to "SetteFollowerQuest".
- [*] Many small fixes and improvements to a number of the mod events and quests.
- [*] Revised the Troubleshooting section in the MCM to be more informative.
- [*] Re-compressed all of the voice files into 48kbps format.
- -Patches, Installer-
- [+] A bat file has been added to the installer for people having difficulties with the mod's MCM not getting updated after installing the update.
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Version V3.4
- ! (If updating from V3.3 or older) DO NOT INSTALL THIS UPDATE if a follower from this mod is travelling with your character ! Dismiss them before installing the update. Followers from vanilla Skyrim or other mods don't need to be dismissed.
- V3.4 Published on September 25, 2021
- Summary:
- Non-alpha release with critical fixes to V3.4a. See the change log for V3.4a if you are updating from an older version than V3.4a.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -New Events and Quests-
- [+] The voice files for SetteMaleDarlElf01 used in the new WI "Is that...SKOOMA!?" and 3 lines of follower dialogue for Evelyna were missing from the archive.They have been added to the archive with this update.
- [+] Added a new function to stop any WE events that are stuck and did not shut down due to errors in the older version. This function will automatically be called when you start the game with this version installed.
- -Mod Event Changes-
- [*] Fixed: The Encounter with Nestynia will no longer happen unless you've met Evelyna in Windhelm as it was meant to be a crucial prerequisite for this encounter.
- [*] Fixed: Nestynia's AI package used in her Encounter had an error which made her stuck in "wounded" idle.
- [*] Fixed: A debug notification message at the beginning of the new WI "Thieves Thieving".
- [*] Fixed: In the new WE in Solstheim "Wounded in Solstheim", the wounded NPCs were silent due to errors in the dialogue condition.
- [*] Fixed: In the quest "Fellow Traveler", the follower did not follow Player due to an error emerged in the V3.4a.
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Version V3.3
- V3.3 Published on July 1, 2021
- Summary:
- V3.3 is an important update which further polishes the new features and fixes a few major and minor bugs.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -Mod Event Changes-
- [*] There is now a much better chance of encountering Nestynia in the Reach; I have revised Evelyna's introduction so that once you've spoken to her in Windhelm, Nestynia will most likely be encountered the next time you roam the Reach Hold.
- [*] Revised the scripts used for the encounters with the Jarl's Housecarls/Thanes escorting a prisoner in order to prevent reported crashes. Let me know if installing this version fixed the problem if you were previously experiencing crashes with these events enabled.
- [*] Instead of becoming a permanent resident of Solitude, Wrenard Phifer (voiced by SetteLisette) will disappear after the quest "Beli Sut Salskap, En Sut Lo".
- [*] Fixed: The encounter with Beatria in "Show Me the Way" and with Dog in "Without a Trace" couldn't be triggered due to some mistakes in their trigger conditions.
- [*] Minor changes to a few unique NPCs' factions and inventories.
- [*] Minor dialogue improvements
- [*] Changes to trigger conditions of multiple encounters for better immersion.
- [*] A slight change to the MCM script to detect which version of the mod you are running.
- [+] Roxelle can now sing - her singing is a courtesy of another voice actress. In addition to Roxelle's singing, I've aimed to improve the band of bards performance scenes.
- -Patches, Installer-
- [*] The compatibility patch for Open Cities has been revised to fix some issues.
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Version V3.2
- V3.2 Published on June 19, 2021
- Summary:
- V3.2 introduces minor but crucial bug fixes.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -Mod Event Changes-
- [*] Fixed: FaceGen meshes for Beatria and Nestynia were broken.
- [*] All new Faction encounters have been fixed so that the NPCs who are being involved in important quests will not be present in them.
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Version V3.1
- V3.1 Published on June 16, 2021
- Summary:
- V3.1 introduces some very important bug fixes. Please install this update! If you haven't instaleld V3.0 yet, please read the documentations and the previous change log if you can!
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -Vanilla Event Changes-
- [-] Removed the script file for "WERoad02" which was errorneously included and causing a compatibility issue with Cutting Room Floor.
- -Mod Event Changes-
- [*] Fixed: In the MCM, the slider option for "minimum days between WI events" was broken.
- [*] Fixed: Added 2 missing voice files for SetteMaleWarrior.
- [*] The encounters "We Are the Children of Skyrim" and "We are the Imperial Legion" have been improved to fix issues with their follow-up quests starting..
- [*] The encounter with Beatria in "Show Me the Way" has been improved to fix an issue with its follow-up quest starting.
- [*] Fixed: The encounter with Derthel in "On the Road" had following bugs: The Girl had been assigned to wrong factions and Derthel's and the Girl's AI packages were not working.
- [*] The interaction "The Raid of Five Cities": Trigger conditions have been fixed. Player level must be 20 or higher. Fixed typo ("Riften" to "Windhelm")
- [*] The encounters with Vigilants of Stendarr fighting an enemy has been improved so that the enemy and the Vigilants will spawn at a distant to each other.
- [*] All new encounters have now given cool down period for more diversity. The one with a group of bandits escorting a captive won't happen so repeatedly, for instance.
- [*] Various small edits to some of the dialogue.
- -Patches, Installer-
- [*] Fixed: The compatibility patch for Open Cities had some errors. Still not very well tested, please let me know if there's some issues.
- [*] The compatibility patch with EEO has been updated (=Re-generated the FaceGens).
-
Version V3.0
- V3.0 Published on June 10, 2021
- Summary:
- V3.0 is meant to be one of the FINAL versions to mark the end of the 3-year long development of Immersive World Encounters.
- This major update brings dozens of new events, new types of events, new quests, custom voiced followers, custom voiced bards, and a myrad of changes and fixes to the existing features.
- Many new voice actors have been recruited and around 2000 thousands lines of dialogue have been recorded for this update.
- Due to the length of time I've spent on this update and numerous amount of edits I've made, this change log may be incomplete and it's very possible that I simply don't remember all of its changes.
- That said I'll try to list all of its changes.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- -New Additions-
- [+] 14 new Voice Types for the new NPCs: Male Town Guard, Male Nord, Male Breton, Male Commoner, Male Ghost Nord, Male Unique Wrenard, Male Unique Adderick, Male Unique Einvard, Female Unique Beatria, Female Unique Leleanna, Female Witch, Female Unique Evelyna, Female Unique Beeele, Female Unique Roxelle, and Female Unique Nestynia.
- [+] Made a follower framework which is specifically used for random events and unique followers offered in this mod! Travel with the NPCs that you randomly encounter in the new Tavern interaction events listed bellow.
- [+] Introducing Evelyna, a bard follower with interesting, hundreds of lines of dialogue. Encounter her by a random chance, help in her quests, and let her join in your travels!
- [+] New Encounter with Quest: "We're Out of the Woods" (CV) - Help out a fellow Bards College associate on her mission to find and rescue a kidnapped bard.
- [+] New Encounter with Quest: "Roadside Dispute (CV) - 2 guardsmen from Whiterun and Falkreath are arguing over the custody of a criminal.
- [+] New Encounter with Quest: "Show Me the Way" (CV) - Help an Imperial woman named Beatria and her husband.
- [+] New Encounter with Quest: "Into the Deep" (CV) - Help a Breton scholar named Alistar Rabb in his quest to retrieve an ancient Dwemer document.
- [+] New Encounter with Quest: "When the Night Falls Down" (CV) - A ghost of a Nord warrior wanders about.
- [+] New Encounter with Quests: "Without a Trace" - A dog misses his master.
- [+] 2 New Encounters: "On the Road" (CV) - A Dawnguard warrior and his companion
- [+] New Encounter: Bard Travelling (group) - The custom voiced, unique bard NPCs added by this mod can be found roaming the lands of Skyrim in a group of 3.
- [+] New Interaction (Change Location) with Quest: "A Fellow Traveler" - A traveler is looking for his traveling companion in a tavern you visit. You name the price, they will hire you as their bodyguard. Escort them safely to their destinations.
- [+] New Interaction (Change Location): "Is that...skooma?" - Drink a bottle of skooma in public. Watch something happens.
- [+] New Interaction (Change Location) with Quest: "The Raid of Five Cities" (CV) - While in one of the major cities, a guardsman may approach you saying that the city is under attack by a group of invaders, and ask for your help fighting them off. Introducing mini-siege battles that take place at the outskirts of major cities.
- [+] New Interaction (Change Location): "Tavern Brawl Fest" - Tavern brawl, but with more brawlers.
- [+] New Interaction (Actor Kill): "Monster killed, spectators show up" - When you kill a twisted creature such as a Draugr, Hagraven, Daedric creature, or Werebeast, nearby civilians might gather near its corpse and express their terror.
- [+] New Interaction (Magic Casr/Script Event) with Quests: "Help me, generous one" - When you help someone and receive "The Gift of Chairty", someone might send you a letter asking you to help them in their troubles.
- [+] Many new lines of dialogue spoken by the new NPCs.
- [+] New Quest: "Two Sisters"
- -Vanilla Event Changes-
- [+] WICastMagic02 "Dangerous Magic" - Added a 2-second pose before the NPC reacts to Player casting a dangerous spell, for better immersion.
- [+] All of WIChangeLocation events (01-09) - In vanilla, these events had a varying time perid that needs to pass before they could be triggered for a second time. I have removed this setting as I learned that this setting is either bugged or not used properly by the Bethesda developpers. Instead, I also added various conditions such as random percentage to allow for these events to occur much more easily in theory while mitigating their repetition.
- [+] WIChangeLocation01 "Player Naked" - Changed the condition for triggering this event so that it can occur whenever Player enters the building without their torso covered.
- [+] All of WICraftItem events (01-03) - Same as WIChangeLocation events; I have removed the redundant timer setting so that the NPCs comment much more often and reliably when Player crafts something.
- [+] WICraftItem01 "Blacksmith crafting" - A nearby NPC speaks lines such as "that's a decent armor you put together" when you craft something at a smithing forge. Now NPCs who are not blacksmiths can say some of these lines, vastly increasing the frequency of hearing these comments from now on whenever you craft a piece of gear. I've also added more dialogue conditions so that the commentor will recognize materials added by DLCs and other mods when Player crafts with them.
- [+] WIKill03 "Inheritance" - More conditions have been added so that the NPC who dies and has inheritance for Player cannot be some random NPCs or bandits, and a certain time period needs to pass before a Courier shows up with the Letter of Inheritance.
- [*] WIAddItem02 "Rummaging through trash" - Now the spectators who are friends with Player won't call them "desparate" when they see them looting from crates, barrels, etc, but only the NPCs with a lower relationship status.
- [*] WIAddItem07 "Buy Dwarven artifact" - You can configure the minimum price for how much the item must worth for Calcelmo to send you a letter asking asking for it.
- [*] WIRemoveItem02 "Accidnetally dropped this" - More conditions have been added so that an NPC who retrieved the dropped item for you must be a moral person, and added new dialogue options so that Player will not be forced to retrieve the item that they've dropped.
- [*] WIRemoveItem03 "Fight over item" - Fixed an issue where the NPCs won't start brawling, by overhauling the entire scene. Slightly modified the conditions for the NPCs selected for this event. The result is much more coheisive and cleaner integration of the concept presented in vanilla Skyrim.
- [*] WIRemoveItem04 "Just throw away trash" - Now the spectators who are friends with Player won't call them bad names like "savage" when they see Player throwing away their items in public.
- [*] WIRemoveItem05 "Can I have that armor?" - Tried to fix the quirk with this event where the bystander NPC won't try to get the armor you've dropped after getting your permission, in some cases.
- [*] WIGreeting/WITavern - In Vanilla, Jonna (an innkeeper of Moorside Inn) had 2 lines of dialogue that she could never speak due to her dialogue being assigned to a wrong quest (WIGreeting) when it should be in WITavern. I have fixed this issue, with a slight drawback for players in foreign languages that now these dialogue voice files have different file names.
- [*] WICrowd - Added more conditions for the NPCs who can participate in cheering and clapping. Still only used for the Tavern Brawl events added by this event.
- -Mod Event Changes-
- [*] The MCM menu has been overhauled.
- [*] Many of the WE events had redundant timer settings and I removed those. This will open up more possibilities for certain events to occur and keep some of the events from getting too repetitive.
- [*] WE "Porter Traveling" - Added luggages on the back of those mules used by the porters. The event can now only be seen on paved roads.
- [*] All WE events with a prisoner being escorted by the Jarl's Housecarls/Thanes - Slightly changed the Faction setting for better immersion.
- [*] WE & Quest "Outbreak" - Fixed an issue with alaying the Giant and Mammoth not advancing the quest correctly in some scenarios.
- [*] WE "Wanderers of Skyrim ft. Amazing Cast of Immersive World Encounters" - Added in custom-voiced Dawnguard NPCs to the party of adventurers.
- [*] WE "Wounded" - Modified the formlist "WEHealthPotions" to include the health potions added by the Dragonborn DLC so you can give them to the wounded NPCs.
- [*] WE "Wounded Wolf" - This event will stop happening after Player has reached the level 30 as it gets too repetetive. Now only happens in wilderness areas.
- [*] WE event with Werewolf actors - Fixed a problem with actors spawning already as a Werewolf.
- [*] Numerous technical changes have been made to many of the WE events, ranging from silight changes in condition settings to major script changes.
- [*] WI "Thief Thieving" - Implemented a safeguard to prevent a rare issue in which a Player and in some cases a follower NPC might get their armor stripped by the thief NPC.
- [*] WI "You slept with my wife" - Now only happens once (Same as before it has a 5% likelyhood with a global cooldown time period)
- [*] WI "Guard Hold Up" - Tried to fix an issue where Player gets called out for being a Stormcloak/Imperial soldier dispite they are not, due to the quirks in the Skyrim main quests.
- [*] WI "Tavern Brawl" events - Lots of technical changes. The Brawlers can now be killed by Player. Renamed "Brawler" to "Drunkard". Slightly made them stronger, but made it so that their fight will never last longer than 10 seconds.
- [*] Removed the voice type "FemaleCommoner" from the mod and all NPCs using that voice type (There was only 1).
- [*] Fixed issues with some voice files being too quiet by adjusting the audio volume.
- [*] Removed many unused/unimplemented features from the esp; this has zero impact on the players unless you use a translated version of the mod, which needs to be updated anyway.
- -Patches, Installer-
- [*] Updated the compatibility patch for Open Cities to reflect new additions and changes, although it is not tested thoroughly. Let the author know if you encounter some issues.
- [*] Updated the WEHealthPotions Patch to include the potions from Dragonborn DLC. The patch is integrated in the main file installer.
-
Version V2.3
- V2.3 Published on July 14, 2019
- Summary: This update contains a moderate amount of fixes and improvements. Alternate ESP for Cutting Room Floor is no longer required as it has been made fully compatible with this update.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- A propblem with the new WE "NPC Encounter: Two Random Followers" where the event never finishes is fixed. Also reduced the priority of this quest to 45.
- Reduced the priority of several WE with Follower NPCs to 45, allowing DialogueFollower quest to overwrite their behaviors.
- Reworked audio files for SetteMaleDarkElf01 voice types intending to increase their audio gains.
- Modified the new WE with Werewolf actors to prevent them from spawning as Werewolves before their transformation begins.
- Added missing audio files for SetteMaleCommonerAccented voice types for the Quest "Outbreak".
- Created a few new NPCs that can spawn as members of travelers in the new WE "A Band of Wanderers of Skyrim feat. Amazing Cast of Immersive World Encounters".
- Minor typo fixes and dialogue changes to the WEs & Quests "We Are the Children of Skyrim", "We Are the Imperial Legion", and "Outbreak".
- Reduced the percentage for the new WE "Wounded Nord" from 30% to 20%.
- Modified the new WE & Quest "Outbreak" so the mod has no need of an alternate ESP for Cutting Room Floor users.
-
Version V2.2
- V2.2 Published on June 18, 2019
- Summary: This update contains a moderate amount of fixes and improvements and aims to further polish this mod up to my current standard.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- [+] The Vanilla Encounter "Lost After the Wedding" was supposed to be edited, according to the description of this mod, even though it was not. With this version this event is changed so that once Player has witnessed the Husband and Wife having a conversation, this event will no longer be triggererd.
- [*] The Vanilla Encounter "Bandit beat down" was further improved so that Player has a better chance of overhearing the Bandits' conversation.
- [+] Added an MCM toggle option for the new Blades Faction Encounters (was supposed to be added in V2.1 but accidentally left out)
- [*] Fixed an issue with 1 dialogue option in the new Quest "Fellowship of Fighters."
- [*] I again made various changes to the Adventurer NPCs that can be met during the new events such as "Fellowship of Fighters". Added 1 new Adventurer (Khajit), changes to AI Packages, and so on.
- [*] The new Encounter "Fellowship of Fighters" now has a requirement, Player must be at least Lvl. 10 in order to see this event.
- [*] Fixed an issue with the new Interaction "Thieves in Towns" where NPCs that cannot be interacted with can be chosen as the owner of the stolen token.
- [*] Changed the name of 1 Quest as follows: "Blades on the Hunt" > "Dragon Hunters"
- [*] In the new Quest "Bounty Hunt", an issue with the message box containing an empty alias name has been fixed.
-
Version V2.1
- V2.1 Published on June 7, 2019
- Summary: This update contains a large number of edits, fixes, and improvements to the existing features and adds 7 new Encounters and 2 follow-up quests.
- Summary of Bugfixes: I did my best to address all known issues of this mod to date.
- Summary of Improvements: Changes made to new Encounter events with unique NPCs are aimed to bring more diversity into the game, by allowing NPCs added by other mods to appear in these events.
- KEY:
- [+] Added
- [-] Removed
- [*] Changed
- [+] 2 New Encounter events with Blades Faction have been added.
- [+] New Encoumter event with quest "Outbreak" has been activated and added to the mod.
- [+] Due to the changes I made in this update, some of the new Encounter events were merged into 1 event as stated bellow. This has allowed me to add several more of new events by recycling these now-redundunt events.
- [+] 1 new Interaction event "She Is My Wife" has been activated and added to the mod.
- [+] New Voice type "Male Commoner" voiced by Merancapeman and NPCs using this voice type have been added.
- [+] Mainly a note for my fellow translators out there - A new unvoiced quest "Guardian of My Life" has been added to the mod. The quest is deactivated for now until the voice acting is done.
- [*] Many technical changes and improvements were made to the Encounter "Fellowship of Fighters" and its follow-up quests. Along with other issues, this update fixes a problem in which the follow-up quest may fail to start after having a conversation with the Adventurers.
- [*] Many technical changes and improvements were made to the Encounters "We Are the Children of Skyrim" and "We Are the Imperial Legion" and their follow-up quests. Along with other issues, this update fixes a problem in which the follow-up quests may fail to start.
- [*] Another attempt has been made to fix an issue reported on SSE version of the mod in which the game might crash during the "Prisoner being escorted by Housecarls" Encounters.
- [*] In "We Are the Children of Skyrim" and "We Are the Imperial Legion" follow-up quests, new possible endings involving the Captive NPCs has been added.
- [*] Adventurer NPCs who can be met during the new Encounter and Interaction events such as "Fellowship of Fighters" have been given appropriate combat skills in an attempt to make them more powerful.
- [*] Encounter "Wizards Hold Up" will no longer be triggered after choosing certain dialogue options with the NPCs.
- [*] In Encounter "Wizards Hold Up" and "Invitation to the Feast", an issue with the letters given to Player may contain unfilled Alias names [...] has been fixed.
- [*] Encounter event with Hireling NPCs was 2 separate quests in prior to this update, and could only spawn vanilla Hireling NPCs. This update merges these 2 quests into 1, and allows any NPCs who are assigned to "Hireling Faction" including the ones added by other mods, to appear in this Encounter.
- [*] Encounter with the NPC Golldir has been made so that Follower NPCs who are part of Vigilant of Stendarr Faction (added by other mods) can be seen instead of Golldir.
- [+] Encounter with 2 Followers "NPC Encounter: Random Followers" has been added, by recycling one of the Hireling Encounters made redundunt in this update.
- [*] Encounter "Necromancers trying to resurrect a dead body" was 2 separate quests in prior to this update, but now is merged into 1.
- [+] Encounter with 3 NPCs "A Band of Wanderes" has been added by recycling one of the Necromancer Encounters made redundunt in this update.
- [*] Encounter event with General Tullius or Legate Rikke with Imperial Soldiers was 2 separate quests in prior to this update which are now merged into 1.
- [*] Encounter event with Ulfric Stormcloak or Galmar with Stormcloak Soldiers was 2 separate quests in prior to this update which are now merged into 1.
- [+] 2 new Encounter events with 1 follow-up quest with Blades Faction have been added by recycling the 2 Civil War Encounters made redundunt in this update.
- [*] An issue with Cicero may appear in some of the Dark Brotherhood Encounters despite the outcome of some ongoing Brotherhood quests has been fixed. Also it is now rarer to see him in the new Encounters, accordingly to his lore which states his duty to protect Night Mother prevents him from taking contracts.
- [+] 1 new Encounter event with 2 randomly-chosen College of Winterhold NPCs "Two Students Traveling" has been added.
- [+] 1 new Encounter event "Bandits with Prisoner" has been added.
- [*] An issue with some quest scripts with debug notifications being accidentally left out has been fixed.
- [*] AI Packages used by the Vanilla Imperial Soldiers escorting a Stormcloak soldier and the new Stormcloak Soldiers escorting a Thalmor have been improved so that the soldiers won't be alerted by Player's presence after joining in their ranks.
- [*] Mainly a note for my feloow translators - Rewrites and typo fixes to new dialogues have been done.
- [-] Many unimplemented features and dialogue lines with no voice acting have been removed.
- [*] A few new MCM toggle options were added. The toggle option for Faction Encounters and NPC Encounters are now the same.
- [*] There maybe some undocumented changes made on a sole purpose of improving to this mod that I neglect to mention here, due to the fact that I had some busy few months.
- <Patches>
- 1 unnecessary edit has been removed from Open Cities patch .
- FaceGens regenerated for Ethereal Elven Overhaul to include some new NPCs.
- RS Children Overhaul patch remains unhanged.
-
Version V2.0.1
- The BSA archive was named wrongly, so this update corrects it.
-
Version V2.0
- Summary: This major update brings about 7 (+2 variants and 6 follow-up quests) Encounter and 2 Interaction events with over 1000 lines of newly-written and vice-acted dialogue, as well as a large amount of improvements, optimizations, and fixes to preexisting features. Almost every quest added by this mod has been modified.
- Key:
- [+] Added
- [-] Removed
- [*] Changed
- <ESP File>
- [+] New World Encounter Event: "Wizards Hold Up" has been made from scratch and added to the mod.
- [+] New World Encounter Events: "Left for Dead" have been activated and added to the mod. Further additions to these events will be made in the near future, as there are still some dialogue not yet voice-acted. All dialogue used in this version are voice-acted.
- [+] New World Encounter Event with Quests: "Fellowship of Fighters" has been activated and added to the mod.
- [+] New World Encounter Event with Quests: "Invitation to the Feast" has been activated and added to the mod.
- [+] New World Encounter Event with Quests: "We Are the Imperial Legion" has been activated and added to the mod.
- [+] New World Encounter Event with Quests: "We Are the Children of Skyrim" has been activated and added to the mod.
- [+] New World Encounter Event in Solstheim: "Drinking Buddies in Solstheim...Part 2" has been activated and added to the mod.
- [+] New World Interaction Event: "Armored Troll" has been activated and added to the mod.
- [+] New World Interaction Event: "Guard Hold Up" has been activated and added to the mod.
- [+] New voice types and their generic dialogue (greeting, combat, detection) lines have been added: This mod now has 17 voice types with their respective generic dialogue. (Female Breton, Female Commoner, Female Commoner Accented, Female Dark Elf, Female Khajiit, Female Warrior, Male Boy 01, Male Boy 02, Male Commoner Accented, Male Dark Elf 01, Male Dark Elf 02, Male Khajiit, Male Orc Ranger, Male Orc Strider, Male Soldier, Male Soldier Nord, Male Thug)
- [+] Several new NPCs with both vanilla and custom voices has been created and added to LeveledCharacter lists and new quests.
- <Dozens of fixes to quest aliases, script fragments, dialogue conditions, actor base information, and so much more.>
- [*] NPCs with no combat style has been fixed.
- [*] Many of the quest aliases had various, minor ~ major issues and now are fixed. Scripts attached to quests have been improved, revised, optimized.
- [*] Related to the changes to the quest scripts, a major issue with SSE version of the mod in which the game might crash after encountering "Prisoner being escorted" is now believed to be fixed.
- [*] In "Cities of Thugs" custom-voiced Interaction event, one of the dialogue lines has been re-written and re-recorded to address a minor wording issue. (outlander > outsider)
- [*] The Brawler NPCs are now set to level 5, powered down from their previous level, 10. The Perk "Fists of Steel" has also been added to them. These changes will hopefully help their fist fights in "Tavern Brawl" events to end quicker.
- [*] In "Tavern Brawl" Interaction events, an issue with the Brawlers might appear at a strange location inside the inn has been fixed. (e.g. The hidden room in the Sleeping Giant Inn)
- [*] In "Necromancers trying to resurrect a dead body" Encounter event, 2 Necromancers not trying to resurrect a dead body has been fixed.
- [*] In "Watch the Shadows!" Dark Brotherhood Encounter event, the Assassin not trying to move to their targets has been fixed.
- [*] In "Watch the Shadows!" Dark Brotherhood Encounter event, the method for choosing a random Dark Brotherhood NPC has been changed. This method no longer requires certain Dark Brotherhood NPCs' references as persistent objects. It also enables Astrid to be selected as one of the assassins.
- [*] Certain NPCs used in Encounter and Interaction events that were using "TreasCorpse" vanilla actors as base actors are no longer using them as templates.
- [*] "Bards of Solitude" Interactions will no longer be triggered when it's raining in Solitude.
- [*] In "Thieves Guild Interaction" Interaction event in cities, the method for choosing a random Thieves Guild NPC has been changed. This method no longer requires certain Thieves Guild NPCs' references as persistent objects. It also enables Delvin Mallory to be selected as one of the thieves that might appear in cities.
- [*] In "Dawnguard vs Vampires" Dawnguard Encounter event, the method for choosing a random Dawnguard NPC has been changed. This method no longer requires certain Dawnguard NPCs' references as persistent objects.
- [*] In "Dawnguard vs Vampires" Dawnguard Encounter event, a small issue with the Armored Troll following too closely to Gunmer has been fixed.
- [*] In Vigilants of Stendarr Encounter events, an issue with alias conditions that might have caused Vigilant Tyranus to appear even though he was killed during "The House of Horrors" quest has been fixed.
- [*] Many revisions, rewrites, typo-fixes have been made to many new dialogue lines.
- [*] Tint layer warnings shown on TES5EDIT have been removed.
- [-] All Interactions and Encounters with Monica are now deactivated and won't be triggered anymore. I wasn't happy with my sloppy writings in these quests. They will be permanently removed from the mod in the future update along with events with an un-voiced NPC named Baku, which would have several new Interactions and Encounters associated with his human growth.
- [-] All changes made to the vanilla Encounter "Thalmor vs Player" has been removed.
- [-] All changes made to the vanilla Interaction "Steal, Thugs hunt Player" has been removed.
- <MCM>
- [+] A toggle option for whether the pick-pocketitngThief in "Thief Thieving" Interaction can steal a citizen's torso clothing or not, has been added.
- <Patches>
- [*] The Open Cities Compatibility Patch has been updated.
- [*] The Ethereal Elven Overhal Compatibility mesh files have been updated.
- [*] The RS Children Compatibility Patch had no need for a change so it remains the same as before.
-
Version V1.9
- Summary: Implements major and minor fixes and improvements. Intended to be the last "V1" update, before the next bigger-than-ever V2 update.
1. Tavern Brawl events (new WI) have been fixed so that (a) they won't take place in modded player homes that are marked as Inn and (b) Brawler without his opponent is no more. Perfecting these events was one of the biggest challenges I've faced while creating this mod and in this version I believe it's finally flawless.
2.. Implemented the DarkElfYounger characters voiced by Alex Cain. As of now his appearance is limited to one of the new Solstheim Encounter events, but he's done a remarkable job with his Dark Elf characters in 2 upcoming Encounter events that will be featured in the V2 updates.
3. Restored the toggle option for "Dragon Attacks in Cities" event which was accidentally removed in the last version.
4. Fixed an issue with an Werewolf actors.
5. Fixed an issue with Monica instantly disappearing after her initial Interaction.
6. Some back-end improvements with scripts and the esp.
- Summary: Implements major and minor fixes and improvements. Intended to be the last "V1" update, before the next bigger-than-ever V2 update.
-
Version V1.8
- Summary: Dozens of major improvements and fixes. All users are strongly recommended to update to this version.
1. Added several new toggle options in the MCM, and users can now configure how many days in the game time need to pass between the new WI events.
2. The new Tavern Brawl events have been modified so that they are more likely to happen repeatedly. A few voice types and race variants to the Tavern Brawlers.
3. Bug fix: During the new quest "Bounty Hunt", the dialogue option to receive reward from the Steward didn't appear due to the mistake in the condition setting.
4. Bug fix: During the new Encounter event with the Hirelings, Vorstag, Erik, and Jenassa's Clients may have been abandoned in the wilderness and not disappear. If you still see the previous Clients before the update standing in the wilderness after installing V1.8, please disable them by using the console command.
5. All changes made to One of the vanilla WIRemoveItem events "Steal, Thugs Hunt Player" have been removed from the mod. (Redundant)
6. One of the vanilla Interaction events WIThief "Thief lockpicking" has been modified so it doesn't occur so often.
7. A number of minor back-end improvements and potential bug fixes.
8. Created the compatibility patch for Open Cities by Arthmoor. All compatibility patches are available inside the main file archive.
- Summary: Dozens of major improvements and fixes. All users are strongly recommended to update to this version.
-
Version V1.7
- 1. Introducing 3 new character voices: Male Thug, Male Dark Elf, and Female Dark Elf. Much praise for the VAs for their hard work and their level of dedication!!
Activated 1 new Interaction in cities ("Cities of Thugs"), 2 new Encounters in Solstheim ("Wanderers of Solstheim" and "Drinking Buddies...In Solstheim"). These new events feature new NPCs that use these Voice Types.
2. Bug fix: The Porter's Horse should no longer be present in interiors.
3. Bug fix: The vanilla thief event WIThief were missing properties in its quest script, resulting in spawning an infinite amount of thieves in towns & cities. I've been experiencing a number of issues with Creation Kit recently, and this issue was likely caused because of it.
4. Bug fix: The unvoiced Interaction event in Windhelm in which the NPC named Windhelm Sentinel speaks to the player was supposed to be deactivated until properly voiced, but was accidentally activated.
5. Typo fix: "Black-Briah Meadery Porter > "Black-Briar Meadery Porter""
6. Two new compatibility patches: RS Children and Ethereal Elven Overhaul. The archive is now a FOMOD installation wizard.
7. I'd like to thank everyone who kindly cared for my backache situation. And my deepest sympathy for anyone who suffer the similar problem. Thankfully mine tuns out to be not as serious as I thought, so I can continue working on this mod!
- 1. Introducing 3 new character voices: Male Thug, Male Dark Elf, and Female Dark Elf. Much praise for the VAs for their hard work and their level of dedication!!
-
Version V1.6
- Fixed a few dialogue used by the new NPCs.
-
Version V1.5.2
- Minor voice file adjustments.
It's important that you update to this version as soon as possible if you're using any of the earlier versions.
- Minor voice file adjustments.
-
Version V1.5.1
- Accidentally uploaded a test esp as V1.5 --- Oops! Won't happen again.
-
Version V1.5
- 1. Introducing 2 new voice types: Female Commoner and Female Breton. Activated 1 new Encounter and 1 new Interaction events where you'll see NPCs with these voice types. The voice actors did an amazing job.
2. Mostly minor back-end script improvements and fixes, including the fix for the Papyrus log errors caused by the "Prisoner Escort" Encounters.
3. Added a new Tavern Brawl event with Dunmers. 2 Dunmers are fighting in New Gnisis and The Retching Netch. No more Nords bar fight in these locations.
4. If you're using Ultimate Combat and the Tavern Brawlers get stuck, you can now simply activate (talk to) them and they will be released from the frozen state.
5. Maybe a bad news for several translators out there. More generic dialogues are added to more voice types. Most of them are not voice acted yet but we're getting there, I promise.
6. A circular leveled list found in one of the Dawnguard Encounters has been fixed. Don't know where that came from.
7. "Bounty Hunt", the followup quest to the Encounter WERoad06 is now fixed. If you're using the older version and get stuck in this quest, you can type in "SetStage SetteWERoad06Cont 150" to force the quest to finish. Sorry about this problem in the earlier version.
8. AI Packages fixes.
9. An issue with Pirates not spawning in the coastal regions in one of the Encounter events has been fixed.
10. Added a few traveling merchants to the leveled list so they can be seen roaming around with some goodies and a few gold, in several Encounter events.
11. My backache is now worse.
- 1. Introducing 2 new voice types: Female Commoner and Female Breton. Activated 1 new Encounter and 1 new Interaction events where you'll see NPCs with these voice types. The voice actors did an amazing job.
-
Version V1.4
- This will be the last "bug fixes & improvements" update. From now on the future updates will focus on adding and enabling more contents.
The "Tavern Brawl" Interaction has been rewritten its script to fix some issues and improve synchronization with the vanilla WICrowd event.
The Encounter from Dawnguard DLC: Desperate Vampire seeking shelter has been made a slight change in the AI Packages used by the Vampire to improve the accuracy of behavior.
WICrowd from vanilla Skyrim has been made further changes. So far this event is only used in the new Interaction "Tavern Brawl".
Encounter & Quest "boy's Endeavor" will not be triggered after completing the quest once.
An issue with Bryling, Carcette, and other NPCs may duplicate. If you still have this issue after installing this update, type in "recycleactor" after clicking on these actors.
- This will be the last "bug fixes & improvements" update. From now on the future updates will focus on adding and enabling more contents.
-
Version V1.3
- Fixes and Improvements:
The Encounter & Quest "Boy's Endeavor": A rare issue with the bandit leader not spawning should be fixed now. This is done by adding another bandit leader to the location and not using the original Bandit Boss.
Many of the Faction & NPC Encounters have been brought slight changes to remove the persistent tags added by the mod to those object references.
One of the Vigilants Encounters with Keepr Carcette has been corrected its trigger condition. Also these named, unique Vigilants have been added to a faction that is friendly to Player in order to prevent th un-killable NPCs from turning hostile to Player.
Major changes to one of the Companions Encounter, "Aela and Skjor", including the new addition of Aela's Huntmate from The Elder Scrolls: Legend.
The WI Change Loc Event "Thief Thieving" have been brought a minor change to prevent city guards' allied NPCs from turning hostile towards Player on rare occasion. Let me know if this fix works.
- Fixes and Improvements:
-
Version V1.2.1
- One of the minor fixes intended for the previous version was not integrated correctly.
-
Version V1.2
- - Removed some unnecessary files from the archive.
- Now includes the Modern Brawl Bug Fix.
- Unofficial Patch integration is now complete.
- Fix and Improvements:
- Wounded Animal Encounter has a better script and other aspects of this Encounter have been improved.
- Added 1 new Encounter in Solstheim.
- Mercenary & Client Encounter has a better script and major improvements have been made to this Encounter. Added Marcurio to this Encounter.
- - Removed some unnecessary files from the archive.
-
Version V1.1.1
- Accidentally named the BSA archive wrongly in the previous version. Sorry.
-
Version V1.1
- Various fixes from Unofficial Patch is incorporated.
Made a change to 1 encounter from Dawnguard DLC: Desperate Vampire seeking shelter.
The Vampire is applied an EffectShader to show that the Vampire's skin is being damaged by the sunlight. Also rewrote the script for this entire event.
Various fixes have been made to various new random events.
List of fixes:
Wanderers of Skyrim: the forest encounters will no longer tak eplace in Winterhold and Pale Holds.
Bounty Hunters: Minor bug fix and tweaked status of Bounty Hunters. While you transport your captive, bounty hunters may attack you not just in wilderness but also inside the major cities.
Boy's Endeavor: Fixed several dialogues not matching the voice actor's script.
Werebear in Solstheim: Made major improvements to this event.
Optimized a few scripts used in several quests.
- Various fixes from Unofficial Patch is incorporated.
-
- Donations
-
Both straight donations and premium membership donations accepted

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First released in 2018, Immersive World Encounters has been developped by SetteLisette with a goal to diversify your exploration in Skyrim by adding roughly 100 new random events, making use of preexisting frameworks.
These new events will start to happen randomly the moment you install it in your game without a need for a brand new save data.
It also offers new custom voiced NPCs who appear in these new random events and new quests, thanks to 28 voice artists who have been voicing new characters for a number of projects over the years.
Please read the sections with yellow letters of this description page so you know what kind of mod you're about to install.
Here are 2 Article pages you should know exist
List of All New Random Events: Encounter something unusual, but not sure if it came from this mod? See if this article mentions something like it.
New Quests Walkthrough Guide: It covers all new quests from this mod so you can reference it as you play them.

Official Add-On: Make those unique NPCs high poly!
Video Showcase By the Author:
Popular Video Showcases - Please note these showcases maybe outdated.
A big shoutout to Brodual who has chosen this mod as one of the Mods of the Year 2018.
Wilderness Events

A type of random events that take place in wilderness are called Wilderness Encounters, World Encounters, or WE for short. If you have played Skyrim for at least a few hours, you would definitely recognize some of these WE events:
- An old Orc with 2 dead Sabrecats wanting a "good death"
- 3 Alik'r warriors questioning a Redguard woman
- Imperial soldiers escorting a Stormcloak captive
WE events are a primary focus of this mod and plays a pivotal role in diversifying your exploration in Skyrim. Everytime you walk the same path between a city to another city or a dungeon to the next dungeon, you now have the possibility to witness a lot more varied and interesting encounters.
The mod achieves this by simply making use of the preexisting framework that vanilla Skyrim uses, without reducing your performance in wilderness by introducing confusing new mechanics. Think of it this way: this mod adds to a pool of random events from vanilla game 80 new random events, so that when the game chooses an encounter, it will have a much greater number of encounters to choose from.
Settlements Events

Another type of random events that exist in vanilla game take place in settlements (major cities, towns, villages). These are called World Interactions, or WI for short. Good examples of WI events are many, such as:
- A courier handing you a note sent by other NPCs
- Nearby NPCs making comments about player's certain actions
- Calcelmo in Markatyh asking for a random Dwarven item you've recently claimed
- Entering a tavern and the inn keeper says "welcome"
- Dropping an item and the nearby NPCs start fighting over it
WI events have many different trigger conditions which makes for very interesting random events that often take you by surprise. It maybe just a random adventurer visiting the Jarl's castles and taverns, or a massive Dragon attacking a major city.
More Info on the New WE & WI Events

Depending on what part of the region you are in -- whether you're on a paved road or in wilderness, whether you're in a coastal region of the Haafingar or snowy forest of the Pale, different WE events will take place. Traveling in Skyrim is a peril. You may see a wounded person needing your help, or a vicious wild creature making an unusual appearance.
You may encounter someone escorting a captive during your travels. In Vanilla, Thalmor and Imperial Legion were the only 2 known factions to use public roads to transport their prisoners. With this mod, you are going to see more variations of "prisoner being escorted" type situations where you can decide whether to intervene to save the captive or for your own benefit.

There are now many encounter events with members of various factions including College of Winterhold, Companions, Dark Brotherhood, Dawnguard, and Vigilants of Stendarr. A member of Thieves Guild might pay a visit to major cities of Skyrim to take care of business. In order to see these events, you have to be part of these factions and in some cases made some accomplishments for them (exceptions apply to some of them such as Vigilants encounters).
Some NPCs use unique abilities only during these events. For example, Florentus Baenius of Dawnguard will act as a healer for his friends and can cast a powerful Guardian Circle with various effects.

As part of new Interaction events, when you visit a certain type of locations such as Jarl's castles, taverns and big cities, you may see visitors such as Bounty Hunters and Tavern Brawlers....and even Dragons invading from outside of the city walls.

Although not many, Solstheim also gets some love in this mod with the addition of 6 new Encounters and 2 new Interactions.

And finally, there are encounters and interactions with custom-voiced NPCs. Many of the events featuring the cutom-voiced NPCs will lead to follow-up side quests, including a brand new custom voiced follower.
Various Changes to Vanilla WE & WI Events

This mod doesn't just add new events, but modifies some of the Vanilla events as well. Here is the overview of the changes:
Farmer refugees after dragon attack/WERoad01
In Vanilla: A farmer and his wife greet you on the road, saying they've just run away from a Dragon
With Mod: When you give the farmer your gold, he will grant you the Gift of Charity.
Adventurer on their way to a nearby dungeon/WERoad06

In Vanilla: Adventurer says he or she is on the way to a nearby location to solve some kind of problem. When asked, he or she might mark its location on your map.
With Mod: Player can convince Adventurer to work together to solve this trouble. Adventurer has a piece of notice which states where exactly this location is, and that there is bounty to collect from the Jarl's Steward. You can choose either to travel with Adventurer, or go to this location on your own. Once the location is cleared, you can go to the Jarl's Steward to receive your reward.
Bandit beat down/WE01
In Vanilla: A bandit is being beaten down by his friends on a road. You can briefly overhear their conversation.
With Mod: This encounter had a conversation scene between bandits which in Vanilla we rarely got to see. Bandits would turn immediately hostile towards you before even starting the scene. Moreover, one of the bandits who needed to have MaleNord voice type did not always have this voice assigned to him, causing him to speak silent lines. The mod corrects these issues. The Bandits will not turn hostile until you're near them, and the bandit who has a dialogue will always have MaleNord voice type
A Good Death/WE24
In Vanilla: An old Orc is standing by 2 Sabrecats he just slew. He tells you how he wishes to die a good death.
With Mod: In MCM you can toggle this event on/off. Now the Orc's preys are not always 2 Sabrecats. Depending on which region the Orc is in, his preys will change respectively.
Hey you there, take this/WE25
In Vanilla: A fugitive runs from his hunter and asks you to hold onto an item he stole.
With Mod: In MCM you can toggle this event on/off.
College Application Denied/WE31
In Vanilla: A farmer man with a magical staff he found in his attic trying to bring a wolf carcass back to life.
With Mod: In MCM you can toggle this event on/off.
In Vanilla: After reaching a certain level, a squad of Thalmor soldiers may spot you on the road and ambush you.
With Mod: This encounter only takes place after finishing the Main Quest "Diplomatic Immunity". I may remove this change entirely in the future as it interferes with similar changes by Timing Is Everything mod.
Drinking Companions
In Vanilla: 3 Revelers are enjoying Honningbrew Mead on a road. One of them will offer a bottle, and if you accept it, they will stop drinking.
With Mod: Now you can tell the Nord to enjoy the mead without you, and they will keep on partying after you accept or reject the drink.
On the way to Wedding/WEDL03
In Vanilla: A couple from Cyrodil are making their way to Solitude in order to attend the Wedding of Vittoria Vicci.
With Mod: In MCM you can toggle this event on/off. If you don't plan to join the Dark Brotherhood, the wedding never happens anyway!
Lost after the Wedding/WEDL04
In Vanilla: A couple from Cyrodil couldn't join the Wedding of Vittoria Vicci.This encounter happens only once, meaning if you miss it the couple will be forever gone.
With Mod: Now this encounter can happen more than once, unlike Vanilla. Encounters are easy to miss! Instead, Player will need to actually see the couple and hear them speak about how they missed the Wedding, in order for this encounter to stop happening.
Desperate Vampire Seeking Shelter From the Sun/DLC1WEJS02
In Vanilla: A vampire is desperately running his or her way to a nearby cave seeking shelter from the Sun.
With Mod: This encounter has always puzzled me. Every time I saw a vampire doing a marathon I thought she was trying to get somewhere she is needed for some kind of scene or quest. I added a name "Desperate Vampire" as a label to this Vampire so that her purpose is more obvious, and also added an Effect Shader to make it look like her skin is getting burnt by the sunlight.
Did you find something good?/WIAddItem01
In Vanilla: When you pick up an item that doesn't belong to anybody, a nearby NPC will approach and say something along the line of "Did you find that lying around?"
With Mod: In MCM you can toggle this event on/off.
Rummaging through trash/WIAddItem02
In Vanilla: When you loot from barrels or sacks, nearby NPCs will give you a peculiar look thinking that you are rummaging through trash.
With Mod: In MCM you can toggle this event on/off. A friend of Player will not call you out as "savage" for looting containers.
Steal, Thugs hunt player/WIAddItem03
In Vanilla: When you steal an item from an NPC, they may send you a group of Hired Thugs to hunt you down.
With Mod:[/u] In MCM you can toggle this event on/off. You can configure whether or not you must be caught in the act by the owner of the item when they send you the Thugs.
Buy Dwarven artifact/WIAddItem07
In Vanilla: Calcelmo of Markarth sends you a letter about some Dwarven item you recently claimed.
With Mod: In MCM you can toggle this event on/off. Now the item has to be scavenged from a Dwarven ruin. You can configure the minimum price for how much the item must worth for Calcelmo to send you a letter asking asking for it.
Dangerous Magic/WICastMagic02
In Vanilla: When you cast a harmful magic spell in public areas, a neaby NPC will say "Woah, watch the magic!"
With Mod: Added a 2-second pose before the NPC reacts to Player casting a dangerous spell, for better immersion.
Blacksmith crafting/WICraftItem01
In Vanilla: A nearby blacksmith NPC speaks lines such as "that's a decent armor you put together" when you craft something at a smithing forge.
With Mod: Now NPCs who are not blacksmiths can say some of these lines, vastly increasing the frequency of hearing these comments from now on whenever you craft a piece of gear. I've also added more dialogue conditions so that the commentor will recognize materials added by DLCs and other mods when Player crafts with them.
Generic Crowd Marker/WICrowd
In Vanilla: Unused in Vanilla
With Mod: This event was supposed to create a crowd of people around Player when engaging in a fist fight. I'm still not sure what can be done with this (the event has some issues) but is now briefly used in one of the new Interaction events, "Tavern Brawl".
WIGreeting
In Vanilla: Shop keepers will say "welcome" when you enter their stores.
With Mod: Jonna (an innkeeper of Moorside Inn) had 2 lines of dialogue she could never speak due to her dialogue being assigned to a wrong quest (WIGreeting) when it should be in WITavern. The mod enables her to speak these lines by re-assigning them to WITavern quest.
WIKill03/Inheritance
In Vanilla: When an NPC dies, a courier will deliver the letter of inheritance from the Jarl with some gold.
With Mod: Around 1 day in game time needs to pass after the NPC dies, before receiving the letter from a courier. The deceased cannot be bandits, guards, daedras and so on - and have to be an actual unique NPC.
Drop weapon, Guard extorts/WIRemoveItem01
In Vanilla: When you drop an item in a town, a guard may approach and asks to pay a fine for your action.
With Mod: In MCM you can toggle this event on/off.
Accidentally dropped this/WIRemoveItem02
In Vanilla: When you drop an item a nearby NPC will fetch it and return it to your inventory, thinking you accidentally dropped it.
With Mod: In MCM you can toggle this event on/off. NMore conditions have been added so that an NPC who retrieved the dropped item for you must be a moral person, and added new dialogue options so that Player will not be forced to retrieve the item that they've dropped.
Fight over item/WIRemoveItem03
In Vanilla: When you drop an item two nearby NPCs may react to it, and start fighting over it until one person dies.
With Mod: In MCM you can toggle this event on/off. Now the NPCs will not kill each other for the rubbish you threw away, but instead fight with their fists until one person loses.
Just throw trash/WIRemoveItem04
In Vanilla: When you drop an item a nearby NPC may call you savage.
With Mod: In MCM you can toggle this event on/off. A friend of Player will not call you out as "savage" for throwing away your items.
Can I have that armor?/WIRemoveItem05
In Vanilla: When you drop an item a nearby NPC may stalk you until he or she gets permission to pick it up and wear it. It's likely that he or she never wears it for some reason and get stuck.
With Mod: In MCM you can toggle this event on/off. Attempts to fix an issue where teh NPC forgets to pick up the said item in some instances.
WITavern
In Vanilla: When you enter a tavern, an inn keeper will say welcome and send over a server when you sit on their furniture.
With Mod: The Inn keeper will not send you a server when you are not visible to the inn keeper, are using a specific type of furniture such as cooking pot, or are using your own bed with mods such as Go To Sleep installed. I might remove this feature altogether in the future updates as there are other mods that do the similar thing.
WIThief
In Vanilla: A thief wearing Thieves Guild uniform roams the town. When discovered by guards, he tries to hide away while screaming.This event only took place in Riften and Falkreath, after Player joins Thieves Guild.
With Mod: There was only 1 NPC that appears as the thief in Vanilla. Now the thief of varied race and gender will make appearance. Thief had very sad status (all of his skills were set to 5) but now has proper skill set which hopefully helps him hide from guards better. Thief will no longer repeatedly sheath and unsheath his weapon and will try to pick a lock of nearby shops and houses. Now Thief may appear other major cities than Riften, such as Windhelm, Markarth, and Whiterun, if you helped Thieves Guild expand their business in these areas. This event will happen in Riften and Falkreath even if Player is not a member of Thieves Guild.
Immersive World Encounters: Installation and Mod Compatibility

Immersive World Encounters requires all DLCs.
This mod is compatible with most other mods. This includes the ones that have "encounters" or "populated" or "immersive" or "Interesting" or "Inconsequential" or whatnot on their names.
Most of the "encounter" mods out there simply hand-place NPCs in the world of Skyrim. Immersive World Encounters does not place NPCs directly into the world of Skyrim, and all new NPCs from this mod are generated only through the random events and will disappear once the events are over.
Unlike many other "encounter" mods, this mod doesn't add a horde of zombies or tough enemies.
In summary, Immersive World Encounters adds new random events not hand-placed NPCs, and does not make your gameplay more difficult, or cause bad performance.
Compatibility:
This mod is designed to be used along with many other popular mods, namely "Timing is Everything - Quest Delay and Timing Control" by kryptpyr, Unofficial Skyrim Special Edition Patch, and Cutting Room Floor by Arthmoor. This mod has some changes that intersect with these mods, but it's safe to overwrite changes from these mods with ones from this mod.
As for other smaller mods that edit specific Encounters or Interactions, you may or may not load this mod after these mods depending on what changes do you prefer. Overwriting or being overwritten by these mods will not break this mod's functionality, although toggle options for some of the Vanilla events may not work well if this mod gets overwritten.
I created the compatibility patches for the following mods for you to install:
Open Cities Skyrim by Arthmoor (the only city overhaul mod requiring a compatibility patch)
Ethereal Elven Overhaul by nuska
RS Children Overhaul by Ranaline
The main file archive comes with an installer and you can select these patches during your installation.
Here's a quick note about some of the mods at the top of my head. Remember, this mod is compatible with most other mods. So if you don't see mods you use on this list don't panic! I'm pretty sure they're compatible.
Morrowloot Ultimate: Edits the Old Orc to use the Orcish Battleaxe and wears the Orc Armor set. Does not make changes to the event itself so Morrowloot Ultimate is fully compatible. It's my kind of overhaul, by the way, so if you're becoming adept at modding you should try it.
Requiem and its miscellaneous mods: They may make many changes to the vanilla Encounters. I'm not very knowledgeable when it comes to Requiem. You'd want to let them overwrite this mod or vice versa, you can choose. Compatibility patches not required.
Extended Encounters by Jonx0r: Fully compatible.
Immersive Creatures: IC has a good portion of Encounters and yes, t's compatible.
Advanced Adversary Encounters - Ultimate Edition: As of now, Immersive World Encounters makes no changes to Dark Brotherhood assassins. This is because there are great mods out there that add cool abilities to them, such as AAE and Better Assassins. So these mods are fully compatible.
Bells of Skyrim: No reason to be incompatible, it's just highly recommended for the new Dragon attack event.
Installation & Uninstallation Guide:
To install:
Using the mod manager of your choice is highly recommended, as always.
Load "Immersive Encounters.esp" and "Immersive Encounters.bsa", and put it anywhere in your load order.
It might take a minute before the MCM shows up depending on how many scripted mods you are running.
To uninstall:
Make a save before uninstall the mod, and remove "Immersive Encounters.esp" and "Imemrsive Encounters.bsa".
I would also recommend cleaning up your save by using FallrimTools or Save Game Cleaner afterwards. Simply remove all script instances and other leftovers from Immersive Encounters.esp. I can't teach you how to use these tools.
Immersive World Encounters: MCM
Page1: Here you can tweak various settings around the new Encounters (WE) and Interactions (WI).
By default, chance of seeing the new WE events are set to 40%. This means whenever you walk wilderness of Skyrim and Solstheim, there is a 40% chance of seeing events from this mod instead of Vanilla or other mods you have installed. Setting this to 100% would almost certainly interrupt Encounters that are not mod-origin, so it's not very recommended (although in some cases they might still keep happening).
I'd recommend setting this value to 40~70% depending on your preference. If you are currently trying out this mod to test it or make a video of it or whatsoever, your value should be set it to 100%.
Chance for the new WI events, however, by default is 100%. What this means is that the new Interactions will almost certainly take place when certain conditions are met.
And, unlike WE events, WI events from this mod do not interrupt the Vanilla WI events. So it's safe to set this value to 100%.
Additionally you can set intervals between the new WI events.
I'd recommend setting this value to 40%~100% depending on your preference.
You can always toggle on/off new events added by this mod altogether, or specific types of events such as faction events and cutom-voiced events.
Page2: Here we can tweak various settings for the Vanilla Encounters (WE) and Interactions (WI).
There are toggle options for some of the most abundant events that are sometimes considered as repetitive or "annoying".
Optional Patches - WEHealingPotions CACO Patch:
This patch makes it possible for you to give health potions added by the very popular Complete Alchemy Overhaul to "wounded" NPCs that you encounter in certain events. It is completely optional and extremely lightweight, so users are highly encouraged to merge this patch with another patch plugin they might be using.
Technically speaking, all this small patch does is to add health potions from Dragonborn DLC and CACO to a vanilla FormList "WEHealingPotions", which Immersive World Encounters uses in its new random events. This FormList was supposedly intended for some kind of vanilla World Encounter but left unused.
Since it just adds CACO potions to a vanilla FormList, this patch does not require Immersive World Encounters. However IWE is the only mod known to make use of this FormList to this date, so the patch is really useless without IWE.
Thanks for reading! Now roll the credits!
The Amazing Cast of Immersive World Encounters:
Krystal Romero
https://krystalromero-vo.com/
Yon Shady Glenn
https://www.castingcall.club/m/Yon%20Shady%20Glenn
Khobis
Website: https://www.taherchy.com/
Vooquent: https://www.voquent.com/voice-actor/63402/
Mya Schuwerk
https://www.imdb.com/name/nm10756129/
Paul Warren
https://www.castingcall.club/m/nevernotninja
Meekvoice
https://www.instagram.com/byrn_etch/
Mauri Majanoja
https://www.imdb.com/name/nm3441829/
Alex Cain
https://soundcloud.com/complete-the-circuit
Elizabeth Plant
Website: https://www.elizabethplant.com/
Twitter: https://twitter.com/CelestielleVA
TizziQ
https://www.castingcall.club/m/TizziQ
Micah McQueary
https://soundcloud.com/merancape/sets
talkingNsuch
https://www.castingcall.club/m/talkingNsuch
Storm Watters
https://www.voicesbystorm.com/
Polina Arteev
https://www.castingcall.club/m/Polina%20Arteev%20-%20Evisane
Don Ford
Rrybnik
https://www.castingcall.club/m/rrybnik
Abigail Blythe
Twitetr: https://twitter.com/askforabigail
CCC: https://www.castingcall.club/m/theabigailblythe
John Marinelli
https://www.castingcall.club/m/jmarinelli
Hunter McCoy
https://www.castingcall.club/m/huntmccoy
Sirena Fa Culto
https://www.imdb.com/name/nm12181563/
Victoria Stam
https://www.castingcall.club/m/knuckleheadtori
Emil Hägg
Twitter: https://twitter.com/EmilHaggVO
CCC: https://www.castingcall.club/m/LuciferAgenda
Dan Conlin
https://www.castingcall.club/m/convito
Kerstyn Unger
https://www.imdb.com/name/nm10756132/
Chazarus Lazarus
https://www.castingcall.club/m/Chazarus%20Lazarus
Hannah Chapin
Twitetr: https://twitter.com/hannah_chapin
CCC: https://www.castingcall.club/m/HannahDoesVO
Zane Tomich
YT: https://www.youtube.com/channel/UC_O29eZ1qzDBXkuhwbrD-Rw
CCC: https://www.castingcall.club/m/zanet
Rabbitt Winri
https://www.castingcall.club/m/rabbitt
Matness for awesome lute instrumental music for bard songs
Check out Matness's The Elder Songs - Fanmade Music Expansion!
TheMalazan (https://forums.nexusmods.com/index.php?/user/5202208-themalazan/) for audio editing, mixing, supervising
Special Thanks:
EnaiSiaion for Modern Brawl Bug Fix (https://www.nexusmods.com/skyrim/mods/77465)
UNI for No More Killing Over Item (http://skyrimeasy.blog-rpg.com/mod/nomorekilling)
Jaxonz for Jaxonz MCM Helper (https://www.nexusmods.com/skyrim/mods/62613)
TAJocelyn for horse barding & luggage meshes from Mule in skyrim (https://www.nexusmods.com/skyrim/mods/59612)
18 Colascione Partitas composed by Giuseppe Antonio Brescianello on MusOpen
Also my The Greatest Showman soundtrack for being my primally source of motivation. The best musical in a decade, seriously.