This mod is super fun but I'm wondering if anyone ever figured out how to fix the river seam issues? I have sections of missing river near a bandit camp between whiterun and the reach. Not sure if there are others but I assume so. I don't get how enemies spawning would effect water but it seems to be the case. It doesn't ruin the fun but it activates my ocd.
This mod simply WORKS ! So simple. For the user at least, and adds so much replay value to the game. The mod menu is 10/10 fantastic. Amount of enemies is great. But hey bud! Why on earth not throw the immersive creature roster in here? Twould be next level !
id like to ask, is anyone else experiencing a sudden increase of encounters since the AE update? im experiencing encounters over and over sometimes even one right after killing the first almost immediately before i even get to leave the area despite my cooldown being set to 750 seconds(and ik they are from random encounters cuz i have them set to medium with the additional stat calculation etc which makes them really hard to kill)
8 days late but try turning off "Additional Stat Calculation" and "Enable Random Difficulty". Other users were reporting that these were causing the enemy health issues. For the CTD, apparently this happens only when you save near a spawn point.
I might be wrong but I believe that the CTD issues [and possibly others, too] are due to script updates registered to run every 0.05 seconds. Considered that the onUpdate event includes almost 450 lines of code, maybe some systems are unable to cope and get overloaded. I changed the updates to something more reasonable... I'll see what happens. --edit-- That did it, apparently -- the mod still works perfectly and this no longer happens. Here's a link to my personal tweaked version -- if lifestorock doesn't like it, he/she can easily hide this comment.
It wouldn't be a problem. I just don't like the idea of overriding lifestorock -- he's the one who ported it, after all. Then there is the hassle of permission-asking -- gosh!
"This mods looks like it's abandoned now" My fence hasn't been touched in 7 years, but it's not rusting and it still keeps the yappy dogs from crapping on my lawn. When a project is done, that doesn't mean it's abandoned.
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Considered that the onUpdate event includes almost 450 lines of code, maybe some systems are unable to cope and get overloaded.
I changed the updates to something more reasonable... I'll see what happens.
--edit--
That did it, apparently -- the mod still works perfectly and this no longer happens.
Here's a link to my personal tweaked version -- if lifestorock doesn't like it, he/she can easily hide this comment.
you should consider uploading this so others might find it as well
I just don't like the idea of overriding lifestorock -- he's the one who ported it, after all.
Then there is the hassle of permission-asking -- gosh!
Question. How often should I expect random enemies to spawn? And where might I find some spawn points to test if the mod is working correctly?
You can set the spawn times as you like. There is a spawn chance and cooldown you can set.
In the future this will improve drastically with level list framework I will introduce with SIC v7.1.
My fence hasn't been touched in 7 years, but it's not rusting and it still keeps the yappy dogs from crapping on my lawn. When a project is done, that doesn't mean it's abandoned.