Hey there, i'm using this mod with locational EZ's and your loot mod :) im not too far into my game with these but seems to work (i think) and I am enjoying it One question, when in the world and I come across say an imperial patrol carrying a stormcloak prisoner, they are all level 1 (i am lvl 7) does this sound correct? do they go with the EZ, this was just outside windhelm so maybe thats why there are so weak? (major hold?) or is there another mod that could make these types of enemies stronger? or does this sound fine? It's a small issue and I have no problems with it but just asking Thanks!!
edit; i am playing on adept (1x damage dealt, 1x damge taken)
I seen some odd behaviour with conflicts with Destructible Skyrim - Base Object Swapper.
It doesn't always do it on cell reload but mostly does.. I find objects fixed where they used to have Havok physics due to Destructible Skyrim - Base Object Swapper..
Yeah, I dont get it... your mod is more script base.
I know... makes no sense.
*UPDATE * I believe in my testing this was purely coincidental.. An intermittent issue that just coincided with the activation and deactivation of your mod. I have it back in activated for now to continue onwards delving into the unknown.
According to the mods page it appears to be compatible with any EZ overhaul. I have not tried this one yet, but from the reading it says it will scale exterior NPCs to the EZ levels of the interiors they are guarding - which this mod does nothing with (due to the issues stated on that page). I will likely include this in my LO in the future.
Hello! I'm looking to use your new mod in the mod list I am currently building but the randomization feature doesn't interest me. Would you be willing to tell me how I can modify your mod to remove this feature? Based on your description, it seems like something handled by scripts so would it be as simple as deleting the script file from the mod or would that break the other mod features? I'm assuming it's not as simple as editing the esp with xEdit.
A question, I use this SKSE plugin: Better Combat Escape - SSE, I believe it will disable your chases on the combat boundaries part you mentioned. Right? From what I understand, both modify aggro distance? But since this one is a SKSE plugin (.dll) it will just overwrite your settings. I had too many problems in the past with the "combat state" that didn't stop. This is why I installed this plugin.
Well man, just finished building my modlist for next playthrough: - This one - Immersive World Encounters - SSE Organic Faction (not extension) - Skyrim Immersive Creatures - Encounter Zones Unlocked - Valravn: The new combat mod from Enaisiaion. Things became hards asf. - Better Vampires NPCs - OBIS - Growl, to make werewolves tougher - Deadly dragons - Also distributing all Ordinator Perks and Odin spells via SPID.
From what I know of these (I have used most of them at some point in time), Inez should work with everything, including anything that addresses aggro radii. I do not do anything with these - I simply turn off the option that keeps NPCs in their EZ where it makes sense.
129 comments
v2.2.1:
- ESLed plugin.
Future Plans:
- None at this time.
One question, when in the world and I come across say an imperial patrol carrying a stormcloak prisoner, they are all level 1 (i am lvl 7) does this sound correct?
do they go with the EZ, this was just outside windhelm so maybe thats why there are so weak? (major hold?) or is there another mod that could make these types of enemies stronger? or does this sound fine?
It's a small issue and I have no problems with it but just asking
Thanks!!
edit; i am playing on adept (1x damage dealt, 1x damge taken)
I seen some odd behaviour with conflicts with Destructible Skyrim - Base Object Swapper.
It doesn't always do it on cell reload but mostly does.. I find objects fixed where they used to have Havok physics due to Destructible Skyrim - Base Object Swapper..
I know... makes no sense.
*UPDATE *
I believe in my testing this was purely coincidental.. An intermittent issue that just coincided with the activation and deactivation of your mod. I have it back in activated for now to continue onwards delving into the unknown.
I had too many problems in the past with the "combat state" that didn't stop. This is why I installed this plugin.
Well man, just finished building my modlist for next playthrough:
- This one
- Immersive World Encounters
- SSE Organic Faction (not extension)
- Skyrim Immersive Creatures
- Encounter Zones Unlocked
- Valravn: The new combat mod from Enaisiaion. Things became hards asf.
- Better Vampires NPCs
- OBIS
- Growl, to make werewolves tougher
- Deadly dragons
- Also distributing all Ordinator Perks and Odin spells via SPID.
God have mercy on my soul.
From what I know of these (I have used most of them at some point in time), Inez should work with everything, including anything that addresses aggro radii. I do not do anything with these - I simply turn off the option that keeps NPCs in their EZ where it makes sense.