Skyrim Special Edition
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hyperdeath666 - Ziher

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ziher

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About this mod

Modification of Simple Night Spawner by hyperdeath666 that should make wandering at night increasingly difficult by spawning ever larger groups of creatures that will hunt the player.

Requirements
Permissions and credits
Changelogs
v1.12

- added safe area around Half-Moon Mill to buffer .esp

- DLC1EncGargoyleSmall actor has a follow player package included by default in vanilla. This means that he would follow player
after hitting safe area instead of returning to spawn location. To fix this behavior while avoiding changing vanilla assets i replaced LCharGargoyle leveled character spawn with DLC1EncGargoyle actor, who doesn't have this package on by default.

v1.11


- added optional .esp that expands safe areas around settlements. I wanted to avoid changing of any exterior cells for max compatibility but couldn't find simple enough alternative to make alternate version work as intended.
It changes location of some exterior cells from 'none' to a location with safe area keyword. As such, it's not compatible with mods that change the same dataset. It should be placed at the bottom of load order to ensure changes don't get overwritten by other mods.
Mods that only add stuff to cells but don't rely on this dataset should not have compatibility issues.
If i missed any areas please let me know in the comments.

- changed package behavior of spawns when they reach a location with safe keyword. They now get a fail-safe package that will make them flee back outside of safe zone if they overshoot it and end up in combat inside settlement. This only works once, if they get provoked again they will pursue all the way as default.

- only use alternate version without optional safe buffer .esp if you don't care about NPCs in settlements.


                                                                                                                                                       

v1.1

Added alternate version, spawns no longer go straight after player but are given a package to head in the general direction of player. It's far from perfect, often they decide to take different path than player but in general i find this approach more immersive, giving player chance to hide or avoid encounter.

Remarks:

- removed bandits, vigilants, corrupted shades because they felt out of place a bit
- works only in Tamriel for now, i might add additional worldspaces in future
- spawns will no longer spawn when player leaves settlement to prevent them aggroing on nearby NPCs. This means a bit less spawning areas
- spawns should no longer spawn near player under any circumstances (hopefully)
- randomized number of spawns by +/- 5 formula, meaning that first wave can range from min 1 to 5 opponents and so on
- changed default spawn chance from 100% to 50%
- use only one mod version, if updating old version just overwrite old files. Avoid switching back to old version after using new alternate one (deactivate mod first and save in interior during daylight and then reactivate if doing so).

- because spawns now move on their own there is a higher chance they could enter a settlement and wreak havoc, even though i added condition for them not to. Don't use this version if you are
not OK with that possibility.


Not required but highly recommended mod to fix bugs with too many NPCs in a cell:
Increase Actor Limit for VR
or
Actor Limit Fix for non-VR


                                                                                                                                                                    

v1.03

This is a modification of Simple Night Spawner by hyperdeath666 that should make wandering at night increasingly difficult by spawning ever larger groups of creatures that will hunt the player.

Requires PapyrusUtil SE and SKSE.

I tested this with SkyrimVR only but it should work with SE.

So what does it do? It uses same mechanics as original mod but instead of spawning a single creature during night, it progressively increases number of creatures after every spawn by this formula:

spawn count = previous spawn count (starting from 0) + weather type modifier
(1 for pleasant, 2 for cloudy and 3 for rainy or snowy weather)

Creatures should in most cases spawn away and out of sight of player (unless you go back and forth a lot). After spawning they are assigned a package override to rush the player. If player is chased into interior they should stop following (can't guarantee that) and then wait outside or return to their original spawn location.
If total number of spawned creatures reaches 128 then cleanup is initiated and they get removed from the game. No further spawns will trigger until cleanup is completed. At 5am spawns scatter and cleanup is initiated.

While mod would benefit from a MCM configuration menu i never wrote one and probably will not start now. But you can at least change max group spawn count and spawn chance by typing this into console:

set NSMaxWaveSize to 20 (20 default, min 2 max 32)
set NSSpawnChanceMod to 100 (100 default, min 0 max 100)

Here's list of creatures spawned:

(~80% chance of spawning)

- Werewolf
- Vampire
- Gargoyle
- Skeleton
- Draugr
- Death Hound
- Wolf
- Frostbite Spider (only during rain or snow)


(~20% chance of spawning)

- Dawnguard with occasional armored troll
- Vigilant of Stendarr
- Troll
- Shade
- Corrupted Shade
- Bandit
- Skeever


Compatibility should not be a problem but results may vary depending on other mods installed. For example, playing as a vampire with a mod that makes you allied with other vampire factions would make those creatures not fight you but instead follow you around (this may be a desired result).

Please MAKE SAVE GAME BACKUP before using this mod.
While mod appears to be working as intended, my scripting knowledge is rather basic and it has potential to wreak havoc on your save. The chance of usual and unusual glitches, like flying creatures or broken havok and pathfinding, increases with number of spawned creatures in the same cell. Also leading undead horde into populated areas may have undesired consequences.
Uninstalling before spawns are cleaned up can leave large amount of garbage in your save, causing bloat and slowdowns.

Tip: Set NSSpawnChanceMod to 1982 for testing, VR workout and whatnot. This will start spawning 16 creatures from beginning of the night and you will know when spawns occur.

Credits to hyperdeath666 for great idea and allowing me to build upon his mod.

Version by Wyrmspleen with vampires only:
Vampires Hunt At Night