Sorry if the answer sounds even more noob, but I haven't a clue :D If the immersive mod works as advertised (add new events), it should be fine. If it also edits vanilla ones, it might conflict.
Great, this might be the solution to a mystery that has haunted my Skyrim characters for quite some time now. Dragon appears, dragon lands, dragon dies without even a fight. And most of the time this happens, a suspicious burnt cart is somewhere nearby ...
Wow, so this mod allow to disable this encounter? It's funny to read the comments, because for me it's all the opposite, I saw this event too often, and try to remove it since long time! It's probably because I play with restricted dragon spawn (I want to keep dragon encounter rare and epic), this already dead free soul was bothering me (huge reward for nothing...).
Well, the main scope of the mod is reviving the formerly-dead, guilty dragon, and optionally have the encounter more often by setting your own conditions when using the MCM version instead of the normal one. But yes, you can also disable the encounter in the MCM.
I've never seen this random encounter before in thousands of hours of playtime. Installed this mod and it's one of the first ones I get. This game, man, I swear...
Is this specifically the encounter at the Greenwood Shack in Falkreath? Or a random encounter? Wondering if it would conflict with Environs - Greenwood Shack
I don't know what the encounter at the Greenwood Shack is -- never happened to me. Anyway, "Corpses in the aftermath of a dragon attack, Dog left behind" is one of the many vanilla random road encounters.
Will this mod increase the chances of coming across this encounter? In all my years of playing, I have literally never come across this event. It sounds cool!
Nope, it's an encounter triggered by the story manager, it's in a stack of about 30 random events. Odd you never saw this, it has the same chance as the Skooma Dealer, M'aiq the Liar, Headless Horseman, and so on. If you don't have USSEP, you have a bug causing this encounter to trigger only once per playthrough, so you might easily miss it, and having the dragon already dead makes it even easier to miss.
Nope, I have USSEP. That's pretty odd. It could have just spawned and I fought the dragon away from the road, completely missing the wagon. I dunno, I'll download the mod and see if it triggers!
You didn't fight the dragon away from the road, without this mod the dragon spawns already dead. The mod does nothing to trigger the encounter, it only changes the liveliness of the beast.
Install 'Next Dragon Notification'. As soon as the timer is low enough, hit the road and stay away from cities, towns, dragon lairs/mounds -- whenever a dragon becomes "hostile" the timer is reset. Keep roaming the roads, sooner or later you should come across the poor sods.
Enter in the console GetStage WEJS18 If that returns 0, the quest has never been triggered (or, much less probably, it's running right now.) If that returns 255, the quest has started and stopped at least once and you missed it.
Both. Actually, I set it as required only for the fixes it makes to the vanilla WEScript so that I don't need to include them in this mod. You could remove the USSEP requirement in xedit with "clean masters" and this would still work fine.
The encounter you describe is a total shock to me, and I've played this game embarrassingly often - starting from day one. Is there a way to trigger the event via console? =o
Not that I know of. How could I explain... it's not something that happens to "you", it's something that happens to one the many WETrigger activators, with an attached WETriggerScript. All you can do is hit the road when you think that the time is ripe for a dragon spawn, instead of waiting for it to happen elsewhere (not so immersive, though).
26 comments
If the immersive mod works as advertised (add new events), it should be fine.
If it also edits vanilla ones, it might conflict.
It's funny to read the comments, because for me it's all the opposite, I saw this event too often, and try to remove it since long time!
It's probably because I play with restricted dragon spawn (I want to keep dragon encounter rare and epic), this already dead free soul was bothering me (huge reward for nothing...).
But yes, you can also disable the encounter in the MCM.
Anyway, "Corpses in the aftermath of a dragon attack, Dog left behind" is one of the many vanilla random road encounters.
Odd you never saw this, it has the same chance as the Skooma Dealer, M'aiq the Liar, Headless Horseman, and so on.
If you don't have USSEP, you have a bug causing this encounter to trigger only once per playthrough, so you might easily miss it, and having the dragon already dead makes it even easier to miss.
The mod does nothing to trigger the encounter, it only changes the liveliness of the beast.
As soon as the timer is low enough, hit the road and stay away from cities, towns, dragon lairs/mounds -- whenever a dragon becomes "hostile" the timer is reset.
Keep roaming the roads, sooner or later you should come across the poor sods.
If that returns 0, the quest has never been triggered (or, much less probably, it's running right now.)
If that returns 255, the quest has started and stopped at least once and you missed it.
Actually, I set it as required only for the fixes it makes to the vanilla WEScript so that I don't need to include them in this mod.
You could remove the USSEP requirement in xedit with "clean masters" and this would still work fine.
How could I explain... it's not something that happens to "you", it's something that happens to one the many WETrigger activators, with an attached WETriggerScript.
All you can do is hit the road when you think that the time is ripe for a dragon spawn, instead of waiting for it to happen elsewhere (not so immersive, though).