Hey with this mod, would it fix the issues with any random encounter quest not starting/triggering or is this just to stop the waiting story manager?
I've got a big load order and a lot of my world encounters are not triggering anymore, vinilla IWE and even mods like Clockwork are not having their random encounters activated. The npcs exist in the game still but I dont ever see them around Skyrim anymore only seeing the travelling npcs like soldiers prisoners etc.
Sorry just trying to search all over the community for a solution and saw this mod so thought I may ask just in case there is one here
I suppose you mean the WE-type road encounters (like "Old Orc", "Roadside Thief", and similar ones.) They are triggered by different story manager events, and this mod doesn't deal with them. Since you still see some of them (soldiers, prisoners, etc), I think that the story manager is not the issue. In my opinion, it might be that they still work but you just miss them more often than not, which can happen very easily.
I think you are right, I did some debugging and made my character Lv 100 via console, the clockwork encounter worked after a few minutes and I had to what I think was another modded event where someone fell from the sky. I recently used this mod and did notice more consistent vinilla encounters but those very interactive ones i've not seen in months of playing which is why im trying to hunt the internet for a solution.
Thanks for the info and reply though, this mod as save some hours of painfully fixing things.
OK, thanks. It would be easily patched but I'm fed up with patches. Just load this above the immersive one and you'll still get most of the useful tweaks.
Incidentally, both Immersive World Encounters and Extended Encounters suffer from the very same issue. Their SMQN stacks eventually stall because they 'Do all before repeating' and some of their quests have conditions that may never be satisfied. It takes a while to notice they're not repeating as the stacks contain a lot of quests, but at some point it becomes apparent nothing happens any more.
Without tarlazo's insight and the fix from this mod, I'd have never guessed what could cause the issue or how to fix the other mods. Thanks.
Extended Encounters doesn't use the vanilla SM nodes so it's compatible with this by default. Whether it needs fixing or not is for its author to decide.
So you're saying that Calcelmo wasn't interested in that many arrows before because of a bug that forced him to wait for all the other events to fire? So now he's gonna send even more letters? Now I need a mod for that too...
The SM node starts four quests, including the Calcelmo one, and it's flagged "Do all before repeating". My take is: If they can't all be done, they stop repeating -- I might be wrong, of course. Not going to miss anything important though, just a couple of silly comments by passersby when you pick up an item from the ground or from a "trashy" container, and the "thugs" sent to punish you for stealing.
It's because the quest lists are merged at runtime, they don't conflict and xedit hides them. Being the timers inside the lists, they're not shown as conflicts either -- although they actually are.
Any advice on how to trigger the Invisible Child quest? I know your mod does stuff and I have been getting Wizard duels and Winterhold Students, but none for Invisible Child. I actually want to test the Invisible Child since I have the Fade Other spell.
Looking at the quest data, this is how it should work: You need to cast a spell while being less than 1,500 units (about 20 mts) from a child. Then there is a 30% chance that the quest starts and the brat reacts. The silly thing (or the silliest one, in this case) is
Spoiler:
Show
that whether you make him invisible or not, the outcome is always the same -- the only difference is that if he actually has the invisibility effect, you get a dialogue option to say that he's invisible without "lying". But, lying or not, he always believes you and goes to say boo to nearby NPCs.
I want to apologize if I fail to understand what this mod does exactly. If my guesses are correct in case I didn't read your description carefully, does this mod basically allow you to repeat small world interactions in case you missed something or there's a world encounter you want to repeat such as dropping items and making NPCs ask me if they can take it and make friends with them, and having a child ask me to make him invisible?
I'm convinced that some repeatable quests of the WI series sometimes don't actually repeat as they're supposed to do. This tries to make them behave as they should. Whoever doesn't have the issue doesn't need this mod.
Uhm … what exactly does "might not be repeated after the first occurrence" mean? The linked wiki page – on a quick view – doesn't speak about non-repeating bugs.
"Might not be repeated after the first occurrence" means that they... might not be repeated after the first occurrence. The link is to show what quests I'm talking about, I didn't say anything about bugs, that's how the game is. Do they repeat for you? They didn't in my game.
To be honest: I've not played the game for long enough to be able to answer your question with certainty.
Detailed list: * An enemy's gratitude – Maybe more than once … maybe * Apologize or combat – Can't tell * Dangerous Magic – Which one is that? * Dragon Attack – Pretty sure, I had this more than once, but that was on an LE setup with other mods that may have affected it * Gift from a friend – Also pretty sure, perhaps even from the same NPC more than once * Invisible Child – Once, if at all * Kid Games – You mean "Hide and Seek" and "Tag"? The player is initiating them at will * Magic Student – Can't tell * Revenge, Hired Thugs – I do believe, I had them more than once * Scare my Enemy – Never had (I don't brawl, usually) * Shout - Guard says stop – Also, I don't use shouts often around guards * Shout - learn about word wall – Very sure, I had this more than once * Wizard Duel – Can't tell
Perhaps a small note about how you "repaired" these might help to avoid irritation or the question, "why would I have to install this?" ;)
Man, I'm not selling anything here, I don't have to give warranties or technical specs. I made it according to what happens in my game, your mileage may vary. I also thought that "might" indicates a possibility, not a certainty. I might be wrong :) Why would you have to install it? You don't have to install it, I couldn't care less whether you do or don't. It's not a medical prescription, if you feel that it could do you good, you install it (it's free), if you don't, you ignore it (and that's free too). And I see you're too dumb to understand, I already told you that this is not a bug, it's not "repaired", it's "changed". And now, if you don't mind, please go bother someone else, your mommy is looking for you.
Oh man, hurts to read this guy's posts, sorry you have to bother with people like that. Just wanted to chime in and tell you how much this small mod made my game better
Any clue on how I could exclude a single one of those? The invisible Child event sometimes happens 2 or 4 times in a row right after each other, even with the same child, that's my only and tiny nitpick
Thanks for co-grieving With xedit (quicker and easier) or the CK you can remove the 'WICastMagic01 "Invisible Child" [QUST:00070217]' entry from the 'WICastMagicNodeA [SMQN:0007021A]' quests stack, it'll never run again. Or you could add back the original 48 hours reset time that for some arcane reason USSEP removed (I just kept their edit so that no one could complain about 'reverted fixes').
While obviously no one is required to explain what their mod does, it is useful. Doesn't seem like it was warranted to resort to insulting this guy and talking about his mother.
I fail to consider a polite request for explanations -- if you're accustomed to being spoken to like that... well, that's sad. Smartasses should ALWAYS be insulted and I said absolutely nothing against his mother.
82 comments
I've got a big load order and a lot of my world encounters are not triggering anymore, vinilla IWE and even mods like Clockwork are not having their random encounters activated. The npcs exist in the game still but I dont ever see them around Skyrim anymore only seeing the travelling npcs like soldiers prisoners etc.
Sorry just trying to search all over the community for a solution and saw this mod so thought I may ask just in case there is one here
They are triggered by different story manager events, and this mod doesn't deal with them.
Since you still see some of them (soldiers, prisoners, etc), I think that the story manager is not the issue.
In my opinion, it might be that they still work but you just miss them more often than not, which can happen very easily.
Thanks for the info and reply though, this mod as save some hours of painfully fixing things.
It would be easily patched but I'm fed up with patches.
Just load this above the immersive one and you'll still get most of the useful tweaks.
Herewegoagain.esp - higher
ImmersiveWorldEncounters.esp lower
--EDIT--
I made the patch after all :)
Without tarlazo's insight and the fix from this mod, I'd have never guessed what could cause the issue or how to fix the other mods.
Thanks.
Whether it needs fixing or not is for its author to decide.
Now I need a mod for that too...
Say No To Calcelmo
My take is: If they can't all be done, they stop repeating -- I might be wrong, of course.
Not going to miss anything important though, just a couple of silly comments by passersby when you pick up an item from the ground or from a "trashy" container, and the "thugs" sent to punish you for stealing.
Being the timers inside the lists, they're not shown as conflicts either -- although they actually are.
You need to cast a spell while being less than 1,500 units (about 20 mts) from a child.
Then there is a 30% chance that the quest starts and the brat reacts.
The silly thing (or the silliest one, in this case) is
But, lying or not, he always believes you and goes to say boo to nearby NPCs.
This tries to make them behave as they should.
Whoever doesn't have the issue doesn't need this mod.
The link is to show what quests I'm talking about, I didn't say anything about bugs, that's how the game is.
Do they repeat for you? They didn't in my game.
Detailed list:
* An enemy's gratitude – Maybe more than once … maybe
* Apologize or combat – Can't tell
* Dangerous Magic – Which one is that?
* Dragon Attack – Pretty sure, I had this more than once, but that was on an LE setup with other mods that may have affected it
* Gift from a friend – Also pretty sure, perhaps even from the same NPC more than once
* Invisible Child – Once, if at all
* Kid Games – You mean "Hide and Seek" and "Tag"? The player is initiating them at will
* Magic Student – Can't tell
* Revenge, Hired Thugs – I do believe, I had them more than once
* Scare my Enemy – Never had (I don't brawl, usually)
* Shout - Guard says stop – Also, I don't use shouts often around guards
* Shout - learn about word wall – Very sure, I had this more than once
* Wizard Duel – Can't tell
Perhaps a small note about how you "repaired" these might help to avoid irritation or the question, "why would I have to install this?" ;)
I made it according to what happens in my game, your mileage may vary.
I also thought that "might" indicates a possibility, not a certainty. I might be wrong :)
Why would you have to install it? You don't have to install it, I couldn't care less whether you do or don't.
It's not a medical prescription, if you feel that it could do you good, you install it (it's free), if you don't, you ignore it (and that's free too).
And I see you're too dumb to understand, I already told you that this is not a bug, it's not "repaired", it's "changed".
And now, if you don't mind, please go bother someone else, your mommy is looking for you.
Any clue on how I could exclude a single one of those? The invisible Child event sometimes happens 2 or 4 times in a row right after each other, even with the same child, that's my only and tiny nitpick
With xedit (quicker and easier) or the CK you can remove the 'WICastMagic01 "Invisible Child" [QUST:00070217]' entry from the 'WICastMagicNodeA [SMQN:0007021A]' quests stack, it'll never run again.
Or you could add back the original 48 hours reset time that for some arcane reason USSEP removed (I just kept their edit so that no one could complain about 'reverted fixes').
Smartasses should ALWAYS be insulted and I said absolutely nothing against his mother.