No, it isn't. The patch gives the "student" quest a 95% chance of being skipped like IWE, for some unfathomable reason, does. A few more details in the thread below by CarlosS4444 --- just skip the silly parts :) If you don't use the patch, load this after IWE.
thanks for your fast reply. i´ve read carlos post, too. so, what i understand is: 1) installing IE. student is existing and chance for student is at 5%. 2) install your MAIN lets stay the cnace at 5% but different look!? 3) of course loading this one after IE... but: if the patch gives 95% chance of being skipped - who wants that, who wants skipping?? so i still don´t understand what the patch is for... sorry, i´m not english but i know, for my taste, the student may pop up several times, that would be ok for me.
so, what´s the correct way of keeping the vanilla chance but different/right looks of the npc´s? what does IE? makes IE the chance to less than 5%? is vanilla more?
Vanilla has 0% chance of skipping and one student (always the same, following and finding you wherever you go.)
This has 0% chance of skipping and many different (random) students.
IWE has 95% chance of skipping and one student.
The patch merges both mods and gives 95% chance of skipping and many different students.
Loading IWE after this without the patch, you have 95% of skipping and one student.
Loading this after IWE without the patch, you have 0% chance of skipping and many different students.
Using the patch, no matter the load order, you get 95% chance of skipping and many different students.
Ergo, if you like the "student" encounter, don't use the patch and load this after IWE.
As for the "who wants skipping?" question: the author of IWE wants the event to be extremely rare and I suppose that those who use IWE want the same. The patch is to accommodate their preference.
yes, now i understood. thank you for your kindness. i install IWE, then your mod, and no patch. that´s the best solution, i think.
all the best
edit: your point 5) says, loading IWE after this - is that possible? cuz your mod requires IWE, so i guess, IWE is always nr 1 anyway. i just wanted to mention that. but no matter, thank you again. i´ll do it as i said (and you said). and, by the way, those who use IWE don´t want the student-encounter to be skipped, i think. i cannot imagine this. why should they/we? I don´t want it. thanks again, bye
Hey Tarlazo, I've been thinking seeing those comments... What would you think is a reasonable % of skipping chance (aka Chance None in Oblivion :)? I dunno, say, about 50-60%? This chance is, like you've explained, further diminished by vanilla game conditions... I think that IWE set this chance so low mainly because there was only one vanilla student.
I suppose this is editable in SSEEdit, by changing one variable in the Quest field? Subject.GetRandomPercent < 5.000000 AND to other value.
Thanks for this kind of support, Tarlazo! For what its worth, Loot appears to load Oh S___ Not You Again after IWE. Sounds like a good thing to me! Hopefully the mild change to AI doesn't cause any issues mid-game. Unlikely.
I wonder if anyone uses Oh S___ Not You Again with Immersive Encounters? IE also changes the quest WIChangeLocation04 so that the chance of that quests is less than 5%.
I think that perhaps OSNYA should be loaded after IE. You would loose chance of that quest to be less than 5% but you would have a new student each time the quest fires, at least that's what I presume when looking at those records in SSEEdit, unless there's more to it...
I must say that the IE chance sounds quite small. The parent Story Manager node already has a 30% chance of running a quest for "change location" events that satisfy its other conditions. Then the SM checks the conditions of the quests in the node to decide what to run. IE adds another 95% chance of being skipped on top of the initial 70% chance of not starting any quest.
Ouch, me feet hurt, that skull was heavy... Just couldn't stare at it any longer.
But after all, how likely it should be for a stranger to find you to teach him ward magic before him becoming a student? I mean, how likely it should be for more than one or two of them? Unless roleplaying a highly specialised character who's skill in particular magic school is known as legendary that is.
How likely is for the courier to be waiting for you in the middle of the road exactly wherever and whenever you decided to go? How likely is killing a certain number of adult dragons, undeads (how likely is to actually have dragons and undeads frolicking around?), bandits, forsworn, bears, sabre cats, mammoths, dwemer machines... and the next month having again the same number of them in the same place, all grown up?
No suggestions, I'm totally incapable of calculating the outcome of such a chain of probabilities -- I'll leave that to my betters.
I'm a traditionalist; the original 'challenger' is Breton so I decided that Breton he must remain. Perhaps the developers thought that Bretons are the most idiotic of the magic-inclined races :) The 'students' can also be Nord, Redguard, Imperial, Wood Elf.
It might also be that they have the innate 25% magic resistance, so if you actually fight back with magic it'll be a bit tougher because they'll take less damage.
I had my first encounter with the challenger after installing this mod because my Alteration was above 50 thanks to spamming the "Harvest" spell from iHarvest. Needless to say my actual offensive and defense magic was utterly lacking, so I had to resort to my trusty greatsword to put him down. However, I'm pretty sure when I started hitting him with the weapon the quest failed. The result was the same either way though with him dead and myself slightly wealthier and already moving on. :D
thank you so much for this, seeing the same challenger even twice bugged me. A dumdum question: if we don't prefer so many variations will it work to remove/delete NPC records or is there also something to be changed in the 'quest' or other section?
Better you don't delete the actual NPCs, just remove some of them from the lists in the "Leveled NPC" records. Or at least make sure that whatever actor you delete is also removed from the lists. --edit-- But... the less you have, the more chances to see the same one again. They're chosen randomly each time the quest runs.
They're regular 'world interactions' random vanilla quests, the challenger requires 50+ in any magic school, the student requires Restoration 50+ and the knowledge of a ward spell. If you meet the conditions but the events still don't happen, this might help.
44 comments
Any idea if this is compatible with Extended Encounters?
Maybe you might start reading the descriptions yourself -- it could be useful :)
Thanks for the prompt reply.
is the patch for IWE a must-have if i installed and use IWE? for what is it important? what does it do?
thx
The patch gives the "student" quest a 95% chance of being skipped like IWE, for some unfathomable reason, does.
A few more details in the thread below by CarlosS4444 --- just skip the silly parts :)
If you don't use the patch, load this after IWE.
1) installing IE. student is existing and chance for student is at 5%.
2) install your MAIN lets stay the cnace at 5% but different look!?
3) of course loading this one after IE...
but: if the patch gives 95% chance of being skipped - who wants that, who wants skipping?? so i still don´t understand what the patch is for... sorry, i´m not english
but i know, for my taste, the student may pop up several times, that would be ok for me.
so, what´s the correct way of keeping the vanilla chance but different/right looks of the npc´s? what does IE? makes IE the chance to less than 5%? is vanilla more?
Ergo, if you like the "student" encounter, don't use the patch and load this after IWE.
As for the "who wants skipping?" question: the author of IWE wants the event to be extremely rare and I suppose that those who use IWE want the same. The patch is to accommodate their preference.
i install IWE, then your mod, and no patch.
that´s the best solution, i think.
all the best
edit: your point 5) says, loading IWE after this - is that possible? cuz your mod requires IWE, so i guess, IWE is always nr 1 anyway. i just wanted to mention that. but no matter, thank you again. i´ll do it as i said (and you said). and, by the way, those who use IWE don´t want the student-encounter to be skipped, i think. i cannot imagine this. why should they/we? I don´t want it.
thanks again, bye
I suppose this is editable in SSEEdit, by changing one variable in the Quest field?
Subject.GetRandomPercent < 5.000000 AND
to other value.
Yes, that's the condition which sets the added skipping chance.
Kudos given!
No issues -- the AI packages are one of the safest things to change, they are consistently re-evaluated.
I think that perhaps OSNYA should be loaded after IE. You would loose chance of that quest to be less than 5% but you would have a new student each time the quest fires, at least that's what I presume when looking at those records in SSEEdit, unless there's more to it...
I uploaded a small compatibility patch to have both effects, just in case.
The parent Story Manager node already has a 30% chance of running a quest for "change location" events that satisfy its other conditions.
Then the SM checks the conditions of the quests in the node to decide what to run.
IE adds another 95% chance of being skipped on top of the initial 70% chance of not starting any quest.
Ouch, me feet hurt, that skull was heavy... Just couldn't stare at it any longer.
But after all, how likely it should be for a stranger to find you to teach him ward magic before him becoming a student? I mean, how likely it should be for more than one or two of them? Unless roleplaying a highly specialised character who's skill in particular magic school is known as legendary that is.
How likely is killing a certain number of adult dragons, undeads (how likely is to actually have dragons and undeads frolicking around?), bandits, forsworn, bears, sabre cats, mammoths, dwemer machines... and the next month having again the same number of them in the same place, all grown up?
No suggestions, I'm totally incapable of calculating the outcome of such a chain of probabilities -- I'll leave that to my betters.
Thank you!
Perhaps the developers thought that Bretons are the most idiotic of the magic-inclined races :)
The 'students' can also be Nord, Redguard, Imperial, Wood Elf.
I had my first encounter with the challenger after installing this mod because my Alteration was above 50 thanks to spamming the "Harvest" spell from iHarvest. Needless to say my actual offensive and defense magic was utterly lacking, so I had to resort to my trusty greatsword to put him down. However, I'm pretty sure when I started hitting him with the weapon the quest failed. The result was the same either way though with him dead and myself slightly wealthier and already moving on. :D
Next time I'll call it "Oh S___ Not You Again Hi-Poly Complete Osex Overhaul" and we'll see if you dare to say that again. :D
Or at least make sure that whatever actor you delete is also removed from the lists.
--edit--
But... the less you have, the more chances to see the same one again. They're chosen randomly each time the quest runs.
If you meet the conditions but the events still don't happen, this might help.
Gotta love the Creation Kit. Excellent work btw!