I don't know why but when paired with Arena and Encounter Zones Unlocked it makes many outside locations spawn much lower level enemies. For example: when visiting Halted Stream Camp at level 60, the highest level bandit is 9 with majority of the time them being either level 5 or even 1. Without the mod they spawn across all the levels and level 19 or even 25 bandits are quite frequent.
In fact I noticed it doesn't work with Arena as the bandits inside the mine of Halted Stream Camp are by default up to level 10 while with Arena they scale to the highest possible level. Therefore, to me it looks like the mod doesn't account for the changes Arena does to some encounter zones and links the zones back to vanilla values.
Have you tried this also without Encounter Zones Unlocked, so only with Arena and Locational Encounter Zones active? Normally with LEZ the bandits outside of Halted Stream Camp should have the same level range as the ones inside... Maybe the behavior you see is some strange interaction between EZU and LEZ with custom EZs (like those of Arena)
Encounter zones are selected based on the location associated in their record.
I noticed that among these four mods, Encounter Zones Unlocked is the only one that uses skse plugin. You mentioned the mod needs a record in the plugin. My question is: will it function the same like arena\OWL with Encounter Zones Unlocked, since i'm intend to use that mod.
In Fort Greymoore, among others, the enemies are all level 1 and their level changes based on mine. Even if I use Arena or True Unleveled Skyrim, the enemies in some areas are level 1 and they all scale with me. If anyone knows a fix for that, so the enemies aren't level 1, I'd be very grateful.
After installing this mod, there was an entire division of four (4) Frost Trolls guarding the entrance to Nightcrawler Temple. I fled back down to Dawnstar and the trolls followed me and started slaughtering the guards. There were numerous casualties. I don't think I've ever seen that many frost trolls in one place, even in those kinda late game ancient ruins deep in the mountains that are supposed to be infested with them. Is there a plan to distinguish and exclude areas where the exterior foes are irrelevant to interior situation, from an obvious lore perspective? Like how the situation in Nightcrawler temple should not have any bearing on whatever slightly hostile wildlife has settled the area in the intervening years since the miasma.
Im fkin dying laughing to this comment! xD But in all seriousness, i dont think this mod is whats causing that issue P.S i wasnt laughing at your suffering, its when u said frost trolls slaughtered haha! the guards that i burst out laughing :D
Id love to answer but tbh i dont even know if it works. i use arena + owl and cant see much difference... also im on GOG 1.659 so dont know if it even works.
However, recently Delta has discovered that actors can be manually assigned encounter zones directly to their reference, which fixes all issues. Problem being there, is that there is simply too many actors to patch. That's where this mod comes in; automatically patching all actors which lack an encounter zone, with the one tied to their location. This requires no patches to function, apart from encounter zones to have a location assigned, which is why something like Arena is recommended.
Someone would have to be crazy to try and do that manually, HA! Ha ha ha... *sobs*
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Thanks Doodlez!
In fact I noticed it doesn't work with Arena as the bandits inside the mine of Halted Stream Camp are by default up to level 10 while with Arena they scale to the highest possible level. Therefore, to me it looks like the mod doesn't account for the changes Arena does to some encounter zones and links the zones back to vanilla values.
Thanks!
But in all seriousness, i dont think this mod is whats causing that issue
P.S i wasnt laughing at your suffering, its when u said frost trolls slaughtered haha! the guards that i burst out laughing :D