Skyrim Special Edition

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Tryvon

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Tryvonvexian

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  1. Tryvonvexian
    Tryvonvexian
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    As requested. A more moderate version of hand placed enemies. Unlike the original, battles will now be more consistent and capped at around 4 enemies per fight. No more bandit armies holding forts.

    If you are switching from the original, please uninstall the original, install this version and START A NEW GAME!!

    Released as a new mod for better version management. Sorry for any inconvenience.
  2. ffann1998
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    Compatible with Dungeons - Revisited?
    1. Tryvonvexian
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      I have not personally used dungeons-revisited. However, other users have and said that they work together fine. The only issue you may have is that the new sections / rooms added by dungeons revisited will not have any extra enemies added by my mod, so there may be a bit of inconsistency in fight sizes.
  3. goshenRU
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    Is it possible to remove animal predators from the list? Wolfs etc? Easy enough in xEdit?
    1. Tryvonvexian
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      It can definitely be done via xedit, but might be a bit time consuming. You'd have to go through each location in my mod 1 at a time and look for any added predator spawns and remove them. Easy and doable, but time consuming.
    2. goshenRU
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      I appreciate the reply :) I absolutely LOVE your mod. I filtered by form ID and it made it quite a bit easier. Thanks!
    3. Tryvonvexian
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      I didn't think about filtering by form id, definitely the easier plan...lol.

      Glad you're enjoying the mod, hope you continue to do so!
    4. Huego17
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      Can I have that file please? 
  4. KinkyLevk
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    Hey Tryvonvexian, I've been using and loving your mod for a long time, it is a must have in my favourite difficulty overhaul mod combo, which mainly consists of Extra Encounters Reborn (Custom Spawn Point version only), High Level Enemies Redux, Encounter Zones Unlocked, Arena, Blade & Blunt, NPCs Learn Skills and Spells and your mod. Each does it's own thing and, afaik, they all work nicely together.

    So thank you once more for that ! <3

    I've been meaning to ask though, I've been looking into adding all the Ryn's outdoors locations overhauls and I wonder if it will conflict with your mod.

    To give a very specific example, would using your mod and Ryn's Valtheim Tower together lead to enemies being stuck in walls or underneath newly added blocks ?
    1. Tryvonvexian
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      Glad you're enjoying the mod! And thanks for telling me :)

      For your specific example, I actually do not add anything to valtheim so that location is definately fine. Further, Ryn changes alot of giant camps and I tend to leave those alone as well. I also use Ryn's robber's gorge with no issue. So all of those I can say will be fine with certainty.

      As for the general statement / context: The short answer is that there is a small chance an npc here or there may be inside a pillar or barrel or such but I would expect it to be rare. I'll also give you the longer explanation as well. 

      Skyrim doesn't like npcs to stand on spots that don't have navmesh. (The NPC pathing). If something IS standing on a spot that doesn't have navmesh, the game tries to move them to the closest navmesh (This should be done even before the player gets there. Meaning you shouldn't see it). Typically, when making changes to a location, the navmesh is adjusted to compensate so you don't have NPCs running into the new objects. Assuming this was done as expected, any NPCs I add that happen to be placed at the same spot ryn puts something SHOULD be moved to the nearest spot that isn't inside an object.

      That said, that is how it SHOULD behave. I can't be certain of how ryn adjusted navmesh. It's possible that ryn deemed something to be small enough or out of the way and left the navmesh in that spot as-is. And it's possible that I also happen to place an npc in that same spot. Skyrim also doesn't always act as it should, and may not properly move an npc who's out of the pathing. (You've probably seen this before yourself).

      All of this combines to a very long way of saying "I honestly can't be certain either way"...lol. But I wanted to give you the logical breakdown so you can make a decision. Personally, even if using all of ryn's mods and visiting each location across a full playthrough, I'd expect a max total of maybe 3 npcs stuck inside objects (again across a full playthrough.) Truthfully, I'd be surprised if you even had that many.
    2. KinkyLevk
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      Thank you very much for the comprehensive answer Tryvonvexian !

      Yeah, Bethesda and things that "should" work, we all know the stories haha.

      But fair enough, I won't mind a random bandit stuck behind a pillar, just wanted to make sure there wouldn't be 4 of them there each time haha. Really glad I can safely lock your mod in my load order forever. <3
  5. maddyoreillly
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    Is this compatible with Lawless and Madmen?
    1. Tryvonvexian
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      Yes. Any enemies added by my mod will be affected by those mods as well. 
  6. TheTrueAwesome
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    There is an ambush left in on the no ambush esp draugr cult version.

     [FE 000] Hand Placed Enemies - Light.esp (C591FB24) \ Cell \ Block 2 \ Sub-Block 1 \ 00078124 <Raldbthar02> \ Temporary \ 

    5 Dwarven Sphere's Spawn at once, and its practically unwinnable unless you are severely overpowered.



    I have the ambush on video too (didn't know at the time it was an ambush!)
    1. Tryvonvexian
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      Thank you for the report. Somehow that one slipped through the cracks. I've fixed the issue and reuploaded a version without the ambush. Personally, I would wait to update until a new game is started but if you wish to do so mid-game, please ensure that you are in a city and wait long enough for cells to reset.
  7. Tryvonvexian
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    If you are having issues downloading the main file or erroneously received an alert that a new version was available, I apologize. I went to upload a new version of one of the optional files and Nexus removed the main file as well for some reason.

    (I may have hit the wrong checkbox by accident, but we'll pretend it can't possibly be my fault)
  8. ftwranger
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    I just went though bleak falls barrow with no ambush version and gotta say in my modded game, this makes the combat messy not in a  good way. I even checked with more informative console, every two step there is two additional spawn from this mod. some to already existing ones and some  adding two more enemies a few steps ahead, there is no room to breath at all.
    it only make sense to install this on pure vanilla which you basically one shot all those level 1 enemies, even then it would be boring just to fight from start to finish.
    would have been great if there was +1 enemy added in a tactical position in only some of the existing fights but avoid making vanilla peaceful regions into even more fight zones, there should not be constant fights every two steps, it becomes boring so fast.
    I don't mean to be harsh, just my feedback because this mod definitely has good potential!
    p.s: most people seeing this mod already modded their game with some kind of enemy overhauls or like me fixed the issues with skyvalor and simonrim mods
  9. orocrimson
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    I maaay have bit off more than I can chew with this one lol. This along with Obis had me fighting like 8 - 10 bandits outside the entrance to Bleak Falls and that was a nightmare especially with everyone doing pretty high damage. Inside is not as bad but can still be a spook.

    I liked the idea of having enemies in certain rooms that had none before, like the Golden Claw door room.
    1. Tryvonvexian
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      If Obis ends up being too much on top of this mod, you can turn down the cloning feature of OBIS via the MCM and still keep the new bandit types in the leveled lists. My added spawns will be obis bandits as well. Though I think the exterior of BFB is one of the more crowded locations by default so the larger bandit numbers may not arise as much elsewhere.

      I try to keep battle sizes to around a consistent 4 in the light version of HPE, but the exterior of BFB is a bit more spread out with some easy archery targets and a few bandits who hold back. Since the enemies are normally staggered into two "waves" of less than 4 at a time, it has 6 enemies in the area. (4 vanilla, 2 mod added). Though if you've got Obis cloning going on as well (causing the 8-10 enemies you had), then the fight may not be as staggered as it's supposed to be...lol.
    2. orocrimson
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      Oh I should have double checked the Obis settings, I didn't realize it had options for cloning enemies in the MCM.
      Yeah, i think I might have had 6 - 8 bandits attacking me at the same time, lots of archers (whose arrows would deal like 35% of my life each) and it took several attempts before I took em out... and then after I was finally calming down I got ambushed by 2 bandit mages suddenly and they finished me off lmfao.

      I think I was fine with the enemy counts before I grabbed this mod, I was just feeling like certain rooms were rather empty and could use a few. But the rooms that already had enemies I don't think really needed more, for me personally. (At least with my load order.)
  10. PopDog77
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    Mod sounds great! Was wondering if the extra additions would make it less feasible for stealth gameplay if places become more cramped etc
    1. Tryvonvexian
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      That kind of depends on which mods you're using that affect stealth detection and how you play stealth. If you're talking stealth archer, then you'll likely have more eyes searching for you in many locations, making detection more likely but not a certainty. (The AI was never good at detecting stealth). If you're trying to sneak past or up to people (rogue) then there should definitely be a higher chance of being seen as there's just more eyes in general.

      Both, however, depend on whether you're using mods like RAID. (Realistic AI Detection). If you use that alongside my mod, then stealth can become extremely difficult in many locations. If you do use raid I recommend care when picking your settings and a quick test of a dungeon (such as bleak falls). If you have RAID set too high then enemies can chain from other rooms. (This can even happen with vanilla enemies in some locations.)
    2. PopDog77
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      Thanks for the quick and detailed reply :) That totally makes sense, I do play stealth archer (vampire) and use RAID - trying out the lite version. I'll keep your points in mind.
  11. BumFight
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    Ive rested 2 times 1 time to save 1 time to save my regen health in the golden claw cave and all additional spawnpoints disappeared from the game.
    1. Tryvonvexian
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      If you load a game while playing (Not from the main menu) than any enemies you killed before loading will be missing. This will also happen if you die and then reload. This is a skyrim bug that applies to any mod-added spawns. (This applies to any mod that adds spawns).

      For example, if you walk into a cave with 7 enemies, kill 2, die, and reload without exiting the game, there will only be 5 enemies in the cave when you go back inside.

      I'm afraid there is nothing i can do about this as it is a skyrim engine issue.
    2. BumFight
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      Yeah ive red it in the comments down below, ive been playing with this mod for around 40 hours now and never had this happen to me, engine must have spasmed out, have to reload an earlier save. Great mod anyway, i consider it essential at this point