Skyrim Special Edition

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Sands of Time Team - see credits

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tonycubed2

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  1. tonycubed2
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    NEW VERSION RELEASED!!!!!!!!!!!!!
    https://www.nexusmods.com/skyrimspecialedition/mods/76416


    NEW VERSION RELEASED!!!!!!!!!!!!!
    https://www.nexusmods.com/skyrimspecialedition/mods/76416







    Variant of mod found under Optionals, by CanibalisticTendencies
    See sticky below for features



    Please join me for Skyrim videos with all my mods at
  2. tonycubed2
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    Showcasing of fast travel encounters by Sinitar Gaming:

    (starting from 09:11)

  3. tonycubed2
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    FAQ: I find sometimes I travel and arrive at destination but suddenly move to another place nearby and meet enemies...

    Answer: yup. best we can do. fast travel cannot be stopped. cannot be interrupted. fast travel must finish, then i can move player some other place. i turn the screen black but there is a brief glimpse of where you are going. use your imagination and role play . Sleep was designed by bethesda to be interrupted, and has commands supporting start of and end of. bethesda never made that for fast traveling.

    Patches: Realistic Needs and Fast Travel Food Patch in optionals section



    THERE IS A VARIANT VERSION BY CanibalisticTendencies UNDER OPTIONALS!  It features:

    If destination is 100% then 1: The slider for the number of enemy takes effect
    2: The easy enemy toggle is ignored
    3: The event will occur at the destination, no re-travel, no extra black screen time, player controls are not disabled
    4: If there are guards at the destination the number of enemy will be double the slider setting


    Change Log :

    7.6 - Added a script check so that mod will not run when starting new game in character creation and when using the coc console command.  Was specially an issue with character creation screen as it made the player invisible.

    7.5 - based on feedback from bmardiney :

    1) Added a mcm toggle to allow easier enemy toons.  This will be the default settings.  If you want tougher toons then set the toggle to false.  Later I will add more mcm menu options to allow player to more precisely choose the stats of spawns. For now, the default is 1/3 the stats of the player.   Toggling this will result in toons that start at the player level and could be higher than that.

    2) When player is ambushed, he will be invisible and in ethereal mode for 10 seconds to even out the playing field. Was simply too unfair.  Also, for thief types, the perks you select such as silence and stealth 40, 60 and 80, will add seconds to this state.  Stealth 80 for example will add 6 more seconds.  

    3) Removed the command startcombatwithplayer from spawn script.  This way the spawned enemy troops will not know where you are until they actually detect you.


    OLDER LOGS:

    Spoiler:  
    Show


    Version 7.0

    Fast Travel Ambushes & Consequences
    2019 UPDATE 7.0
    ==============================================
    ==============================================
    NEW GAME WILL BE REQUIRED - sorrynotsorry - ....This may not be true.....If you have to update mid save you might be okay. Give your game time to get rid of old stuff, or use save cleaner.
    Cleaned up mod ...
    - Removed worldspace 'wild edits' such as trees turned slightly unrelated to this mod
    - Carried over USSEP edits to water flow, and survival mode
    - removed Navmesh record
    - Prefixed all records with FTA_ (fast travel ambushes) - makes it infinitely easier to find things in CKit
    - Removed 2 of 4 quests - Cell Change and Carriage related
    - Removed 7 of 11 scripts...
    TrackInSameCell = not used
    conseqfragment = not needed
    FastTravelInit = empty
    FastTravelCarr = not needed
    FastTravelConsRE = not used
    FastTravelFork = not used
    FastTravelSiren = not used
    - Added FTA_ to remaining scripts and renamed for consistency...
    FTA_FastTravelAmbushSpawner - was - FastTraveEnemies = spawner attached to EncounterMachine quest
    FTA_FastTravelBookMenu - was - FastTravelTMenu = menu script attached to book
    FTA_FastTravelConsequences - was - consequencesQST = sleep event handler attached to Sleep monitor quest
    FTA_FastTravelPlayerAlias - was - FastTravGive = player alias script attached to Sleep monitor quest
    Cleaned up scripts for efficiency, readability, removed unused variables and changed variables to have the FTA_ prefix
    ==============================================
    FTA_FastTravelConsequences renamed to FTA_FastTravelRecovery - to better reflect what is actually going on - recovery from travel exhaustion after sleep
    Further cleanup of unused records in esp and script reorganizing
    ===============================================
    Cleaned up Form lists for Food and enemies.
    - Food list - removed alcohol and raw meats - you now need cooked items, fruit, veggies and milk - RND patch updated
    - Enemy lists - removed several from each list - Will be more leveled and less issues.
    Adjusted distances for spawns
    - Dragons spawned too far away most times
    - Enemies sometimes spawned out of sight - which is ok but they would often find something else to fight and not 'ambush' the player.
    Added Form List and script check for Forbidden Locations
    - At destination it does a quick check to see if location is in the list - if it is then ambushes are forbidden.
    - Included is the Thalmor Embassy, Throat of the World and a few others. We can add more if there are locations that shouldn't have ambushes.
    More tweaks and clean up of mod and scripts.
    Edited wording on menus and notifications for clarity.
    Test test test...
    ===============================================
    Current Forbidden Locations (no ambushes will happen if fast traveling there)
    If you know of other locations that ambushes should not or it would not make sense to have ambushes there - let us know!
    ThalmorEmbassyLocation "Thalmor Embassy" [LCTN:00018C92]
    ThroatoftheWorldLocation "Throat of the World" [LCTN:000192BB]
    SkuldafnLocation "Skuldafn" [LCTN:000192AB]
    DLC1FalmerValleyLocation "Forgotten Vale" [LCTN:0200A87C]
    DLC1SoulCairnLocation "Soul Cairn" [LCTN:02003B8F]
    DLC1HunterHQLocation "Dayspring Canyon" [LCTN:02004C1F]
    ================================================
    Tested without Open Cities Mod by Arthmoor and had to make some more changes...
    - the mod will now detect when you FT to a Closed city. When this happens you will be pulled out to the Carriage (stables) area. From there the mod will calculate the distance you traveled and an ambush will be made from there.
    - This is to avoid getting pulled out of city and into the LOD world still technically inside the city worldspace.
    ================================================
    Added MCMenu
    New settings are....
    - Sliders for Percentage settings for Destination, Midway and Origin. Ambushes can occur near you destination, midway in your travels or all the way back at your origin start point. These percentages can be set to favor ambushes at these points. Default is 50% Destination, 30% Midway, 20% Origin.
    - Toggle for Allowing Ambushes while using the Carriage or Ferry travel services. (yes ambushes while using ferry can occur on land)


    6.0 - MAJOR overhaul. New game, game without mod, or clean save required. Fast travel detection has been vastly improved using a new skse fast travel script command. Took them long enough, though we are super thankful. It was about 10 hours of work to rework the mod, so it was not trivial. Enjoy and endorse if you like it.

    5.1 - Bug fixes.
    a) Addresses falsely triggered encounters while walking or running. Fast travel encounters were being triggered after walking for a while or going uphill or downhill. This was done by adding more code to detect player movement.
    b) Much improved detriggering of fast travel encounters when expected. So if odds are placed at 100, there are now 9 encounters for every 10 fast travels. This is improved from 7 out of 10.
    c) mod no longer needs to be used for a while before it kicks in. Works from the moment you load the save.


    5.0 - The Jebbalon release! : Jebbalon added Dragon encounters! (nothing crazy) with menu options. The dragons can be toggled on and off, odds can be set for their spawning odds, and a cooldown period can be set.

    Additonally, Jebbalon streamlined the code and cleaned up a lot of the scripts.
    Where possible, Fast Travel command instead of move to/place command is used for better support of horses and followers.
    Timing was tweaked for better results
    Text notications were timed better.
    Note: Upgrading will require a clean save or a new game.


    4.5 - 1) Added check to avoid ambushes if riding a carriage or on Diplomatic Quest.
    2) Added random cooldown to werewolf attacks. Mod will spawn a variety of wolfs instead until cooldown ends. This includes new wolf types:
    Starving Wolf
    Rabid Wolf
    Alpha Wolf
    Sick Wolf
    Brawler Wolf
    4.1 - support for player horse!!! and clanking noise fixed, maybe.
    4.0. Game changing feature! Fast travel ambush spots can now happen near the area where you start, somewhere in the middle, or towards the end! Really makes the mod more fun. On a long fast travel like whiterun to markarth you could have 4 or 5 ambushes, if your ambush odds are set to high. This is possible because of the formulas made for my by GJulian. Kudos to him!


    3.3 - initial public release

    Installation notes: Cannot be installed in a game where Fast Travel Consequences has been installed. This is the version released a while ago that has no ambush feature.



    **********************************************************************************************************************************************************************************************************************





    3.5 - Now with Bounty Hunters!!!
    Features:
    a) Odds of bounty hunters appearing depend on how large is your bounty. No bounty anywhere then no bounty hunters. Killing a chicken gives you a 5 percent chance of a bounty hunter. Killing a human gives you 60% chance.
    b) there is a cooldown to keep too many encounterts from being bounty hunters
    c) there are 4 new bounty hunters added to the skyrim vanilla 4, for a total of 8 possible bounty hunters. The new 4 hunters are much stronger and skilled . They are Bounty Hunter Brute, Bounty Hunter Master Archer, Bounty Hunter Battle Mage, Bounty Hunter Vigilante

    Also new in 3.5 - distance traveled now affects number of enemy npcs that spawn. Mod default is 4 npcs, but from 1 to 4 additional enemies can spawn depending on distance traveled.

    ****************************************************************************************************************************************************************************************************************

    Thanks for trying the mod. Consider endorsing, it fuels new updates.



    Upgrading from 3.x to 3.5: a so called clean save is required or a new game.

  4. davidgilbertking
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    Hi guys! Does this mod still work? The REDONE version is hidden, and REBORN version doesn't work with Carriages, and that is the way I fast travel in my game.
    I have Skyrim 1.6.640 and also have Sands of Time installed.
    1. tonycubed2
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      I no longer offer carriage support. I don’t use it. .I have very little free time , rather play the game before I die.
    2. davidgilbertking
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      Hi Tony, thanks for replying, your mods are amazing
      I understand that the latest version doesn't offer carriage support
      My question is, does this mod (Fast Travel Ambushes and Consequences SE OLD VERSION) work with Skyrim 1.6.640, or the only playable version is the latest version (Fast Travel Ambushes and Consequences REBORN 2022 Release Version)?
    3. tonycubed2
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      I guess yes it would work, but.

      this mod version does not use the new skse command for detecting fast travel.  It greatly greatly greatly improved the mod. 
      this one can do crazy things at random times. Ideally a person who,uses carriages and can do some modding would take up the torch here.  I am 56 and dealing with issues that comes with that, along with still working full time, crazy teen age daughters, etc etc. I am truly sorry.
    4. davidgilbertking
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      I'd be honored, Tony. I'm learning Papyrus and CK at the moment, when I'm a bit more experienced, I'd love to update it
    5. tonycubed2
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      Awesome!  I can answer questions on how the mod works.  Happy to assist in that way.  When the time comes you can either have co-admin access on the mod page and upload there or you can release it all on your own.  permission granted.  I do suggest you work based on the newest mod version, not the old one.  The old one will give you headaches.
    6. davidgilbertking
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      Got it. Thank you!
  5. brentw89
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    This mod looks amazing! Is there any VR compiled version?  (I assume since it requires SKSE64 rather than just SKSE that it will not work). 
    1. psiiijay
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      +1
    2. tonycubed2
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      Hi.  Requires script event OnFastTravelend which is only available in skse64.  So sadly no.
    3. henryslim
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      Yes. Need to be in VR.
    4. tonycubed2
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      it is not skse that is the deal breaker.  it is this:  https://www.creationkit.com/index.php?title=OnPlayerFastTravelEnd_-_Actor

      The command needed is only available in skyrim se and skyrim anniversary edition.  It is a bethesda supplied command, not skse.  A skse programmer mentioned adding a on fast travel start to make my mod much better, and would then carry over to other skse versions, but I never heard of any progress....  please send them a friendly message, we need a command for vr.
    5. henryslim
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      Who is this programmer? Maybe we can ask to him. It's a real pity that this mod doesn't work in VR like sleeping encounters.
    6. tonycubed2
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      Funny you answer 5 months later, and the day after the programmer has provided the skse dll to make this work, almost.  He has a old rim version ready.  I am waiting for the ae version to finish redoing the mod.  Then a fr version after that.  So we are now closer than ever.  

      it’s the script extender coders. The power of 3 guys. I may be incorrect in my description, my memory sucks.
    7. tonycubed2
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      8.0 is ready to go.  Waiting on the release of script extender to upload it.

      fully vr compatible!!!!!!

      and now fast travel will be in one shot, not arriving at destination and being swept away again.

      and a new mcm menu to increase spawns by a factor of 4.

      you guys will be happy!
    8. tonycubed2
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      new version released:

      https://www.nexusmods.com/skyrimspecialedition/mods/76416

      now with VR support
    9. hoangdai94
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      @tonycubed2 Any update on the new version ? Still looking for it but currently hidden... 
      Edit: Nvm, i found your new version. You should update your link to this one : https://www.nexusmods.com/skyrimspecialedition/mods/77877
  6. tonycubed2
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  7. Eliesunne
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    What if you changed what happens when you click yes fast travel, so it determines if you are ambushed before ever starting the fast travel? Then from there pass in a location to determine fast travel destination, whether the selected destination or ambush location? (Since it can’t be interrupted)
    1. alandtse
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      They can't because they're only using OnPlayerFastTravelEnd. No other papyrus event exists.

      @tonycubed2, if we managed to add it into papyrus extender, would you use that instead (adding the dependency of course?). If so, I'd take a look at it.?
    2. tonycubed2
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      Big time yes!  I commit to it.
    3. Eliesunne
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      That makes sense, thanks for replying, and adding onto my Q!

      Hoping this works to reduce the loading screens because this mod is awesome otherwise
    4. alandtse
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      What parameters would you want if we could detect the event? I think the issue I could see here is we'd need to provide a way to interrupt the fast travel after the selection but before the travel so you could set a new destination. I'm not too familiar with Papyrus but how would you likely approach it?

      EDIT: I mean I could see doing it in the dll. I'm trying to figure out how Papyrus would have to interact. Perhaps the event registration has to be register for FT event and interrupt. Therefore papyrus would have to take the original event, and then issue a fast travel to the ambush location.
    5. alandtse
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      Went ahead and implemented it based on the confirmation prompt. My testing shows you can change the destination if you set it on the event. DMed you @tonycubed2 if you want to try the alpha while we prepare the release of Papyrus Extender.
    6. tonycubed2
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      Hi! Weekends are busy as heck. Tuesday I will add it to mod. I have several hours on Tuesday’s.    Very exciting!!!  Can’t wait, literally will make mod much more fin to use. Thank,you for this!
  8. primem0ver
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    I really want to get this mod.  (It has always bothered me that fast travel doesn't have any consequences). However, a couple issues.   Does this mod recognize any kind of food, even if it is added by a mod?  I have a few food mods.  I also prefer Sunhelm and iNeed to RND.  I currently use Sunhelm.  It doesn't look like a patch exists for these two.  So... not sure how the carrying food will work.  Any suggestions?  Can a patch be made?
    1. tonycubed2
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      Vanilla foods yes . Others need patch. Can be made. 
  9. Demonlord091
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    Is there some magical way to get this mod to recognize the fancy foods from the mod Complete Alchemy and Cooking Overhaul?
    https://www.nexusmods.com/skyrimspecialedition/mods/19924

    I tried fast traveling yesterday and had a bunch of food in my inventory. When I arrived at the destination my character was starving and no food at been eaten. Naturally eating them manually didn't help. What would it take to make a patch for something like that?
    1. tonycubed2
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      its not super hard.

      flag both mods as esm files using ssedit
      load them both up in the creating kit. 
      add the food from the cooking overhaul to the form list this mod uses. 
      save as a patch.
      set both mods to not be esm files. 
      thats it!

    2. Demonlord091
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      I'm probably doing something wrong with the Creation Kit. Trying to load both of the mods at the same time to make a patch after flagging them as ESM like you said doesn't work because the CK thinks they're both Master Files. It also tries to load Skyrim and the DLC's, which it also considers Master files, so it won't load even one mod at a time.
      Had to edit the .ini file to let it load multiple masters. You would think that would show up in more than just one of those CK Tutorial youtube videos.

      Yeah no. I can't even find the blasted food entries in that mess let alone how to move them from one mod to another. Maybe the CACO author can tell me what to look for, otherwise this is probably a lost cause right now.
    3. tonycubed2
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      You is close. Did you get both mods loaded in kit as eso?
    4. Demonlord091
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      If you mean ESM, yes, I got both mods to load at the same time. The Creation Kit was showing plenty of errors as it was loading them, but it did it.

      Still can't find the food entries or what to do with them...
    5. tonycubed2
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      Out of respect for your valiant effort, the patch is in optionals.

      Skyrim has like 40 food items.  With CACO the numebr is about 260.  This may be problematic.  But try it out and let us know...
    6. Demonlord091
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      Nice. I do appreciate that. I'm still going to try and learn how this Creation Kit madness works just out of stubborn persistence, but your patch will probably work better than anything I could put together with staples, glue, and duct tape. XD
    7. Demonlord091
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      Looks like the new patch works so far. It ate a Jazbay Crostata and several bowls of stew while trying 3 times to fast travel to Whiterun. This is the first time I've been ambushed by a group of the Afflicted, so that was interesting. You do excellent work!

      Unfortunately it seems my save is too buggy to use anymore. Not sure which mods are causing it, but it seems to have a lag problem. Freezes every few seconds and delays when scripts should be firing. Oh well. It was fun while it lasted.
  10. JayayePea
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    Is there an Oldrim version of this mod? 
    1. tonycubed2
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      The skse command and function does not exist in oldrim

      why won’t you,guys just upgrade ? Should be a no brainer.  Day and night for modding and modding resources.
  11. cawdor01
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    Would it be possible to add a menu that allows us to customize chances of what enemies we would face like SIC does ? 
  12. CanibalisticTendencies
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    Hi, is it possible to have an option to have the ambush happen at the destination instead of moving the player? It wouldn't be as immersive for some, but it would avoid relocating the player.

    For the cherry on top it could add more baddies if you arrive somewhere with guards
    1. CanibalisticTendencies
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      Hi again, I decided I liked this idea and made a change so that if you have destination set to 100% the ambush will happen at your destination. It adds the extra enemy if you are near guards.

      Still a slight delay before you can act, but I found it more to my liking. Pretty funny when you have an ambush near a city and 10 bandits run amok :)

      It adds an extra faction variable, so requires the variable to be filled in the ESP.

      Diff in spoiler, free for use by anyone for anything.

      Spoiler:  
      Show

      --- fta_fasttravelambushspawner.psc 2021-01-09 20:17:14.350541100 +1000
      +++ fta_fasttravelambushspawner-patched.psc 2021-01-09 20:35:50.288701400 +1000
      @@ -104,6 +104,8 @@
      Static Property FTA_XMarkerPlayer Auto
      Static Property FTA_XMarkerAmbush Auto

      +Faction Property IsGuardFaction Auto
      +
      ; ========================================================

      Event OnInit()
      @@ -228,7 +230,10 @@
      ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
      ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
      Int ChooseOne = Utility.RandomInt(1, 3)
      - if ChooseOne == 1
      + If FTA_DestinationPercent.GetValueInt() == 100
      +SayThis("Local Encounter Activated")
      +SpawnEnemyLocal()
      + ElseIf ChooseOne == 1
      ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
      SayThis("Encounter Selector 1 Activated")
      If FTA_SayIt.GetValueInt() == 5
      @@ -737,6 +742,88 @@

      EndFunction

      +; Look around player for a suitable place to spawn
      +ObjectReference Function GetSpawnPoint(Int MaxDistance)
      +
      + ObjectReference SpawnPoint
      + Actor player = Game.GetPlayer()
      +
      + If FTA_EnemyType.GetValueInt() == 10 ; Dragons
      +SpawnPoint = Game.FindRandomReferenceOfTypeFromRef(FTA_XMarkerAmbush, player, MaxDistance)
      + EndIf
      +
      + If SpawnPoint == None
      +SpawnPoint = Game.FindRandomReferenceOfTypeFromRef(FTA_XMarkerPlayer, player, MaxDistance)
      + EndIf
      +
      + If SpawnPoint == None
      +SpawnPoint = Game.FindRandomReferenceOfAnyTypeInListFromRef(FTA_SpawnPoints, player, MaxDistance)
      + EndIf
      +
      + If SpawnPoint == None
      +SpawnPoint = Game.FindRandomReferenceOfAnyTypeInListFromRef(FTA_SpawnTrees, player, MaxDistance)
      + EndIf
      +
      + If SpawnPoint == None
      +SpawnPoint = player as ObjectReference
      + EndIf
      +
      + return SpawnPoint
      +EndFunction
      +
      +; Allegedly "PlaceActorAtMe" can leak actors and cause issues, YMMV.
      +; https://www.loverslab.com/topic/25591-warning-about-using-placeactoratme/
      +Function SpawnEnemyLocal()
      + Int i
      + Int MaxEnemies = 5
      + Int MaxDistance = 3000
      + ActorBase EnemyType
      +
      + FTA_SayIt.SetValueInt(0)
      +
      + ; Get this before we put in extra Actors
      + Bool NearGuard = False
      + i = 0
      + While (!NearGuard && i < 10)
      +Actor randomActor = Game.FindRandomActorFromRef(Game.GetPlayer(), MaxDistance * 2)
      +Faction[] tFactions = randomActor.GetFactions(-128, 127);The maximum range allowed.
      +If(randomActor != None && randomActor.IsInFaction(IsGuardFaction))
      + NearGuard = true
      +EndIf
      +i += 1
      + EndWhile
      +
      + If(FTA_EnemyType.GetValueInt() == 10) ; Dragons
      +GetSpawnPoint(25000).PlaceAtMe(lvlDragon, 1)
      + Else
      +; Do one at a time so they can have different spawn points
      +EnemyType = PickOne()
      +i = 0
      +While (i < MaxEnemies)
      + Actor TheEnemy = GetSpawnPoint(MaxDistance).PlaceAtMe(EnemyType, 1) as Actor
      + UnLevelNPC(TheEnemy)
      + i += 1
      +EndWhile
      + EndIf
      +
      + if(FTA_HammerPlayer.getvalueint() == 5 || NearGuard)
      +; Replace dragons with something else
      +If FTA_EnemyType.GetValueInt() == 10
      + FTA_EnemyType.SetValueInt(Utility.RandomInt(0, 7))
      + EnemyType = PickOne()
      +EndIf
      +
      +; Do one at a time so they can have different spawn points
      +i = 0
      +While (i < MaxEnemies)
      + if(NearGuard || Utility.RandomInt(1, 100) <= FTA_HammerPlayerOdds.getvalueint())
      + Actor TheEnemy = GetSpawnPoint(MaxDistance).PlaceAtMe(EnemyType, 1) as Actor
      + UnLevelNPC(TheEnemy)
      + EndIf
      + i += 1
      +EndWhile
      + EndIf
      +EndFunction

      Function SpawnEnemy()
      ;;;;;;;;;;;;;;;;;;;

    2. tonycubed2
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      If you package it completely I will post it in optionals and credit you.
    3. CanibalisticTendencies
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      Would you want it as a second esp or as an optional main file?
    4. tonycubed2
      tonycubed2
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      Optional main file with all scripts included. Self standing.
    5. CanibalisticTendencies
      CanibalisticTendencies
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      Ok, I'll give it a try!
    6. CanibalisticTendencies
      CanibalisticTendencies
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      Howdy, I have a zip ready, how do I get it to you?

      Changes:

      1: Added a check for if the player is in an interior. If you have a fast travel from interiors mod then it was acting oddly.

      It's quite difficult to style your toon when they are invisible 

      2: Made the debug messages go to the log as well as the screen.

      I found it hard to see them sometimes as the second travel hid them, so I put them in the log as well to make it easier to see what was being chosen.

      3: Added a debug log with the variables in case someone who is affected by the carriage bug wants to see what the numbers are.


      The rest of my changes only take affect if the destination setting is 100%.


      4: isabled the black screen extension for this case.

      The player won't be relocated at the end of the fast travel so there is no need for it.

      This is the biggest change IMO, you pop out of fast travel and it's on!

      I changed some of the MCM text to make this more discoverable.

      5: Added a slider for the number of enemy. efaults to 5, range is 1 to 10.

      IMO getting loot from leveled enemies that have been weakened is a bit of a cheat and I think having less enemy spawn is a preferable way of making it easier.

      This weaker enemies flag does not affect this spawn, so if you want it easier you have to use the slider!

      6: Bypassed the invisible effect.

      Quite often by the time the player became visible the enemy had run off an attacked random people in the area. Particularly true if you have a more guards or higher population mod.

      If you want it easier, decrease the spawn count.

      7: If there aren't any guards near you then it will hammer the player the same way as the existing spawn options.

      This can up to double the number of enemy. The percentage is based on how far you travel and what your bounty is in the destination. It checks once for each extra enemy, so if you have the standard 5 enemy then it checks a new random value 5 times. So you could get double, but it's unlikely unless you go very far or have been a very naughty ovakin, even then it's not guaranteed.

      8: If there are guards near you, then you will get double the number in the slider.

      I've done a bit of testing on this and it seems to work pretty well. If you crank it up to 10 and land in a place with guards, 20 enemy guaranteed, it can be brutal!

      It can also be awesome.

      Example 1: Level 40, landed outside Riverwood, 20 bandits, took many arrows to the knee, died very quickly 

      Example 2: Level 50, landed at palace of the kings, 20 ghosts, all city guards in the area dead, ghosts all dead, it was intense! 

      Example 3: Level 52, landed at Mistveil Keep, 20 bandits ... there are an insane number of guards in Riften, bandits slaughtered.


      Notes:

      1: I have Open Cities installed, I didn't test without it, so it might not play well landing inside a closed city ... or it might ^_^

      2: I tested carriages, I have CFTO installed, and it didn't seem to work any differently. I didn't make any changes related to this AFAICT.

      Example 1: I traveled from Lakeside to Morthal via carriage and didn't have an ambush.

      Example 2: I traveled form Whiterun to Winterhold via carriage and got ambushed. 20 Bandits ... Stupid awnguard sentries got all upset over friendly fire. If you stand that close to someone I'm shooting lightning bolts at, then accidents will happen >_<

      3: If you want to fight 20 enemy at once then you may need a mod that increases the active actors limit. e.g. https://www.nexusmods.com/skyrimspecialedition/mods/39350 You might also need to learn to not get upset when you get p0wned 
    7. fragment059
      fragment059
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      Has this been posted anywhere? I love the mod, but hate the invisibility, It also made me tear my hear out for several hours wondering why i was invisible in the character creation from alternative starts.
    8. tonycubed2
      tonycubed2
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      posted just now under optionals, variant at the end of file name.
  13. Demonlord091
    Demonlord091
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    Right. So. Two rather amusing problems.

    Either you fixed the carriage ambushes a little too well or I updated it wrong. XD
    If I untick the box for carriage ambushes (Getting interrupted every trip does get old sometimes, no matter how fast the fools die) they don't actually stop. The ambushes continue unless I untick the main mod box, shutting almost all of it down.

    Second problem: The mod doesn't seem to recognize food from Complete Alchemy and Cooking Overhaul.
    https://www.nexusmods.com/skyrimspecialedition/mods/19924

    The bulk of the patches for it seem to be located here, but so far I don't see any to help with your mod.
    https://www.nexusmods.com/skyrimspecialedition/mods/19944

    I know the second one isn't on you, but I figured I'd mention it since it's trying to starve my character even with a bag full of food. Thank you for the interesting mod.
    1. tonycubed2
      tonycubed2
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      Jebbalon, you are better at carriage deals.  Do you have time to check?  I discovered the same last night, every carriage trip is an an encounter.
    2. Demonlord091
      Demonlord091
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      Any news on what would be causing that issue and/or how to fix it?
    3. tonycubed2
      tonycubed2
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      No, Jebbalon seems to be away. Hopefully he is ok. Will need to check myself.