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AeltothUploaded by
AeltothVirus scan
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About this mod
Ever felt the game could use more random encounters? This mod takes care of that. It adds random monster spawns, dynamic & randomly generated monster contracts, random monster hunts and monster ambushes. Also adds events based on your actions. All entirely tweakable through a mod menu to completely change the way you play the game
- Requirements
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DLC requirements
DLC name Hearts of Stone Blood and Wine Nexus requirements
Mod name Notes Community Patch - Base May not need it with W3EE Community Patch - Bootstrap and Utilities Community Patch - Shared Imports May not need it with W3EE Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
For any version above 1.8.1 (excluded), explicit permission is required to share any file about Random Encounters Reworked released on Nexusmods. For permission and licensing instructions about the code, please refer to the license in the Github repository for the project.
Anything written in the description tab of the nexusmods page can be shared, copied and edited freely as long as you credit me (Aeltoth) as the author of the mod and link to the mod's page on nexusmods.File credits
Credits to erxv for the original idea and code
Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Russian
- Polish
- Mandarin
- French
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Translations available on the Nexus
Language Name Russian Author: b1ackbeat Russian Translation for Random Encounters Reworked Polish Author: SpontanCombust Random Encounters Reworked - Polish Translation French Author: Pistacho Random Encounters Reworked - French translation Mandarin Author: CATLinRuCai Random Encounters Reworked - Chinese Translation - Mirrors
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Name Github repository - Changelogs
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Version 1.11.1
- NEW check to pause any encounter when the player is in a scene or a gameplay scene
- NEW don't spawn static encounters when the player is playing as Ciri
- FIX a bug that caused the No camera scenes on horse (Immersive Camera compatibility) to not do anything and still cause a crash for IC users
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Version 1.11
- NEW optional feature for ImmersiveCamera compatibility
- NEW optional feature to enable path finding in monster trails
- NEW static encounters settings to control their chance of appearing. Default values for small static encounters: 80; large static encounters: 60.
- NEW reward system option to allow creatures to drop crowns (use the default preset to activate it)
- NEW pause all monster hunts and ambushes if the player is busy (scene, gwent, boat, quest scenes)
- NEW the chance of duplicating a creature is now inversely proportional to the creature's size
- NEW add simplified commands for monster hunts and ambush (exampe: rerh(CreatureGHOUL) for a ghoul hunt rera(CreatureFIEND) for a fiend ambush)
- NEW playing a monster contract delays any future encounter that would have appeared, reducing the amount of interruptions.
- UPDATE removed long and unnecessary long pause in the monster contract encounter, the encounter will flow in a smooth way now
- FIX a bug that caused monster hunts to go in a straight line towards the player
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Version 1.10
- NEW menu to multiply enemy count by creature type
- NEW static encounters in White Orchard thanks to Czartchonn
- UPDATE Monster contract overhaul
- UPDATE Disable RER if player is playing as Ciri
- UPDATE the automatic cutscene toggle default value (now enabled by default)
- UPDATE Specters no longer use fog as monster clues, they now use the default nekker track as any other monster
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Version 1.9
- NEW 30 static encounters across Velen
- NEW mod menu
- NEW optional features to disable camera scenes (by Spontan)
- NEW encounters settings, there are values for ambushes/hunts/contracts for both day & night
- UPDATE decrease the action camera scenes durations
- UPDATE decrease the amount of unneeded clues created in the first phase of monster contract
- UPDATE increase the amount of encounters met when playing a monster contract
- FIX no longer play the new oneliners when the feature is disabled
- FIX two incorrect bestiary entries (ekimmara and fiend)
- FIX the gargoyle oneliner when interacting with gargoyle tracks
- FIX improve trails performances (again)
- FIX a bug when drawing trails
- FIX a bug when drawing fog trails
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Version 1.8.1
- FIX compatibility for W3EE/Lazarus
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Version 1.8
- NEW interactive foot tracks, most of them have unique oneliners to help identify the creature
- NEW set the label in the DLC menu
- UPDATE improved auto-update script, shows the changelog and wait for confirmation before installing the next version
- UPDATE removed a typo in the initialisation notification.
- NEW 4 static encounters were added to the mod
- FIX play the trophy cutscene only if the settings allow it
- UPDATE changed the names of the Scurver and Slyzard in the mod menu
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Version 1.7
- IMPROVED the menu settings for the noticeboard event
- IMPROVED the camera blending used in RER's scenes
- NEW support for third party creatures, RER can now spawn any types of enemies. Anyone can include their creatures into the mod.
- NEW Static Encounters.
- NEW for 3rd party creatures
- NEW voiceline when a monster contract is finished
- NEW option to disable the automatic cutscene from a noticeboard. The event can still be triggered with the keybind
- NEW auto update script for easier updates of the mod
- NEW camera scene when Geralt is ambushed
- NEW camera scene when a monster contract appears nearby
- NEW toggle to disable camera blending
- IMPROVED monster hunt and ambush code
- FIX human ambushes won't but you in combat hundred of meters away
- FIX in the trails function
- FIX in the contract encounter
- FIX a crash during a monster contract cleanup
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Version 1.6
- NEW event: Noticeboard contract. Whenever Geralt approaches an empty noticeboard (no contracts left on it) a scene will starts about monsters in the area. As soon as Geralt leaves the settlement he will be guided to a Monster Contract encounter.
- NEW settings: Performance settings. At the moment it includes a single slider to reduce the number of foot tracks created by RER.
- NEW the Monster Contract encounter now drops trophies
- FIX the werewolf spawning.
- FIX the event system now properly checks for cutscenes and cities
- IMPROVE the performances of the foot tracks created by RER, especially fog.
- NEW the monster contract encounter will be recreated if the player dies at the same starting position and with the same monsters.
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Version 1.5
- - NEW encounter, the monster contract. You see corpses on the ground and decide to hunt down the beast who did this.
- - NEW difficulty option: random difficulty. When used the difficulty is picked randomly each encounter.
- - NEW difficulty settings: enemy count multiplier. You can directly multiply the number of creatures spawned in each encounter. (was there since the beginning but i forgot to add it eheh)
- - NEW voicelines when picking up trophies.
- - IMPROVED forest detection function, it correctly finds when you're near trees and bushes now. You'll see lots more leshen and insectoids due to this change
- - IMPROVED the event system, by setting an event chances to 0 the event is now completely disabled. Saving performances.
- - FIX the leshen bestiary entry resulting in only one leshen variant. There are now 3+ of them.
- - FIX a bug where tracks would not be cleared properly, resulting in loss of performances.
- - FIX the city spawn settings, creatures should no longer spawn in cities now. By mistake i forgot to add it back in the previous version.
- - FIX small bugfixes here and there i did not document.
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Version 1.4
- - NEW menu to control where each creatures can or cannot spawn between Skellige, Toussaint, no man's land.
- - NEW 7 species: Sirens, Berserkers, Dracolizards, Gargoyles, Skellige wolves, Skellige bears and skellige trolls. They were all subspecies before.
- - NEW toggle in the advanced event system menu to allow copies of monsters who are in combat
- - NEW toggle to allow spawns even in big cities like Novigrad, Oxenfurt, Kaer Trolde.
- - Rewrote a big chunk of the code so it is easier for me to add new species
- - UPDATE Event Fill Creatures Group - Improved monster detection. This means it will add creatures more often than before (about 10 times more)
- - FIX the way the events calculated the ICD, they now scale properly
- NEW 2 presets for the event system,
- NEW event: Meditation ambush, everytime you meditate there is a small (tiny, really tiny) chance you will get ambushed. The longer you meditate the higher the chances
- UPDATE when a monster hunt is created foot tracks leading to the creature will be created near Geralt
- UPDATE creatures ratios were separate for ambushes and hunts, a new submenu was created for this. You will have to reset your ratios.
- UPDATE improved the performances of the foot tracks in theory. After some time it reuses the old tracks instead of creating new ones and deleting the old ones.
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Version 1.3.2
- NEW created 6 new settings to control exactly how often the events are triggered.
- NEW toggle to enable and disable RER completely when needed. And support for a custom keybind, more info in the in-depth install guide.
- UPDATE the events default settings were reduce, no more waves of necrophages.
- UPDATE the blood necrophages event now scales on your missing health, the lower the health the higher the chances. The maximum being the one you set in the menu.
- UPDATE the bodies necrophages event now ignore lootbags, so you can loot the remains of monster and drop the unwanted items to clean the ground of the remains.
- UPDATE the fill group of creatures event now ignore monsters who are fighting and are not at 100% health. No more spawns of monsters you're fighting.
- UPDATE most of the events are no limited to 1 trigger per fight, so if the blood necrophages event triggers it will stop most of the events from activating for the remaining of the fight.
- FIX the scaling used by the events, they'll be triggered less often compared to before
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Version 1.3.1
- FIX the event RER_ListenerFillCreaturesGroup correctly uses the levels defined in the settings
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Version 1.3
- NEW two sliders to change the range used by RER for creatures level
- CHANGE the way the mod menu is organized, advanced settings must be reset manually due to this change
- NEW a slider to change the trophies prices
- NEW Event system. The mod will react to world events
- NEW RER_ListenerBloodNecrophages event: When the player is not full life there is a small chance necrophages will ambush Geralt.
- NEW RER_ListenerBodiesNecrophages event: When the player is near monster or human remains there is a small chance necrophages will ambush Geralt
- NEW RER_ListenerFightNoise event: When fighting there is a small chance for an ambush of any type, based on external factors
- NEW RER_ListenerFillCreaturesGroup event: RER will randomly add a creature to a group of monsters in the wild. So if there was a group of 3 drowners somewhere, RER has a chance to increase it to 4. Should work on every creature except bosses, so expect groups of large creatures like Leshen, werewolves in some cases.
- NEW Event system slider to control how frequently RER listens for events
- NEW Event system slider to control chances for events to trigger.
- ADD the rer_start_ambush console command to force an ambush of the chosen type
- ADD the rer_start_hunt console command to force a monster hunt of the chosen type
- ADD support for community made events, anyone can make his own event and inject it into RER. A guide will be made for this.
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Version 1.2.1
- FIX the infinite loading screen when unique creatures spawned by RER were looted
- FIX the autopickup of trophies during the trophy cutscene
- FIX the cutscene will only play if a trophy was found nearby the player. It used to play no matter what.
- CHANGE the bestiary requirement for some unique creatures
- CHANGE moved the bestiary option up in the menu to better see it
- REMOVE the monster contract option from the menu
- FIX correctly use the right string for the "Allow trophy animation" option
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Version 1.2
- NEW toggle in the main menu "Only known bestiary creatures". Defaults to ON and if enabled forces RER to use creatures from your bestiary only and remove all unknown creatures.
- FIX a bug where the values from the advanced menu were incorrectly loaded
- FIX a bug where the trophy animation would play for creatures killed RER if they reached the automatic death distance.
- NEW unique creatures were added to the lot, as part of already existing species.
- UPDATE the default value for the Ambush trophies toggle
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Version 1.1
- NEW settings menu: "Advanced" for advanced settings.
- NEW advanced setting: "Minimum spawn distance" to change the closest allowed distance for RER spawns
- NEW advanced setting: "Spawn diameter" to change the random range distance for RER spawns
- NEW advanced setting: "Automatic kill threshold" to change at which distance the RER creatures are killed
- NEW main setting: "Allow trophies in ambush" to toggle trophies for ambush type encounters. Defaults to false
- NEW main setting: "Allow trophies in hunt" to toggle trophies for hunt type encounters Defaults to true
- NEW main setting: "Allow trophy pickup animation" to toggle the trophy pickup animation when trophies are dropped. Defaults to true. RER Trophies are autolooted during the cutscene.
- NEW batch script in the bundle to skip install step 3
- CHANGE Trophy prices were approximately multiplied by two
- CHANGE Trophy drop rates from the default preset were lowered for grouped creatures
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Version 1.0
- Added the concept of external factors for monsters spawns. Some monster cannot spawn in certain biomes and prefer some other biomes. Spiders for example cannot be found near water but when in a forest you're more likely to meet them.
- Added a slider to change how much the external factors affect the spawning chances. Its default value is 2, which means the spawn chances are multiplied by 2. If you set it to 1 nothing will change from external factors. The slider can go up to 10.
- Removed the distinction between large and small creatures. All creatures are considered the same. The option "Large creature ratio" has been removed from the mod-menu. And the previously large creatures now simply use the spawn chances you set in the mod menu.
- Updated the default settings for the creatures spawn ratios. Mainly to compensate the removal of the "Large monster ratio".
- Added a mod menu to toggle which creature can or cannot spawn in cities.
- Removed the toggle for City spawns. Use the new menu for this.
- WildHunt encounters appear through portals and no longer attack eachother.
- Updated the creatures tracks depending on their type (Specter, Human, Necrophages...
- Improved city detection to prevent unwanted city spawns. It now uses guards to detect if Geralt is in a safe zone.
- Added a new mod menu to control monster trophies drop chances.
- Added 33 custom trophies to almost all encounters, even small ones. These trophies can be sold to merchants in exchange of coins. These are custom trophies and do not give any stats, and are only meant to be sold.
- RER load presets on its first run. All your settings will be reset due to this change.
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Version 0.9.4
- Added the gryphon hunt/pursuit. There are two variants for the combat, here is a video for one of them: https://www.youtube.com/watch?v=5uWC3I-crjI
- Added an option to disable RER creatures loot. Great suggestion by Orochi82.
- Improved the creatures spawn locations, they're less likely to appear on harsh terrain.
- Creatures from hunt are set to Geralt's level now. Non-hunt creatures already had Geralt's level.
- Creatures from hunt groups no longer target Geralt when one of their friend dies because it went too far from the player (in case you didn't know: Creatures are killed when they are too far from you)
- Removed entries for unused creatures from the mod-menu
- and other tiny things i forgot...
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Version 0.9.3
- Large creatures no longer stay still on spawn, and directly target the player if they're not part of a hunt.
- RER will now try multiple positions before spawning creatures to allow spawns even in hard terrain.
- Added safe zones if you have No City Spawns enabled. Not 100% working in skellige, but greatly improved.
- Added support for custom keybinds to refresh the settings and force an encounter.
- Added an option to hide RER notifications on startup, the option is enabled automatically after first startup.
- Improved AI logic
- Creatures are no longer written in your save file in order to avoid errant RER creatures in your world when you leave and come back.
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Version 0.9.2
- Add an option to toggle Geralt comments when an encounter appears. (Request by zowbaid on nexusmods)
- Setting every creature frequencies to 0 in the mod menu now correctly stops creatures from spawning. Meaning you can stop any creature from spawning during the day by setting everything to 0 in "the Creatures Frequencies - Day" menu.
- If one of the creatures in a hunting group starts fighting the player, the other ones also start focusing the player and stop going toward the bait (the bait is what makes them wander).
- the RER loaded notification is now bound to w3strings. Meaning we can translate it (Request by b1ackbeat on nexusmods)
- Updated the w3strings to specify the spawning delay, it is now specified the values are in seconds
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Version 0.9.1
- Fixes the mod menu and the and the strings. No localization done, everything is set in English for everyone. Removed unused options and changed the layout a bit to make things simpler
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Version 0.9
- It is the first version i upload. There are still a few things i have to work on like localization and the mod-menu missing a few strings, but the features are there and are working bug-free!
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- Donations
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Both straight donations and premium membership donations accepted

Re-implementation of the original idea by erxv with its mod Random Encounters. Immersive mod to make the world feel more dangerous. Adds creatures all around the game based on the regions and dynamic events based on your actions in a seamless way.
- Custom monster trophies, to provide Geralt some coin for the monsters he hunts
- Link RER's bestiary to Geralt's so he doesn't encounter creatures he hasn't met yet
- Custom encounters like the Griffin hunt and the monster contract
- Fully working monster hunts and interactive trails
- Perfect performances, no drop in FPS on an encounter
- Full control of everything with a complete mod menu
- Support for console commands to start ambushes and monster hunts of any type
- Event System to react to your actions. Entering a swamp can attract swamp creatures, fights noise can attract curious creatures, monster remains or Geralt's blood attract necrophages.
- Randomly change vanilla encounters by adding creatures to existing groups of enemies. A group of three bandits in vanilla can now be composed of three or more bandits, or even large creatures such as Griffins and leshens can now live in groups. Each playthrough will be different.
- Tons of new unique spawn points for any kind of creature.
ENDORSING
If you like the mod and what it offers, please consider endorsing. Thank you!