The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Extended Encounters
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2.404 MB
24 Jan, 2021 @ 10:28pm
23 May @ 9:59pm
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Extended Encounters

In 1 collection by Jonx0r
Jonx0r's Mods
3 items
Description
Extended Encounters is a simple mod that adds to the pool of random roadside, wilderness and location encounters in a way that makes the world seem a bit more dynamic and alive without negatively affecting game performance or bloating your save file.

Features
NPCs Out and About: You'll see mercenaries out in the world doing their job, adventurers traveling into dungeons, guards clearing bandit camps, and more. New visitors may sometimes show up at settlements, towns and cities from time to time. NPCs may also deviate from their regular routine to visit different locations on their own.

Faction Raids: Factions can raid specific locations. You may occasionally see bandits raids on settlements, towns and cities, civil war raids on forts held by the enemy, and more. Raids can be configured in the MCM.

Immersive Danger: Sleeping and waiting in or fast traveling to a dangerous location such as a bandit camp or vampire lair may also lead to an encounter with denizens that call those places home.

An MCM is included that allows you to toggle all features added by this mod.

See the Readme File[pastebin.com] for a full list of encounters.

Requirements
For the MCM you will need SKSE[skse.silverlock.org] and SkyUI[www.nexusmods.com]. For Situation Encounters you will need SKSE[skse.silverlock.org]. The rest of the mod will still function fine if you do not want to install them.

F.A.Q.
Q. What patch level is required?
A. None.

Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
A. SKSE and SkyUI will be required if you want to change any settings via the MCM, but this mod will function perfectly fine without them and all settings can be changed with console commands as documented in the Readme File[pastebin.com]. Situation Encounters such as Sleep, Wait and Fast Travel encounters will also require SKSE. If SKSE is not installed they will simply not occur.

Q. Is this ESL flagged?
A. Not yet.

Q. Is this safe to add/remove mid-game?
A. Yes, though you should probably use a save cleaner to remove left-over script files if you remove this mid-game.

Q. Is this mod stable? How compatible is it?
A. None of the events included in this mod should cause your game to crash. This mod is as lightweight as I can make it and the impact on performance is negligible. It makes zero changes to any vanilla references so the likelihood of mod incompatibility should be low.

Q. The Silver Hand and/or the Vigilants of Stendarr are coming after me!
A. The Silver Hand will only come after you if you're a werewolf. The Vigilants of Stendarr will come after you if you're a werewolf, vampire or daedra worshipper. The Silver Hand will stop pursuing you if you've cured yourself of lycanthropy. The Vigilants of Stendarr will stop pursuing you if you've cured yourself of lycanthropy or vampirism, as long as you don't have the favor of a daedric prince. Additionally, you can turn these events off in the MCM under Extended Encounters > World Encounters > Factions Hunt Player.

Q. This mod seems to put a lot of vanilla followers out in the wild. Won't they get killed?
A. Followers and other unique NPCs included in the random events will be marked as Essential for the duration of the random event. When they return to their normal location their status will be set back to what it was before the random event happened. You don't need to worry about them returning safely; they're scripted to return in the same way as base game random encounters.

Q. Won't locations get clogged up by randomly generated NPCs?
A. No. Random NPCs generated by events will be marked for deletion once the encounter ends. Typically this occurs when the cell containing the trigger that generated an encounter is unloaded, or when the player travels to a different location. A specific location can only host one random event at a time to avoid a degradation of performance caused by NPC crowding.

Q. Will this mod affect my current follower?
A. No. Current, dead, or disabled followers won't be picked for random encounters.

Q. How do I disable a specific encounter?
A. You can use the following console command to disable an encounter:

set EE_WX###Chance to #

Refer to the Readme File[pastebin.com] for a full list of encounter IDs.
55 Comments
PrincipeActif[FR] 3 Apr, 2023 @ 1:56am 
Nice mod, I'll try it with OBIS to see if its compatible
Jonx0r  [author] 28 Nov, 2022 @ 3:49pm 
@Booneblaster: No.
Booneblaster 14 Sep, 2022 @ 5:34am 
to use this mod, does that mean i will be launching skyrim from MO rather than from steam? thx
Jonx0r  [author] 30 Jan, 2022 @ 8:48pm 
@Arienrhog: No, only two qf_ scripts were changed and the changes were very minor.
Arienrhog 30 Jan, 2022 @ 3:24am 
Do I need to clean again my save with the update?
Diamondback 20 Jul, 2021 @ 8:42am 
@Jonx0r: Yeah, I figured this out shortly after I posted, looks like I'll be waiting for the next update... Still I love this Modd, I've seen things My friends on PS3 wouldn't believe.
Jonx0r  [author] 19 Jul, 2021 @ 4:41pm 
@Diamondback: There's no function in Extended Encounters that causes followers to run off when you start sneaking. Either it's a pathfinding issue or something introduced by another mod.
Diamondback 18 Jul, 2021 @ 5:20pm 
Is anyone's Followers wandering off when they go stealth or is that a in-game glitch?
Arienrhog 10 Jul, 2021 @ 3:04am 
No, I see the headsman kill the prisoner and the guard was alive and do what he suppose to do.
Jonx0r  [author] 9 Jul, 2021 @ 4:03pm 
@Arienrhog: Scripts that are baked into your save remain even if you uninstall the mod they came from, so you're likely to re-encounter the same issue again.