All three plugins must be activated in order to see their affects. The main plugin is "The Hostiles.esp", it spawns enemies only on Vvardenfell the main continent of the game. The Bloodmoon plugin, "The Hostiles for Bloodmoon.esp" spawns enemies only in Solstheim and no where else but there. The Tamriel Rebuilt plugin, "The Hostiles for TR.esp" spawns enemies only in Tamriel Rebuilt's area and no where else but Tamriel Rebuilt's area.
Another important thing! Special thanks to Zaric Zhakaron for using The Hostiles in his awesome streams and videos, check him out on Twitch and Youtube.com. He streams lots of Elderscrolls content such as Morrowind, Daggerfall Unity, Skyrim, and ESO.
Hello! Is the TR plugin compatible still with the latest version of TR? I seem to recall that "Undead" mod's TR plugin being deprecated. Thank you so much!
I have currently the problem that the NPCs instant respawn if I dispose the corpses and reload the cell (basically enter and leaving a dungeon). I found this quite excessive. I know I could just keep the corps lying around, but it bothers me to have striped NPCs on my road in spacial if it's a frequently traveled area, so I would like to dispose them.
Is this intended behavior (not avoidable because of game code) or could ther be another reason for this (currently running OpenMW 0.48. but had the saem problems back in 0.46 allredy)
I know this is late but I'm certain its something in your load order causing the fast respawns. Maybe you have a setting that is causing this. Applications like Wyre Mash can help with spawns. Maybe I will look into this mod again and add rats etc to the spawn list to reduce the spawning of hostiles in a plugin for those that want that. But its been a long time since I have modded for this game or any other.
MCA comes with its own toggleable random encounter system for hostiles, and combining the two will probably oversaturate your game with trashmobs, so chose either one or another. IMO, MCA's hostiles are much more sensible.
hi, I went and edited your mod for my own use that addresses some of the criticisms in previous posts. I feel there might be a demographic out there that wanna try it out. Is it ok to upload somewhere? The edits are basically, 120 and 100 lvl guys don't spawn and I removed all the glass and extra loot, like money and gems. I also changed the weight and prices of the hooded robes. thanks for making The Hostiles!
Trevor gave me permission check it out here: https://www.nexusmods.com/morrowind/mods/50287?tab=description
This does what it says, but I think it's a little extreme. I ran into a level 100 hostile outside Seyda Neen. Divayth Fyr, the thousand-year old Telvanni wizard lord, is the highest level character in Morrowind at level 65. A level 100 npc should be ruling a continent somewhere, not waiting outside Seyda Neen to steal my scrib jerky and 45 septims.
28 comments
Another important thing! Special thanks to Zaric Zhakaron for using The Hostiles in his awesome streams and videos, check him out on Twitch and Youtube.com. He streams lots of Elderscrolls content such as Morrowind, Daggerfall Unity, Skyrim, and ESO.
I found this quite excessive. I know I could just keep the corps lying around, but it bothers me to have striped NPCs on my road in spacial if
it's a frequently traveled area, so I would like to dispose them.
Is this intended behavior (not avoidable because of game code) or could ther be another reason for this (currently running OpenMW 0.48. but had the saem problems back in 0.46 allredy)
Trevor gave me permission check it out here:
https://www.nexusmods.com/morrowind/mods/50287?tab=description