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LeucisticDinosaur

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LeucisticDinosaur

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About this mod

Adds configurable chances for wilderness animal spawns, including time of day and weather-dependent predator chances. Optionally also adds additional variety to wilderness predator lists. ESPFE.

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Changelogs
This mod contains two separate modules affecting animal spawns, which can be used together or separately.  It was inspired pretty heavily by mods like True Hunter, CLAWS, and Complete Randomized Spawns; if you don't like how this mod implements a feature, check those out instead!


Nocturnal Predators & Rarer Prey

This download is available as a lite or full version.  The lite version does not include a plugin and alters only one script, lvlpredatorscript.pex, to give 'predator' animals (including wolves, spiders, trolls, etc depending on the location) chances to not spawn in the wilderness depending on the time of day and weather.  With this version, relative to vanilla, predators will spawn in exterior areas:
  • 1/25 as often if it's daytime and sunny
  • 1/10 as often if it's daytime and rainy or snowy
  • 1/5 as often if it's daytime and cloudy
  • equally as often during any weather at night
The full version also adds an MCM to allow setting these chances to whatever you'd like, and also adds spawn chances for prey lists (deer / elk / goats) and ambient animal lists (rabbits / foxes), by default 1/2 of vanilla.  Inspired by True Hunter, this version also makes it more likely that rabbits will spawn than foxes from ambient lists.

Both versions of this mod alter lvlpredatorscript.pex and are not compatible with other mods that do the same (including True Hunter, plus probably some others I don't know about).  Other than that, direct conflicts are unlikely as this mod touches few vanilla records.  Other mods that edit the vanilla prey/ambient animal lists will conflict, but this should be resolved automatically if you generate a bashed patch or similar.

With the full version, this mod's plugin should not be merged; it relies upon the GetFormFromFile script function (to reduce the number of vanilla records touched and avoid needing to patch for a subset of mods which add new random predator spawns).  Doing so will break all chance settings for predator spawns and they will no longer respond to MCM changes.

SKSE is a soft requirement. You can use this mod without it, but the safety check that prevents this mod from altering enable/disable state of creatures referred to by quests will not function.

PapyrusUtil is not required, but if you have it the MCM can automatically save your chosen settings and re-apply them when starting a new game.


Troubleshooting

This works for vanilla creatures but not mod-added ones
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Mod-added animals may or may not follow this mod's chance settings, depending on how they're added to the world.  I think this is largely desirable: this mod's settings will affect animals that use the vanilla predator script / spawn via the vanilla prey lists, and not affect those that are hand-placed by a mod author.

I don't expect to have a ton of time to make patches, but you're welcome to ask in the comments-- at minimum I think I can give you a basic idea of what to change in xEdit if you want to try patching it yourself.

This isn't working for vanilla creatures
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Most likely cause is that you have another mod, loading after this one, which edits the random predators or prey lists in question. You can check in xEdit if you're familiar with the program (load up all of your mods and check whether any of this mod's edited records are highlighted in red).

A quest asked me to kill an enemy, but it's not there
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There is a possible issue that could arise if your game has a quest that:
  • requires you to kill a creature in an exterior area that isn't flagged as a boss (so killing it doesn't clear the location),
  • spawns that creature from (1) a random vanilla prey list or (2) a random predator encounter that uses lvlpredatorscript, and
  • for predators, doesn't fill an alias with that creature or doesn't check whether the creature is disabled when starting up.
As far as I know there aren't vanilla quests which will trigger this issue. If you think you've encountered it, the first thing to try is to reload a save from another game location, then set all chances in this mod's menu to 1 and re-approach the area.

Otherwise, my guess would be that you passed nearby this area earlier in the savegame, the predator got disabled at that time, the cell didn't reset since then, and the quest didn't check whether the creature was disabled when first starting up.  You may need to find the refID of this creature and manually set it to enabled.  Sorry for the inconvenience!


Predator Variety

This mod makes some changes to 'predator' leveled NPC lists to add additional chances for rarer enemy types to spawn randomly:
  • Werewolves, ghosts, atronachs, and dremora have a small chance to spawn from some wilderness predator lists (this varies by location-- for example, ghosts can spawn in several types of vanilla biome, but are more likely to spawn in marshes than the others)
  • Storm and frost atronachs can spawn from fire atronach lists
  • DLC-specific creatures like vampire lords, gargoyles, seekers/lurkers, chaurus hunters, and dwarven ballistas have a chance to randomly spawn from some associated enemy lists on the mainland (and rarely from predator lists as well)
  • One technical note: a generic vampire lord enemy has been created instead of using existing NPC records from Dawnguard (due to there not really being a default vampire lord enemy as far as I can tell).  It should correctly inherit changes made to the default vampire lord abilities and race by mods, but it's possible some mods that affect vampire lords might not apply correctly to this actor.  If you encounter a problem, this spawn can be removed entirely in xEdit by deleting it from __ExtraLCharSpiderOrVampireLord [LVLN:FExxx80E].
This plugin was thrown together pretty quickly and carelessly in xEdit.  It's been working well for me ingame, but please do let me know if you see anything weird happening!  Also worth noting that some of these random spawns can be higher-level relative to the player character than they are in vanilla; it's expected that some fights may be worth avoiding if you see them from down the road in the early game.

If you have other mods that alter random predator spawns, they may conflict with this mod's edits, but it should be largely resolvable with a bashed patch or similar.