I'm sure it's a mod conflict, surely, but has anyone experienced the goblins being spawned by this mod not being hostile? they're just... idle. and friendly. It's quite strange, and I'm not sure I dislike it yet lol. EDIT: was on an old mod version maybe latest will fix it. I'll test and figure it out first!
That wasn't just you; I encountered 1 several hours into testing. Wasn't sure if it was just me or the leveled list. Now I know.
Some leveled lists seem to have either a script or quest tied to them that alters spawned enemies in slightly different ways.
I used to use the Dark Brotherhood Assassin spawn LL for my Werebeasts mod, however every encounter using that LL caused both werebeasts to spawn an assassination note on their corpse.
So most likely the Ambient Creatures LL I'm using for the Goblins causes them to spawn in a non-hostile manner (else rabbits and foxes would attack I guess?).
I just added a SPID file that I *THINK* will fix the problem.
Ah no, CC goblins wield no weapons (except Gogh). It was intentionally designed that way I guess? I think only Mihails CC goblins wield weapons. Maybe SPID can fix that...
With both this and immersive creatures installed, the additional spiders that spawn randomly when looting spider eggs get flagged as goblins and are both non hostile and have like 10k health haha. Im guessing this means we need a SIC patch?
Yeah sorry but I stopped using SIC years ago. I'd get CTD's every so often. And looking from the Bug report page it seems like it's still an ongoing issue. I think the optional SPID I uploaded *SHOULD* address the non-hostility, but as for 10k health that is definitely NOT from SkyPatcher.
The highest their Health should get is 420 (lol) and that's only because the CC goblins seem to be stuck at level 6, so even if I force them to higher levels, their health never increased. So I used SkyPatcher to give them a range from 50 to 420.
If this becomes too big of a problem I think I'll switch from using the Frostbite LL to Deer or Elk for less conflicts.
Oh nice, I was about to jump in with the SPID patch so I'll see if that still happens. On the health amount, I didn't look at the actual numbers, and it was on a newish game, so I'm like lvl 5. However, whatever amount they had it took like 5 minutes to take down 4 small spiders with both me and my companion whacking away with two handers, lol.
I'll check with the SPID patch running and see if that solves it. Thanks for that!
Honestly I've no idea. Information regarding all 3 mods is spotty at best.
The UESP seems to indicate the spawns are activated AFTER completing the corresponding quests, but some posts claim the spawns are active after the CC file is installed.
Truthfully I've never encountered any of these out in the wilds without this mod.
Before the quest, Zombies and Bone Wolves have a few spawn points around necromancers, The Ritual Stone, and western Lake Ilinalta. Goblins have a handful of spawns near the southern borders of Skyrim, Riften especially, and Nix-Hounds tend to hang out around the ashy southern parts of Solstheim. Hardly exhaustive, these are all from my experience.
After clearing The Rising Dead, the game can spawn packs of zombies at (most? all?) random encounter spots, but only at night, hence why people tend to avoid that quest like the plague(...of the Dead).
Sure, just be sure to delete the Zombie folder and the others will work fine. SkyPatcher tends to cause CTD if it's referencing objects that aren't there.
Goblins have been added to the AmbientCreatures (Foxes and rabbits) and FrostbiteSpider leveled lists. Wherever they would spawn now has a chance for Goblins to spawn instead (Whiterun/Falkreath/etc).
The same goes for Rieklings, only in the snow versions of those leveled lists (Dawnstar/Windhelm/etc).
Zombies and Bone Wolves share the SkeletonMelee leveled lists and each are added to 1 additional leveled list. Zombie will also spawn wherever Atronachs would, and Bone Wolves wherever regular wolves would.
So no, they aren't hand placed anywhere. They'll just spawn via the leveled lists they've been added to.
You might need to make an exception concerning frostbite spiders. I had nimhe turn into a goblin until I removed the frostbitespiders in the ini files.
28 comments
EDit: CC Goblin have no weapons T_T
Some leveled lists seem to have either a script or quest tied to them that alters spawned enemies in slightly different ways.
I used to use the Dark Brotherhood Assassin spawn LL for my Werebeasts mod, however every encounter using that LL caused both werebeasts to spawn an assassination note on their corpse.
So most likely the Ambient Creatures LL I'm using for the Goblins causes them to spawn in a non-hostile manner (else rabbits and foxes would attack I guess?).
I just added a SPID file that I *THINK* will fix the problem.
Yeah sorry but I stopped using SIC years ago. I'd get CTD's every so often. And looking from the Bug report page it seems like it's still an ongoing issue. I think the optional SPID I uploaded *SHOULD* address the non-hostility, but as for 10k health that is definitely NOT from SkyPatcher.
The highest their Health should get is 420 (lol) and that's only because the CC goblins seem to be stuck at level 6, so even if I force them to higher levels, their health never increased. So I used SkyPatcher to give them a range from 50 to 420.
If this becomes too big of a problem I think I'll switch from using the Frostbite LL to Deer or Elk for less conflicts.
I'll check with the SPID patch running and see if that solves it. Thanks for that!
The UESP seems to indicate the spawns are activated AFTER completing the corresponding quests, but some posts claim the spawns are active after the CC file is installed.
Truthfully I've never encountered any of these out in the wilds without this mod.
After clearing The Rising Dead, the game can spawn packs of zombies at (most? all?) random encounter spots, but only at night, hence why people tend to avoid that quest like the plague(...of the Dead).
The same goes for Rieklings, only in the snow versions of those leveled lists (Dawnstar/Windhelm/etc).
Zombies and Bone Wolves share the SkeletonMelee leveled lists and each are added to 1 additional leveled list. Zombie will also spawn wherever Atronachs would, and Bone Wolves wherever regular wolves would.
So no, they aren't hand placed anywhere. They'll just spawn via the leveled lists they've been added to.
Working on an update now.
No conflicts + default assets/enemies, sounds like a must have mod :)
This requires Anniversary Edition, not Anniversary upgrade.
You'll either need the full AE or the CC files that contain the monsters.
Plague of the Dead
Bone Wolf
Goblins
This will work on 1.5.97 (after downloading on 1.6.+ and then downgrading to 1.5.97)