Adds Dynamic repeatable quest/encounter chains to any world space with a lootbox reward system. Also contains a Rogue-like short dungeon crawling experience based on the Rifts from Diablo 3
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File credits
LordKarnak for The Daedra Returns gate effects: https://www.nexusmods.com/skyrim/mods/64925
Hanaisse for her Oblivion Gate meshes and textures: https://www.nexusmods.com/skyrim/mods/18957/?
Exploration Feature: Bounties will now try and spawn in a line across the map, preventing backtracking
Keys now try and always give a weapon or piece of armour along with other rewards
Bounty location history. Bounties will stop spawning in the same place.
Auto save on First Bounty start and final Bounty completion
Sea Protection. The high seas are off limits for Bounties
Mountain and River prevention. Reduces the chance of Bounties getting embedded in Mountains or rivers
Esl mod support for bounties
Version 1.6.0
Updated to support AE
Version 1.5
Expansion on Rift Gameplay. Rifts are short dungeon experiences in a rogue-like manner.
Rifts can now be started any time by visiting the Rift Pillar at the Undaunted camp. Completing a Rift rewards an undaunted key.
Number of Rifts increased to 29. Each is unique.
Version 1.4
MCM Menu for common configuration settings.
Bounties are now either standard or Elite, with the last bounty in a chain always being an Elite bounty.
Spawning Height difference. Enemies will not spawn much higher or lower than each other.
New feature: Rifts, 5 Dungeons with bounty groups spawning in them. First step to procedural generation.
Bounty spawning improvements, bounties now act like a deck of cards.
Bugfix: CTD when loading groups from mods which are installed but not active.
LookupFormByID now using AddressLib, should hopefully fix CTDs in older versions
Version 1.3.1
Fixes CTD issue with blacklisting a mod that isn't in your load order.
Version 1.3
Bounty count is now 100, now including dragons.
JContainers has been replaced with a C++ solution, load times dramatically decreased.
First attempt at using Address Libary. Works in the 1.5.97, untested in earlier versions.
"Safe Zones" config added. Prevents bounties spawning in areas of the map. All Skyrim cities/towns setup by default.
Miscellaneous items can now be rewards if RewardAllowMiscItems is set to 1 in Settings.json.
New RewardModBlacklist config file, preventing mods being used by the loot system.
Bounty objective tracking more lientent. If the system doesn't understand something it will mark it as complete. (wyongcan2019 ally Issue)
Version 1.2
Brynjolf is now Vigrod.
Undaunted now loads at the start of a session. This should prevent annoying load times.
Loading a game with an active bounty will recreate it without moving it or changing what bounty it was.
You can now fast travel/teleport as much as you want and bounties won't mind.
Height awareness. Bounties will now be placed on roughly the same level as the player is. No more mountain climbing (unless you want to)
Allies no longer instantly vanish, they'll stick around until the cell is reset.
Support for multiple concurrent bounties.
Couple of CTD fixes.
SkyrimAE Mod for Dynamic Quest/bounties. Inspired by the ESO Guild The Undaunted and the Diablo 3 Adventure mode. Undaunted has been designed as an extendable framework with data driven design and to be highly compatible with mods.
What does this mod do? Adds a power that starts a three stage quest in the nearby area (works anywhere including any mod created cells). The stages are defined in external files can be edited easily and can reference other mods, there's currently 100 different types of stage. Once all stages are complete you are given a reward key that can be used to open a lootbox in the undaunted camp for random rewards pulled from memory, meaning it supports all mods including armour mods that rely on add item commands.
New in v1.6.1 Quality of Life Update Exploration Feature: Bounties will now try and spawn in a line across the map, preventing backtracking Keys now try and always give a weapon or piece of armour along with other rewards Bounty location history. Bounties will stop spawning in the same place. Auto save on First Bounty start and final Bounty completion Sea Protection. The high seas are off limits for Bounties Mountain and River prevention. Reduces the chance of Bounties getting embedded in Mountains or rivers Esl mod support for bounties
New in v1.6 Updated to support AE.
New in v1.5 Attempts to recreate the experience of Diablo 3 Rifts by adding 29 short dungeons which are randomly selected. These can be reached by using the Rift Entrance at the Undaunted Camp. Each rift has a Exit at the end which will return you to the Undaunted Camp, giving a Rouge-like dungeon crawling experience. Completing a "Rift" rewards a Undaunted Key.
How to play 1.Visit the Undaunted Camp west of Windhelm. 2.Speak to Vigrod and accept the Undaunted Invocation. 3.Anywhere you want use the Undaunted Invocation. 4.A Quest will start called Undaunted. 5.Somewhere nearby a quest marker will appear pointing to where the bounty starts. 6.Go to the marker, once you are in range the event will begin. 7.Complete the event and another event will appear nearby. 8.Complete 3 events to be rewarded an Undaunted Key. 9.Cast the Undaunted Invocation again or return to the Undaunted Camp and trade your Keys for scaled weapons, armour, scrolls or potions from any loaded mod.