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About this mod
Add randomly generated monster contracts, bounties, ambushes and hunts to the game. Dynamically change the vanilla spawns for unique and varied playthroughs. Simulate an ecosystem and a food chain. Add dynamic events to give more weight to your actions
- Requirements
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DLC requirements
DLC name Hearts of Stone Blood and Wine Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
For any version above 1.8.1 (excluded), explicit permission is required to share any file about Random Encounters Reworked released on Nexusmods. For permission and licensing instructions about the code, please refer to the license in the Github repository for the project.
Anything written in the description tab of the nexusmods page can be shared, copied and edited freely as long as you credit me (Aeltoth) as the author of the mod and link to the mod's page on nexusmods.File credits
Credits to erxv for the original idea and code
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Translations
- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Korean
- Japanese
- German
- French
- Czech
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Translations available on the Nexus
Language Name Korean Author:Alt-heimer Random Encounters Reworked (RER) - Korean Translation Russian Author:Virtus27 Random Encounters Reworked -Russian translation Portuguese Author:Vyktory Random Encounters Reworked translation PT-BR Mandarin Author:Aeltoth and CarefreeMontage and me Random Encounters Reworked-new Chinese Spanish Author:Sete Random Encounters Reworked Spanish German Author:Arkana566 Random Encounters Reworked - German Translation Next Gen Japanese Author:gotaimin Japanese Translation for Random Encounters Reworked Turkish Author:Tasarruflu Fare Random Encounters Reworked - Turkish Translation Polish Author:SpontanCombust Random Encounters Reworked - Polish Translation Spanish Author:DWOLF666 Random Encounters Reworked - Spanish Translation Mandarin Author:CarefreeMontage Random Encounters Reworked NextGen - Chinese Translation French Author:Aeltoth made his mod and I Translated it Random Encounters Reworked VF Other Author:Ahab_Channel Random Encounters Reworked Chinese translation Other Author:Alian2Plus Random Encounters Reworked - Arabic Translation Russian Author:abaethzireael Random Encounters Reworked - Russian translation French Author:Pistacho Random Encounters Reworked - French translation Czech Author:3sis Random Encounters Reworked - Czech Translation Russian Author:b1ackbeat Russian Translation for Random Encounters Reworked Mandarin Author:CATLinRuCai Random Encounters ReworkedV2.0.3- Chinese Translation Korean Author:scorpius1015 Random Encounters Reworked - Korean Translation - Mirrors
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Name Github repository - Changelogs
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Version 3.1
- NextGen stability update
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Version 2.10
- NEW By default players are no longer able to select the contracts difficulty, a random difficulty is now rolled for each available option. A toggle was added to revert to the old system where you can select the difficulty.
- NEW Unlock the difficulty levels for contracts, allowing them to scale up infinitely based on the player's reputation
- NEW Add an option to bounty master to sell all tokens at once, selling multiples tokens may take a few seconds, be patient.
- NEW Move ice giant into the giants species (it was in the cyclops for some reason)
- NEW Add selling prices to the tokens, allowing people with loot mods to sell them directly in case of incompatibilities
- NEW Temporarily disable PSE (Placeholder Static Encounters) to remove a crash on load
- NEW Add option to fully disable the static encounters system, setting both Large & Small chances to 0 will disable the feature
- NEW Add a way to get fully randomly generated contracts every time you open the board, setting the `Hours before new contracts` to 0 result in fully random contracts every time the board is opened.
- NEW Completely disable RER when the mod is disabled in the menu
- NEW Exclude hard creatures from easy contracts
- FIX All options from the board now use a unique point of interest each
- FIX Ignore bestiary feature in bounties
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Version 2.9
- BEFORE READING: you can find a more in-depth changelog by following the github link in the first sticky comment. UPDATING INSTRUCTIONS are also in the github link, i'd recommend to read them too!
- NEW Complete revamp of the bounty system
- NEW Complete revamp of the contract system balance, improve difficulty, improve rewards
- NEW Detect EE Redux users and adjust how levels are calculated based on playtime instead (4 hours of gameplay = 1 vanilla level)
- NEW New Static Encounter: placeholder static encounters, not finished yet but the code is here. Static Encounters may no longer work because of this
- NEW Improve addon support for various mods like Toussaint Extended. Add support for out of bound regions. Add support for new maps
- NEW Gaining a bounty level now rewards two (plus 1 every 50 bounty levels) random ingots
- NEW progressively speed up the mod as the player progresses in the playthrough, ensuring a smoother starting experience with the mod, especially in White Orchard
- NEW Remove the conversation with Graden the first time the player starts a bounty
- NEW RER Contract creatures are now marked as contract targets for EE Redux, this should result in harder encounters.
- NEW Arachnophobia friendly mode, once enabled RER replaces spiders it would spawn with nekkers
- NEW console command rertptopin to instantly teleport to your custom pin (right click). Useful if you want to test the new bounties
- FIX Improve water detection while spawning creatures
- FIX Update the range of the multiplier settings to remove the 0 value (it didn't do anything)
- FIX disable spawns in certain areas of the world
- FIX do not remove errands if SU could not inject RER's flaw. Causing some noticeboards to not be interactable
- FIX Greatly improve static encounters performances, avoiding a stutter when RER starts spawning them
- INSTALLER automatically opens the in-depth guide's section with merging instructions
- INSTALLER detects shared imports in a more reliable way
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Version 2.7
- NEW RER contracts revamp, the old system is completely scrapped and replaced by the new and more modern system. video showcase: https://youtu.be/p8T9XQW95pg
- NEW W3EE Redux (excellent mod, you should check it out) compatibility, the `Huntsman` perk now increases the cost of the trophies when sold to the bounty master. The perk also increases the damage dealt to bounty and contract targets
- NEW Static Encounters: Luc Olivier pack, pack of static encounters made by this awesome member of the community. Contains a few hundreds of static encounters across all regions of the game.
- NEW Group compositions: encounters can now be composed of multiple creature types (ghouls+rotfiends, hags+drowners, leshens+wolves, etc...)
- NEW Static Encounters: No longer spawn all the static encounters in the world at launch (should greatly improve performances). Nearby SE now respawn when RER spawns a regular encounter. Nearby SE now respawn after meditating.
- NEW Hordes for bounties now use the possible creature types from group compositions (Credits to JonasG for the list of possible compositions!)
- NEW Compatibility with W3EE redux, contract creatures get an extra tag to detect contract creatures
- NEW Monster nests: custom loot is not added to monster nests from RER contracts
- NEW Monster nests: can now be destroyed by igni
- NEW Bounties: scale moving bounties to in game time
- NEW Bounties: correctly save the heading of moving bounties, preventing them from getting stuck in the same position
- NEW Bounties: added 3 new safe zones where bounties can't go: above novigrad, right of oxenfurt and wedding area from Heart of Stone
- MISC RER now has a MOD VERSION slider instead of a MOD INITIALIZED toggle. That means updating should now be seamless. But for the transition from the toggle to the slider, there is a chance you will see the preset selector again.
- MISC Update shared-utils
- FIX The container refill feature is now able to refill containers with loot different than the original loot of the container. This means you will finally see unique loot from the feature
- FIX Contract rewards, Killing spree loot, Container refill: fixed an issue that would cause subsequent item insertions to use the previous items instead of the new intended ones.
- FIX Dialog choices are now properly cancelled if the player was pushed by anything. This won't block the game anymore.
- FIX The killing spree feature is now able to give loot different than the original loot of the creature. This means you will also see more unique loot from monsters and from this feature.
- FIX Correctly set the default value to the noticeboard errands at first launch
- FIX Extra safety, remove the companion indicator when a contract finishes in case it got somehow stuck in the visible state
- FIX Hordes: handle cases where too many spawn attempts failed, short circuit the horde and hide the boss bar
- FIX Hordes: monsters now spawn anywhere around the player instead of behind the camera. This will help avoid situations where too many spawns fail
- FIX Hordes: play the finishing voiceline only when finishing a horde, and not when initializing the horde code
- FIX Avoid an eventual division by 0 when there are no ecosystems around the player, (won't change anything for the player)
- INSTALLER now detects W3EE/Lazarus naming convention during the install process
- INSTALLER detect absolute camera and bootstrap scripthooked
- INSTALLER display merging instructions for W3EE users
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Version 2.6
- NEW Ecosystems now affect the delays: https://aelto.github.io/tw3-random-encounters-reworked/rer-bible/encounters/index.html#ecosystem-delay-multiplier
- NEW Killing spree loot: repeatedly killing creatures in an area will unlock new loot tables. https://aelto.github.io/tw3-random-encounters-reworked/rer-bible/rewards/index.html#killing-spree-loot
- NEW Horde contract. https://aelto.github.io/tw3-random-encounters-reworked/rer-bible/contracts/hordes.html
- NEW Moving bounties. Bounties are no longer static on the map and slowly roam the world.
- NEW Hordes during bounties. Bounty targets have a chance to get the help of friendly creatures. https://aelto.github.io/tw3-random-encounters-reworked/rer-bible/optional-features/index.html#horde-bounties
- NEW Console command rerhorde(CreatureGHOUL, 100) to start a horde of 100 ghouls. Can be used with any creature type
- UPDATE Changed the default power spread of ecosystems to 10
- UPDATE Improved kill detection, mostly used by internal code so you won't notice any difference. But it is important for the ecosystems
- UPDATE Added variants to some of the creatures (wyvern, fiends)
- FIX tilted bounty-master
- FIX Display the tutorial popups only if the player is not busy
- FIX Properly move creatures away if the player is in a scene, or if he has no sword
- FIX Contracts now continue to wait while the player is inside any of the registered safe areas (Novigrad, oxenfurt, all settlements, ...)
- FIX The human static encounters are no longer limited to human deserters
- FIX The number of groups in seed 0 bounties is no longer fixed to 4 and properly uses the RandomNumberGenerator
- FIX Removed a copy/paste mistake in one of the tutorials. Properly sets the text colour to yellow.
- FIX Correctly removes the map markers when a bounty is killed
- FIX Wild hunt soldiers no longer kill their own hounds. In general, all entities from one encounters won't attack each-other anymore. This open the door to an old feature i wanted to implement: Diversified spawn compositions.
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Version 2.5
- NEW type of contract: monster nest. Simple contract with no random fluff, a contract tells you about a nearby nest that you have to destroy.
- NEW reward system: container refills, killing monsters spawned by the mod have a chance to fill a random chest with random loot
- NEW 35 static encounters in skellige
- NEW slider to tweak the delays based on the player's level
- NEW restore contracts in progress on reload
- NEW add the NPC rescue phase to the RER contracts
- NEW console command to kill the bounty master
- NEW Update shared-utils
- NEW setup fact system for the contract, don't play the kneel phase more than once
- NEW option to disable errand injection in the noticeboards
- UPDATE the strings to better show the Vanilla preset is the default preset
- UPDATE shared utils to now show custom pins on the minimap
- UPDATE the strings to remove the fact notices give more rewards
- UPDATE the symbol of the bounty master in the bible
- UPDATE guides no longer link to nexusmods for RER
- UPDATE start drawing the trail BEFORE the oneliners during the RER contracts
- UPDATE creatures no longer teleport to stay on point, use the sharedutils function that makes them slide gracefully
- UPDATE decrease the amount of clues generated during the clues phase in the RER contracts
- UPDATE decrease the distance from the board at which a contract trigger
- UPDATE increase the amount of containers that are checked by the contain refill attempt
- UPDATE shared-utils
- UPDATE slowly increase the cone used to control the heading of a contract as position attempts are failed
- UPDATE remove commented code
- UPDATE refill containers only if the player is nearby
- UPDATE better grammar for the contract map pin
- FIX play the voicelines only if the player is not busy
- FIX make bounty creatures spawn behind camera if they were to spawn under water
- FIX improved detection of flying creatures to prevent them from being controlled by RER when circling around the player
- FIX typos in the bible
- FIX removed a bugged fiend from the spawning pool
- FIX correctly remove all pins after a loading screen
- FIX correctly set the map pin of bounties when the creature is spawned
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Version 2.4.1
- [FHUD ADDON] UPDATE - improve the screen position of the 3D marker to better represent the height difference
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Version 2.4
- NEW prevent contract phases from going back and forth in the world. Contracts now follow the same direction over the entire course of the encounter, preventing the contract from going back to a place where a phase already happened.
- NEW on first launch when the mod is not initialized yet, displays a preset dialog menu to pick a custom preset (https://www.youtube.com/watch?v=Zj6z-TlBbPw)
- NEW add settings from AefderAine/Aefderaedd for the EE preset (https://www.nexusmods.com/witcher3/mods/5604)
- NEW fill creatures group event: no longer duplicates nearby creatures
- NEW push creatures away when the player is in a cutscene. This is done to prevent seeing monsters attacking the player during cutscenes.
- NEW prevent static encounters from spawning if the player is nearby
- NEW add the valid areas check to spawned encounters as well
- NEW give more chance for large creatures to appear during bounties
- NEW guarantees a large creature on the last phase of a RER contract
- NEW static encounter added
- NEW guarantees small & medium creatures on the intermediary phase of a RER contract
- NEW do not play oneliners if the player is in scene. This is done to prevent cases where the player would get stuck in a dialogue because RER tried to play a voiceline
- UPDATE settings: increase the default delays & increase the default spawn distance
- UPDATE settings: decrease the chance for natural contracts to appear
- NEW make sure all spawned encounters are spawned on valid areas (excludes Kaer Morhen keep, lakes, unreachable terrain)
- MISC remove sharedutils journalquest from the dependencies
- MISC remove custom quest
- MISC remove noticeboard keybind from the guide
- FIX bounties now use the trophy settings from the contracts (they used hunting ground settings before)
- FIX static encounters now use the hunting ground settings & trophies (they used the ambush settings before)
- FIX hunting grounds now use the settings for their trophies (it was always enabled before)
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Version 2.3.2
- NEW the bounties now use the contracts settings for the trophies
- FIX set the level of duplicated creatures to avoid overleveled monsters
- FIX events now use the region constraints as well
- FIX noticeboards no longer appear with a yellow icon even though they don't have any quest on them
- FIX noticeboards now refresh their flaw (random notices) when there is a RER notice
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Version 2.3
- UPDATE shared-utils (remove all sharedutils mods before installing this version, i renamed a few of them for consistency)
- UPDATE strings
- NEW tutorial for the first RER launch
- NEW the RER contracts are now started from the noticeboard by picking a custom notice.
- NEW removed the noticeboard event that was used for the proximity check with noticeboards (no more unwanted scenes)
- NEW update the code to the latest sharedutils api
- NEW set the level of the entities on bootstrap to avoid overleveled entities
- NEW increase the radius of the bounty master pin so it is easier to see him on the map
- NEW change the icon of the bounty master pin
- FIX broken and non localized strings
- FIX some infinite trails from the contracts by increasing the radius check when drawing them
- FIX removed unused entries from the menu
- [FHUD addon] - NEW/FIX the way FHUD calculates the screen coordinates of 3D markers (learn more: https://www.youtube.com/watch?v=nBienErZv2Y)
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Version 2.2.2
- FIX where interacting with the bounty master with a gamepad would skip the dialogue menu
- FIX an issue where the trophy popup would appear when you interact with the bounty master
- Update shared-utils
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Version 2.2.1
- FIX remove the FHUD patch from the default bundle. It is now available as an optional file
- FIX improve EE compatibility
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Version 2.2
- NEW the ecosystem code was update to better represent growing and dying communities. This will result in more areas populated with the same creatures and in higher numbers
- NEW the bounty master now wait for you to interact with him to talk
- NEW the bounty master now shows a dialog choice UI
- NEW the bounty master now offers a dialog choice to start a bounty
- NEW the bounty master now offers a dialog choice to start a bounty without the conversation once you've completed at least one bounty
- NEW the bounty master now offers a dialog choice to sell you trophies
- NEW the bounty master is now marked by a sidequest giver icon
- NEW the bounties now use real quest markers and the area where the creatures may roam
- NEW the bounty markers now display what creature they target
- NEW the bounty popup, the markers, and the popups are now localized for translators
- FIX the bounties started with the 0 seed no longer use the settlement spawn settings (this was the reason for the 0 - Unknown creatures and the abundance of Bandits and Ghouls)
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Version 2.1
- NEW option to scale the creatures size dynamically with their level
- NEW sliders in the settlement menu to control how often creatures are spawned when the player is in a settlement
- add 1 static encounter
- FIX show bounty master pin only if settings allow it
- FIX improve water detection for bounties in skellige, i can even say it is perfect now
- FIX improve invalid terrain for bounties. RER will search for a suitable location for the creatures
- FIX pause RER when the player cannot draw its swords during a quest
- FIX a bug with static encounters where it didn't use the spawn radius properly
- FIX properly load the hunting ground default preset on first use
- MISC remove unused menu entry
- MISC include localized tutorials
- MISC updated the RER bible
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Version 2.0.4
- NEW option to shorten the bounty master conversation
- NEW dracolizard in bestiary entry
- FIX a crash for bounties on skellige
- FIX improve bounty safe zones detection (cities, mountains, lakes, etc...)
- FIX limit out of bounds bounties
- FIX properly remove all pins when a bounty is started
- FIX properly remove the old bounty master pins
- FIX play the its over voiceline in contract only if player participated in two phases (was 1 before)
- FIX avoid ending contracts & encounters when creatures are flying
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Version 2.0.3
- FIX a crash when a bounty was generated
- FIX bounty data is correctly retrieved after a loading screen
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Version 2.0.2
- NEW seed 0 bounties now use your Hunting Ground settings for the monsters (and also include the bestiary feature). Learn more about seed 0 bounties in the RER bible
- NEW console command rerabandonbounty, learn more about it in the RER bible
- FIX some of the bounty master locations to prevent him from clipping with the ground
- FIX properly load Hunting Grounds frequency. It resulted in more ambushes, hunts and contracts than intended.
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Version 2.0
- NEW increase the length of the trails in some of the contract phases
- NEW encounter : hunting ground. A mix between static encounters and monster hunts. Made to replace 90% of all previous encounters.
- NEW console command to kill everything created by RER : rerkillall
- NEW map markers are added during contract phases to show you the way
- NEW creatures persist on your save
- NEW bounties, please read the RER bible to learn more about them.
- NEW console command : rerchallenge(seed) to start a challenge mode (simplified bounty)
- NEW add the bounty master to buy your trophies and start bounties
- NEW tutorial popups were added to the mod to explain you stuff
- NEW improved the path finding code a tiny bit
- NEW improved performances of all encounters a tiny bit
- NEW RER bible to explain almost everything in the mod
- NEW decreased duration of the action camera scenes
- NEW improved the performance of the trail drawing code
- NEW four static encounters
- FIX update the default settings to properly load the ecosystem settings
- FIX a bug in the trail drawing code that caused trails to disappear
- FIX a bug in the trail drawing code that caused contracts to fail
- FIX a bug that caused voicelines to overlap during monster contracts
- FIX the trail ratio slider, it didn't work before
- FIX a crash that could rarely happen when drawing a trail
- FIX contracts now use the contracts settings instead of the ambush settings
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Version 1.12
- NEW ecosystem feature. Killing enemies directly affects the surrounding ecosystem and changes what creatures you may see in the area from RER
- NEW keybind to tell Geralt to examine the surrounding ecosystem and gather information. Read the in-depth guide to learn how to add the keybind. (Shout out to KayJay and Zowbaid for their help in the english translation)
- NEW menu and sliders called "Ecosystem system" (i know, i know) to tweak the new ecosystem feature.
- NEW slider in the optional feature to control the chances to get the trophy animation. It used to be a toggle. Thanks to Nicolas on Github for the feature.
- NEW add trophies to contract creatures (i don't know if it was in v1.11 or v1.12 but i prefer to note it now)
- UPDATE play the "It's over" voiceline when a contract ends only if you participated in the monster contract
- UPDATE the event system default preset is now the previously low preset. And removed the low preset
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Version 1.11.1
- NEW check to pause any encounter when the player is in a scene or a gameplay scene
- NEW don't spawn static encounters when the player is playing as Ciri
- FIX a bug that caused the No camera scenes on horse (Immersive Camera compatibility) to not do anything and still cause a crash for IC users
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Version 1.11
- NEW optional feature for ImmersiveCamera compatibility
- NEW optional feature to enable path finding in monster trails
- NEW static encounters settings to control their chance of appearing. Default values for small static encounters: 80; large static encounters: 60.
- NEW reward system option to allow creatures to drop crowns (use the default preset to activate it)
- NEW pause all monster hunts and ambushes if the player is busy (scene, gwent, boat, quest scenes)
- NEW the chance of duplicating a creature is now inversely proportional to the creature's size
- NEW add simplified commands for monster hunts and ambush (exampe: rerh(CreatureGHOUL) for a ghoul hunt rera(CreatureFIEND) for a fiend ambush)
- NEW playing a monster contract delays any future encounter that would have appeared, reducing the amount of interruptions.
- UPDATE removed long and unnecessary long pause in the monster contract encounter, the encounter will flow in a smooth way now
- FIX a bug that caused monster hunts to go in a straight line towards the player
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Version 1.10
- NEW menu to multiply enemy count by creature type
- NEW static encounters in White Orchard thanks to Czartchonn
- UPDATE Monster contract overhaul
- UPDATE Disable RER if player is playing as Ciri
- UPDATE the automatic cutscene toggle default value (now enabled by default)
- UPDATE Specters no longer use fog as monster clues, they now use the default nekker track as any other monster
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Version 1.9
- NEW 30 static encounters across Velen
- NEW mod menu
- NEW optional features to disable camera scenes (by Spontan)
- NEW encounters settings, there are values for ambushes/hunts/contracts for both day & night
- UPDATE decrease the action camera scenes durations
- UPDATE decrease the amount of unneeded clues created in the first phase of monster contract
- UPDATE increase the amount of encounters met when playing a monster contract
- FIX no longer play the new oneliners when the feature is disabled
- FIX two incorrect bestiary entries (ekimmara and fiend)
- FIX the gargoyle oneliner when interacting with gargoyle tracks
- FIX improve trails performances (again)
- FIX a bug when drawing trails
- FIX a bug when drawing fog trails
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Version 1.8.1
- FIX compatibility for W3EE/Lazarus
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Version 1.8
- NEW interactive foot tracks, most of them have unique oneliners to help identify the creature
- NEW set the label in the DLC menu
- UPDATE improved auto-update script, shows the changelog and wait for confirmation before installing the next version
- UPDATE removed a typo in the initialisation notification.
- NEW 4 static encounters were added to the mod
- FIX play the trophy cutscene only if the settings allow it
- UPDATE changed the names of the Scurver and Slyzard in the mod menu
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Version 1.7
- IMPROVED the menu settings for the noticeboard event
- IMPROVED the camera blending used in RER's scenes
- NEW support for third party creatures, RER can now spawn any types of enemies. Anyone can include their creatures into the mod.
- NEW Static Encounters.
- NEW for 3rd party creatures
- NEW voiceline when a monster contract is finished
- NEW option to disable the automatic cutscene from a noticeboard. The event can still be triggered with the keybind
- NEW auto update script for easier updates of the mod
- NEW camera scene when Geralt is ambushed
- NEW camera scene when a monster contract appears nearby
- NEW toggle to disable camera blending
- IMPROVED monster hunt and ambush code
- FIX human ambushes won't but you in combat hundred of meters away
- FIX in the trails function
- FIX in the contract encounter
- FIX a crash during a monster contract cleanup
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Version 1.6
- NEW event: Noticeboard contract. Whenever Geralt approaches an empty noticeboard (no contracts left on it) a scene will starts about monsters in the area. As soon as Geralt leaves the settlement he will be guided to a Monster Contract encounter.
- NEW settings: Performance settings. At the moment it includes a single slider to reduce the number of foot tracks created by RER.
- NEW the Monster Contract encounter now drops trophies
- FIX the werewolf spawning.
- FIX the event system now properly checks for cutscenes and cities
- IMPROVE the performances of the foot tracks created by RER, especially fog.
- NEW the monster contract encounter will be recreated if the player dies at the same starting position and with the same monsters.
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Version 1.5
- - NEW encounter, the monster contract. You see corpses on the ground and decide to hunt down the beast who did this.
- - NEW difficulty option: random difficulty. When used the difficulty is picked randomly each encounter.
- - NEW difficulty settings: enemy count multiplier. You can directly multiply the number of creatures spawned in each encounter. (was there since the beginning but i forgot to add it eheh)
- - NEW voicelines when picking up trophies.
- - IMPROVED forest detection function, it correctly finds when you're near trees and bushes now. You'll see lots more leshen and insectoids due to this change
- - IMPROVED the event system, by setting an event chances to 0 the event is now completely disabled. Saving performances.
- - FIX the leshen bestiary entry resulting in only one leshen variant. There are now 3+ of them.
- - FIX a bug where tracks would not be cleared properly, resulting in loss of performances.
- - FIX the city spawn settings, creatures should no longer spawn in cities now. By mistake i forgot to add it back in the previous version.
- - FIX small bugfixes here and there i did not document.
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Version 1.4
- - NEW menu to control where each creatures can or cannot spawn between Skellige, Toussaint, no man's land.
- - NEW 7 species: Sirens, Berserkers, Dracolizards, Gargoyles, Skellige wolves, Skellige bears and skellige trolls. They were all subspecies before.
- - NEW toggle in the advanced event system menu to allow copies of monsters who are in combat
- - NEW toggle to allow spawns even in big cities like Novigrad, Oxenfurt, Kaer Trolde.
- - Rewrote a big chunk of the code so it is easier for me to add new species
- - UPDATE Event Fill Creatures Group - Improved monster detection. This means it will add creatures more often than before (about 10 times more)
- - FIX the way the events calculated the ICD, they now scale properly
- NEW 2 presets for the event system,
- NEW event: Meditation ambush, everytime you meditate there is a small (tiny, really tiny) chance you will get ambushed. The longer you meditate the higher the chances
- UPDATE when a monster hunt is created foot tracks leading to the creature will be created near Geralt
- UPDATE creatures ratios were separate for ambushes and hunts, a new submenu was created for this. You will have to reset your ratios.
- UPDATE improved the performances of the foot tracks in theory. After some time it reuses the old tracks instead of creating new ones and deleting the old ones.
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Version 1.3.2
- NEW created 6 new settings to control exactly how often the events are triggered.
- NEW toggle to enable and disable RER completely when needed. And support for a custom keybind, more info in the in-depth install guide.
- UPDATE the events default settings were reduce, no more waves of necrophages.
- UPDATE the blood necrophages event now scales on your missing health, the lower the health the higher the chances. The maximum being the one you set in the menu.
- UPDATE the bodies necrophages event now ignore lootbags, so you can loot the remains of monster and drop the unwanted items to clean the ground of the remains.
- UPDATE the fill group of creatures event now ignore monsters who are fighting and are not at 100% health. No more spawns of monsters you're fighting.
- UPDATE most of the events are no limited to 1 trigger per fight, so if the blood necrophages event triggers it will stop most of the events from activating for the remaining of the fight.
- FIX the scaling used by the events, they'll be triggered less often compared to before
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Version 1.3.1
- FIX the event RER_ListenerFillCreaturesGroup correctly uses the levels defined in the settings
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Version 1.3
- NEW two sliders to change the range used by RER for creatures level
- CHANGE the way the mod menu is organized, advanced settings must be reset manually due to this change
- NEW a slider to change the trophies prices
- NEW Event system. The mod will react to world events
- NEW RER_ListenerBloodNecrophages event: When the player is not full life there is a small chance necrophages will ambush Geralt.
- NEW RER_ListenerBodiesNecrophages event: When the player is near monster or human remains there is a small chance necrophages will ambush Geralt
- NEW RER_ListenerFightNoise event: When fighting there is a small chance for an ambush of any type, based on external factors
- NEW RER_ListenerFillCreaturesGroup event: RER will randomly add a creature to a group of monsters in the wild. So if there was a group of 3 drowners somewhere, RER has a chance to increase it to 4. Should work on every creature except bosses, so expect groups of large creatures like Leshen, werewolves in some cases.
- NEW Event system slider to control how frequently RER listens for events
- NEW Event system slider to control chances for events to trigger.
- ADD the rer_start_ambush console command to force an ambush of the chosen type
- ADD the rer_start_hunt console command to force a monster hunt of the chosen type
- ADD support for community made events, anyone can make his own event and inject it into RER. A guide will be made for this.
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Version 1.2.1
- FIX the infinite loading screen when unique creatures spawned by RER were looted
- FIX the autopickup of trophies during the trophy cutscene
- FIX the cutscene will only play if a trophy was found nearby the player. It used to play no matter what.
- CHANGE the bestiary requirement for some unique creatures
- CHANGE moved the bestiary option up in the menu to better see it
- REMOVE the monster contract option from the menu
- FIX correctly use the right string for the "Allow trophy animation" option
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Version 1.2
- NEW toggle in the main menu "Only known bestiary creatures". Defaults to ON and if enabled forces RER to use creatures from your bestiary only and remove all unknown creatures.
- FIX a bug where the values from the advanced menu were incorrectly loaded
- FIX a bug where the trophy animation would play for creatures killed RER if they reached the automatic death distance.
- NEW unique creatures were added to the lot, as part of already existing species.
- UPDATE the default value for the Ambush trophies toggle
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Version 1.1
- NEW settings menu: "Advanced" for advanced settings.
- NEW advanced setting: "Minimum spawn distance" to change the closest allowed distance for RER spawns
- NEW advanced setting: "Spawn diameter" to change the random range distance for RER spawns
- NEW advanced setting: "Automatic kill threshold" to change at which distance the RER creatures are killed
- NEW main setting: "Allow trophies in ambush" to toggle trophies for ambush type encounters. Defaults to false
- NEW main setting: "Allow trophies in hunt" to toggle trophies for hunt type encounters Defaults to true
- NEW main setting: "Allow trophy pickup animation" to toggle the trophy pickup animation when trophies are dropped. Defaults to true. RER Trophies are autolooted during the cutscene.
- NEW batch script in the bundle to skip install step 3
- CHANGE Trophy prices were approximately multiplied by two
- CHANGE Trophy drop rates from the default preset were lowered for grouped creatures
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Version 1.0
- Added the concept of external factors for monsters spawns. Some monster cannot spawn in certain biomes and prefer some other biomes. Spiders for example cannot be found near water but when in a forest you're more likely to meet them.
- Added a slider to change how much the external factors affect the spawning chances. Its default value is 2, which means the spawn chances are multiplied by 2. If you set it to 1 nothing will change from external factors. The slider can go up to 10.
- Removed the distinction between large and small creatures. All creatures are considered the same. The option "Large creature ratio" has been removed from the mod-menu. And the previously large creatures now simply use the spawn chances you set in the mod menu.
- Updated the default settings for the creatures spawn ratios. Mainly to compensate the removal of the "Large monster ratio".
- Added a mod menu to toggle which creature can or cannot spawn in cities.
- Removed the toggle for City spawns. Use the new menu for this.
- WildHunt encounters appear through portals and no longer attack eachother.
- Updated the creatures tracks depending on their type (Specter, Human, Necrophages...
- Improved city detection to prevent unwanted city spawns. It now uses guards to detect if Geralt is in a safe zone.
- Added a new mod menu to control monster trophies drop chances.
- Added 33 custom trophies to almost all encounters, even small ones. These trophies can be sold to merchants in exchange of coins. These are custom trophies and do not give any stats, and are only meant to be sold.
- RER load presets on its first run. All your settings will be reset due to this change.
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Version 0.9.4
- Added the gryphon hunt/pursuit. There are two variants for the combat, here is a video for one of them: https://www.youtube.com/watch?v=5uWC3I-crjI
- Added an option to disable RER creatures loot. Great suggestion by Orochi82.
- Improved the creatures spawn locations, they're less likely to appear on harsh terrain.
- Creatures from hunt are set to Geralt's level now. Non-hunt creatures already had Geralt's level.
- Creatures from hunt groups no longer target Geralt when one of their friend dies because it went too far from the player (in case you didn't know: Creatures are killed when they are too far from you)
- Removed entries for unused creatures from the mod-menu
- and other tiny things i forgot...
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Version 0.9.3
- Large creatures no longer stay still on spawn, and directly target the player if they're not part of a hunt.
- RER will now try multiple positions before spawning creatures to allow spawns even in hard terrain.
- Added safe zones if you have No City Spawns enabled. Not 100% working in skellige, but greatly improved.
- Added support for custom keybinds to refresh the settings and force an encounter.
- Added an option to hide RER notifications on startup, the option is enabled automatically after first startup.
- Improved AI logic
- Creatures are no longer written in your save file in order to avoid errant RER creatures in your world when you leave and come back.
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Version 0.9.2
- Add an option to toggle Geralt comments when an encounter appears. (Request by zowbaid on nexusmods)
- Setting every creature frequencies to 0 in the mod menu now correctly stops creatures from spawning. Meaning you can stop any creature from spawning during the day by setting everything to 0 in "the Creatures Frequencies - Day" menu.
- If one of the creatures in a hunting group starts fighting the player, the other ones also start focusing the player and stop going toward the bait (the bait is what makes them wander).
- the RER loaded notification is now bound to w3strings. Meaning we can translate it (Request by b1ackbeat on nexusmods)
- Updated the w3strings to specify the spawning delay, it is now specified the values are in seconds
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Version 0.9.1
- Fixes the mod menu and the and the strings. No localization done, everything is set in English for everyone. Removed unused options and changed the layout a bit to make things simpler
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Version 0.9
- It is the first version i upload. There are still a few things i have to work on like localization and the mod-menu missing a few strings, but the features are there and are working bug-free!
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- Donations
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Straight donations accepted

Re-implementation of the original idea by erxv with his mod Random Encounters. Immersive mod to make the world feel more dangerous. Adds creatures all around the game based on the regions and dynamic events based on your actions in a seamless way.
- Randomly generated monster contracts, monster hunts, and monster ambushes
- Custom monster trophies to provide Geralt coins for his hunts
- Ecosystem simulation with a unique food chain
- Events that react to your actions, fight noise attracts creatures, blood and corpses attract necrophages
- New unique spawn points all over the world and for any kind of creature
- Perfect performances, no FPS drop on an encounter
- Complete mod menu to change anything you want
- Entirely merge free for Next Gen users
Written guides
Quick guide (install script) - in-depth guide (manual install) - old-gen guide (manual install)
Video guides
Vanilla Old-Gen - Vanilla Next-Gen - W3EER Next-Gen
UNINSTALLING
in-depth guide
ADD-ONS
add-ons from the community that you can install on top of the mod
Item icons
ENDORSING
If you like the mod and what it offers, please consider endorsing. Thank you!