About this mod
A tweaked and cleaned up version of Extra Encounters Reborn.
- Permissions and credits
- Changelogs
This is a cleaned up and enhanced version of Extra Encounters Reborn SE that makes the following changes:
-Spawn points have been tweaked to be a little less frequent and more balanced with the custom spawn points.
-New optional addon is available that only spawns encounters through custom spawn points.
-Test cells and unused records have been removed. The plugins have also been generally cleaned up.
-Included fixes from the Night Patch by Tarlazo.
-All assets are now stored in a BSA.
-Main plugin and all addons are now ESL flagged.
-Proper Bash tags have been applied to all plugins.
-Imperials and Stormcloaks can now be found anywhere instead of not being spawned in holds the other side controls. (I don't agree with the choice anyway as they have military camps in enemy holds but also it wasn't dynamic.)
-Vigilant encounters can now spawn properly before the Dawnguard questline, and are separate from Dawnguard encounters. On top of this, enabling of Dawnguard encounters is now a separate plugin to enable after the Dawnguard questline has begun.
-Vigilant encounters can now spawn after the Dawnguard questline has started, they are just less frequent.
-Location specific encounter variety has been increased.
-The unused Courier and Morag Tong Assassin encounters have been re-added.
-The Raven Rock miners have been removed as there are plenty of mods that repopulate Raven Rock and it felt out of place.
-Moved a custom spawn point near Whiterun that caused compatibility problems with courier mods.
-Some Imperial and Stormcloak encounters now have officers.
-Encounters no longer spawn a random predator along with the encounter itself.
I have also done some tweaking to the encounters themselves, replacing a few encounters with new ones and adjusting others. The overall experience should feel less annoying now and encounters should be more well rounded.
Besides those things, I have also created addons to enable after completing the Civil War that disable encounters related to the enemy side. (Including Thalmor.)
There are lots of small tweaks not worth mentioning as well, the whole mod has been generally improved.
For more information on what Extra Encounters does, see the page of the SE port and the original mod. This version is completely standalone and does not require the SE port of the mod.
I recommend you use my mod Friendly Adventurers as adventurers are included in certain encounters in this mod. It will make the experience more immersive.
Unless you use the custom spawn points only addon, this mod is not compatible in practice with mods that move wilderness spawners off of the roads, like CLAWS. However, do also note that the custom spawn points only version is considerably sparser in spawns than the normal version.
REGARDING PERMISSIONS:
The author that ported the original mod to SE has been banned from Nexus and the author of the original mod author is usually inactive on Nexus. If the original author doesn't want this version of the mod to be on Nexus I will take it down, but for now I am leaving it here for people to use. With that being said, permissions of this mod are not up to me. I didn't make the bulk of this mod and I take very little credit for this version.
-Spawn points have been tweaked to be a little less frequent and more balanced with the custom spawn points.
-New optional addon is available that only spawns encounters through custom spawn points.
-Test cells and unused records have been removed. The plugins have also been generally cleaned up.
-Included fixes from the Night Patch by Tarlazo.
-All assets are now stored in a BSA.
-Main plugin and all addons are now ESL flagged.
-Proper Bash tags have been applied to all plugins.
-Imperials and Stormcloaks can now be found anywhere instead of not being spawned in holds the other side controls. (I don't agree with the choice anyway as they have military camps in enemy holds but also it wasn't dynamic.)
-Vigilant encounters can now spawn properly before the Dawnguard questline, and are separate from Dawnguard encounters. On top of this, enabling of Dawnguard encounters is now a separate plugin to enable after the Dawnguard questline has begun.
-Vigilant encounters can now spawn after the Dawnguard questline has started, they are just less frequent.
-Location specific encounter variety has been increased.
-The unused Courier and Morag Tong Assassin encounters have been re-added.
-The Raven Rock miners have been removed as there are plenty of mods that repopulate Raven Rock and it felt out of place.
-Moved a custom spawn point near Whiterun that caused compatibility problems with courier mods.
-Some Imperial and Stormcloak encounters now have officers.
-Encounters no longer spawn a random predator along with the encounter itself.
I have also done some tweaking to the encounters themselves, replacing a few encounters with new ones and adjusting others. The overall experience should feel less annoying now and encounters should be more well rounded.
Besides those things, I have also created addons to enable after completing the Civil War that disable encounters related to the enemy side. (Including Thalmor.)
There are lots of small tweaks not worth mentioning as well, the whole mod has been generally improved.
For more information on what Extra Encounters does, see the page of the SE port and the original mod. This version is completely standalone and does not require the SE port of the mod.
I recommend you use my mod Friendly Adventurers as adventurers are included in certain encounters in this mod. It will make the experience more immersive.
Unless you use the custom spawn points only addon, this mod is not compatible in practice with mods that move wilderness spawners off of the roads, like CLAWS. However, do also note that the custom spawn points only version is considerably sparser in spawns than the normal version.
REGARDING PERMISSIONS:
The author that ported the original mod to SE has been banned from Nexus and the author of the original mod author is usually inactive on Nexus. If the original author doesn't want this version of the mod to be on Nexus I will take it down, but for now I am leaving it here for people to use. With that being said, permissions of this mod are not up to me. I didn't make the bulk of this mod and I take very little credit for this version.