Basic Urban Encounters Mod

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harbinger451
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Basic Urban Encounters Mod

Post by harbinger451 »

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Basic Urban Encounters

Mob NPC encounters adding a little more life to the settlements of the Iliac Bay. Makes the urban environment a little more adventurous, eventful and dangerous ... especially at night!

DESCRIPTION:

With every stay in a settlement location there is a chance you'll come across some of the new randomized and sporadic mob encounters, day or night. Upon entering an urban location, there is a chance that enemies and/or allies will spawn after a few minutes, and then more chances every 4 to 10 hours (ish) during the day, and between 3 to 8 hours (ish) during the night, for as long as you remain in the settlement (remember the vanilla night-time spawns will still happen as normal). I made this Quest Pack for myself to liven up the urban environment somewhat and decided to release it so that others with the same desire can enjoy. Encounters should only happen outside in the streets, but there are a few building interiors I can't exclude (guildhalls that aren't the Mages or the Fighters) so I've also stopped encounters happening while you rest to try and cover as much inside time as possible. This is very much a companion piece to my Basic Wilderness Encounters and Advanced Wilderness Encounters mods.

NB: If you find the encounters happen too often for your taste, you can edit the time between spawns in the BUENC002 (for daytime) and BUENC003 (for night) text files of this mod (they are in the "StreamingAssets/QuestPacks/Harbinger451/BasicUrbanEncounters Quests" folder), change the line "Clock _delay_ 04:00 10:00" to "Clock _delay_ 12:00 24:00" (in the case of daytime) or to whatever min and max number of minutes or hours you like, just make sure they are in the same hh:mm format as presented here. Experiment till you reach that sweet spot for you. Of course, if you are feeling adventurous, you can set them to spawn way more often ... but that's on you.

Most will be lone or small party encounters, though occasionally two parties may spawn together. Some will be friendly, most will not (especially at night). Infighting is hard-coded into this mod, whether you have enemy infighting switched on or not, so the spawns will infight other enemies regardless. To prevent you from being overwhelmed on occasion, use the Villager Reactions mod (highly recommended), so that Guards will join in the fight as well... and villagers will react and run away.

A few of the spawns may manifest a fairly high level enemy (Daedras), though this should be quite rare.

During the day, Humans have the highest chance of spawning, followed closely by Wild Animals and Orcs, then monsters (Centaurs, Giants or Spriggans and the like). Magicals (Imps, Gargoyles or Atronachs) will be somewhat less likely and Daedra (Daedra Seducer, Daedroth, Fire Daedra or Frost Daedra) coming in last will be the least likely to spawn.

At night, the undead (Skeletons, Zombies, Ghosts or Vampires and the like) replace about half the Orc and some of the Human spawns, vermin (Rats and Bats) replace about half of the animal spawns, and Werecreatures replace most of the monster spawns. Magicals and Daedra stay about the same.

The climate base of the location you're in (desert, mountain, temperate, swamp) affects the make up of some encounters. Mainly affecting the animal spawns, monster spawns and, to some extent, the undead spawns. This has a greater impact with the DEX version due to the wider range of mobs available.

I've excluded the most deadly enemies all together; Liches, Ancient Liches, Vampire Ancients and Daedra Lords... these are still reserved for the deepest and darkest of dungeons. I think they would just be too much for low level characters to deal with. There is no other form of level scaling at work here so if you meet an enemy you can't handle, your best bet is to sneak past them, hide and/or RUN AWAY!

Not all human spawns will be hostile (especially during the day), so don't immediately attack everyone you see... some will talk and may offer to sell you a useful item or information. Some may try to rob you or even try to beg from you. A rough breakdown of human encounters follows below...

HUMAN ENCOUNTERS:

Thief spawns: Thieves and Burglars will likely attack or rob you, but they may sometimes inform you of a profitable heist in another town.

Assassin spawns: Assassins and Nightblades will likely attack or rob you, but they may sometimes offer to sell a random weapon.

Bandit spawns: Barbarians and Rogues will likely attack or rob you, but they may sometimes reveal they are waiting for a rich merchant to pass by, ripe for the picking, if you want to join them.

Troubadour spawns: Acrobats and Bards won't attack unless you attack them. They may beg for funds or offer to sell you a random potion.

Pilgrim spawns: Healers and Monks won't attack unless you attack them. They may beg for alms or offer to sell you a random holy item.

Mercenary spawns: Archers and Warriors might attack you, but they may sometimes offer to reveal the location of a random dungeon.

Mage spawns: Mages and Spellswords might attack you, but they may sometimes offer to sell a random magical item.

Ranger spawns: Rangers won't attack unless you attack them, and they may inform you of a profitable bounty on a bandit in the area.

Knight spawns: Knights and Battlemages might attack you, or they may warn you of a group of monsters that are terrorizing the area.

Sorcerer spawns: Sorcerers will likely attack you ... and they may conjure magical aid when they do.

Necromancer spawns: Necromancer enemies will likely attack you ... and they may summon the undead when they do [DEX version only]

Cultist spawns: Witch and Druid enemies will likely attack you … and they may summon daedra when they do [DEX version only]

All other encounters will always be hostile! Unless, of course, you have suitably high and pertinent language skills!

DEX COMPATIBILITY::

An alternative Daggerfall Enemy Expansion (DEX) version of this mod is available. It's the same as the standard release but with added DEX enemies and some DEX specific encounters added into the mix. Obviously, only use this version if you also use DEX.

DOWNLOAD AND INSTALL INSTRUCTIONS:

From NEXUS, click the FILES tab and download either the STANDARD or DEX version - https://www.nexusmods.com/daggerfallunity/mods/858

Unzip or paste into your StreamingAssets folder. VORTEX should do this automatically.
If installing a new version over an old, let it overwrite (or simply remove the old and add the new).
If installing a DEX version over a STANDARD version, let it overwrite (or simply remove the old and add the new).
If installing a STANDARD version over a DEX version, you MUST remove the old and then add the new.
If playing with an existing character, use the console command startquest BUENC000 (only do this once on first installation).
If starting a new game, the mod will start automatically so do not use the console command above.
This mod requires the Quest Actions Extension mod.

UNINSTALL/REMOVAL INSTRUCTIONS:

Remove the "BasicUrbanEncounters Quests" folder from StreamingAssets/QuestPacks/Harbinger451.

VERSIONS:

Version 1.2: Fixed random encounter messages being thrown out at you while you're inside, resting, or have left the location.

Version 1.1: Prevented encounters from happening inside majority of building types (there are a very small amount I can't account for).

Version 1.0: Initial release for play testing.

PROBLEMS AND CONFLICTS:

Please report any problems, bugs and suggestions in the appropriate comments/bugs sections on NEXUS or on this mods post at the DFWorkshop forums.

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Encounter types come in the following basic groups or teams:

Animal Teams: Bear, Scorpion, Spider and Tiger [DEX: Wolf, Boar, Mudcrab and Mountain Lion] - day or night.

Criminal: Assassin, Barbarian, Burglar, Rogue, Thief and Nightblade - day or night.

Adventurers: Acrobat, Archer, Bard, Battlemage, Healer, Knight, Mage, Monk, Ranger, Sorcerer, Spellsword and Warrior - mostly day only.

Necromantic: [DEX: Necromancer Acolyte, Necromancer Glaivier and Necromancer Assassin] - night only.

Magicals: Imp, Gargoyle, Fire Atronach, Flesh Atronach, Ice Atronach, Iron Atronach [DEX: Homunculus, Stone Golem, Iron Golem and Ice Golem] - day or night.

Monsters: Centaur, Dragonling, Giant, Harpy, Nymph and Spriggan [DEX: Land Dreugh, Minatour, Snow Wolf and Ogre] - day or night.

Lizard Men: [DEX: Lizard Man, Lizard Warrior] - day only.

Orcish: Orc, Orc Sergeant, Orc Shaman and Orc Warlord - day or night.

Goblin: [DEX: Goblin] - day or night

Undead: Ghost, Mummy, Skeletal Warrior, Vampire, Wraith and Zombie [DEX: Ghoul and Skeletal Soldier] - night only.

Vermin: Giant Bat and Giant Rat [DEX: Bat and Dog] - night only.

Werecreatures: Wereboar and Werewolf - night only.

Cultist: [DEX: Witch Defender and Druid] - day or night.

Daedric: Daedra Seducer, Daedroth, Fire Daedra and Frost Daedra [DEX: Dremora Churl and Hell Hound] - day or night.

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Last edited by harbinger451 on Tue Dec 03, 2024 1:41 pm, edited 1 time in total.
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harbinger451
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Re: Basic Urban Encounters Mod

Post by harbinger451 »

Updated to Version 1.1: Prevented encounters from happening inside majority of building types (there are a very small amount I can't account for).

Blocked all encounters from happening in castles, palaces, houses, shops, taverns, temples, fighters & mages guilds ... unfortunately other guilds can't be blocked due to the current limitations of the quest system. The block for when resting should help a little with the buildings not covered hopefully.

Original post changed to reflect changes.
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harbinger451
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Re: Basic Urban Encounters Mod

Post by harbinger451 »

Updated to version 1.2: Fixed random encounter messages being thrown out at you while you're inside, resting, or have left the location.

Original Post has been updated with changes.
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