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Extended Encounters Readme

Aug 26th, 2019 (edited)
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  1. *****************************************************************
  2.  
  3.  
  4. THE ELDER SCROLLS V: SKYRIM
  5. EXTENDED ENCOUNTERS
  6. Version 1.7.1
  7.  
  8.  
  9. *****************************************************************
  10.  
  11. Index:
  12. 1. Installation
  13. 2. Description
  14. 3. Configuration
  15. 4. Change List
  16. 5. F.A.Q.
  17. 6. Uninstallation
  18.  
  19.  
  20. *****************************************************************
  21.  
  22. 1. Manual Installation
  23.  
  24. *****************************************************************
  25.  
  26. 1. Unzip the contents of the mod to your Skyrim Data folder. Below is a list of the default
  27. Skyrim installation locations:
  28.  
  29. C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data
  30.  
  31. For Special Edition Edition:
  32.  
  33. C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data
  34.  
  35. 2. Confirm you have the following files in your Skyrim data folder:
  36.  
  37. Extended Encounters.esp
  38. Extended Encounters.bsa
  39. Extended Encounters - Textures.bsa (Skyrim Special Edition only)
  40.  
  41. 3. Run the Skyrim Launcher. Go to Data Files and make sure Extended Encounters.esp is loaded
  42. after your master files.
  43.  
  44. For Special Edition, open %userprofile%\AppData\Local\Skyrim Special Edition\plugins.txt
  45. and add *Extended Encounters.esp after your master files.
  46.  
  47. 4. Save.
  48.  
  49. 5. Launch the game.
  50.  
  51.  
  52. *****************************************************************
  53.  
  54. 2. Description
  55.  
  56. *****************************************************************
  57.  
  58. Over 300 New Random Encounters: You'll see mercenaries out in the world doing their job, adventurers
  59. traveling into dungeons, guards clearing bandit camps, and much more. New visitors may sometimes show
  60. up at settlements, towns and cities from time to time. NPCs may also deviate from their regular
  61. routine to visit different locations on their own.
  62.  
  63. Faction Raids: Factions can raid specific locations. You may see bandit raids and civil war skirmishes
  64. on forts and camps held by an opposing faction. You can also turn on bandit raids on settlements,
  65. towns, and cities in the MCM though these are disabled by default.
  66.  
  67. Immersive Danger: Sleeping and waiting in or fast traveling to a dangerous location such as a bandit
  68. camp or vampire lair may also lead to an encounter with denizens that call those places home.
  69.  
  70. Lightweight and Compatible: This mod is lightweight, automatically cleans up generated NPCs, and makes
  71. zero edits. It can be used alongside other similar mods such as Immersive World Encounters, Immersive
  72. Patrols, Radiance, and so on.
  73.  
  74. An MCM is included that allows you to toggle all features added by this mod.
  75.  
  76. See below for more information:
  77.  
  78. Road/Wilderness Encounters:
  79. ------------------------------------
  80. These encounters are randomly generated as you travel the road or explore the wilderness
  81. and end when you travel far enough away from the trigger that spawned them.
  82.  
  83. ID: Description:
  84. --------- ------------
  85. EE_WE001 Two non-hostile dragons orbit the player before flying away.
  86. EE_WE002 Two hostile dragons team up and attack the player together.
  87. EE_WE003 Uthgerd fighting a random enemy.
  88. EE_WE004 Alik'r warriors fighting bandits.
  89. EE_WE005 Alik'r warriors fighting forsworn.
  90. EE_WE006 Faendal out hunting.
  91. EE_WE007 Jenassa fighting a random enemy.
  92. EE_WE008 Marcurio fighting a random enemy.
  93. EE_WE009 Stenvar fighting a random enemy.
  94. EE_WE010 Vorstag fighting a random enemy.
  95. EE_WE011 Benor fighting a random enemy.
  96. EE_WE012 Cosnach fighting a random enemy.
  97. EE_WE013 Belrand fighting a random enemy.
  98. EE_WE014 Illia fighting a random enemy.
  99. EE_WE015 Golldir fighting a random enemy.
  100. EE_WE016 Erandur fighting a random enemy.
  101. EE_WE017 Erik fighting a random enemy.
  102. EE_WE018 Mjoll fighting a random enemy.
  103. EE_WE019 Brelyna, J'zargo and Onmund fighting a random enemy.
  104. EE_WE020 A scholar traveling to the nearest inn. May have books for sale.
  105. EE_WE021 A werewolf fighting the Silver Hand at night.
  106. EE_WE022 The Silver Hand hunting the player if the player is a werewolf.
  107. EE_WE023 Vigilants of Stendarr hunting the player if the player is a monster.
  108. EE_WE024 Vigilants of Stendarr fighting a hagraven in The Reach.
  109. EE_WE025 Hadvar and his team fighting Stormcloaks.
  110. EE_WE026 Ralof and his team fighting Imperials.
  111. EE_WE027 Cicero entertaining a traveler before it ends with murder.
  112. EE_WE028 A thief traveling to the nearest inn.
  113. EE_WE029 A Dark Brotherhood assassin traveling to the nearest inn.
  114. EE_WE030 Vipir and Thrynn traveling to the nearest inn.
  115. EE_WE031 Cynric and Rune traveling to the nearest inn.
  116. EE_WE032 A necromancer and two skeletons traveling to a warlock lair.
  117. EE_WE033 An alchemist traveling to the nearest inn. May have ingredients to sell.
  118. EE_WE034 Vigilants of Stendarr fighting a werewolf at night.
  119. EE_WE035 A carriage burning by the side of the road.
  120. EE_WE036 An animal killed by a bear trap.
  121. EE_WE037 Karliah traveling to the nearest inn.
  122. EE_WE038 Lydia fighting a random enemy if you don't own a house in Whiterun.
  123. EE_WE039 Argis fighting a random enemy if you don't own a house in Markarth.
  124. EE_WE040 Iona fighting a random enemy if you don't own a house in Riften.
  125. EE_WE041 Jordis fighting a random enemy if you don't own a house in Solitude.
  126. EE_WE042 Calder fighting a random enemy if you don't own a house in Windhelm.
  127. EE_WE043 Adventurers on their way to the nearest dungeon.
  128. EE_WE044 The letter-delivering courier. May have a letter for you.
  129. EE_WE045 Paarthurnax going for a joy-flight.
  130. EE_WE046 Odahviing going for a joy-flight.
  131. EE_WE047 A spellsword traveling to a warlock lair.
  132. EE_WE048 A conjurer fighting a random daedra.
  133. EE_WE049 Vigilants of Stendarr fighting a random daedra.
  134. EE_WE050 A powerful vampire fighting a powerful necromancer at night.
  135. EE_WE051 A bunch of bear traps.
  136. EE_WE052 Ria hunting a bear.
  137. EE_WE053 Orthorn traveling to the nearest inn.
  138. EE_WE054 Aela out hunting.
  139. EE_WE055 Anoriath out hunting.
  140. EE_WE056 Thalmor fighting vampires at night.
  141. EE_WE057 Skeevers swarming a dead body.
  142. EE_WE058 Skeevers swarming a dead body (variant for The Reach).
  143. EE_WE059 Mercenaries on their way to the nearest clearable trouble-spot.
  144. EE_WE060 Miners on their way to the nearest mine.
  145. EE_WE061 Bandits leading a prisoner back to their camp.
  146. EE_WE062 Warlocks leading a prisoner back to their lair.
  147. EE_WE063 Vampires leading a prisoner back to their lair.
  148. EE_WE064 Fjola and her crew of Mistwatch bandits fighting a rival gang.
  149. EE_WE066 Forsworn leading a prisoner back to their camp.
  150. EE_WE067 Delvin and Vex traveling to the nearest inn.
  151. EE_WE068 Valdr out hunting.
  152. EE_WE069 Nazir and Babette murdering a traveler.
  153. EE_WE070 A dead noble and bride. An imperial guard tries to fight off bandits.
  154. EE_WE071 Athis, Torvar and Njada fighting a random enemy.
  155. EE_WE072 Whiterun guards heading to a bandit camp (Imperials control the hold).
  156. EE_WE073 Whiterun guards heading to a bandit camp (Stormcloaks control the hold).
  157. EE_WE074 Dawnstar guards heading to a bandit camp (Imperials control the hold).
  158. EE_WE075 Dawnstar guards heading to a bandit camp (Stormcloaks control the hold).
  159. EE_WE076 Falkreath guards heading to a bandit camp (Imperials control the hold).
  160. EE_WE077 Falkreath guards heading to a bandit camp (Stormcloaks control the hold).
  161. EE_WE078 Markarth guards heading to a bandit camp (Imperials control the hold).
  162. EE_WE079 Markarth guards heading to a bandit camp (Stormcloaks control the hold).
  163. EE_WE080 Morthal guards heading to a bandit camp (Imperials control the hold).
  164. EE_WE081 Morthal guards heading to a bandit camp (Stormcloaks control the hold).
  165. EE_WE082 Riften guards heading to a bandit camp (Imperials control the hold).
  166. EE_WE083 Riften guards heading to a bandit camp (Stormcloaks control the hold).
  167. EE_WE084 Solitude guards heading to a bandit camp (Imperials control the hold).
  168. EE_WE085 Solitude guards heading to a bandit camp (Stormcloaks control the hold).
  169. EE_WE086 Windhelm guards heading to a bandit camp (Imperials control the hold).
  170. EE_WE087 Windhelm guards heading to a bandit camp (Stormcloaks control the hold).
  171. EE_WE088 Winterhold guards heading to a bandit camp (Imperials control the hold).
  172. EE_WE089 Winterhold guards heading to a bandit camp (Stormcloaks control the hold).
  173. EE_WE090 Madanach and his crew fighting (Imperial) Markarth guards.
  174. EE_WE091 Madanach and his crew fighting (Stormcloak) Markarth guards.
  175. EE_WE092 A healer traveling to the nearest temple. Will heal player if injured.
  176. EE_WE093 A headsman traveling to the nearest inn.
  177. EE_WE094 An escaped prisoner traveling to the nearest inn. Guards will attack.
  178. EE_WE095 Travelers going to the nearest inn.
  179. EE_WE096 A scavenger going to the nearest dead body to loot all items.
  180. EE_WE097 Bandits going to the nearest dead body to loot all items.
  181. EE_WE098 Gabriella traveling to the nearest inn.
  182. EE_WE099 Festus traveling to the nearest inn.
  183. EE_WE100 Arnbjorn traveling to the nearest inn.
  184. EE_WE101 Veezara traveling to the nearest inn.
  185. EE_WE102 A necromancer performing a ritual over a dead body.
  186. EE_WE103 Keeper Carcette and her team traveling to the nearest inn.
  187. EE_WE104 Delphine and the Blades traveling to the nearest dragon lair.
  188. EE_WE105 Sapphire and Niruin traveling to the nearest inn.
  189. EE_WE106 Garthar and Ravyn traveling to the nearest inn.
  190. EE_WE107 Skjor fighting a random enemy.
  191. EE_WE108 Farkas fighting a random enemy.
  192. EE_WE109 Vilkas fighting a random enemy.
  193. EE_WE111 A synod researcher traveling to the nearest inn.
  194. EE_WE112 Hunters going to the nearest animal den.
  195. EE_WE113 Worshippers of Vaermina hunting the player for betraying Vaermina.
  196. EE_WE114 A traveler transforms into a werewolf at night.
  197. EE_WE115 Kesh traveling to the nearest inn.
  198. EE_WE117 Salma traveling to the nearest inn.
  199. EE_WE118 Maurice and a hired mercenary traveling to the nearest inn.
  200. EE_WE121 A spriggan traveling to the nearest spriggan grove.
  201. EE_WE122 Vigilants of Stendarr hunting the player for daedra worship.
  202. EE_WE123 Whiterun guards taking a prisoner to jail (Imperials control the hold).
  203. EE_WE124 Whiterun guards taking a prisoner to jail (Stormcloaks control the hold).
  204. EE_WE125 Dawnstar guards taking a prisoner to jail (Imperials control the hold).
  205. EE_WE126 Dawnstar guards taking a prisoner to jail (Stormcloaks control the hold).
  206. EE_WE127 Falkreath guards taking a prisoner to jail (Imperials control the hold).
  207. EE_WE128 Falkreath guards taking a prisoner to jail (Stormcloaks control the hold).
  208. EE_WE129 Markarth guards taking a prisoner to jail (Imperials control the hold).
  209. EE_WE130 Markarth guards taking a prisoner to jail (Stormcloaks control the hold).
  210. EE_WE131 Morthal guards taking a prisoner to jail (Imperials control the hold).
  211. EE_WE132 Morthal guards taking a prisoner to jail (Stormcloaks control the hold).
  212. EE_WE133 Riften guards taking a prisoner to jail (Imperials control the hold).
  213. EE_WE134 Riften guards taking a prisoner to jail (Stormcloaks control the hold).
  214. EE_WE135 Solitude guards taking a prisoner to jail (Imperials control the hold).
  215. EE_WE136 Solitude guards taking a prisoner to jail (Stormcloaks control the hold).
  216. EE_WE137 Windhelm guards taking a prisoner to jail (Imperials control the hold).
  217. EE_WE138 Windhelm guards taking a prisoner to jail (Stormcloaks control the hold).
  218. EE_WE139 Winterhold guards taking a prisoner to jail (Imperials control the hold).
  219. EE_WE140 Winterhold guards taking a prisoner to jail (Stormcloaks control the hold).
  220. EE_WE141 A thick fog envelops the player. Draugr emerge from the mist and attack.
  221. Note: This event is disabled by default.
  222. EE_WE142 A wounded traveler by the roadside. Can be healed with a potion or spell.
  223. EE_WE145 Legate Hrollod heading back to camp.
  224. EE_WE146 Legate Skulnar heading back to camp.
  225. EE_WE147 Legate Taurinus Duilis heading back to camp.
  226. EE_WE148 Legate Constantius Tituleius heading back to camp.
  227. EE_WE149 Legate Emmanuel Admand heading back to camp.
  228. EE_WE150 Legate Fasendil heading back to camp.
  229. EE_WE151 Legate Quentin Cipius heading back to camp.
  230. EE_WE152 Legate Seval Telendas heading back to camp.
  231. EE_WE153 Thorygg Sun-Killer heading back to camp.
  232. EE_WE154 Istar Cairn-Breaker heading back to camp.
  233. EE_WE155 Arrald Frozen-Heart heading back to camp.
  234. EE_WE156 Frorkmar Banner-Torn heading back to camp.
  235. EE_WE157 Kottir Red-Shoal heading back to camp.
  236. EE_WE158 Gonnar Oath-Giver heading back to camp.
  237. EE_WE159 Hjornskar Head-Smasher heading back to camp.
  238. EE_WE160 Kai Wet-Pommel heading back to camp.
  239. EE_WE161 Durak and Celann fighting vampires at night.
  240. EE_WE162 Beleval and Ingjard fighting vampires at night.
  241. EE_WE163 Mogrul and Agmaer fighting vampires at night.
  242. EE_WE164 Fura Bloodmouth out searching for a moth priest.
  243. EE_WE165 Modhna out searching for a moth priest.
  244. EE_WE166 Serana traveling the world once Harkon is dealt with.
  245. EE_WE167 A rare werebear terrorizing The Rift at night.
  246. EE_WE168 A Morag Tong assassin hunting you after Served Cold is done.
  247. EE_WE169 Aranea Ienith traveling to the nearest inn.
  248. EE_WE170 Falmer at night leading a prisoner back to their lair. Rare occurence.
  249. EE_WE171 A friendly dragon fighting off a hostile dragon.
  250. EE_WE_RAD02 Imperials hunting down the player for being a high ranking Stormcloak.
  251. EE_WE_RAD03 Stormcloaks hunting down the player for being a high ranking Imperial.
  252. EE_WE_RAD04 Agents of the Penitus Oculatus hunting you down for assassinating the Emperor.
  253. EE_WE_RAD10 A dragon fanatic.
  254. EE_WE_RAD11 Blades fighting a dragon on the road.
  255. EE_WE_RAD13 Blades fighting thalmor on the road.
  256. EE_WE_RAD14 Synod agents hunting down the player after the Mzluft encounter.
  257. EE_WE_RAD19 A large battle between Imperials and Stormcloaks.
  258. EE_WE_RAD20 A battle between Imperials and Stormcloaks, then a dragon shows up.
  259. EE_WE_RAD21 A village mob heading to a nearby vampire lair.
  260. EE_WE_RAD22 Guards hastily executing a criminal in the wilderness.
  261. EE_WE_RAD24 Forsworn fighting Stormcloaks after Madanach is released.
  262. EE_WE_RAD25 Forsworn fighting Imperials after Madanach is released.
  263. EE_WE_RAD26 Forsworn fighting Thalmor after Madanach is released.
  264. EE_WE_RAD27 Forsworn surrounding a dead merchant after Madanach is released.
  265. EE_WE_RAD28 Forsworn fighting a dragon.
  266. EE_WE_RAD29 Forsworn fighting bandits.
  267. EE_WE_RAD30 A large forsworn war party.
  268. EE_WE_RAD31 Blades fighting forsworn.
  269. EE_WE_RAD32 Thorald and Avulstein fighting Thalmor.
  270. EE_WE_RAD33 Amren fighting a random enemy.
  271.  
  272. Location Encounters:
  273. ----------------------------
  274. These encounters are randomly generated when you enter a new location and end
  275. when you leave.
  276.  
  277. ID: Description:
  278. --------- ------------
  279. EE_WI001 Travelers.
  280. EE_WI002 A scholar. May have books to sell.
  281. EE_WI003 A thief breaking into a home to steal something valuable.
  282. EE_WI004 A Dark Brotherhood assassin killing a traveler.
  283. EE_WI005 An alchemist. May have ingredients to sell.
  284. EE_WI006 Miners.
  285. EE_WI007 A traveling healer. Will heal player if injured.
  286. EE_WI008 A scavenger. May take items from a nearby dead body.
  287. EE_WI009 Adventurers.
  288. EE_WI010 A mercenary.
  289. EE_WI011 Thalmor.
  290. EE_WI012 Alik'r.
  291. EE_WI013 Vigilants of Stendarr.
  292. EE_WI014 Vigilants of Stendarr hunting the player for being a monster.
  293. EE_WI015 A bride, noble and their imperial guard.
  294. EE_WI016 The Silver Hand hunting the player for being a werewolf.
  295. EE_WI017 Uthgerd.
  296. EE_WI018 Jenassa.
  297. EE_WI019 Marcurio.
  298. EE_WI020 Stenvar.
  299. EE_WI021 Vorstag.
  300. EE_WI022 Benor.
  301. EE_WI023 Cosnach.
  302. EE_WI024 Belrand.
  303. EE_WI025 Illia.
  304. EE_WI026 Golldir.
  305. EE_WI027 Erandur.
  306. EE_WI028 Erik.
  307. EE_WI029 Mjoll.
  308. EE_WI030 Brelyna, J'zargo and Onmund.
  309. EE_WI031 Hadvar and his team.
  310. EE_WI032 Ralof and his team.
  311. EE_WI033 Cicero.
  312. EE_WI034 Imperials.
  313. EE_WI035 Stormcloaks.
  314. EE_WI036 Vipir and Thrynn.
  315. EE_WI037 Cynric and Rune.
  316. EE_WI038 Ria.
  317. EE_WI039 Vilkas and Farkas.
  318. EE_WI040 Aela.
  319. EE_WI041 Delvin and Vex.
  320. EE_WI042 Nazir and Babette.
  321. EE_WI043 Athis, Torvar and Njada.
  322. EE_WI044 Whiterun guards (Imperials control the hold).
  323. EE_WI045 Whiterun guards (Stormcloaks control the hold).
  324. EE_WI046 Dawnstar guards (Imperials control the hold).
  325. EE_WI047 Dawnstar guards (Stormcloaks control the hold).
  326. EE_WI048 Falkreath guards (Imperials control the hold).
  327. EE_WI049 Falkreath guards (Stormcloaks control the hold).
  328. EE_WI050 Markarth guards (Imperials control the hold).
  329. EE_WI051 Markarth guards (Stormcloaks control the hold).
  330. EE_WI052 Morthal guards (Imperials control the hold).
  331. EE_WI053 Morthal guards (Stormcloaks control the hold).
  332. EE_WI054 Riften guards (Imperials control the hold).
  333. EE_WI055 Riften guards (Stormcloaks control the hold).
  334. EE_WI056 Solitude guards (Imperials control the hold).
  335. EE_WI057 Solitude guards (Stormcloaks control the hold).
  336. EE_WI058 Windhelm guards (Imperials control the hold).
  337. EE_WI059 Windhelm guards (Stormcloaks control the hold).
  338. EE_WI060 Winterhold guards (Imperials control the hold).
  339. EE_WI061 Winterhold guards (Stormcloaks control the hold).
  340. EE_WI062 Gabriella.
  341. EE_WI063 Festus.
  342. EE_WI064 Arnbjorn.
  343. EE_WI065 Veezara.
  344. EE_WI066 A headsman.
  345. EE_WI067 An escaped prisoner. Guards will attack.
  346. EE_WI072 A beggar.
  347. EE_WI081 Keeper Carcette and her team (currently disabled!).
  348. EE_WI082 Delphine and the Blades.
  349. EE_WI083 Sapphire and Niruin.
  350. EE_WI084 Garthar and Ravyn.
  351. EE_WI085 Skjor.
  352. EE_WI086 A bard. Can be tipped if you're feeling generous.
  353. EE_WI087 A prisoner. Can be freed and will try to escape to safety.
  354. EE_WI088 A fist fight between two travelers.
  355. EE_WI089 A synod researcher.
  356. EE_WI090 Kesh.
  357. EE_WI092 Salma.
  358. EE_WI093 Maurice.
  359. EE_WI096 A dragon attacking a major city.
  360. EE_WI097 Vigilants of Stendarr hunting the player for daedra worship.
  361. EE_WI098 A headsman executes a criminal in the town center. A crowd watches.
  362. EE_WI099 Ysolda meets a skooma dealer outside the walls of Whiterun.
  363. EE_WI101 Karliah.
  364. EE_WI102 A naughty thief steals the clothes off a traveler then tries to flee.
  365. EE_WI103 Aranea Ienith.
  366. EE_WI104 Legate Hrollod and Imperials.
  367. EE_WI105 Legate Skulnar and Imperials.
  368. EE_WI106 Legate Taurinus and Imperials.
  369. EE_WI107 Legate Constantius Tituleius and Imperials.
  370. EE_WI108 Legate Emmanuel Admand and Imperials.
  371. EE_WI109 Legate Fasendil and Imperials.
  372. EE_WI110 Legate Quentin Cipius and Imperials.
  373. EE_WI111 Legate Sevan Telendas and Imperials.
  374. EE_WI112 Thorygg Sun-Killer
  375. EE_WI113 Istar Cairn-Breaker and Stormcloaks.
  376. EE_WI114 Arrald Frozen-Heart and Stormcloaks.
  377. EE_WI115 Frorknar Banner-Torn and Stormcloaks.
  378. EE_WI116 Kottir Red-Shoal and Stormcloaks.
  379. EE_WI117 Gonna Oath-Giver and Stormcloaks.
  380. EE_WI118 Hjornskar Head-Smasher and Stormcloaks.
  381. EE_WI119 Kai Wet-Pommel and Stormcloaks.
  382. EE_WI120 Lydia.
  383. EE_WI121 Argis the Bulwark.
  384. EE_WI122 Iona.
  385. EE_WI123 Jordis the Sword-Maiden.
  386. EE_WI124 Calder.
  387. EE_WI125 Jarl Balgruuf and Irileth.
  388. EE_WI126 Jarl Vignar and Olfina.
  389. EE_WI127 Jarl Skald and Jod.
  390. EE_WI128 Jarl Brina nd Horik.
  391. EE_WI129 Jarl Siddgeir and Helvard.
  392. EE_WI130 Jarl Dengeir and Helvard.
  393. EE_WI131 Jarl Igmind and Faleen.
  394. EE_WI132 Jarl Thongvor and Yngvar.
  395. EE_WI133 Jarl Idgrod and Gorm.
  396. EE_WI134 Jarl Sorli and Teeba-Ei
  397. EE_WI135 Jarl Laila and Unmid
  398. EE_WI136 Jarl Maven and Maul.
  399. EE_WI137 Jarl Elisif and Bolgeir.
  400. EE_WI138 Jarl Ulfric and Galmar.
  401. EE_WI139 Jarl Brunwulf.
  402. EE_WI140 Jarl Korir and Thaena.
  403. EE_WI141 Jarl Kraldar and Thonjolf.
  404. EE_WI142 Warlocks visiting the College of Winterhold (non-hostile).
  405. EE_WI143 Orthorn.
  406. EE_WI144 Babette inspecting security at major cities.
  407. EE_WI146 Constance taking kids out to explore Riften once Grelod is dead.
  408. EE_WI147 A vampire bites the neck of a sleeping homeowner. Extremely rare.
  409. EE_WI148 The courier delivering a letter to a random NPC.
  410. EE_WI149 A wedding in the Temple of Mara in Riften.
  411.  
  412. Raids:
  413. ----------------------------
  414. These encounters are randomly generated when you enter a new location. Settlements,
  415. Towns and Cities experience weak raids only. Military Forts and Military Camps will
  416. see stronger raids. Note: Raids are disabled by default.
  417.  
  418. ID: Description:
  419. --------- ------------
  420. EE_WI068 Bandit raid, normal strength.
  421. EE_WI069 Imperial raid, normal strength.
  422. EE_WI070 Stormcloak raid, normal strength.
  423. EE_WI071 Forsworn raid, normal strength.
  424. EE_WI073 Bandit raid, weak attack.
  425. EE_WI074 Forsworn raid, weak attack.
  426. EE_WI075 Warlock raid, weak attack.
  427. EE_WI076 Warlock raid, normal strength.
  428. EE_WI077 Bandit raid, strong attack.
  429. EE_WI078 Forsworn raid, strong attack.
  430. EE_WI079 Imperial raid, strong attack.
  431. EE_WI080 Stormcloak raid, strong attack.
  432. EE_WI091 Spellsword raid, weak attack.
  433. EE_WI094 Spellsword raid, normal strength.
  434. EE_WI095 Vampire raid, weak attack.
  435. EE_WI100 Vampire raid, normal strength.
  436. EE_WE145 Thalmor raiding Skyhaven Temple once the main quest is over.
  437.  
  438. Location Interactions:
  439. ----------------------------
  440. These events start when you enter a new location and end when you leave the area.
  441. NPCs involved are randomly chosen from whomever is currently loaded at that location.
  442.  
  443. ID: Description:
  444. --------- ------------
  445.  
  446. EE_LI001 Two people in a fist fight. Bandits and Forsworn only.
  447. EE_LI002 One or more NPCs travel to a nearby OutsideEntranceMarker.
  448. EE_LI003 One or more NPCs travel to a nearby LocationCenterMarker.
  449. EE_LI004 One or more NPCs travel to a nearby LocationEdgeMarker.
  450. EE_LI005 One or more NPCs travel to the location's boss.
  451. EE_LI006 One or more NPCs travel to a nearby InsideEntranceMarker.
  452. EE_LI007 One or more NPCs travel to a nearby CaptiveMarker.
  453. EE_LI008 An individual travels to a nearby shop.
  454. EE_LI009 An individual travels to a nearby inn.
  455. EE_LI010 An individual travels to a nearby jail.
  456. EE_LI011 An individual travels to a nearby castle.
  457. EE_LI012 An individual travels to a nearby hall of the dead.
  458. EE_LI013 One or more guards travel to a nearby bandit camp.
  459. EE_LI014 A group travels to the nearest dungeon.
  460.  
  461. Situation Encounters:
  462. ----------------------------
  463. Sleeping, waiting or fast traveling to a dangerous location may trigger an encounter.
  464. NPCs chosen for these encounters are based on the type of location the player has
  465. traveled to.
  466. Note: SKSE is required. If SKSE is not installed, these events simply will not happen.
  467.  
  468. Location: Encounter:
  469. --------- ------------
  470. Wilderness Animals (Skyrim worldspace only).
  471. Solstheim Ash Spawn in the volcanic tundra, boars in the snowy highlands.
  472. The Vale Falmer.
  473. Soul Cairn Wrathman.
  474. Blackreach Falmer.
  475. Animal Den Animals.
  476. Bandit Camp Bandits.
  477. Draugr Crypt Draugr (interior only).
  478. Dwemer Ruin Dwarven Spider and/or Dwarven Sphere (interior only).
  479. Falmer Hive Falmer (interior only).
  480. Forsworn Camp Forsworn.
  481. Giant Camp Giants.
  482. Shipwreck Mudcrabs (exterior only).
  483. Spriggan Grove Spriggans.
  484. Vampire Lair Vampires (interior only).
  485. Warlock Lair Warlocks (interior only).
  486.  
  487.  
  488. *****************************************************************
  489.  
  490. 3. Configuration
  491.  
  492. *****************************************************************
  493.  
  494. Extended Encounters includes an MCM that allows you to configure the following options:
  495.  
  496. - Road Encounter Chance:
  497. Controls the likelihood of seeing an Extended Encounters random encounter on the road. By default
  498. this is set to 50% meaning half the time you'll see a vanilla random encounter or random encounters
  499. from other mods. The higher the percentage the higher the likehood of seeing an EE random encounter.
  500. You can also change this setting with the following console command:
  501.  
  502. set EE_WERoadChance to # (0 - 100%)
  503.  
  504. - Wilderness Encounter Chance:
  505. Controls the likelihood of seeing an Extended Encounters random encounter in the wilderness. By
  506. default this is set to 50% meaning half the time you'll see a vanilla random encounter or random
  507. encounters from other mods. The higher the percentage the higher the likehood of seeing an EE random
  508. encounter.
  509. You can also change this setting with the following console command:
  510.  
  511. set EE_WERoadChance to # (0 - 100%)
  512.  
  513. - Dragon Encounter Chance:
  514. Controls the likelihood of seeing an Extended Encounters dragon encounter during a dragon
  515. attack. This includes the chance of a second hostile or non-hostile dragon as well as named
  516. NPCs showing up to fight the dragon. By default this is set to 5% and should be kept low for
  517. the sake of immersion.
  518. You can also change this setting with the following console command:
  519.  
  520. set EE_WEDragonChance to # (0 - 100%)
  521.  
  522. - Location Encounter Chance:
  523. Controls the likelihood of seeing an Extended Encounters random encounter when entering a new
  524. location such as a town or an inn, etc. By default EE generates a location-based encounter
  525. 10% of the time. This chance also governs the likelihood of seeing bandit raids, guard raids
  526. and civil war raids. Setting this to 100% would result in a random event being generated each
  527. time you entered a settlement, town, city, inn, store, camp, fort, etc. It's best to keep this
  528. value low for the sake of immersion.
  529. You can also change this setting with the following console command:
  530.  
  531. set EE_WIChance to # (0 - 100%)
  532.  
  533. - Location Encounter Timeout:
  534. Sets a timeout between location encounter events. By default this is set to 12 hours, which
  535. means only 1 Extended Encounters location encounter can occur globally every 12 hours.
  536. Setting this to 0 turns the timeout off. The maximum value that can be set for now is 168
  537. (1 week).
  538. You can also change this setting with the following console command:
  539.  
  540. set EE_WITimeout to # (0 - 168)
  541.  
  542. - Location Interaction Chance:
  543. Controls the likelihood of Extended Encounters selecting random NPCs and overwriting their
  544. default packages with a unique behaviour. By default EE generates a location-based interaction
  545. 10% of the time. Setting this to 100% would result in a location interaction being generated
  546. each time you entered a settlement, town, city, inn, camp, fort, etc. It's best to keep this
  547. value low for the sake of immersion. The point of this feature is to have random NPCs deviate
  548. from their regular routine every now and then.
  549. You can also change this setting with the following console command:
  550.  
  551. set EE_LIChance to # (0 - 100%)
  552.  
  553. - Road Encounters:
  554. Enables or Disables all Extended Encounters random encounters generated on the road. Disabling this
  555. is the equivalent of setting Road Encounter Chance to 0. Road Encounters are enabled by default.
  556. You can also change this setting with the following console command:
  557.  
  558. set EE_WERoadEncounters to # (0 to disable, 1 to enable)
  559.  
  560. - Wilderness Encounters:
  561. Enables or Disables all Extended Encounters random encounters generated in the wilderness. Disabling
  562. this is the equivalent of setting Wilderness Encounter Chance to 0. Wilderness Encounters are enabled
  563. by default.
  564. You can also change this setting with the following console command:
  565.  
  566. set EE_WERoadEncounters to # (0 to disable, 1 to enable)
  567.  
  568. - Location Encounters:
  569. Enables or Disables all Extended Encounters random encounters generated when entering a new
  570. location. Disabling this is the equivalent of setting Location Encounter Chance to 0. Note:
  571. disabling this option or setting Location Encounter Chance to 0 will also disable bandit raids,
  572. guard raids and civil war raids. Location encounters are enabled by default.
  573. You can also change this setting with the following console command:
  574.  
  575. set EE_WIEncounters to # (0 to disable, 1 to enable)
  576.  
  577. - Location Interactions:
  578. Enables or Disables all Extended Encounters location interactions generated when entering a new
  579. location. Disabling this is the equivalent of setting Location Interaction Chance to 0.
  580. Location interactions are enabled by default.
  581. You can also change this setting with the following console command:
  582.  
  583. set EE_LIEncounters to # (0 to disable, 1 to enable)
  584.  
  585. - Dragon Encounters:
  586. Enables or Disables all Extended Encounters dragon encounters generated during dragon attacks.
  587. Turning this off is the same as setting Dragon Encounter Chance to 0.
  588. You can also change this setting with the following console command:
  589.  
  590. set EE_WEDragonEncounters to # (0 to disable, 1 to enable)
  591.  
  592. - Bandit Raids:
  593. Enables or Disables bandit raids on settlements, towns and cities. The chance of a bandit raid
  594. happening is controlled by the Location Encounter Chance slider. Bandit raids are disabled by
  595. default.
  596. You can also change this setting with the following console command:
  597.  
  598. set EE_BanditRaids to # (0 to disable, 1 to enable)
  599.  
  600. - Guard Raids:
  601. Enables or Disables local hold guard raids on bandit lairs. The chance of a guard raid happening
  602. is controlled by the Location Encounter Chance slider. Guards won't clear the location unless
  603. you are present to witness them killing the location boss. Guard raids are enabled by default.
  604. You can also change this setting with the following console command:
  605.  
  606. set EE_GuardRaids to # (0 to disable, 1 to enable)
  607.  
  608. - Civil War Raids:
  609. Enables or Disables faction raids on Civil War forts and camps. The chance of a civil war raid
  610. happening is controlled by the Location Encounter Chance slider. EE doesn't affect ownership of
  611. the location.
  612. You can also change this setting with the following console command:
  613.  
  614. set EE_CWRaids to # (0 to disable, 1 to enable)
  615.  
  616. - Draugr Swarm:
  617. Enables or Disables the draugr swarm encounter. This event has a low chance of happening in
  618. Winterhold and The Pale during a blizzard and lasts for half an in-game hour. Disabled by
  619. default.
  620. You can also change this setting with the following console command:
  621.  
  622. set EE_DraugrSwarm to # (0 to disable, 1 to enable)
  623.  
  624. - Factions Hunting Player:
  625. Enables or Disables encounters involving factions like the Silver Hand from hunting the player
  626. for being a werewolf, or the Vigilants of Stendarr from hunting the player for being a vampire,
  627. werewolf, or daedra worshipper.
  628. You can also change this setting with the following console command:
  629.  
  630. set EE_EncHuntPlayer to # (0 to disable, 1 to enable)
  631.  
  632. - Dynamic Encounters:
  633. Enables or Disables dynamic placement of random encounters. Every 6 - 24 hours, the game will
  634. find a nearby wilderness random encounter zone and will move it to a random location near
  635. the player, assuming the player is outside. With this enabled, random encounters can
  636. potentially spawn anywhere even if you're not traveling.
  637. You can also change this setting with the following console command:
  638.  
  639. set EE_DynamicWEToggle to # (0 to disable, 1 to enable)
  640.  
  641. - Sleep Encounter Chance:
  642. Controls the likelihood of encountering enemies when sleeping in a dangerous location. By
  643. default this value is set to 10%.
  644. You can also change this setting with the following console command:
  645.  
  646. set EE_SE_SleepChance to # (0 - 100%)
  647.  
  648. - Wait Encounter Chance:
  649. Controls the likelihood of encountering enemies when waiting in a dangerous location. By
  650. default this value is set to 10%.
  651. You can also change this setting with the following console command:
  652.  
  653. set EE_SE_WaitChance to # (0 - 100%)
  654.  
  655. - Fast Travel Encounter Chance:
  656. Controls the likelihood of encountering enemies when fast traveling to a dangerous location.
  657. By default this value is set to 10%.
  658. You can also change this setting with the following console command:
  659.  
  660. set EE_SE_FastTravelChance to # (0 - 100%)
  661.  
  662. - Sleep Encounters:
  663. Enables or Disables events that occur when sleeping in a dangerous location. Disabling this
  664. is the equivalent of setting Sleep Encounter Chance to 0. Sleep Encounters are enabled by default.
  665. You can also change this setting with the following console command:
  666.  
  667. set EE_SE_SleepEncounters to # (0 to disable, 1 to enable)
  668.  
  669. - Wait Encounters:
  670. Enables or Disables events that occur when waiting in a dangerous location. Disabling this
  671. is the equivalent of setting Wait Encounter Chance to 0. Wait Encounters are enabled by default.
  672. You can also change this setting with the following console command:
  673.  
  674. set EE_SE_WaitEncounters to # (0 to disable, 1 to enable)
  675.  
  676. - Fast Travel Encounters:
  677. Enables or Disables events that occur when fast traveling to a dangerous location. Disabling this
  678. is the equivalent of setting Fast Travel Encounter Chance to 0. Sleep Encounters are enabled by
  679. default.
  680. You can also change this setting with the following console command:
  681.  
  682. set EE_SE_FastTravelEncounters to # (0 to disable, 1 to enable)
  683.  
  684. Additionally, you can change the % chance of individual event occurence by using the following
  685. console command:
  686.  
  687. set EE_WX###Chance to # (0 - 100%)
  688.  
  689. Refer to section 2 for a full list of Encounter IDs and their descriptions.
  690.  
  691. For example, if you wanted to reduce Keeper Carcette's random road encounter you would run the
  692. following command:
  693.  
  694. set EE_WE103Chance to 30
  695.  
  696. This would make the event only 30% as likely to be chosen by the Story Manager when generating
  697. encounters on the road. To disable a specific event entirely, set the % chance to 0.
  698.  
  699.  
  700. *****************************************************************
  701.  
  702. 4. Change List
  703.  
  704. *****************************************************************
  705.  
  706. 1.0 - Initial Release on Nexus Mods and Steam.
  707.  
  708. 1.1 - Added additional scripting check to skip events involving your current follower
  709. or a dead npc.
  710. - Similarly, cleanup scripting will no longer run on npcs you've asked to follow
  711. after meeting them on the road during a random event.
  712. - Reduced the toughness of raiding bandits.
  713. - Added new random encounters.
  714. - Tweaked the minimum level for tougher encounters.
  715. - Faendal now hunts leveled prey instead of a wolf.
  716. - Fixed problem with aggro radius on certain NPCs.
  717. - Also fixed a problem with certain NPCs being passive instead of aggressive.
  718. - Hirelings will now appear in other holds.
  719.  
  720. 1.2 - Moved events to EE_RoadQuests and EE_DragonQuests in the story manager to prevent
  721. conflicts with Dawnguard and other mods that affect the vanilla story manager nodes.
  722. Huge thanks to lifestorock for troubleshooting advice!
  723. - The above change will, however, produce a vanilla random encounter AND an EE
  724. encounter per trigger due to the "Share Nodes" compatibility requirement.
  725. See http://www.creationkit.com/SM_Event_Node for more information.
  726. - Added a 30% chance of an EE encounter not occurring to reduce event crowding.
  727. - Fixed an issue with Ria and Farkas not being marked as essential.
  728. - Lowered the difficulty of the Spellsword encounter.
  729. - Tweaked the position thieves and assassins are spawned at.
  730.  
  731. 1.3 - Added non-road related EE events to random wilderness encounters as well.
  732. - Fixed random event crowding. EE events no longer occur alongside vanilla events.
  733. - Raised level condition for the more dangerous random encounters.
  734. - Lowered chance of double dragon event.
  735. - Reduced the chance of getting EE random events.
  736. - Reduced difficulty the more dangerous EE random events.
  737. - Adventurers now go to a nearby dungeon and will fight through it to the boss.
  738. - Added new random encounters.
  739.  
  740. 1.4 - Named NPCs like followers and hirelings now fight a random enemy rather than a
  741. preset enemy.
  742. - Major holds no longer get raided. Minor holds, towns, settlements etc now do.
  743. - Added new random road and wilderness encounters.
  744. - Non-conflict random encounters now go to a nearby location instead of traveling
  745. back and forth along the road.
  746. - Cicero now chases a randomized civilian and Skeevers now swarm randomized corpses.
  747. - Fixed a problem with some random encounter NPCs traveling to the wrong location.
  748. - Random encounter NPCs can now travel to locations without a 'LocationEdgeMarker'.
  749. - Fixed a problem with some random NPCs being incorrectly named.
  750. - Fixed a problem with some EE quests having a high quest priority for no reason.
  751. - EE no longer makes any NPC or CELL edits to reference specific NPCs. This should
  752. improve compatibility with other mods.
  753. - Reduced the likelihood of seeing dremora or hagraven-related random encounters.
  754. - Adjusted NPC travel speed.
  755. - EE events are now grouped under their own node in the story manager.
  756. - Consolidated and removed redundant packages.
  757. - Fixed a few papyrus and quest alias issues.
  758. - Removed a few redundant quest stages.
  759. - Added a wide variety of location-based random encounters.
  760. - Unique NPCs called for random encounters no longer have their crime faction altered.
  761. - Werewolf encounters no longer occur during the day.
  762. - Added an MCM to modify encounter chance and toggle certain kinds of encounters.
  763. - Removed some unnecessary faction memberships.
  764. - Random events involving Alik'r should no longer occur once 'In My Time Of Need'
  765. has been completed.
  766. - Fixed an issue with some unique NPCs lingering near the corpse of their opponent.
  767. - Dragon-related random encounter chance is now controlled separately.
  768. - Fixed some minor papyrus spam on script initialization.
  769. - Included script source and opened permissions on this mod.
  770.  
  771. 1.5 - Moved some road events to wilderness where they seemed more appropriate. Dremora
  772. encounters, for example, should now be seen even less often than before.
  773. - Added a second dragon encounter branch in the Story Manager for non-shared events.
  774. - Delphine & co should now travel to the nearest Dragon Lair during their events.
  775. - Necromancers and Spellswords should now travel to the nearest Warlock Lair.
  776. - The number of NPCs that can spawn in random encounters now varies, usually 1-3
  777. per group.
  778. - Fixed a werewolf encounter that was not being fully cleaned up.
  779. - Fixed a potential encounter trigger re-arm delay on a couple events.
  780. - Random encounter NPCs now travel together in groups until leader is killed.
  781. - Added a few new random encounters, including a special Alduin encounter...
  782. - Fixed an issue with fist fights not starting or resolving as intended.
  783. - Added new Location Interactions; events that involve randomly picked NPCs that
  784. deviate them from their regular routines.
  785. - Location Encounters can now occur inside crypts and castles.
  786. - To avoid interfering with a scene, Companions random encounters now only occur
  787. once you've joined them.
  788. - Fixed an issue with some generic NPCs not having a voice type.
  789. - Thalmor events should no longer occur in holds owned by the Stormcloaks.
  790. - Raid events are now listed separately in the Story Manager so they can occur
  791. simultaneous to other location-based random encounters.
  792. - Vampires should now run during the daytime hours.
  793. - Bandit, Forsworn, Warlock and Vampire encounters may now include prisoners that
  794. the player can choose to free.
  795. - Replaced Vagrant and Lowlife encounters.
  796. - Encounters involving Alduin, Daedra, Vampires or factions hunting the player
  797. can now be toggled on or off.
  798. - DB assassin now attempts to murder a randomly generated target.
  799. - Added a timeout setting to location encounters.
  800. - Added a dynamic random encounter system that moves nearby random encounter
  801. triggers to a random spot around the player.
  802.  
  803. 1.6 - Keeper Carcette's travel event should no longer occur once the Hall of the
  804. Vigilant has been destroyed in Dawnguard's main quest.
  805. - Added a current follower check for all unique NPCs to accomodate mods that
  806. make them recruitable.
  807. - Encounters now check whether an NPC involved in an encounter is a player
  808. teammate to accomodate mods that increase the number of simultaneous
  809. followers.
  810. - Removed Grisvar from the Madanach & friends encounters. He's supposed to be
  811. dead no matter which choice the player took to leave Cidna Mine.
  812. - Removed a few events that involved NPCs that get marked as disabled at the end
  813. of a sidequest and events involving NPCs that weren't likely to travel much.
  814. - Raids no longer spawn from wilderness or road triggers. Making them location-
  815. only events makes their attack more immediate and reduces the likelihood of
  816. off-screen NPC deaths.
  817. - Raids can now happen on cities, but are kept weak like those on towns.
  818. - Weak raids can now happen on all types of settlements, not just farms and
  819. mills.
  820. - Hadvar and Ralof should now take their squads to the nearest Civil War fort
  821. once they've beaten their opponents on the road rather than walk back and forth.
  822. - Added rare raids that involve warlocks, vampires and spellswords.
  823. - Made changes to the draugr swarm event. Removed the Alduin SFX, added a minimum
  824. level, reduced duration to 30 in-game minutes and made it occur only during
  825. blizzards. Event is disabled by default. Also done what I could to make the
  826. draugr spawn off-camera. The debug message that was accidentally left in has
  827. also been removed.
  828. - Thieves now spawn in NPC homes (not player homes) rather than in the street and
  829. will take an item that is spawned in for the event rather than take permanent
  830. clutter. The chance of a thief event occuring has also been greatly reduced.
  831. - Reduced the likelihood of Vigilants & Silver Hand hunting the player for being
  832. a vampire, werewolf or daedra worshipper.
  833. - Vigilants should no longer appear inside inns to hunt the player for being a
  834. daedra worshipper.
  835. - Vaermina Devotees are no longer invulnerable. Whoops!
  836. - Fixed an issue that prevented the location encounter timer from incrementing.
  837. This prevented location encounters from occuring if the Location Encounter
  838. Timeout was set above 0. Let's just pretend 1.5 never happened...
  839. - Made some changes to the layout of the MCM and added a splash screen.
  840. - Prisoners are now labeled 'Prisoner'.
  841. - Location Interactions now adhere to the same timeout as Location Encounters.
  842. - Brawls between two randomly picked NPCs is now limited to bandit and forsworn
  843. camps.
  844. - You can now trade with alchemists and scholars, but their inventory is meagre.
  845. - Prisoners freed from trouble-spots now properly flee the location, rather
  846. than run straight to the location's boss and their likely death.
  847. - Added a few new random encounters involving DLC NPCs without needing to make
  848. the mod reliant on any DLC.
  849. - The courier event no longer occurs if he's already in the Skyrim worldspace.
  850. - Bandits, Warlocks and Vampires should no longer attack their prisoners.
  851. - Removed the peddler stall encounter. Can't find any vanilla XMarkers out in
  852. the wild that are consistently placed on flat ground near but not on a road.
  853. - Removed the toggle for Vampire and Daedra encounters, but made these events
  854. less likely to occur and increased the level requirement.
  855. - Road and Wilderness encounter settings are now handled separately.
  856. - Dragon Encounter chance wasn't applying to the road/wilderness dragon events.
  857. - Added Situation Encounters that occur when the player sleeps, waits or fast
  858. travels to a dangerous location. These encounters will require SKSE.
  859. - If another mod disables vanilla random encounters it will no longer disable
  860. EE encounters.
  861. - Fixed a problem that prevented bards from being looted when killed.
  862. - Fixed double-dragon encounters.
  863. - Silver Hand encounters no longer occur once they've been wiped out.
  864. - The % chance of each individual encounter can now be changed through console
  865. commands. See Section 3 of this readme file for more information.
  866. - NPCs the player has married or those who have joined the Blades are now
  867. excluded from random encounters.
  868. - Dark Brotherhood assassinations no longer occur in castles.
  869. - Problems with miners/adventurers not having the right voice type or sometimes
  870. spawning in completely invisible should now be fixed.
  871. - Conjurers and Vigilants of Stendarr can now fight random atronachs, not just
  872. dremora.
  873.  
  874. 1.6.1 - Added an extra keyword check to the execution encounter to ensure only that
  875. only the prisoner can be executed.
  876. - Added an extra condition to terminate the ee_woundedheal.pex script when the
  877. injured NPC is unloaded.
  878. - Added an option to turn off Situation Encounter notifications.
  879.  
  880. 1.6.2 - Added extra redundant checks back in just in case the game is filling aliases
  881. for dead and disabled NPCs when it shouldn't be.
  882. - Fixed an issue that was causing healers spawned on the road to stand in place.
  883.  
  884. 1.6.3 - Fixed the papyrus spam caused by EE_WE114 and EE_WE070.
  885. - Aerin now stays home during Mjoll's encounters.
  886. - Ysolda should now walk back to Whiterun immediately after her encounter ends.
  887.  
  888. 1.6.4 - Switched to <Alias.PronounCap=Player> from <Alias.PronounPosObj=Player> in the
  889. Vigilant's Decree.
  890. - Reworked the bear trap encounter. Sometimes the traps would spawn in activated.
  891. - Situation Encounter NPCs should now path to the player when spawned in, unless
  892. the player is sneaking.
  893. - EE_WI101 was spawning in Maurice instead of Karliah and dressing Maurice up as
  894. Karliah. Whoops!
  895. - Bards no longer carry torches as it interferes with their animation at night.
  896. - Warlocks that spawn at the College of Winterhold have been added to the
  897. College of Winterhold faction and have had their aggression reduced to 0 to
  898. prevent fights from potentially breaking out.
  899. - Fixed an issue where sometimes Extended Encounters random encounters were
  900. occurring during the intro sequence, or at times when they should've been
  901. disabled globally.
  902.  
  903. 1.6.5 - Fixed an issue with EE_WI082 that would only cause one recruited blade to
  904. spawn in with this encounter.
  905. - Added an extra line of code to try and stop NPCs from playing the bound hands
  906. animation after being freed by the player.
  907. - EE_WI015 (married couple + imperial guard) should no longer occur in places
  908. controlled by the stormcloaks.
  909. - Prevented forsworn situation encounters from occurring at Druadach Redoubt
  910. if you sided with Madanach.
  911. - Added an extra condition to prevent encounters involving civil war leaders from
  912. occurring in territories held by the opposing side.
  913.  
  914. 1.6.6 - Fixed condition on EE_WE069 and EE_WI042 (Nazir and Babette) that prevented
  915. these encounters from occurring.
  916. - Fixed condition order on EE_WE021 (Werewolf vs Silver Hand) that could result in
  917. this encounter happening if the player was not a werewolf.
  918. - Added a condition to EE_WE043 (Adventurers going to a nearby dungeon) to prevent
  919. them from going to labyrinthian.
  920. - Excluded guards from being bystanders in a bard's audience.
  921. - Excluded guards from being bystanders at an execution.
  922.  
  923. 1.6.7 - Excluded guards from the fist fight location event audience.
  924. - Road encounter chance was being read when adjusting wilderness encounter chance.
  925. - ESLified the mod for Special Edition/Anniversary Edition.
  926.  
  927. 1.6.8 - Fixed the pronouns in the vigilant notes.
  928. - Added faction ownership to the execution chopping block to prevent it from being
  929. picked as furniture by a sandbox package.
  930.  
  931. 1.6.9 - EE_LI013 now only occurs after you've interacted with the Whiterun gate guard.
  932. - EE_WE145 was checking the wrong hold location.
  933. - Fixed conditions on EE_WE122 where vigilants may pursue the player for daedra
  934. worship even if they chose options that weren't in the daedra's favor.
  935. - Replaced 'Game.GetForm()' with 'Game.GetFormFromFile()' so the Dawnguard and
  936. Dragonborn encounters function if they are not loaded in the correct order. Mostly
  937. for players on LE.
  938.  
  939. 1.7.0 - Incorporated encounters from Radiance. Skipped the encounters that were too
  940. similar or identical to existing encounters and made a few adjustments.
  941. Thanks to Kulharin for the suggestion and permisson to do so.
  942. - Set Dawnguard.esm and Dragonborn.esm as dependencies and replaced
  943. Game.GetFormFromFile() in the Dawnguard/Dragonborn encounters with proper direct
  944. references.
  945. - Removed some unused faction assignments.
  946. - Fixed an issue with some events having unfilled script properties.
  947. - Reworked events that pick a nearby location for NPCs to go to. NPCs should no
  948. longer sometimes stand around by the side of the road because the game can't find
  949. a destination for them. Hopefully.
  950. - NPCs should now be able to travel to an inn if, for some reason, it has been
  951. flagged as 'cleared'. Similarily, adventurers can now travel to cleared dungeons
  952. so they shouldn't potentially run out of locations to travel to.
  953. - Follower events should no longer remain running if you hire them on the road.
  954. - Fixed EE_RandomMageOutfit spawning too many clothes.
  955. - Merchants such as Scholars and Alchemists now have dedicated containers and have
  956. gold to trade with. The Master Trader perk should also increase their gold.
  957. - Added the ability to adjust base game and DLC random encounter chances including
  958. Dawnguard vampire attack and Dragonborn cultist attack min level.
  959. - Location Interactions added by Extended Encounters are no longer disabled. Not
  960. entirely sure when or how that happened.
  961. - Keeper Carcette's location encounter has been re-enabled. Added conditions to
  962. prevent the location and road encounter from occurring after Dawnguard starts.
  963. - Removed the Dynamic Placement feature. NPCs could end up in bizarre places like
  964. atop the Throat of the World during important cutscenes. It may also have been
  965. compromising stability under certain circumstances.
  966. - Prevented the execution scene from trying to proceed if the player leaves the
  967. area.
  968. - Created a faction for execution scene NPCs to further prevent uninvolved
  969. onlookers from somehow getting their head cut off.
  970. - Executions now happen without the execution guard activating the chopping block.
  971. Occasionally the execution guard was somehow also getting beheaded.
  972. - Ensured wilderness encounters point to WEScene or WESceneCenter instead of
  973. WETravel which doesn't exist for wilderness triggers and would've prevented
  974. those encounters from occurring there.
  975. - Added a couple new encounters. The courier can now deliver letters to random
  976. NPCs. You may also sometimes see NPC marriages in the Temple of Mara in Riften.
  977.  
  978. 1.7.1 - Removed EE_WE_RAD22 since it's too problematic and could be deleting unique NPCs.
  979. - EE_ScriptEvent was accidentally left set to Stacked instead of Random after testing.
  980. - Fixed minor formatting issues in EE_WE_RandomNote30.
  981. - Added a Player alias to events that include notes that reference the player.
  982. - Synod Agents are now set to Aggressive and should attack the player as intended.
  983. - EE_FarmerMessage was set to 'Travler' not 'Farmer'.
  984.  
  985.  
  986. *****************************************************************
  987.  
  988. 5. F.A.Q
  989.  
  990. *****************************************************************
  991.  
  992. Q. Do I need Dawnguard, Hearthfire or Dragonborn or additional plugins like SKSE?
  993. A. 1.7.0 onwards requires the Dawnguard and Dragonborn DLC. SKSE and SkyUI will be required
  994. if you want to change any settings via the MCM, but this mod will function perfectly fine
  995. without them and all settings can be changed with console commands as documented in this
  996. readme file. Situation Encounters such as Sleep, Wait and Fast Travel encounters will also
  997. require SKSE. If SKSE is not installed they will simply not occur.
  998.  
  999. Q. But 1.6 contains encounters involving Dawnguard and Dragonborn NPCs...
  1000. A. Those events check the raw form IDs of NPCs and quests. If you don't have DLC or haven't
  1001. sorted your load order properly a different event will simply be called instead.
  1002.  
  1003. Q. Is this mod stable? / compatible with ### / affect performance?
  1004. A. None of the events included in this mod cause your game to crash. This mod is as lightweight
  1005. as I can make it and the impact on performance is negligible. It makes zero changes to any
  1006. vanilla references so the likelihood of mod incompatibility should be low.
  1007.  
  1008. Q. The Silver Hand and/or the Vigilants of Stendarr are coming after me!
  1009. A. The Silver Hand will only come after you if you're a werewolf. The Vigilants of Stendarr
  1010. will come after you if you're a werewolf, vampire or daedra worshipper. The Silver Hand
  1011. will stop pursuing you if you've cured yourself of lycanthropy. The Vigilants of Stendarr
  1012. will stop pursuing you if you've cured yourself of lycanthropy or vampirism, as long as
  1013. you don't have the favor of a daedric prince.
  1014.  
  1015. Q. This mod seems to put a lot of vanilla followers out in the wild. Won't they get killed?
  1016. A. Followers and other unique NPCs included in the random events will be marked as Essential
  1017. for the duration of the random event. When they return to their normal location their
  1018. status will be set back to what it was before the random event happened. You don't need to
  1019. worry about them returning safely; they're scripted to return in the same way as vanilla
  1020. random encounters.
  1021.  
  1022. Q. I have a mod that makes a unique NPC into a follower. Will they be used in random events?
  1023. A. If they're your current follower, no. From 1.6 onwards, all unique NPCs are checked if
  1024. they're following the player regardless of whether or not they're assigned as followers in
  1025. the base game. 1.6 also properly handles mods that increase the number of followers you can
  1026. simultaneously have.
  1027.  
  1028. Q. Won't locations get clogged up by randomly generated NPCs?
  1029. A. No. NPCs generated by EE random events will be marked for deletion once the encounter ends.
  1030. Typically this occurs when the cell containing the trigger that generated an encounter is
  1031. unloaded, or when the player travels to a different location. A specific location can
  1032. only host one EE random event at a time to avoid a degradation of performance caused by NPC
  1033. crowding.
  1034.  
  1035. Q. Will this mod affect my current follower?
  1036. A. No. Current followers, dead or disabled followers won't be picked for random encounters.
  1037.  
  1038. Q. Do I need to start a new game to use this mod?
  1039. A. No.
  1040.  
  1041. Q. Does this mod affect or modify any existing vanilla random encounters?
  1042. A. No. For the sake of compatibility and stability EE only adds new encounters. EE does not
  1043. modify any base game records at all.
  1044.  
  1045. Q. Will random encounters spawn in new locations added by mods?
  1046. A. Assuming the location has the appropriate LocType keyword and is in a child location of
  1047. the Tamriel location, then yes. EE random encounters are less likely in new worldspaces
  1048. like mods that add new provinces unless those areas are designated as child locations of
  1049. the default Tamriel location.
  1050.  
  1051. Q. I have Location Encounter Chance set to 100% but no random event occurred. What gives?
  1052. A. If you're standing too close to the spawn point for raiding NPCs when entering a location,
  1053. those NPCs are disabled. This is to prevent NPCs from popping up right in front of you.
  1054. 1.5 also introduces a timeout setting that prevents new location encounters occuring for
  1055. a set duration.
  1056.  
  1057. Q. Can I modify this mod or use any assets from it?
  1058. A. You can do what ever you want with this mod, with attribution.
  1059.  
  1060.  
  1061. *****************************************************************
  1062.  
  1063. 6. Uninstallation
  1064.  
  1065. *****************************************************************
  1066.  
  1067. The easiest way to disable the mod is to untick the Location Encounters, World Encounters
  1068. and Dragon Encounters tickboxes in the MCM. But if you want to remove the mod permanently:
  1069.  
  1070. 1. Close the game.
  1071.  
  1072. 2. Remove the Extended Encounters.esp and Extended Encounters.bsa files from your Skyrim data
  1073. folder. By default this should be either of the following locations:
  1074.  
  1075. C:\Program Files\Steam\steamapps\common\skyrim\data
  1076.  
  1077. or for 64-bit Windows:
  1078.  
  1079. C:\Program Files (x86)\Steam\steamapps\common\skyrim\data
  1080.  
  1081. 3. Refer to SuperSajuuk's document on manually removing any left-over EE_* script files from
  1082. your save file:
  1083.  
  1084. https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0
  1085.  
  1086. Note: You should not experience any problems with stability if you do not clean these script
  1087. files from your save.
  1088.  
  1089.  
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