AI enhanced hunter
This mod adds more hunters to Skyrim. Using EtherealCoder's enhanced AI framework, they don't have the same advantages as vanilla hunters.
Screenshots 3 screenshots
About this mod Machine translation
This mod adds more hunters to Skyrim. Using EtherealCoder's enhanced AI framework, they don't have the same advantages as vanilla hunters.
First, EtherealCoder’s SSE-enhanced AI framework is a required file. This is what inspired me to create this in the first place. I'm waiting for a real modder to create something similar with his framework, but no one is doing it. molave's Runtime Spell Assigner uses the framework and I'm using the mod, but it has a different concept.
I use a lot of advanced enemy and creature mods, and I keep seeing vanilla NPCs being phased out. So instead of giving my enemies enhanced AI abilities, why not give them a little more help?
This mod adds a few extra hunters to most existing hunter camps and some other areas. They come in pairs because their new AI is more visible.
In some places I added extra tents, sheets, tanning racks and whetstones. They use sleep and sandbox packs, so it makes sense to give them some help when not killing prey or other enemies.
Hunters are randomly generated from the level list. They are all allies of the player and will follow you if you ask them to. When you fire them, they will return to their camp. So if you encounter a hunter and need help clearing a nearby dungeon, invite them along and then dismiss them.
If you don't want them to be potential followers, delete the included bsa files. It contains a script to make them your allies. It does nothing.
Hunters are all "protected". Players can kill them, but no one else can. If you kill them, they will respawn after the specified time. EDIT: I've added a version with its "protected" status removed for those who like it.
I also added some traveling hunters. You can encounter them randomly while traveling across Skyrim. They are also potential followers who will return to the travel package when fired.
I highly recommend using raccoondance's Hunters Not Bandits, but it's not required.
Before win2009, this mod had no conflict with "Better Hunter". If you load mine after him, most of my hunters will be pulled from his tier list and will use his mod settings. I use his mod myself, but it's not required.
Any mods that add things to the same location may have minor conflicts, but I'm not aware of any issues at the moment.
If you give it a try, I hope you'll like it. If nothing else, maybe you'll see some beasts and bandits get their accolades.
Install:
There are 2 main files: esp and bsa for those who like to merge or don't worry about mod counts, or esp and bsa with the esl flag that won't affect normal mod limits. Only use one of the files.
Use your preferred Mod Manager, or unzip the file and place it in the data folder.
If you decide to uninstall the mod, make sure to perform a "clean save" and remove scripts from the save file using Resaver - Script Cleaner and More in FallrimTools.
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First of all, SSE Enhanced AI Framework by EtherealCoder is a required file. It is what inspired me to create this in the first place. I was waiting for a real modder to create something like this with his framework, but nobody ever did. Runtime Spell Assigner by molave uses the framework, and I use that mod, but it has a different concept.
I use a ton of high level enemy and creature mods, and I was constantly seeing vanilla NPCs get obliterated. So, rather than giving enhanced AI to my enemies, why not help out the population a little?
This mod adds a few additional hunters to most of the existing hunter camps and a few other areas. They come in pairs, because their new AI is more apparent that way.
In a few areas, I added additional tents, bedrolls, tanning racks, and sharpening stones. They use sleep and sandbox packages, so it made sense to give them something to do when they are not killing prey or other enemies.
The hunters are randomly generated from the leveled lists. They are all an ally to the player and will follow you if you ask them to. When you dismiss them, they wil …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.