Extension encounter 1.5 SSE fixed and appended
Version 1.5 of the mod extension encounter is quite buggy. This mod fixes many inconsistent or glitchy features of the mod.
Screenshots 1 screenshots
About this mod Machine translation
Version 1.5 of the mod extension encounter is quite buggy. This mod fixes many inconsistent or glitchy features of the mod.
need:
Original expansion encounters 1.5 mod
Permission from the author of the FAQ in the readme:
Q: Can I modify this mod or use any assets from it?
A: You can do anything you want with attribution using this mod.
Install:
-Install original Extended Encounters 1.5 SSE
- Overwrite the original ESP with the plugins included in this mod
(This may change in a future update)
The current status of the modified version:
After more than 2 weeks of testing, the test is extremely stable.
Does the mod require a blank save or start a new game?
no. You can install, remove, update, reinstall the mod with minimal impact on the game.
What changes compared to the original mod?
-Changed the vanilla dialogue so that Keeper Carcette will not talk about the DialogueGenericVigilantsOfStendarr part, including her name, when talking about going outside the Vigilant Hall.
- Added a condition to the mission "Watcher Military Vehicle and 2 Guardians Head to the Nearest Hotel" so that it does not happen when the main Dawnguard mission starts and the Guardian Hall is destroyed.
-Delvin, Vex, Sapphire, Salma don't appear in the wild if they are player followers (some mods like "Relationship Dialogue Overhaul" make them followers).
- Vigilant Stendahl will not hunt the player by default if he completes the Daedric quest.
- Disabled people’s “hawker stall” encounters. They are in an odd position when you encounter them.
- Disabled all "Group A Travel.." encounters as they would cause NPCs to get stuck in and outside the city.
-Disability "Injured Traveler" encounter. This is a glitchy, glitchy feature.
-Disable "Alduin VEN MUL RIIK". The initial encounters may be fun, but become annoying over time and occur at odd times and places. In addition to the encounter, it is also possible to use a unique feature in the game (sound effects) that is only encountered in the final battle with Alduin. I would rather leave my legitimate property to Arduin.
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Requirement:
Original Extended Encounters 1.5 mod
Author permission from FAQ in the Readme:
Q. Can I modify this mod or use any assets from it?
A. You can do what ever you want with this mod, with attribution.
Installation:
- Install the original Extended Encounters 1.5 SSE
- Overwrite the original ESP with the plugin included in this mod
(this could change in future updates)
Current state of the modified version:
Tested extremely stable with 2 weeks+ of tests.
Does the mod needs blanc saves or start a new games?
No. You can install, remove, update, install again the mod with very minor impact on the game.
What was changed from the original mod?
- Altered a vanilla dialogue so that Keeper Carcette will not talk about the part of DialogueGenericVigilantsOfStendarr including her name when she is found outside the Hall of Vigilants.
- Added a condition in quest "Keeper Carcette and 2 vigilants traveling to the nearest inn" so that it won't happen when Dawnguard main quest start and Hall of the Vigilants is destroyed.
- Delvin, Vex, Sapphire, Salma will not be seen in the wild if they are player followers (some mods like "Relationship Dialogue Overhaul" make them followers at some stade).
- Vigilant of Stendarr will not hunt the player by default if he completed a Daedric quest.
- Disabled "Peddler stall" encounters. They take odd positions when encountered.
- Disabled all "A group travels to.." encounters because they cause NPCs stuck inside and outside cities.
- Disabled "Wounded traveler" encounter. This is a buggy malfunctioning feature.
- Disabled "Alduin VEN MUL RIIK". This encounter can be funny in the beginning but it turn quite annoying with time and happening at odd time and locations. Beside the encounter use a unique feature in the game (sound effect) encountered only in the final battle against Alduin. I prefer to leave to Alduin what legitimate …
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.