MEZF - missing encountered zone fix
This mod fixes over 90 unused vanilla encounter areas by adding appropriate references to relevant location cells. Includes an optional file for extending the encounter zone outside of the fortress.
Screenshots 3 screenshots
About this mod Machine translation
This mod fixes over 90 unused vanilla encounter areas by adding appropriate references to relevant location cells. Includes an optional file for extending the encounter zone outside of the fortress.
introduce
While trying to test out my encounter area overhaul, I realized that quite a few vanilla encounter areas had never been implemented in the game. This means that changes from mods such as Skyrim Revamped - Loot and Encounter Zones are not applied to enemies in multiple cells in Skyrim and the DLC.
implement
The Unofficial Skyrim Special Edition patch fixes some unused encounter areas, but still leaves 90+ untouched areas. I think this mod is an extension of their bug fix - areas like Valtheim Towers were being created in Skyrim.esm that were never applied, and this mod fixes that. This mod does not touch encounter zone records - it creates encounter zone references in the appropriate CELL records.
This means it will conflict with any mods containing the same CELL record, and must be loaded after these mods in order for encounter area references to be applied. I recommend loading as close to the bottom of the order as possible. I personally use Realistic Water 2 and Luminance Lighting Overhaul and have patches for them. Make sure to load the patch after MEZF and RW2/Luminosity.
The main .ESP and patch files are marked as ESL in xEdit so they don't occupy plugin slots in your load order.
important tips
Due to the nature of this mod, if you are using an encounter zone mod such as Skyrim Revamped - Loot and Encounter Zones, you will encounter level 20 enemies in the Tamriel world space. This is an ideal behavior from my perspective, and I've included an optional file that applies a location's encounter zone to its exterior - this solves the problem of walking up to Fort Greymoor, only encountering level 1 bandits, and walking inside to be swarmed by level 20+ bandits. The levels of enemies outside will now correctly reflect the levels of enemies inside the fort.
renew
My next update will be applying the inner encounter areas of camps and caves to their outer areas (example: bandits outside Silent Moons Camp will be leveled similarly to bandits inside Silent Moons Camp).
External encounter areas implemented in optional files:
Tower Savior
broken ivory hold
dark light tower
Driftshade Sanctuary
Falda's Teeth
Fellglow Keep
amor fort
dunstadburg
fort feilhammer
Fort Greenwall
fort greymore
fort hagstad
Kastaf Castle
fort neugrad
snowenburg
fort sungard
gallows rock
Mistwatch
Morvunskar
Northwatch Keep
Treva's watch
——————————————————————————————————————————————————
INTRODUCTION
While attempting to test my encounter zone overhaul, I realized that a fairly large number of vanilla encounter zones were never implemented in the game. This means that changes from mods like Skyrim Revamped - Loot and Encounter Zones are not properly applied to enemies in multiple cells across Skyrim and the DLCs.
IMPLEMENTATION
The Unofficial Skyrim Special Edition Patch fixes some unused encounter zones, but still leaves 90+ untouched. I consider this mod to be an extension of their bug fixes — areas such as Valtheim Towers had encounter zones created in the Skyrim.esm that were never applied, and this mod fixes that. This mod does not touch encounter zone records — it creates encounter zone references in the proper CELL records.
This does mean it will conflict with any mod that includes the same CELL records, and must be loaded after those mods in order to apply the encounter zone references. I recommend placing it as close to the bottom of your load order as possible. I personally use Realistic Water 2 and Luminosity Lighting Overhaul, and have included patches for them. Make sure the patches load after both MEZF and RW2/Luminosity.
The main.ESPs and the patch files have been flagged as ESLs in xEdit, so they will not take up a plugin slot in your load order.
IMPORTANT NOTE
Due to the nature of this mod, you will run into level 20+ enemies …
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.