Immersive World Encounters. FINAL

Skyrim Mods |

Immersive World Encounters. FINAL

First released in 2018, Immersive World Encounters has been developped by SetteLisette with a goal to diversify your exploration in Skyrim by adding roughly 100 new random events, making use of preexisting frameworks.
These new events will start to happen randomly the moment you install it in your game without a need for a brand new save data.
It also offers new custom voiced NPCs who appear in these new random events and new quests, thanks to 28 voice artists who have been voicing new characters for a number of projects over the years.

Please read the sections with yellow letters of this description page so you know what kind of mod you’re about to install.

Here are 2 Article pages you should know exist
List of All New Random Events: Encounter something unusual, but not sure if it came from this mod? See if this article mentions something like it.
New Quests Walkthrough Guide: It covers all new quests from this mod so you can reference it as you play them.

Wilderness Events
A type of random events that take place in wilderness are called Wilderness Encounters, World Encounters, or WE for short. If you have played Skyrim for at least a few hours, you would definitely recognize some of these WE events:

An old Orc with 2 dead Sabrecats wanting a “good death”
3 Alik’r warriors questioning a Redguard woman
Imperial soldiers escorting a Stormcloak captive

WE events are a primary focus of this mod and plays a pivotal role in diversifying your exploration in Skyrim. Everytime you walk the same path between a city to another city or a dungeon to the next dungeon, you now have the possibility to witness a lot more varied and interesting encounters.
The mod achieves this by simply making use of the preexisting framework that vanilla Skyrim uses, without reducing your performance in wilderness by introducing confusing new mechanics. Think of it this way: this mod adds to a pool of random events from vanilla game 80 new random events, so that when the game chooses an encounter, it will have a much greater number of encounters to choose from.

Settlements Events
Another type of random events that exist in vanilla game take place in settlements (major cities, towns, villages). These are called World Interactions, or WI for short. Good examples of WI events are many, such as:

A courier handing you a note sent by other NPCs
Nearby NPCs making comments about player’s certain actions
Calcelmo in Markatyh asking for a random Dwarven item you’ve recently claimed
Entering a tavern and the inn keeper says “welcome”
Dropping an item and the nearby NPCs start fighting over it

WI events have many different trigger conditions which makes for very interesting random events that often take you by surprise. It maybe just a random adventurer visiting the Jarl’s castles and taverns, or a massive Dragon attacking a major city.

Various Changes to Vanilla WE & WI Events

This mod doesn’t just add new events, but modifies some of the Vanilla events as well. Here is the overview of the changes:

Immersive World Encounters: Installation and Mod Compatibility

Immersive World Encounters requires all DLCs.

This mod is compatible with most other mods. This includes the ones that have “encounters” or “populated” or “immersive” or “Interesting” or “Inconsequential” or whatnot on their names.

Most of the “encounter” mods out there simply hand-place NPCs in the world of Skyrim. Immersive World Encounters does not place NPCs directly into the world of Skyrim, and all new NPCs from this mod are generated only through the random events and will disappear once the events are over.
Unlike many other “encounter” mods, this mod doesn’t add a horde of zombies or tough enemies.

In summary, Immersive World Encounters adds new random events not hand-placed NPCs, and does not make your gameplay more difficult, or cause bad performance.

Compatibility:
This mod is designed to be used along with many other popular mods, namely “Timing is Everything – Quest Delay and Timing Control” by kryptpyr, Unofficial Skyrim Special Edition Patch, and Cutting Room Floor by Arthmoor. This mod has some changes that intersect with these mods, but it’s safe to overwrite changes from these mods with ones from this mod.

As for other smaller mods that edit specific Encounters or Interactions, you may or may not load this mod after these mods depending on what changes do you prefer. Overwriting or being overwritten by these mods will not break this mod’s functionality, although toggle options for some of the Vanilla events may not work well if this mod gets overwritten.

I created the compatibility patches for the following mods for you to install:

Open Cities Skyrim by Arthmoor (the only city overhaul mod requiring a compatibility patch)
Ethereal Elven Overhaul by nuska
RS Children Overhaul by Ranaline

The main file archive comes with an installer and you can select these patches during your installation.

Here’s a quick note about some of the mods at the top of my head. Remember, this mod is compatible with most other mods. So if you don’t see mods you use on this list don’t panic! I’m pretty sure they’re compatible.

Morrowloot Ultimate: Edits the Old Orc to use the Orcish Battleaxe and wears the Orc Armor set. Does not make changes to the event itself so Morrowloot Ultimate is fully compatible. It’s my kind of overhaul, by the way, so if you’re becoming adept at modding you should try it.

Requiem and its miscellaneous mods: They may make many changes to the vanilla Encounters. I’m not very knowledgeable when it comes to Requiem. You’d want to let them overwrite this mod or vice versa, you can choose. Compatibility patches not required.

Extended Encounters by Jonx0r: Fully compatible.

Immersive Creatures: IC has a good portion of Encounters and yes, t’s compatible.

Advanced Adversary Encounters – Ultimate Edition: As of now, Immersive World Encounters makes no changes to Dark Brotherhood assassins. This is because there are great mods out there that add cool abilities to them, such as AAE and Better Assassins. So these mods are fully compatible.

Bells of Skyrim: No reason to be incompatible, it’s just highly recommended for the new Dragon attack event.

Installation & Uninstallation Guide:
To install:
Using the mod manager of your choice is highly recommended, as always.
Load “Immersive Encounters.esp” and “Immersive Encounters.bsa”, and put it anywhere in your load order.
It might take a minute before the MCM shows up depending on how many scripted mods you are running.

To uninstall:
Make a save before uninstall the mod, and remove “Immersive Encounters.esp” and “Imemrsive Encounters.bsa”.
I would also recommend cleaning up your save by using FallrimTools or Save Game Cleaner afterwards. Simply remove all script instances and other leftovers from Immersive Encounters.esp. I can’t teach you how to use these tools.

Immersive World Encounters: MCM
Page1: Here you can tweak various settings around the new Encounters (WE) and Interactions (WI).

By default, chance of seeing the new WE events are set to 40%. This means whenever you walk wilderness of Skyrim and Solstheim, there is a 40% chance of seeing events from this mod instead of Vanilla or other mods you have installed. Setting this to 100% would almost certainly interrupt Encounters that are not mod-origin, so it’s not very recommended (although in some cases they might still keep happening).

I’d recommend setting this value to 40~70% depending on your preference. If you are currently trying out this mod to test it or make a video of it or whatsoever, your value should be set it to 100%.

Chance for the new WI events, however, by default is 100%. What this means is that the new Interactions will almost certainly take place when certain conditions are met.
And, unlike WE events, WI events from this mod do not interrupt the Vanilla WI events. So it’s safe to set this value to 100%.

Additionally you can set intervals between the new WI events.

I’d recommend setting this value to 40%~100% depending on your preference.

You can always toggle on/off new events added by this mod altogether, or specific types of events such as faction events and cutom-voiced events.

Page2: Here we can tweak various settings for the Vanilla Encounters (WE) and Interactions (WI).

There are toggle options for some of the most abundant events that are sometimes considered as repetitive or “annoying”.

Optional Patches – WEHealingPotions CACO Patch:
This patch makes it possible for you to give health potions added by the very popular Complete Alchemy Overhaul to “wounded” NPCs that you encounter in certain events. It is completely optional and extremely lightweight, so users are highly encouraged to merge this patch with another patch plugin they might be using.

Technically speaking, all this small patch does is to add health potions from Dragonborn DLC and CACO to a vanilla FormList “WEHealingPotions”, which Immersive World Encounters uses in its new random events. This FormList was supposedly intended for some kind of vanilla World Encounter but left unused.

Since it just adds CACO potions to a vanilla FormList, this patch does not require Immersive World Encounters. However IWE is the only mod known to make use of this FormList to this date, so the patch is really useless without IWE.


Author: Sette
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