hunterhearsthelmsley Posted October 22, 2019 Share Posted October 22, 2019 I lack the knowledge/experience to figure out how to either remove the 'WETrigger's or ideally reduce the frequency of all events happening. i imagine it would be in the scripts which is beyond me but if anyone knows how i would appreciate whatever u can tell me. Is it safe to simply remove WETriggers with creation kit? Link to comment Share on other sites More sharing options...
maxarturo Posted October 23, 2019 Share Posted October 23, 2019 " Is it safe to simply remove WETriggers with creation kit? " If it is for personal use then YES, if you intend to make it a mod then definitely NO !!. I haven't been messing around too much with World Encounters, but what i do know is that World Encounters are manage by a Quest. In the creation kit, Character>Quest>Wilderness Encounter Here is a tutorial with some crusial data you need to know : Link to comment Share on other sites More sharing options...
hunterhearsthelmsley Posted October 24, 2019 Author Share Posted October 24, 2019 thanks for the response. i checked out the tutorial and some other ones on quests, nothing i found said anything about the wilderness encounters, or altering the odds of quests happening. I tried opening the 'WETriggerscript' but i cant figure that out either, its not in the 'data/source/scripts' folder and i cant find it elsewhere. Cant open any scripts for that matter, found a few solutions but there always seems to be something im missing/cant find. Argh. Link to comment Share on other sites More sharing options...
maxarturo Posted October 24, 2019 Share Posted October 24, 2019 The tutorial had nothing to do with "wilderness encounters" but with "crucial data you need to know" in order to be able to start digging in into this. Link to comment Share on other sites More sharing options...
agerweb Posted October 24, 2019 Share Posted October 24, 2019 In your data folder you will find a scripts.zip file you need put the contents in the source\scripts folder if your using SE. The you will be able to see WETriggerscript. Link to comment Share on other sites More sharing options...
hunterhearsthelmsley Posted October 25, 2019 Author Share Posted October 25, 2019 In your data folder you will find a scripts.zip file you need put the contents in the source\scripts folder if your using SE. The you will be able to see WETriggerscript. Thanks, the scripts.zip file wasnt there, but it happened to be in an old backup i had from a while ago. I opened some of the scripts regarding wilderness encounters but i havent learned to read scripts yet, it was hard to tell if there was anything i am looking for, not that i would know what to do with it if there was. Link to comment Share on other sites More sharing options...
hunterhearsthelmsley Posted October 25, 2019 Author Share Posted October 25, 2019 The tutorial had nothing to do with "wilderness encounters" but with "crucial data you need to know" in order to be able to start digging in into this. Yeah i know what u mean. i got a lot to learn about creation kit. I've used xedit lots to tweak this and that and make patches but havent used creation kit much beyond moving the odd thing so objects in mods dont clip. Thanks for the advice Link to comment Share on other sites More sharing options...
agerweb Posted October 25, 2019 Share Posted October 25, 2019 I wouldn't worry too much about the WEScript its only role is to pass information back to Story Manager(SM) when the trigger box it is attached to is entered by the player. All the real work is done by SM which runs the WE Quests. I suspect you will need to look at what conditions you can set on the SM WEQuests Node; at the moment it will run one of the WE Quests everytime it is triggered. I suppose you could also use the WEScript to generate a random number and the condition on the questnode to read it and decide whether to run it. Or just build that into the script so it doesn't even trigger SM to run a quest in the first place. Link to comment Share on other sites More sharing options...
hunterhearsthelmsley Posted October 26, 2019 Author Share Posted October 26, 2019 I wouldn't worry too much about the WEScript its only role is to pass information back to Story Manager(SM) when the trigger box it is attached to is entered by the player. All the real work is done by SM which runs the WE Quests. I suspect you will need to look at what conditions you can set on the SM WEQuests Node; at the moment it will run one of the WE Quests everytime it is triggered. I suppose you could also use the WEScript to generate a random number and the condition on the questnode to read it and decide whether to run it. Or just build that into the script so it doesn't even trigger SM to run a quest in the first place. EUREKA!! it worked! (i think) i added the condition 'getrandompercentage' <= 5 to a the 'stacked branch node: wequestnode', 'randomquestnode:wequests', 'randombranchnode: weroadquests', 'randomquestnode:weroadquestnode'. alt started new game in rorikstead, there are 3 we spots on the east road towards falkreath. without the conditions all 3 spawn an event everytime. w/conditions usually only one at a time would spawn if any at all!!!tested it for an hour with dozens of loads, seems to have done the trick? either way, thanks a lot for taking the time to help, dont know how long i tried to figure this out on my own. with all the mods aimed at realism and immersion i was suprised not to find anything that did this particular thing that has been bugging me for a long time Link to comment Share on other sites More sharing options...
Ozdin Posted December 9, 2021 Share Posted December 9, 2021 After googling around trying to fix the same thing I found this post. It took me a while, but I also figured it out. No scripts need to be modified and you can easily do this in xEdit. Simply add the condition 'getrandompercentage' <= 5 to the "Story Manager Branch Node -> WEQuestNode." from the main Skyrim.esm. Copy it as an override into a new ESP, add the condition as condition 0, and you're off to the races. 5 is the sweet spot I've found. I'm not exactly sure how the math works behind the scenes, but around 15-25% of the WE nodes spawn (on the road or wilderness). I've sprinted my horse around all over the place and triggered several dozen nodes to get those numbers.I hope this helps someone else as well. Enjoy! Link to comment Share on other sites More sharing options...
Recommended Posts