Aelto / tw3-random-encounters-reworked

Add randomly generated monster contracts, bounties, ambushes and hunts to the game. Dynamically change the vanilla spawns for unique and varied playthroughs. Simulate an ecosystem and a food chain. Add dynamic events to give more weight to your actions
https://aelto.github.io/tw3-random-encounters-reworked
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[BUG] #200

Closed LuckyIrishLad closed 1 year ago

LuckyIrishLad commented 1 year ago

Describe the bug Whenever I start a new game the mod is shown as enabled, but the bounty master doesn’t appear nor do any notice board quests. (Enhanced Version)

To Reproduce Steps to reproduce the behavior:

  1. Start New Game

Expected behavior Clarification if it is something I’m doing wrong or just a bug

Screenshots If applicable, add screenshots to help explain your problem.

Random Encounters version used: RER 3.02

Aelto commented 1 year ago

Hello! How far are you in the game in terms of playtime? If you're just starting the mod has a "slow boot" feature where its core features get activated over time to avoid overwhelming you

LuckyIrishLad commented 1 year ago

It’s a relatively fresh save. I would say maybe like almost an hour. I had a previous save that I downloaded the mod mid-game, and the notice board bounties appeared almost instantly. Is it based off when you install the mod or how long you have played on a particular save?

Aelto commented 1 year ago

Yes, as stated in my previous comment these features are activated only after a few hours of gameplay. It's usually when you're ready to leave White Orchard and that you're fully clearing it, so about 4 or 5 hours of gameplay. After that and after a full reload of your save the mod will add the bounty master, the contracts, the events, the encounters, etc....

LuckyIrishLad commented 1 year ago

Okay thanks for your help!