The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Enemizer
67 Comments
Aron83 25 Jan, 2018 @ 4:15am 
Nice Mod, can you upload a Variant with 3x or 4x more Enemys? :)
Lampros 22 Aug, 2015 @ 5:12pm 
Ah, this is possible. Once again, I note another similar mod has the same mudcrab issue; and nother newer spawn increasing mod does not apply the increaser to mudcrabs. I think it may be better to leave them alone.
GORDWAD  [author] 22 Aug, 2015 @ 3:41pm 
I just checked the latest Nexus version, and I believe it is the same as Workshop one. I think I have an idea why mudcrabs might still have an issue. This mod works by adding another instance of an enemy when the enemy loads. Since mudcrabs appear from under the ground, perhaps their model is loaded in the environment multiple times. That may cause mudcrabs to be multiplied each time they appear from underground.

I think I might work on an update to this mod to just exclude mudcrabs from the multiplied enemies. Who really cares to fight more of them anyways.
Lampros 19 Aug, 2015 @ 5:21am 
Hey, thanks again for a prompt response. I uninstalled the one from Steam Workshop and installed it from Nexus instead, because I've heard about stability issues with Steam mods. Is your Nexus version the latest? I did install from the latest that was posted there.

Another thing to note is that it seems that a different spawn increasing mod from yours (I forgot the name) also seemed to have issues with mudcrabs. So I am wondering if there is something unique about mudcrabs that renders them easy to bug out. Could you explain the nature of your prior problems so that I can look through the tes5editor myself as well and know what to look for?
GORDWAD  [author] 18 Aug, 2015 @ 9:57pm 
I am assuming you are subscribed and have the latest version of the mod, but if not, that could be the problem. There was an issue with mudcrabs at one point, but I released an update a while back which was confirmed to fix the previous issue. I will look at the mod again to make sure. In the meantime I would suggest disabling Enemizer and see if the issue continues. This mod cannot make any permanent changes to the game that would persist after being disabled or removed.

I recently had to reformat my HD and start a clean install of Windows 10 after a problematic upgrade (I won't complain beyond that because I am otherwise liking Windows 10), so it may be a while before I get Skyrim set up again and recover my mod files from a backup drive. I'll post a comment after I check it out.

Thanks for letting me know. I definitely want to fix it if there is an issue.
Lampros 18 Aug, 2015 @ 2:22pm 
Update:

I am seeing 50-plus mudcrabs in one area a lot and sometimes 100-plus. This is with the spawn rate x3 - so it should not be this bad. An experienced modder on the forum suspects this mod might be responsible. Is there something going on with mudcrabs that is unique?
Lampros 15 Aug, 2015 @ 4:32am 
By the way, this turned up, with Combat Evolved, High Level Enemies, and PermaZones activated, I am really challenged! ;)
Lampros 15 Aug, 2015 @ 4:31am 
Understood. Thanks again!
GORDWAD  [author] 15 Aug, 2015 @ 1:22am 
Thanks! I'm glad you like it.

This mod should only effect hostile NPCs, and only those that do not have any patrols or other special scripted behavior. For example, Draugr that are hiding in tombs should not be multiplied because they have an Ambush behavior script Also because it would be rediculous if one was hiding and another was just standing nearby like a dumbass. Enemies that walk patrols are handled similarly.
Lampros 9 Aug, 2015 @ 4:09am 
One more question, bro:

If I turn this way up, will it just increase hostile NPC ("enemy") numbers, or will it affect the number of non-hostile NPCs like town guard or patrols from the Immersive Patrols mods as well?
Lampros 8 Aug, 2015 @ 3:25pm 
Thanks for your explanation. Now I know for sure how it works.

I should also add that this is a wonderful, neglected mod that has improved my games dramatically. I've endorsed it, and I hope everyone who benefits from it does the same.
GORDWAD  [author] 6 Aug, 2015 @ 10:29pm 
Yep, pretty close if I'm reading your comment right. 2x spawn count means that each enemy, such as a bandit, that can spawn an extra enemy, makes two attempts to do so. Whether the attempt actually spawns another enemy or not depends on the "spawn chance". Setting spawn chance to 0.5 means that there is a 50% chance for each attempt to spawn an enemy.

Your settings...
Count = 2
Chance = 0.5

Means you will on average have 1 extra enemy for each enemy you encounter (only applies to a typical enemy types). That setting also allows for a decent amount of variance in your encounters, since a given encount could include anyware from 3x to just 1x the number of enemies it typically has.

Hope that explains it. Thanks for the comments!
Lampros 3 Aug, 2015 @ 6:25pm 
Ok, I am assuming x2 Spawn Count and 0.5 Spawn Chance means that the double spawn event occurs on half of all spawn encounters? So on the aggregate I am not supposed to get x2 spawn count all the time. I will play more and see if I ever get x2 spawn counts.

Or perhaps the recent Steam Workshop issues bugged this mod?
Lampros 3 Aug, 2015 @ 5:50pm 
Hmmm, I am not at all seeing the x2 more monsters appearing. On the MCM, it had Spawn Count 2, Interior Spawn Chance 0.5, and Exterior Spawn Chance 0.5. What does this all mean? At any rate, I've adjusted the spawn chance to 1 for both Interior and Exterior.
Lampros 3 Aug, 2015 @ 4:32pm 
The poster before me,

I think x2 more monsters is fine - especially if you use this together with other mods that add more random encounters (rather than more mobs in an existing encounter like this). Too many mobs may have an unintended effect of making the game too easy actually by leveling your skills too fast.

Anyways, going to give this a go, as ASIS is too complicated to download.
Rat Kisser 3 Aug, 2015 @ 1:29pm 
i think you need to add MUCH more enemys like your example were you'd find 1 bandit archer you'd find like 3-5
GORDWAD  [author] 16 Sep, 2014 @ 10:02pm 
I don't know, the realistic troll anatomy mod adds a certail level of immersion.
Kitemay 14 Sep, 2014 @ 7:15am 
he wants only "graphics mods" guess that means bouncing tits or some such stupidity... there are other kinds of games for that stuff.
GORDWAD  [author] 13 Sep, 2014 @ 10:06pm 
That's a bummer he hates it, but I suppose you must like the mod since you have it installed. I'm just wondering, what he perhaps dislikes about it. I always like to tweak and improve my mods when I get the chance.
Kitemay 13 Sep, 2014 @ 6:57pm 
my friend hates this mod... he plays on MY computer though XD kekeke being evil is fun.
GORDWAD  [author] 12 Sep, 2014 @ 11:52pm 
That's awesome! I'm glad you like it, and I hope you are able to play it on higher powered PC sometime.
Owl of Moon 13 Aug, 2014 @ 10:02pm 
I love the challenge this mod gives me, but the comp I have is an older laptop that can't handle all the enemies, so I'm unsubscribing, but I'll leave the rating as this is an excellent mod and works great!
mandckotsakos 1 Aug, 2014 @ 1:21pm 
Does what it says. I really like this mod. I just love pounding stuff.
GORDWAD  [author] 16 Jul, 2014 @ 10:35pm 
Although most common enemies in Vanilla Skyrim are affected by this mod, some types are not. Also, pretty much any enemy with special behavior, such as Draugr that ambush the player, will not have increased numbers. So you may just need to wait for the right encounter to see the effects of this mod.

If you are experiencing an issue, mod conflicts or a bug may be at fault. The latest version of the mod includes a Mod Configuration Menu (MCM) that you can access by using SkyUI. From the MCM, you can enable debugging notifications that may help to verify if the mod is working correctly. With debugging notifications enabled, you should see a message any time an extra enemy is added to the current area.

If it appears that the mod is not working, try adjusting your mod load order. This mod may conflict with other mods that make changes to enemy base types.
Iyzle 16 Jul, 2014 @ 3:17pm 
I dont see any increase in enemies. Please help.
Two-Ton Kid 4 Jun, 2014 @ 9:04pm 
Thankyou! Exactly what I wanted. Well done. Enjoy the thumb up. Only thing is I guess this also means a lot moe {yee-ech] 8-legged web-spitting enemies also. Excuse the spelling. My PC won't do what comes between Q and S in the alphabet.
NLRedBaron 28 Mar, 2014 @ 12:23pm 
Great Job!
GORDWAD  [author] 23 Mar, 2014 @ 1:01pm 
Good news subscribers. I just uploaded a new version of the mod with a SkyUI Mod Configuration Menu which allows for more control over how many enemies spawn.

Enjoy!
Rahzu 13 Feb, 2014 @ 8:24am 
so far no probs so i must say i f#@$#@ love this mod. thanks a million bandits
GORDWAD  [author] 12 Jan, 2014 @ 7:23pm 
Thanks fattius. I will look into that.
sitrik257 11 Jan, 2014 @ 12:08pm 
I went under riften and there is the same problem creating bandits for the lowlife people.
GORDWAD  [author] 8 Dec, 2013 @ 2:27pm 
Thanks Damien for reporting the issue. I'm curious if you had the most recent version of the mod when you encountered this. I made an updated version that should prevent Silverhand enemies from being affected by this mod. I will try to test that quest for myself soon.
damien.lee27 8 Dec, 2013 @ 1:18pm 
Hi just came to say I love your mod but found an issue where in the companion quest "Proving Honor" Farkas changes into a werewolf leaving you to hunt the extra silverhand instead of opening the gate, leaving you trapped. So I had to unsubscribe get past that part, save then resubscribe afterwards.
Lorkahn 29 Nov, 2013 @ 7:16am 
it´s loud amazing so i say it´s a very cool idea and i give you a like C:
mandckotsakos 20 Nov, 2013 @ 5:14pm 
Love it! Of the 130 or so mods I currently have loaded, this is my favorite. now I have to think twice before charging in on the enemies, as I might get my killed before I've landed 3 hits. My Best mod. Simple, but now it's not so boring going to a bandit hideout and killing a grand total of 5 enemies throughout the entire hideout. Now, I get 3-8 bandits at a time. I love it. Thanks so much. I normally don't add comments, rather read them, but wanted you to have credit.
lukatakushimo 13 Nov, 2013 @ 11:44am 
It is a shrine and not a dungeon. so I think the extra bandits wander too close to the cultists. everything in the surface world that is not with eatch other is hostile to any who approach them. I like all the extra bandits so if you get the time to look at that area of the mountain where the shrine is located then do whatever it is you do without lowering the population. nothing boreing with extra encounters. I definitely dont like running for 10 miles before i find a fight. That defeats the purpose of having 7 followers all dressed up and only a stray wolf or deer to kill.
lukatakushimo 13 Nov, 2013 @ 11:34am 
Boethia's Calling. Find the shrine then sacrifice a follower. then kill everyone in sight. when you arrive, they are already fighting and almost done killing eatch other off, you might get 1 or 2 but you get credit for all. as long as you already know to sacrifice a follower, then you can just do it, it will work. If you dont know, then you gotta read your skyrim bible for details. the quest is not broken. the quest still works.
GORDWAD  [author] 10 Nov, 2013 @ 11:45am 
Also, I haven't done that quest and I'm not sure what the area name is. If you could let me know, I can check out the enemy instances in that dungeon. The actual name of the boethia priest character (in the editor) or the quest name would do as well. A search for Boethia Priest brings up a couple of quests and locations.

Thanks.
GORDWAD  [author] 10 Nov, 2013 @ 11:06am 
OK. Thanks lukatakushimo. I wonder if the bandits and the priests are supposed to be hostile to each other. I will check if the enemy instances in the dungeon have a script applied to prevent them from being hostile to one another. I'm not sure if I can prevent multiplying enemies which have a script applied on the instance, but if so, I could fix the issue that way. Otherwise, perhaps the slight reduction in bandit numbers will help prevent that scenario.
lukatakushimo 9 Nov, 2013 @ 10:28am 
the enemies that killed the preists were bandits.
GORDWAD  [author] 27 Oct, 2013 @ 8:38pm 
Hi Dr Insane Kitty.
Falmer are one of the enemy types that are multiplied. Each basic Falmer enemy spawns two additional Falmer of a similar type. Most other enmey types are modified to only spawn one additional enemy when loaded. I thought it would be exciting if the Falmer spawned a few more, such that they had very large numbers similar to cave dwelling Goblins and Orcs in The Lord of the Rings. I am beginning to work in a SkyUI menu to adjust how many additional enemies there are for each enemy type, but it may be a while before I get that worked out.
TinyJester 24 Oct, 2013 @ 7:36pm 
I went to raven rock (Dragonborn DLC) And ther were TONS Of falmer/Snow eleves (Falmer = Snow Eleves) I THINK its this mod...However i might be wrong.
chimpoforevah 7 Oct, 2013 @ 7:14am 
This works flawlessly, ty!
GORDWAD  [author] 6 Oct, 2013 @ 4:00pm 
Thanks lukatakushimo. Do you know what type of enemies they were that killed the priests?
lukatakushimo 6 Oct, 2013 @ 2:25pm 
Did notice that the extra enemeis killed all the Boethia preists and visa versa so when I got there all I had to do was loot the bodies, tunnel vision the dead conduit and do the quest. If I didnt know what the details of the quest were, then I wouldnt have been able to do the quest. Got a ton of loot though..lol
GORDWAD  [author] 6 Oct, 2013 @ 8:53am 
@Chainers: The script to multiply enemies is only applied to basic enemies encountered in vanilla Skyrim. New enemy types from mods and DLC will not multiply. Basic enemies which do have the multiplying script applied will be multiplied anywhere they are encountered, unless the enemy is set up with specific functionality, such as an ambush. For example, Draugr that are simply standing in a level will spawn new Drawgr when loaded, but a Draugr hidden in a sarcophagus will not.
Chainers 6 Oct, 2013 @ 6:43am 
Hey I am doing the Dawnstar DLC and I am not noticing any more enemies. Not sure if is just not compatable with that or if it just effects certain dungeons.
Dakar van Carstein 4 Oct, 2013 @ 10:35am 
nice mod great work :) more to kill
Gothic_mando 3 Oct, 2013 @ 9:53am 
really noticed a higher enemy count. nice work! ^^
lukatakushimo 30 Sep, 2013 @ 5:01pm 
I didnt notice an increase in enemies outside but in the caves and stuff so far they have doubled.....that works for me