Skyrim talk:World Interactions

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Cultists vs. Player requirements[edit]

Can somebody look at the CSList entry for the Cultists vs. Player WI and help interpret the requirements to start it? Some of them are pretty straight forward (completed stage 160 of The Way of the Voice, haven't completed stage 550 of At the Summit of Apocrypha), but the next two PlayerRef conditions with the "OR" operators are making me unsure. Do they mean "either be level 25 or greater OR currently located on Solstheim"? --Xyzzy Talk 21:14, 29 July 2013 (GMT)

You can definitely get this encounter with a character below level 25 not on Solstheim, I just had it with a level 20 character in Skyrim. --Morrolan (talk) 01:17, 4 August 2013 (GMT)
Yes, that's exactly what that means. Per the CK wiki, consecutive groups of OR statements are grouped together first (the reverse of most programming languages, where ANDs are grouped first). So it's basically (all quest conditions) AND (level 25 OR in Solstheim). Robin Hood  (talk) 20:58, 25 August 2014 (GMT)
That's why I revived the topic, because Morrolan said he started it at level 20 in Skyrim, which wouldn't satisfy either of the OR requirements, unless I am completely misinterpreting what you said. --Xyzzy Talk 06:39, 26 August 2014 (GMT)
You understood fine. My guess would be that he confused it with the encounter that starts the Dragonborn questline, or perhaps if he'd been to Solstheim and they followed him out somehow? Robin Hood  (talk) 07:57, 26 August 2014 (GMT)
Fair enough. In the absense of any further challenge to these conditions, I'm satisfied. --Xyzzy Talk 19:23, 26 August 2014 (GMT)

Where wilderness encounters occur[edit]

There are 149 possible locations (if anyone's seeing 156, there's 7 in cell WarehousePrefab). Would it be worth it to create a map with them, or to add them to our current Skyrim map? Vely►Talk►Email 15:48, 13 May 2012 (UTC)

Personally I would find such a map or such location markings on the current map quite useful. --MortenOSlash 16:53, 13 May 2012 (UTC)
I came to this page today hoping to find such a map. So yes. :) --Morrolan (talk) 14:56, 3 August 2013 (GMT)
Agreed! Can we do this? It would definitely be useful. — ABCface 15:31, 3 August 2013 (GMT)
On a related note, it would also be useful to categorize the events in terms of where they can take place. Most of the events seem to have some location restrictions on them, and in particular you get different world interactions inside settlements and outside them. --Morrolan (talk) 01:21, 4 August 2013 (GMT)

Location matters?[edit]

Alright so a few days ago I did some tests about horses and to be sure that I wasn't making any mistake, I spent a good 3 hours going to random encounter spawn points and something struck me; there are things that never happen on the road, others that never happen in the wilderness, and some that happen everywhere. For example, I never encountered Thalmor or Imperials with a prisoner in the wild, and never witnessed trolls and spriggans fighting on the roads. Noble on horse with bodyguard, Vigilants patrolling, taunting adventurers? Roads. Mages fighting, vampires, Orc hunters? Wild. I remembered that the same system was used for Random Encounters in Fallout 3, with 3 categories of encounters corresponding to 3 lists of unmarked locations. I saw in the archives someone having noticed the same thing a year ago, but othing followed his post.

So are there truely different categories for random encounters, or is it the biggest coincidence that in nearly a thousand hours I've never seen some of these happen elsewhere than on roads or in the wild? Elakyn (talk) 13:35, 9 March 2013 (GMT)

I think you're probably correct. My experience with WIs matches yours. There is an entry in CSList for WERoadQuestNode that seems to list all of the WIs (or Wilderness Encounters) that can occur on roads. --Xyzzy Talk 16:39, 9 March 2013 (GMT)
(edit conflict) Yes. I'm not sure how it works, but the names, at least, differ. WERoad, WEDL, WEJS, WE, WERJ, WIChangeLocation, and a few others that have unique or almost unique starts. Take any of those and add a number (like WERoad01, WERoad02, etc.) and you'll get a specific quest. The only one I know for certain is that WERoad is always on the roads. One wizard duel is a change location; another is a WEJS. Vampires vs Bandits is a normal WE. Orc hunters is a regular WE.
If someone else could help figure out what each type means, that'd be great. Vely►t►e 16:45, 9 March 2013 (GMT)

dlc[edit]

do vigil patrols stop after dawnguard? are they replaced or what? — Unsigned comment by 24.38.217.116 (talk) at 16:06 on 24 September 2013‎

Nope. I continue to encounter Vigilance-related WIs even after completing the Dawnguard questline. --Xyzzy Talk 19:26, 24 September 2013 (GMT)
ah, cool thanks. guess its just been my odd luck so far -(same guy as above but don't feel like typing all those numbers and for some reason didn't consider copy/paste until I'd already written all this and now it seems a waste to backspace) — Unsigned comment by 24.38.217.116 (talk) at 02:06 on 25 September 2013

Carriage attack aftermath[edit]

So I walk past western watchtower and I see a burning carriage about a four hundred feet west of the tower, then I get closer to find one dead Blood Dragon, a dead High Elf, and a still living stray dog next to the carriage and then another Blood Drogon attacks me as soon as I start to absorb the dead one's soul, so is this a new or just unknown world interaction? Wrath425 (talk) 21:30, 8 December 2013 (GMT)

It's entirely possible for two events to appear at the same time. This encounter seems made of "Corpses in the aftermath of a dragon attack, Dog left behind" and a random dragon wilderness spawn. Silence is GoldenBreak the Silence 21:52, 8 December 2013 (GMT)
Is this the only option for carriage attacks? I swear I was on the road from Helgen and travelling towards Riften, and on the road, before the Alchemist's shack, I found a carriage with a bunch of Khajit named for their race dead and lying around, a few bandits were also at the scene. I've taken the road again and never seen this encounter there or anywhere else again. No mods, I'm on 360. Is this page simply incomplete? Surely everything should be here with those CS experts Emzi43 (talk) 16:37, 16 December 2013 (GMT)
All the ones from vanilla should be there. The ones from the DLC are not documented the same, so some may be missing. The details were mostly taken from the CS, so its possible a carriage is involved in another entry, but not documented clearly. All that being said, that scene doesn't resemble anything listed. Are you quite sure it was there, and did the carriage look burnt? Was there anything of note to be found, a skill book for example? Silence is GoldenBreak the Silence 16:51, 16 December 2013 (GMT)
yeah, there was a skill book, I don't remember which(name or which skill) and the carriage looked a bit burnt. All Khajiit though, not like the other attack, featuring an elf. This was before any DLC or patches, were there any encounters that were removed in an update? Emzi43 (talk) 19:56, 16 December 2013 (GMT)
Possibly the races for this encounter are radiant? I've never come across this encounter (I keep triggering all the same WIs *sigh*) but that'd be my guess. Likelolwhat (talk) 01:42, 17 December 2013 (GMT)
In response to Emzi43, that carriage with the dead Khajiit on the road toward Riften, it was right around Orphan Rock and where the Falkreath Stormcloak Camp is set up during the Civil War quest line, am I right? I usually get two waves of bandits, first 4 of them either hanging around or waiting off the road, then 3 more come down the road. I've looked at other talk pages here on the UESP, and having checked out the area with multiple game files, I've come to the conclusion that the carriage and Khajiit (most likely a doomed caravan) only appear before and after the Civil War quest line. The before would be before you talk to the Jarl of Whiterun, and the after is after you capture Solitude for the Stormcloaks or Windhelm for the Imperials. During the quest line, the carriage is never there, whereas in the other conditions the carriage is a permanent feature and respawns. I don't know if you'd call it an event, since like certain hunter camps it stays put after a specific accomplishment. I think it should be added to the World Interactions, and I can provide a rough estimate of number of Khajiit, Bandits, and loot if it is needed. Chocoholic (talk) 13:07, 30 November 2014 (GMT)

() I know this may be necro-posting, but think it may be useful if anyone else reads up on this topic: From my experience that carriage is there if you follow Hadvar, and not there if you followed Ralof. I've had two starts and no matter how many times I re-load from before leaving Helgen Keep, it is always there if I had followed Hadvar, and never there if I followed Ralof (I never started the civil war questline in either game, just checked immediately after leaving Helgen Keep). It's on the road leading straight east out of Helgen, and it's just south of the Falkreath Stormcloak Camp (and Orphan Rock). There may be other carriage locations that appear (or not) based on who you followed at the start (or randomly set to appear or not in any one game?), but I agree it's not a 'world interaction', in that this specific location appears set to just make this one event (overturned carriage) appear or not appear. Other 'world interaction' events can appear at multiple locations (but may be limited to a certain Hold). And it's possible this event is temporarily disabled during a quest line, as mentioned previously. The Speech skill book 'The Buying Game' can be found if the carriage (and bandit ambush and log across the road) is enabled. Bamspeedy (talk) 21:55, 17 June 2017 (UTC)

Imperials escorting Stormcloak prisoner bug[edit]

I encountered 2 or 3 frostbite spiders near Riften, and when I was fighting them, a Stormcloak prisoner dressed in rags came out of nowhere to help me. After the battle, he ran behind me, and that's when I noticed 3 Imperial soldiers in a line. The prisoner then took his normal place in line between them, without his hands being bound. As they passed me, the prisoner said "Hey, Unblooded", like any Stormcloak would say to you once you've joined (I was on my way to find the Jagged Crown for the Stormcloaks). When I activated him, I was given the 3 options you normally have for this encounter (free him, free him and give items, or do nothing). This looks like a bug, since a prisoner shouldn't be able to remove his bonds to help out a fellow rebel, but I'm wondering if he would only be able to join you in the fight if you are a member of the Stormcloaks faction. --Xyzzy Talk 23:05, 23 February 2014 (GMT)

I've encountered this as well. I was tracking some Imperials with a prisoner on the road toward Morthal, looking for a good place to ambush them, when a couple Frostbite spiders came out of the hills. The prisoner starts swinging with his fists and the Imperials were fighting too. After the spiders were dead, the prisoner placed his arms back in the position as if his hands were tied and they all trooped back to the road. I am on the side of the Stormcloaks, but I think it's just any NPC's reaction to a hostile creature. I've also noticed that if you free the prisoner, give him a weapon, and he survives the Imperials or Thalmor who turn hostile, he'll run off down the road. If you follow him (and he runs fast!) you may find the weapon you gave him laying on the road, with him nowhere in sight. I've had that happen before - anyone else experience this? Chocoholic (talk) 01:47, 22 June 2014 (GMT)

Missing World Interactions?[edit]

I was going over the list of world interactions, and I noticed that the burned carriage with the dead NPCs, dead dragon, and the live stray dog doesn't seem to be listed anywhere. I scanned through them all twice to be sure I hadn't missed it, and I don't see it anywhere, though it's been mentioned before on this talk page. I'm not sure if it should be under 'Beneficial Encounters' because you can have the stray dog become a follower, or 'Encounters with Differing Outcomes'. Too bad there's not a 'Neutral Encounter' section.

I've had a unique encounter in one of my game files that isn't listed on the 'World Interactions' page or on this talk page. I play on the PS3, so I know it's not part of a mod. I was walking along the path between Helgen and Orphan Rock, and I noticed a large tree was blocking the path, and on one side of the tree was a carriage with the horse killed, and several (3-4 I think) dead Khajiit in clothing laying around the carriage. When you get close enough, a group of bandits (around 4) spawns out of the nearby trees and attacks you. After you kill that lot, another group of bandits (2-3) comes running down the path on the side opposite where the carriage is stuck and attack you. I've been by that same area some time later in the same game file, and the tree and carriage have disappeared, and I've never seen it in my other files, so I know it's not a permanent feature. Has anyone else run across this interaction? I'm pretty sure it's not limited to the Falkreath Hold area, though I haven't had it happen more than once. Chocoholic (talk) 03:03, 22 June 2014 (GMT)

There are only a very few encounters that are neutral so they are included in the beneficial section. The encounter with the dog is 'Corpses in the aftermath of a dragon attack, Dog left behind'. Unfortunately I cannot see any 'quest' that conforms to the encounter in the cs, but is this the location? You can see the tree across the road, Orphan Rock is along the dirt path to the north and Helgen is along the road to the right. Silence is GoldenBreak the Silence 13:04, 22 June 2014 (GMT)
Sorry it's taken so long to get back to you. My chronic pain has lately spun out of control, and I've moved to another state. I spent some time going through different game files, and I think that the doomed Khajiit caravan by the downed tree on the road by Orphan Rock is a feature that only appears before and after the Civil War quest line. I've searched several talk pages here on UESP, and it seems that in that area the map link shows the caravan is there at the beginning of the game, but disappears when you talk to the Jarl of Whiterun, which seems to be the beginning of the Civil War quest line, and reappears after you take Solitude for the Stormcloaks or Windhelm for the Imperials. It looks like it is a permanent fixture and respawns. Chocoholic (talk) 13:07, 30 November 2014 (GMT)

Another encounter? :

I've only seen this once, even though I have tried to trigger it quite a few times. I was traveling east on the main road below Fort Sungard's eastern tower when what I thought was a butterfly fell down in front of me. It turned out to be a tankard, simulating a guard throwing it at me. Not far ahead is an encounter spot.

Farmer bringing a cow as an offering to the Giant.[edit]

It seems an incomplete quest, because there seems to be a faction of giant's friends after delivering the cow. Try help cow (I'm using Spanish translation...): FACT 27FEF & 27FF1 "Cuando el jugador entregue la vaca al gigante, ambos se unirán a esta facción de forma permanente" ( ≈ When the player give the cow to the giant, both will join to this faction permanently) — Unsigned comment by 31.221.167.91 (talk) at 01:50 on 4 July 2014 (GMT)

What are you trying to say? The faction, SR:Once the player gives the cow to the giant they are both permamently added to this faction, isn't used, but that doesn't mean the quest is incomplete, it could just mean that they decided not to use the faction. Silence is GoldenBreak the Silence 15:04, 12 July 2014 (GMT)
It's part of an unfinished civil war quest, separate from this random event. —Legoless (talk) 15:21, 12 July 2014 (GMT)

A map of where they occur?[edit]

Up above, a few users mentioned that compiling a list of the random events' potential locations would be something useful. Was such a list ever created, or was the idea abandoned? Personally, I'd find it convenient to know where they spawn, in case I'd want to see a certain encounter or something. Reversinator (talk) 19:26, 12 July 2014 (GMT)

Abandoned here. Silence is GoldenBreak the Silence 19:29, 12 July 2014 (GMT)

Location map[edit]

I've made a map with all spawn points marked on it. However, it's a copied map from another site (4th one on this site), a rather inaccurate copy even. Can I upload it here? If no, any suggestions how to convert it to an accurate public map with locations? EDIT: I uploaded it on the site (link) Kazhan (talk) 22:01, 26 August 2014 (GMT)

Generally speaking, we don't use images from other sites. When we do, we have to make sure we have appropriate permission. In order to use the map, you'd have to contact the blog poster (or whomever they got the map from, if it's not theirs) and ask them if it's okay, and have them copy an admin on the e-mail, so it's verifiable. Unless you can do that, I'm afraid we'll have to delete it. Since it's a potential copyright issue, I have to do that ASAP, though if permission is obtained, we can undelete it easily without you having to re-upload it.
On a side note, you can link to a file without displaying it by adding a colon in front of the word File, so: link. Robin Hood  (talk) 16:04, 27 August 2014 (GMT)
Yes, I thought so. Currently I'm creating one big map of the UESPmap and plan to mark the positions on that one, since it's pretty much the most accurate map around. Can I upload that one since it's copyright UESP? - Kazhan (talk) 18:26, 27 August 2014 (GMT)
Yes, by all means (as long as you don't make it too big)! Alternatively, you can post to the Community Portal and see if people would like them added directly to our map. I can only do that if you have a list of the in-game coordinates for each of them, though...the pixel coordinates, not just the map tile coordinates. Robin Hood  (talk) 21:59, 27 August 2014 (GMT)
Currently the map is 6000x4500 but I can always resize it. The good thing about this map is the extreme accuracy (you can actually see treestumps etc). About the coördinates, you mean the ones displayed in the creation kit? Like (-138232, 125626, -13598)? There is not really an exact spawn point but rather 5-6 spawn points (e.g. one for each body when the scavenger-encounter triggers) but I can give the average location which should be within a few in-game steps from every spawn location. I'm planning to do it for myself for further use, and then you can still see if you want it or not. :) - Kazhan (talk) 08:18, 28 August 2014 (GMT)

swarm of bats[edit]

This is not mentioned in the wiki. Sometimes you might encounter a swarm of bats in the wild, flying right in front of you. It is not like the normal swarm that you encounter in some caverns like the Bleak Falls Barrow. it is bigger and with shrieking sound of bats. This encounter is likely related to Dawnguard. So far I encountered this two times after finishing Dawnguard main quests siding with the Dawnguard. — Unsigned comment by 210.187.221.147 (talk) at 03:11 on 20 November 2014 (GMT)

I can not say I remember such encounters. Can you describe it more? What platform are you playing? If PC, do you have any mods or unofficial patches installed? —MortenOSlash (talk) 07:16, 20 November 2014 (GMT)
Hi! I am the same person as 210.187.221.147. Sorry prefer to stay anonymous. I played on PC. No unofficial patches installed. I installed some non-graphic mods when encountered this but I don't think any mod would cause this. It is just impossible unless it is an random encounter mod, which I don't have any. No graphic mods installed. Two spawn points I encountered this - a spawn point near dragontooth crater. When you fast travel there turn back and walk/run towards a "bush". You will see a random encounter. The other spawn point is near north shriekwind bastion. There is a fisherman lady on a small island with boat nearby. The spawn point is between north shriekwind bastion and the fisherman lady, somewhere near the lake.
I can't remember clearly actually. The swarm of bats seem to be coming towards me when I encountered them. If other users encounter it, they might miss it as the bat shrieking can sound like bird shrieking. That is all I can say.— Unsigned comment by 210.187.217.24 (talk) at 23:06 on 23 November 2014‎
I don't know if I've ever heard of this either. I'll check in-game on my 360 to see if I encounter anything at the spots you mentioned. •WoahBro►talk 23:16, 23 November 2014 (GMT)
Update: I was not able to reproduce anything at those two locations. I got other events, but no bats. I even heard the fluttering of birds once, but I didn't see anything to go with it. •WoahBro►talk 23:59, 23 November 2014 (GMT)
I found it in the Creation Kit (DLC1_WESC03), and you're right, it's specific to Dawnguard. I don't see anything that limits it to a specific point in the Dawnguard questline, but it is limited by time of day. It will only occur between 10pm and 5am. Robin Hood  (talk) 19:22, 24 November 2014 (GMT)
And Robin comes through again, thanks! I've added this to the page, but a lot of the info needs to be filled in at some point. •WoahBro►talk 20:14, 25 November 2014 (GMT)

Vampire Trick Interaction Requirements[edit]

I play the Legendary edition on the PS3 with no mods, and I've encountered the 'Vampire Trick' interaction at least twice in the same game file after having completed 'Laid to Rest'. I know one of the interactions took place in the Eastmarch Hold, in the big area with the hot springs. I'll try to keep track of these interactions, where it happens, and whether the specified quest is done or not. Chocoholic (talk) 08:47, 12 January 2015 (GMT)

Interactions with hunters?[edit]

I just happened to notice that for the Hunter with Dog and the Hunters Chasing a Deer, it says generic dialogue only, and no other interaction possible. I recently encountered a hunter with his dog and was able to ask if he had anything for sale. I didn't actually explore his inventory, I wasn't in the market for any meat or hides, but this isn't the first time that's happened for me. I feel like in the past, if I catch up to a hunter chasing a deer and talk to them, the same option is available. Obax (talk) 23:54, 21 January 2015 (GMT)

There are a lot of hunters in the wild that are also merchants. Non of these are spawned as world interactions, but are found in fixed places in the wild. —MortenOSlash (talk) 05:33, 22 January 2015 (GMT)
I have just come across the hunter/dog combo with my lvl71 character, at the spawn point near Anise's Cabin (to the east). She offered standard hunter trades. I literally just traded with her to check. Also, earlier in my play (about 2-3 days ago IRL) I had another hunter/dog combo at the spawn point at the fork in the road north of Helgen. He was also willing to trade. As far as the hunters chasing deer, I've had no luck with trades. I'm on 360, legendary ed. Csjimmy 10:41, 14 February 2017 (UTC)
As an update, I have had another successful interaction where I bought items from a female Dunmer hunter with a dog (same spawn point as the male from previously). I don't know if I should change the info on the page, until someone else has verified it. Csjimmy (talk) 08:52, 3 March 2017 (UTC)

Thieves can be intimidated.[edit]

The page says that trying to intimidate thieves never works, and I kinda thought that too, but I finally managed to do it (in my 5th playthrough lol). My current character is a Nord Companion wearing heavy armor and wielding one-handed weapons (Wolf Armor and Skyforge Steel War Axe respectively), and thieves always cower before him. He doesn't even have the Intimidation perk. I have the Unofficial Patch installed however, so that may be a fix they introduced.

For the curious, when intimidated the thief says "I... hum, I can see that you're not one to be trifled with, so I'll let you go. Consider it a warning for you." (quoted from memory), then walks away without turning hostile. Honestly, I was flabbergasted the first time it worked. 77.144.84.8 23:08, 7 February 2015 (GMT)

Ultra high-level Wood Elf - surely a bug?[edit]

On the road just southeast of Rorikstead, I encountered an NPC labeled just "Wood Elf", who turned hostile when I tried to interact with him. He was unarmed, dressed in iron boots/gauntlets and a roughspun tunic, just like the skooma dealer NPCs, one of whom (an argonian) I had met and angered (failed intimidation), then yielded to, just a couple of minutes before. Anyway, I tried to calm the Wood Elf, dual casting Pacify with all Illusion perks, and it failed because he was too powerful, so I tried Voice of the Emperor (works on characters up to level 99, according to its page), and he was too powerful for that. So I drank my 158% potion of fortify illusion, which I believe increases the magnitude of dual-cast, fully-perked Pacify to around 151, if I understand the table on the Pacify page correctly, and he was too powerful for that! Has anyone else seen this? Any theories on how this guy might have come to be generated? The rest of his inventory was: argonian bloodwine (2), black-briar mead (3), chicken breast, gold (3), pheasant breast (2), a couple of stamina potions and a healing potion, skooma (2), and wine, if that helps to shed any light. Username12345 (talk) 17:03, 12 July 2015 (UTC)

The wood elves in random encounters are levelled at 1.1 times your own level with no upper limit. What level were you? (And for anyone else who wants to investigate this in the Creation Kit, this looks to have been a WEAdventurerBrawlerWoodElfM, based on the inventory given.) Robin Hood  (talk) 17:43, 12 July 2015 (UTC)
I'm at level 143, so that would explain why my spells didn't work on him. I'm still curious though: any idea which encounter he might belong to? I can't seem to find any mention of an encounter like this on the world interactions page. Thanks. Username12345 (talk) 20:20, 13 July 2015 (UTC)
Probably the Aggressive Adventurer encounter. Robin Hood  (talk) 22:15, 13 July 2015 (UTC)

Be Careful About What You Drop![edit]

I wasn't sure where to place this, or if it has already been mentioned, but I have only just found out: whilst sorting through my inventory, I dropped a stack of 45 iron ore just outside of Warmaidens in Whiterun. Almost immediately, a civilian - Sigurd, the guy who chops wood for Belethor's General Goods - ran up, picked it up and handed it back to me. Very polite and good natured... until a few minutes later when I realized that he had only handed me back ONE piece of iron ore. When I entered Sneak mode and checked his inventory, the remaining stack (all 44 pieces) were now his, and listed in red. Due to the fact that I had never Pickpocketed anything from anyone, my level in that particular skill was still at 15. I had a virtually 0% chance of 'stealing' back my own damn property. I'm aware that I could have attempted the Paralyze/Pickpocket manoeuvre, but, since I have not seen this particular issue mentioned anywhere else on this site, I thought it worthy of note. Perhaps someone else more familiar with editing UESP could move this entry to the relevant page if, indeed, they decide that it should be included.--Feminous (talk) 08:17, 30 September 2015 (UTC)

Wizard Duel 1 Doesn't Just Occur In Skyrim.[edit]

I have had the Wizard Duel 1 happen in Solstheim so that World Interaction doesn't just occur in Skyrim. My character in the high 60s on their level. The only mods I have on are the for Unofficial patch. But I am curious how many of these World Interactions can occur in both Skyrim and Solstheim (compared to ones that occur in just Skyrim or in just Solstheim) since there are World Interactions that can occur in both places though aren't listed as occurring both places. 90.220.194.14 13:52, 29 December 2015 (UTC)

I am not sure why you did not expect the Wizard Duel to take place on Solstheim. There is as far as I know nothing that hinder the existing World Interactions from the base game from taking place on Solstheim as soon as Add-On is installed. —MortenOSlash (talk) 08:23, 30 December 2015 (UTC)

Dragon flies to its lair[edit]

I've seen the dragon flying overhead event many times, and several times I decided to follow the dragon. Each time it led to a dragon lair. I think this is worth noting. I don't remember if there were other times dragons flew off for similar events, but the results were the same. 208.54.37.161 20:58, 1 January 2016 (UTC)

It might be notable if the dragon does not just return to the lair it came from. Dragons do occasionally leave their lair to sweep over the surrounding area. Their flight is fast, so they cover a lot of area in seconds, and might swing around to be appearing to pass overhead from a direction totally different from the direction of their lair. As you have been able to follow quickly enough to conclude its flight ended in a lair, you have to have been quite close to the lair already, close enough for it to naturally be patrolled by a dragon taking off from its lair, so it might be difficult to make sure. —MortenOSlash (talk) 09:31, 2 January 2016 (UTC)
Actually, I wasn't able to follow it. I saw what direction it was going, took note, traveled there a long way, and ended up at a lair. I suppose it could just be a very unlikely coincidence that happened multiple times, though. 70.15.97.39 13:46, 2 January 2016 (UTC)
In my experience, most non-aggressive dragons from the random encounter "Dragon fly by" leave more or less in the direction of the Throat of the World. It might of course be a coincidence.
There are so many randomly generated events in Skyrim, coincidences might appear as patterns to a player without being it. I had played over 900 hours (that is well over a month worth of continuous time) without dragons appear inside the walled cities of Whiterun, Markarth or Riften, but quite a few times in Windhelm and Solitude during the same time. It was no scripted pattern, only coincidences, but enough for me to believe it was a pattern. —MortenOSlash (talk) 07:07, 3 January 2016 (UTC)

Unique Interaction?[edit]

Just ENE of Rorikstead, by a large fallen tree there's almost always a large Mudcrab being attacked by 2 wolves - and the Mudcrab invariably wins. This world interaction happens about 80% of the times I go by Rorikstead and hunt out the two interaction spots near this settlement. There's another spot that gets random interactions further East, but this spot by the tree is almost always the mudcrab and wolves and I've never come across this interaction any place else in Skyrim. I've done a lot of exploring in my files, and well over 1000 hours, playing on the PS3. If someone else has run across this anomaly (usually by the time you get there the wolves are already dead and the mudcrab is partially hiding in the ground) or will verify this location and interaction, it can then be added to the page. Thanks! Chocoholic (talk) 05:15, 28 March 2016 (UTC)

Might be a pre-determined interaction, but it sounds static and non-scripted and therefore doesn't belong on this page. —Legoless (talk) 05:22, 28 March 2016 (UTC)

Werebear Attack[edit]

I didn't see this encouter on the list (it would need a "DB" superscript) -- a random attack by werebears (i.e. the Solstheim wilderness, although mine occurred in Raven Rock). Upon death, the werebears revert back to human form and can be looted for standard werebear possessions (ragged trousers, honeycomb, honey). I checked the Werebear page, but this encounter is not listed there either. (PS3 user) MrC (talk) 18:37, 2 April 2016 (UTC)

Thanks, you're right, that one was missed. I've added it now along with another missing entry for Mo(r)grul's Attack. Robin Hood  (talk) 20:14, 2 April 2016 (UTC)

Some corrections or additions?[edit]

On PS3 if there is a difference:

'Alik'r Accusation' encounter can happen before the In My Time of Need quest (even before I've finished Before the Storm), but nothing comes of it (the quest isn't started by talking to the woman).

You can encounter a hunter on horseback (a hunter with dog is mentioned, but not a hunter with horse....sometimes the hunter and horse get separated so you see a hunter walking, then later find a horse just sitting there), or are there cases where he doesn't have a horse? The list has the Traveling Bard listed three times (walking, resting, being attacked), is it listed in the files like this, otherwise I've seen the hunter sometimes walk, sometimes on horseback, sometimes with a dog, sometimes resting (or wandering off and start mining), and sometimes actually hunting.

Reactions-Picking something up sometimes causes people to come up to you and say something to the effect of: "Wow, you just found that lying there, I wish I found it first." or is this only on pre-determined items? (it's happened in Riverwood with the boy when I picked up a cabbage and the drunk when I picked up something in front of Alvor's house).

Is the Peddler a world interaction? Or does he only spawn at certain, separate locations near bandits/bandit camps? Bamspeedy (talk) 03:13, 4 February 2017 (UTC)

Almost everything was taken from the cslist, which isn't as easy to read as the creation kit. The data is identical for all systems. It's my interpretation that stage 0 is the confrontation at Whiterun's gates, as the only information is that stage 0 is required. The requirement for Dragon Rising stated on the quest page doesn't appear to be written in the quest data, therefore it's probably a side-effect from one of those Main quests which takes priority over any others.
Every single encounter allows the participants freedom once their part or the entire 'quest' is over. The bard has three separate entries, but each one could appear as another given this freedom as both the walking and resting bards can also be attacked by nearby enemies, and then the 'resting' bard might only be seen walking if you don't see the attack, only him returning to his spot. The same goes for the hunters, there are a few specific entries just for variation but the vast majority of hunters you find won't be governed by a quest or an encounter. That includes hunters with and without horses.
The peddler (assuming the one that can happen anywhere selects two spawn locations with 'WETravel' keywords and the peddler travels between them, assuming they survive the initial attack. The bandits are spawned as part of the encounter and do not require the presence of a bandit camp to trigger an attack.
That is indeed an undocumented one called, "Did you find something good?". There are seven responses and it happens if you pick something up. Silence is GoldenBreak the Silence 18:36, 4 February 2017 (UTC)
'Alik'r Accusation', I'm guessing stage 0 of In My Time of Need is what is needed for this encounter to trigger the quest. I never went to Whiterun yet and came across this event, the one difference being that talking to the woman doesn't start the quest.
Don't know if it's worth noting, but the free horse you find near the dead bandit, the reason it won't stay in place is that it tries to return to it's original spawn location. Bamspeedy (talk) 14:15, 6 February 2017 (UTC)
Stage 0 is required, what that translates to is questionable. If you mean that it tries to return to its spawn point if you take it for walkies, then yes you are correct, it acts just like any other 'borrowed' horse. Silence is GoldenBreak the Silence 19:28, 6 February 2017 (UTC)

Spawn points[edit]

The first sentence in the second paragraph read thus: "There are 149 spawn points where an event will occur; they are listed with the nearest location that has a map-marker." The wording is not clear. Are all spawn points "listed" on a single page (that would be most convenient), or are individual spawn points "listed" on location page that have map markers (they're not, at least not for every spawn point)?--149.160.118.171 00:38, 7 March 2017 (UTC)

There was an attempt to locate the 149 locations, but it was time-intensive as the data was not easily translatable. The project was abandoned but still exists in a user sandbox, anyone who wants can contribute there Velyanthe/Sandbox3. The page has been edited to remove that line as it has no relevance to any actual page. Silence is GoldenBreak the Silence 21:54, 7 March 2017 (UTC)

Exact requirements and cooldowns for Drop Armor?[edit]

Seemingly a useful way to raise disposition of questless characters...

But it triggers so rarely. Why? — Unsigned comment by Sergio Morozo (talkcontribs) at 10:34 on 26 June 2022 (UTC)

There are five world interaction events under the title "WIRemoveItem". This is one of them. The other four are: guard scolds you for dropping a weapon, someone returns an item you dropped, someone complains about you leaving trash around, and a fight starts between NPCs both claiming the dropped item. Supposedly, once all of these have occurred, they can repeat again. They also each have a cooldown period, except the fight over an item. However in my testing so far, I've been unable to force any of them to repeat, except the fight. From a clean save, I trigger all five (I can't seem to control the order, I just keep trying until I get them all). Then I wait/sleep 48+ hours. Then I keep trying to trigger any of them again, but get only the fight event. I can trigger that many times in a row, seemingly violating the "do all before repeating" criteria. I'm looking for confirmation that the others can in fact happen again. --Olaus (talk) 21:54, 20 January 2023 (UTC)

Potentially missed World Encounter points[edit]

I'm sure it has all been thoroughly datamined at this point, though there's always the possibility of some missed entries.
On my way towards Northwatch Keep, I found a point where things appear to spawn in accordance with World Encounter behaviour. They would spawn pretty close to where I have centered the map here: https://gamemap.uesp.net/sr/?world=skyrim&layer=day&x=-137350&y=102960&zoom=8
However, there is no green dot on the map in this location, to indicate a WE taking place here.
By pure chance, I managed to quicksave just a few steps away from where the WE would trigger. Quickloading and moving forward those few steps, I encountered (per quickload) Imperials with Stormcloak Prisoner, Roaming Ice Wraiths, and Thalmor vs Player.
Quickloading once more, I got the Ice Wraiths again, and decided to run with that. Retreating backwards down the road to snipe them, I noticed I was also being approached from the rear by 3 Bandits, making me assume there was an additional WE spot due south. However, now that I think about it, it could be the case that those bandits + those Ice Wraiths = "Ice Wraiths Fighting Bandits", spawning a fair bit away from eachother so as to meet eachother midways.
There is a WE spot due east, by Lost Echo Cave, but I came from that direction (and looted a "Dead Treasure Hunter with instructions"), only deviating from my path in order to clear the exterior of Volskygge.
Either way, given the Thalmor and Imperial spawns at the above-linked point, it seems more likely to me that there's at least one WE spot unaccounted for on the map, possibly 2, if the Ice Wraiths + Bandits were unrelated.
At this point, my quicksave has been overwritten in order to deal with those bandits, so I can't check if they came from near Lost Echo Cave. Though I'm sure someone with the proper tools would be able to examine the files and see if there really is a WE spot there or not.
I did, however, manage to snap a couple of gameplay shots. I will provide these if requested. TTRM (talk) 14:06, 7 October 2023 (UTC)

Vampires vs. Dawnguard Player can get bugged[edit]

In my current run, I'm a Dawnguard member, and trios of vampires (two regular ones and one named "Volkihar Vampire") occasionally spawn nearby at night and charge straight toward me... only to just stand around awkwardly once they've reached me, because they're not hostile. If I attack them, they say indignant things like "Hey! Be more careful!" They'll still get into fights with nearby guards, farmers, etc., but they won't fight me. It's like they saw me around Castle Volkihar that one time, but didn't get the memo that I didn't leave on good terms with their boss. :) Zgryphon (talk) 02:11, 5 May 2024 (UTC)

Encounters With Differing Outcomes - Thieve's [sic] Guild Holdup[edit]

If you are wearing the Gray cowl (CC) and encounter a thief they will run up to you and give you something, though what is I've forgotten. (You can never find a thief when you one). Adsjaldjjfgwetwlla (talk) 16:49, 24 May 2024 (UTC)