what about events after you clear a dungeon, it can become habitable or something. say after you clear out a fortress a merchant sets up shop, or a khajiit caravan. like dynamic but possibly temporary settlements.
city events, like festivals, feasts, ceremony.
This first idea might be something, but I'll have to think about how to best implement it. Maybe have a chance to spawn vagrants/hunters/caravaners in open-air camps that haven't respawned yet.
a suggestion:
all the events so far are random and passive. meaning that they occur around the player without necessarily involving him or requiring him to do anything.
Since Pseron Wyrd already answered your first question, I'll go straight to this--there are lots of events that spawn by default, but I'm trying to implement more that only spawn based on what the player has done in the world. Sure, the player doesn't do anything to trigger a specific civil war battle directly, but Radiance's civil war battles will only spawn if the player triggers the civil war questline. Another thing I'm exploring is having adventurers whom you rescue or retrieve weapons for actually go out and do something: for instance, if you get Mjoll the Lioness's weapon back but don't take her on as a companion, you might meet her roughing up some thieves in the Rift. Break Thorald Gray-Mane out of the Thalmor dungeon, and find him wreaking righteous vengeance on some Thalmor later on. That kind of thing.
a question - is it possible to occupy locations (caves, forts, dungeons) with different enemy types? basically replace the pre-designated enemies with a nother group type of enemies) so a cave of bears will include spriggans, or a fort of the forswarn will include bandits etc? this will give a nice reason to visit a location a second time and find leveled enemies that are different than the ones u fought before.
I'm not sure about that. I can look into it, but I'm a bit weary about adding that feature--it could very easily break other quests that rely on the Radiant system, both vanilla and added by other mods.
More radiant quests would be a very good thing. It's quite disheartening how strict of a pattern there is to them all (Inns always give you a message from the Jarl's men to kill something and you always go the Jarl's steward for a reward, Companions always need you to rough someone up or kill an ex-con or something; you start getting repeats very quickly from any source). Having them give out many more types of quests, and even have more NPCs give radiant quests, would be a great thing.
I'd recommend taking a look through http://uesp.net/wiki/Daggerfall:Quests, as they could give some good radiant quest ideas (they're short, but the vast majority of those outside of the MQ were repeatable with randomized places/items/rewards). Variety is the key.
I'll investigate this possibility after I've got a more complete set of world interactions and the mod is confirmed stable.
I'll test this asap. To other users: if you've downloaded the Steam Workshop version, delete radiance.bsa or it will get loaded. The Nexus version uses loose files.
Haven't encountered any corruptions yet
Please let me know if you do get any.
I still get corrupt saves...
Well, that's not good. Did you delete Radiance.bsa? Were you able to determine what triggered the corruption (change of cell, encountered one of my world interactions, etc.)? Are you sure you extracted all of the scripts?
I probably won't have time to work on the corruption issue anymore this weekend, as I can only really test it at work--the corruptions don't happen at all on the computer I'm developing this mod on. In the meantime, I can investigate some more and see if I come up with any other theories as to what causes this...