Imagine what it was on old dos Daggerfall when the view distance was so low you couldn't see at more than +/- 30meters , the wilderness was the most useless feature of the game, because it looked so bad due to the view distance not allowing to see any scenery and so empty out of random tree or rock, there was simply no interest in walking/horsing between villages/dungeons.
To improve the sight seeing in Daggerfall Unity, there's also this one i use :
Moutains&Hills :
https://forums.dfworkshop.net/viewtopic.php?f=27&t=1008that makes the wilderness more interesting to see, so travelling instead of fast-travelling become slightly less boring
the Tedious Travel mod looks nice, the accelerate time feature especially, i will have to give it a try
similarly to morrowind there's a "distant land" mod that may be usefull too but i never tried it :
https://forums.dfworkshop.net/viewtopic.php?f=27&t=10Oh and as mentionned Warm Ashes is a must have if you want less peacefull travels, as out of the other features it also add wilderness encounters
https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087An important tip for people not used to Daggerall combat system and that will save your low level characters : learn to time your backpedalling during fight allows to avoid enemy hitting you.
I seems obvious but you're often tempted to just strike after strike until enemy is dead, that may not be a bad idea against a rat (well depending on your class as a rat can kill the weakest classes or not that well min-maxed custom classes) but against a skeleton you're just going to die when you're low level.
For fighting a skeleton, a first good idea is to disable in the option the "improved AI" as if it only applied to intelligent enemies it wouldn't be bad, but as it applies even to rats it only serves as making combat more tedious as instead of either always going to you or running away, the AI would sometime move back for a few seconds, wait before attacking again.
the backpedal method still work against "improved AI" but it just take a lot more time because as said the AI will sometime move back and wait, making you wait too as you're not wanting to rush the enemy that is waiting in case it is ready to strike.
So the skeleton rushes you, when it reaches a certain distance it will strike, if you're immobile when it strike there's a lot of chance the hit will connect and severely injure you, so instead of waiting when you see the skeleton reaching the striking distance, backpedal and there's a huge lot of chance the strike will miss you.
It is now that you attack, depending on your character (probably a mix between you character speed attribute and your selected game speed/difficulty) you will be able to strike probably 3 times without retaliation (2 if you're cautious).
when you can do the 3rd , it is very likely that it is time the skeleton will become able to strike again extremely soon and so time for you to prepare to backpedal again to lower a very lot the chance to be hit.
The secret is to know your timing, when to backpedal and when to strike, this make surviving combat in early game a lot more possible than "oh it's a skeleton in Privateer Hold, my character is so dead"
Then you have ranged enemies