Skyrim
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Sands of TIme Team

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tonycubed2

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  1. tonycubed2
    tonycubed2
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    Here is my under the hood review of Skyrim Underground in case you are not familiar with this awesome work. The dungeons are a work of art.



    Mod lives at: http://www.nexusmods.com/skyrim/mods/75004/?

    And here is my patch to make it even more fun, adding a mcm menu to let you select the typ eof enemies you will meet!

    Patch at : http://www.nexusmods.com/skyrim/mods/75961/?








    You will need to optimize your game to support the added spawns, watch this vidoe for the latest CTD fixes and guides to use:

    The mod can be downloaded at:

    http://www.nexusmods.com/skyrim/mods/72725/?

    And the preloader is also requred for mod to work. Can be downloaded at: http://www.nexusmods.com/skyrim/mods/75795/?




  2. tonycubed2
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    Note: please optimize your game in order to access the full resources.

    The following video helps explain.
    all: New Under the Hood mod review of Crash Fixes ny meh321. This is the next generation memory fix for Skyrim, works better and frees up more resources.

    The mod can be downloaded at:

    http://www.nexusmods.com/skyrim/mods/72725/?

    And the preloader is also requred for mod to work. Can be downloaded at: http://www.nexusmods.com/skyrim/mods/75795/?



    Here is the post from a happy user: "Skyrim has now officially been fixed for good. Ive just gone from running a 400 plus modded skyrim including Sands of Time on windows XP with SSME and safetyload to Windows 7 64 bit and the new Crashfixes v10 mod with the new memory setting in the crashfixes.ini (something like useOSallocators=1 i think its called)

    The difference is phenonenal. Load times have gone from 30 to 60 seconds down to just 14 to 20 seconds max. The skills menu overhauled by the ordinator mod has gone from taking 5 to 10 seconds to load up to less than 1 second. ILS gone. Corrupted saves gone. ctds gone. All gone. Memory blocks are a thing of the past. Skyrim has a completely new memory management system that bypasses the old system entirely.

    Before i would have to cut down draw distance to more or less the same in the exterior world as it was in any interior cell. Now i can set draw distance to the maximum distance and the game runs super smoothly. I run practically every major mod on nexus as well at the other website.

    Its gone from struggling like an 80 year old asthmatic running a 100 mile marathon to the same guy flying on a private jet. So if anyone complains about Sands of Time crashing the new minimum specs needed to be asserted. Just as unmodded Skyrim can run on a dual core processor but the HD pack needs a quad core minimum, a fully modded skyrim needs the following specs imho...

    1) Windows 7 64 bit
    2) The crashfixes v10 mod with the new memory setting in crashfixes.ini set to 1 not 0 i.e. useOSallocators=1 and you also need the preloader mod from nexus to make it work properly
    3) enblocal.ini expanded memory x64 set to false and compression set to true
    4) SSME or the SKSE patch and safetyload are redundant and can be removed
    5) the other usual optimizations like texture compression (though this might not even be needed anymore)

    i.e. Skyrim can now be modded to your hearts content and yes this time with Sands of Time as well!

    The only remaining issue with SoT is the occasional bit of stuttering but thats a minor thing. Everything is just... instant now. Snappy. "


  3. JowJow06
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    would you consider making an SE version ?
    1. tonycubed2
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      Hmmmmmmmmmmmm

      the dungeons -are awesome, but clutter is really low to none.  The mod uses clutter to place spawns.  So then I have to place xmarmers in EVERY dungeon room to make it work.  Let me think,of how.
  4. benjapo
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    I've been looking for a way to remove the spiders from Skyrim Underground, since the standard "insects begone" doesn't work with newly created non-vanilla spiders. Is this mod the ticket? Like can I use the MCM to disable spiders?
    1. tonycubed2
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      No
  5. LifeMasterTony
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    Could you fix the errors in this patch in a future update? I tried to merge this with other Genesis patches and this was the only plugin with errors.

    Pic of errors: https://imgur.com/a/s8h5F
  6. tonycubed2
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    Fast Travel Encounters is now live!

    http://www.nexusmods.com/skyrim/mods/83475/?



  7. tonycubed2
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    all: Remastered Edition in 16 hours!!!! Check out my video. Subscribe for all Remastered news in the next few days and weeks.


  8. tonycubed2
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  9. Dizzy_xc
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    Does the Genesis patch 1.9 work with Skyrim Undergrounds 2.9 version?
  10. Crogon77
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    Hey Tony looks like Skyrim Underground just got updated with a new area! Would it be possible to get another skull thrown into it?
  11. tonycubed2
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    All: exciting times ahead! Skyrim Remastered, what we know thus far:


  12. zelazko
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    For the next update I would add option to make Falmer spawn more prevalent
    1. tonycubed2
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      next update is almost ready... but not really falmer based. Why falmer?
    2. zelazko
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      They dwell beneath the surface. Seems logical they would spread to othet underground regions given they launch sporadic surface raids.
    3. tonycubed2
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      I will not do Obis per se, but I will do one final patch that adds to the three present choices. I will add:

      Bandits
      Falmer - with sprinkled other undead
      Draugr - with sprinkled other undead
      Random - the mod will choose one of the 6 lists randomly each time you enter a dungeon.

      then I think I will be done.

    4. zelazko
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      Wow this is the best solution! You just went through yourself one step ahead and made it more awesome tonycubed2.
    5. madpaddy
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      ( I will not do Obis per se, but I will do one final patch that adds to the three present choices ) Sounds great tony thank you.