This is complete list of changes, improvements, bug fixes, enhacements, addons added since series 2 on oldrim. The list is LONG. Now imagine
the hundreds of hours invested to bring it all to you. Yeah. Enjoy SOT
Army!
Changes from Series 2 (old rim) :
test
[/spoiler]
Version 59.0-BETA
New MCMenu version 60 -BETA-
Requires JContainers - https://www.nexusmods.com/skyrimspecialedition/mods/16495
- Files included are...
SOTFull.esp
New menu script files
Translation files
Presets json files
Support files - YeOlde-Papyrus mcm files, SkyUILib files
NecroMancerSkels.psc and .pex - corrected the non-stop skeleton spawns issue that has been reported. -Rare
- JContainers allows loading of Presets (MilkDrinker, AleDrinker,
Spartan, HurtMe and Nightmare) as well as Saving your own custom
Profiles.
Preset files come with the download and are found in data\Sands Of Time Profiles\SOTFull\Presets
Your custom Profiles will be saved to data\Sands Of Time Profiles\SOTFull\Profiles
- New menu uses YeOlde-Papyrus MCM scripts that allow a menu script to
be split into separate files. One script for each page of the menu. SoT
has 14 pages. Much more manageable.
- The Translation files found in data\interface\translations\SOTFull_language.txt are all copies
of the English version. Translators are welcome to do their work and
send to us for inclusion or upload separately. Coping the english into
the other language files is done so that english text is available
instead of seeing $NonsenseWording
- Credits to
silvericed & Rado3 for JContainers - https://www.nexusmods.com/skyrimspecialedition/mods/16495
YeOldeDragons for YeOlde-Papyrus - https://www.nexusmods.com/skyrimspecialedition/mods/38460
SkyUILib Team for SkyUILib - https://www.nexusmods.com/skyrim/mods/57308
lRekol - Big Thanks for answering some questions and allowing use of
JCon/Profile code from VioLens -
https://www.nexusmods.com/skyrimspecialedition/mods/668
Version 51.0
- New Game Required -
Remove old versions and install version 51 - Start new game.
Updating without starting new game will result in lots of issues that we will not support.
If you don't want to start a new game then don't upgrade to version 51.
Finish up your current playthrough, then setup a new one with version 51 installed.
- New Game Required -
=============================================================
UDE Sands of Time
version 51
ChangeLog - Jebbalon
2020 Feb & March & April & May
=============================================================
- Unused Scripts...
Found another 85 scripts that are verified unused by the mod. Moved a
total of 170 compiled .pex and source .psc files to SOT_Unused folder.
... 6 more scripts added to Unused after more editing.
Quick note on all of these unused scripts from this mod...
SoT dates back to March of 2012 (just 4 months after release of
Skyrim). Eight years of this mod being the Flagship of the SoT Team.
This mod has been a testing and development environment not only for
itself but for many other mods. Over that time the scripts folder became
organized chaos. It has been an honor to not only contribute to that
chaos but also to take up the task of cleaning up!
- Edited Scripts...
47 scripts have been edited during February and March 2020... and now April as well... Ack! now it's May WTF! ...
Waiting12.psc - see notes below
WalkingDangers49.psc - Major surgery, able to combine spawning into 1 function replacing over 3000 lines of code
SOT_MasterCloneScript.psc - New cloning script - details below
SOT_DA15_PauseScript.psc - New script will pause SoT while doing Wabbajack quest.
SOT_C01_PauseScript - New script to pause SoT while in Companions Scene area of Dustman's Cairn
SOT_MCMenu5.psc
SOTFunctionsLib.psc
SOTGlobalBank.psc
SOT_Assassins.psc
SOT_BonemanVanilla.psc
SOT_BanditVanilla.psc
SOT_Falmers.psc
SOT_Draugr2.psc
SOT_Skeleton2.psc
SOT_SpidersVanilla.psc
SOT_SpiderFigment.psc
SOT_FTraveSendEvent.psc
SOT_PlayerIsPoisoned.psc - See notes below for Mephala weapons
SOT_PlayerPoisonedWilder.psc - See notes below
SOT_NPCDied1.psc
SOT_OnLoadAlias.psc
SOT_gMan.psc
SOT_CursedOnes.psc
eogeomQuestLockOnScript.psc
USReanimateFXSoT.psc
SOT_NoMagic.psc
SOT_SpiritCheck.psc
SOT_SpiritCheck2.psc
SOT_ImpTrap.psc
BurningSensation.psc
SOT_DKCool.psc
SOT_MindFlayer.psc
SOT_ChameleonHit.psc
SOT_ChameleonPrep.psc
SOT_ChameleonPrepMplaced.psc
Clawshieldreflect.psc - is based on DLC1_ReflectShieldSCRIPT.psc - updated with Unofficial patch fixes
SOTFX.psc
SOT_FightMe.psc
sot_donotkillme.psc
SOT_Asyrin.psc - See notes below
sot_DisableFeralAxe.psc - See notes below
SOT_DA09_PauseScript.psc
sot_BrooderAttacks.psc
SOTCleanup.psc - Simplified & added to Surface spawns
sot_MephalaAxe.psc
sot_MephalaDagger.psc
sot_OrcsAttack.psc
- Waiting12.psc - one of SoT's older scripts. Handles Dungeon Encounters.
- - Major surgery, cut about 2000 lines out. Combined repeating sections into functions and more
- - Cleaned up lots of little errors & inconsistencies (FormLists
not going from index 0 to GetSize-1) (copy paste errors) (Ifs or Elses
that could never happen)
- - Ambush while waiting in dungeons was limited to only using the Wait Menu. It checks whether the player has
moved at all as hours pass by. Changed that to a small radius of 100
units. Basically, crafting at a forge and turning to the tanning rack is
not enough to be considered 'not waiting'. Talking to a friend, reading
a book or studying a word wall is a bad idea in the bottom of a
dungeon!
- SOT_MasterCloneScript.psc - NEW script to replace the following scripts...
SOT_BanditVanilla.psc
SOT_BonemanVanilla.psc
SOT_Draugr2.psc
SOT_Falmers.psc
SOT_Skeleton2.psc
SOT_SpidersVanilla.psc
SOT_VanSpidersRef.psc *
SOT_Wolf.psc *
- - SOT_MasterCloneScript has all the options from the individual
scripts including Boss types, spawning from FormList instead of cloning,
spawning all at cell load or on Line of sight check.
- - The individual scripts were essentially the same although functionality
updates to one did not get repeated in the others making for
inconsistent results between MoB types.
- - The fun part is to replace the old scripts and attach the new script to 100s of NPCs and fill properties
- - * SOT_VanSpidersRef and SOT_Wolf not in edited list above
- - Not all npcs have been converted over to Master script
- Pebbles (generally used to indicate NPCs spawned by SoT) will now
show up more often. (Save them - there is a turn in quest)
- Dragonborn DLC cultists were showing up before doing Greybreads quest - added checks and corrected some copy paste errors.
- Necromancer raised dead with UndeadFX should now have clothes. Should!
- Attempted to simplify the 2 cooldown timers used for Surface spawns.
Should be more accurate as well. Also, adjusted these numbers in Preset
functions. More difficult = more often.
- Mephala Assassins - Script overhauled, now uses 1 function to spawn replacing the
individual location sections. This cut the script length in half, about
400 lines of code. Corrected inconsistencies - Should be more robust in
towns and the wilds.
- Removed edits related to Companions Vilkas training - USSEP and Brawl bug patch both handle that.
- Removed edits related to Companions in Dustman's Cairn - issues arise
when the companion (Farkas) should go to pull lever but SoT spawn may
interrupt and they never complete the lever pull. Will find alternative -
Pausing SoT spawns while that scene plays out would be better.
- - New script SOT_C01_PauseScript.psc is placed on new marker near the
trigger box that the quest uses to track player in that area. OnLoad the
script will pause SoT spawns when player is in that area inside the
trigger box.
- Removed remnants of dusty old OBIS development stuff.
- Treasure Hunter - (the annoying parasite that follows you into
dungeons) - Now has updated and working AI Package. They will search for
and take gold from containers in the area. You can take it back but
remember that a certain Fiery Lady may be upset by killing them.
- Asyrin The Helpful - Life after combat has been extended from just 20 seconds to 1 full minute
- Feral Axes - These guys are now marked Invulnerable and will be
cleaned up properly. Invulnerable also means they won't generate
love/Grief letters when they die because they cannot. (Yes, I got a
letter recently). They've also been reduced from a life of 2 minutes
down to 1, if out of combat. A max of 4 minutes if getting hit.
- The Spirit NPCs - used as spawn points (great way to ensure spawn is
on a NavMesh) - They used several Flee AI Packages to try to space them
out, away from player. In total there was 12 different packages in use
and probably double that not being used at all. Was a trial and error
thing over the years. The ones used for the Surface spawning kinda
worked, but the dungeon spirits were not so good. The special one for
the bandits was an Orbit package meant for flying npcs (dragons). - Now,
there is one Flee AI Package to rule them all !! HaHaHaaa! ...sorry...
- - SOT_SpiritFleePackage should work much better than the old ones and
hopefully will provide the experience we want from these guys. - Will
need some testing.
- - With the new package for spirits - Their placement scripts will now move them in front of and behind the player.
Hopefully their starting position will make them flee away from player
in different directions.
- - Also, slowed them down considerably - well, they are still really fast but not hypersupersonic! I think they
were taking off and overrunning the navmesh in areas and would get
stuck. We only need them to run away for 5 to 10 seconds but they need
to stay in bounds during that time.
- - As well as fleeing from the player - they will also stay away from each other.
- - ... While doing above and testing found some things ...
- - Now trying to redo these spirits again... Created new race, npc,
and spell ability - A spell to summon them too. - Now need to update
Surface & Dungeon scripts to use them.
- - ... Surface now has the new spirits. script will move targets around player at distance
set in mcmenu, spawn the spirits at the targets happens with summons
spell utilizing the Snap to NavMesh feature of that. Will then wait 5
sec. then targets will move to spirits and Spawning happens at targets.
- - ... Dungeon spirits are similar to old way with the new AI package though.
- Mephala Weapons - The axe and dagger that Mephala Assassins use have
been improved / nerfed a bit / made to work properly ...
- - The Mephala Curse has a normal strength and a mild versions. The Mild
version was (for several reasons) never able to be used. It is now. The
curse will also not apply multiple times. I don't think it was stacking
but now it will not apply more than once. Unless it is cured and then it
will apply again if hit again. The mild version also was not mild, was
same as normal, now it is half-strength.
- - The weapon's paralysis effect was able to be spammed on the player. This is a vanilla
effect so had to duplicate and put condition to not apply if effect is
already present. Especially with dagger the assassin could just stand
over you forever locking you in paralysis. (until dead of course) Now
when the 6 seconds are up you at least have a chance. Spamming health
potions and medusa oil still recommended!
- Form Lists used for Spawning - Several of the FormLists used for spawning npcs have
been cleaned up. (used for Bandits, Draugr, Spiders, Skeletons, etc.)
- - Removed - ...Enc... NPCs so only ...Lvl... NPCs are used. Most often the Encounter npcs are in the Leveled npcs lists.
- - Removed - Ambush, Linked, and Guard NPCs - These are usually for
specific situations where they can be linked to other npcs or objects or
patrol markers. They often have scripts associated with them (Ambush)
which direct when to "wake up". Also, the guard npcs can have issues
with the AI packages when not linked to someone to guard or if that
person dies (possible ctd) All of these are not needed when spawning
dynamically.
- Smithing Oil Mortar - The lonely Oil Mortar in Riverwood now has cousins in : Karthwasten, Shor's Stone,
Stonehills, Whistling Mine, and one in Skaal Village on Solstheim - Look
for them outside near Smithing related equipment.
There is so much in this mod that I'd like to spend even more time on.
For now though, things are running well. Played for 6.5 hours straight
without any hiccups. Papyrus log was what I call normal. Which is really
good! !
Version 50.3a
Hotfix for the Garkain Pulse shouts that show up when unlocking Unrelenting Force. ESP only - Good
for Loose Files or BSA versions
Version 50.3
Sands of Time Changelog
2019 December - Jebbalon
Version 50.3
==========================
- Alt-Started in Falkreath Inn - Stole an item from Arkay - Started
Rumiirua Apocalypse using totem out back - Later set BurnAppear to 99 to
spawn Inferno
- - Papyrus log showed lots of spam from the encounters...
- SOTArkayRevenge.psc - attached to items at shrines - Needed global
variable properties filled on several of the items around skyrim
- SOT_RemoveDaedric.psc - Added Self to Trace commands to better identify script in papyrus log
- - Added SOT_AllowWearLevel global along with MCMenu setting. Now we
can set the level at which player is allowed to wear the items.
- - More below...
- WeaponsDeadly.psc - This script is probably one of the hardest working scripts in SoT. - Cleaned up format
- - RumiiruaWhileLoop() Function added for spawning Zombies. - All city
sections will call this new function - Changed the spawning from
PlaceActorAtMe to PlaceAtMe() As Actor and initially disabled - This
works well with OBIS spawning and will eliminate the pop in-out of
disable/enable. - Most of papyrus errors were from incorrect index
numbers - now set correctly from zero to list size minus 1
- - ModStatus section edited to apply MilkDrinker Preset from FunctLib and
message box will tell user to return to MCMenu to select preset. Other
settings commented out. - this is to centralize presets in FunctLib
only. Presets page options in MCMenu are disabled until after this
activation.
- SOT_MCMenu5.psc - Added condition to the Presets page options to check for ModStatus = 3 which changes in
activation routine of WeaponsDeadly.psc
- - Added settings for SOT_AllowWearLevel for level limit for armor.
- - Changed version line on Status page from "Current Version: 50.0" to
more generic "Current Menu Version: 50+" - That number in fact is the
Menu version which we try to match to the mod's version on Nexus.
Updates however don't always involve the menu. Major updates will see
this number changed though.
- - See below for more...
- SOT_RumiiruaFalkreath.psc - Attached to Falkreath Zombies. Needed properties filled on several zombies.
- SOT_MoreChests.psc - Added check for Enable Parents - Papyrus errors
occur if bandits have enable parent and the script cannot disable/delete
the bandit after placing the chest. - GetEnableParent() is a SKSE
function that will return the parent - If none then we can safely
disable/delete.
- SOT_Inferno.psc - PoisonResist is ability so would error in papyrus when trying to Cast on Inferno. Changed to AddSpell()
- - The BurnHere marker will be moved to Inferno anytime she casts LarvaProtect spell - the GuardMe spell will also be cast
- - Lowered level of spawning from Boss(3) to Hard(2) - changed Draugr
and Chaurus Hunters to Leveled npcs that will pick from list. - To
compensate for lower level, added chance for more to spawn!
- - Tried to Add FlameOn cloak spell to be cast on Draugr and Chaurus as
well after spawning. - These npcs, for some reason, do not show the
flame cloak ability
- - Added SOT_SpellTomeThrowLarvae on death if allowed
- SOT_Anton_LarvaProtectorsSpell.psc - New - Derived from _Anton_LarvaProtectorsSpell.psc which is now in SOT_Unused folder
- - Cleaned up format and removed unused variables. Removed sections not needed. Papyrus errors were mainly from None(s).
- - Looking at larva mesh the Idle_02 animation is actually spelled
Idla_02 with an 'a' - changed the call here not the mesh.
- - Changed from PlaceAtMe not disabled then set alpha = zero to PlaceAtMe
initially disabled and later EnableNoWait() after moving. The set alpha
works for actors not potions (which is what those maggots actually are
(yes you can pick them up and 'drink' them)) !
- - The routines designed to place explosions and clean them up by disable/delete were
changed to just placing them. Explosion objects are self deleting.
- - Attempts to DispellSpell() on the larvae and player was removed.
The HitSpell property is set to Firebolt which shouldn't be something
you need to remove from caster and target.
- - Note: this script can still throw errors in papyrus log. Mostly I think it is when picking
up the larva when it is still inside a While loop in the script. There
are certain delays in the script to allow 3d to load and then it plays
the animations. If it is picked up the call for the animation will
error. Checks are in place but timing when they are picked up is
impossible. The number of errors in log will be miniscule compared to
previous script versions. Harmless errors as well.
- SOT_Anton_LarvaAttackSpell.psc - New - Derived from _Anton_LarvaAttackSpell.psc which is now in SOT_Unused folder
- - Changes similar to the Protectors spell above as well as....
- - Tried to Set up spell to be able to cast from / to anyone .
- - Player is either the target of the spell or if player is caster
then target will be spot 1000 units in front of player. Like lobbing a
grenade.
- - See below for more...
- SOTGlobalBank.psc - edited to add SOT_AllowWearLevel variable
- SOTFunctionsLib.psc - edited to add SOT_AllowWearLevel to MilkDrinker preset with default of 30
=============
- Found more XMarkers to move into the SOTWarehouse - these are all
used to create the dynamic spawn points used in SoT - they were once
lost in the wilds of skyrim now safe and sound in the Sands of Time
Warehouse with others of their kind to commiserate with.
- - Target1, ..2, ..3, ..4
- - SafePlace, SafePlace2, ..3, ..4, ..5, ..6 - these are from Sleep Encounters feature I believe
- - Wait1, ..2, ..3, ..4
- Added No Absorb/Reflect flag to several Summon/Conjuration spells - Hard to summon something when the spell is absorbed.
- Earth Prison Spell book added to final room of Ustengrav
- Squad Leader's Invisibility ability will also affect other enemies
and creatures in the area. - This would also affect Player followers or
especially pets if they were members of the Creature Faction. - Added
more conditions on filling the reference aliases to exclude player
followers/pets.
=============
- SOLVED discrepancy between number of files in Scripts (.pex) folder and the Source (.psc) folder.
- - Old numbers looked like this... Scripts = 714 & Source = 685
- - There was in fact 752 files between the two folders. Some were in
Scripts that did not have corresponding file in Source and some in
source not in scripts. After comparing files was initially able to move
97 unused files to the SOT_Unused folder. After updating and replacing
other scripts with SOT_RemoveDaedric.psc - another 70+ files were moved
to Unused.
- - New numbers look like this... Scripts = 619 & Source = 609
- - The 10 extra .pex files in Scripts folder are DeathKnight related and do not have source files.
- - The SOT_Unused folder went from 144 files to 315 now.
=============
- SOT_RemoveDaedric.psc - Used to remove armor if player is too low level.
- - Updated script for more general use. Can now be used on many more armors (or weapons)
- - Found 37 scripts attached to individual items that could be replaced with SOT_RemoveDaedric
- - Following .psc files and the corresponding .pex files moved to SOT_Unused folder...
sot_bluejournroberesitance.psc
sot_bluejournrobofmagika.psc
sot_bluemastroberesitance.psc
sot_bluemstrrobmagika.psc
SOT_CrossbowDragonRemove.psc
sot_crossbowremove.psc
sot_darkjourneroberesitance.psc
sot_darkmasterroberesitance.psc
SOT_level20equipcheck.psc - was already not used
SOT_MagnusReq.psc
sot_purlejournroberesitance.psc
sot_purplejournrobedestruct.psc
sot_purplemasterobesresistance.psc
sot_purplemasterrobedestruct.psc
sot_purplemastrobemagika.psc
sot_redjourneyroberesitance.psc
sot_redmasterroberesitance.psc
sot_removdarkjournrobemagika.psc
sot_removdarkmastrrobemagik.psc
sot_removebluejourneyrobesdest.psc
sot_removebluemasterrobesdest.psc
sot_removedarkjourneymanrobes.psc
sot_removedarkmasterrobes.psc
sot_RemoveJourneymanRobes.psc
sot_RemoveMasterRobes.psc
sot_removemastterrobemagika.psc
sot_removeredjourneymanrobes.psc
SOT_removeredjournrobemagika.psc
sot_removeredmasterrobes.psc
SOT_removeSicArmor.psc
SOT_removeSicBoots.psc
SOT_removeSicBracers.psc
SOT_removeSicHood.psc
sot_removewhitejourneyrobemagika.psc
SOT_Removewhitemasterrobemagka.psc
sot_whitejourneyroberesistance.psc
sot_whitmastrroberesitance.psc
=============
- WalkingDangersScript.psc - Not used & empty - Moved to SOT_Unused folder.
- SilverSwordAlternateScript.psc - Updated to include USSEP edit to
SilverSwordScript.psc carried over (no need to remove perk)
- MovePlayer.psc - Script used for the test items Pebble# - (Note these
are different from the Pebble (no #) you find on spawned npcs)
- - OnContainerChanged will now check if the pebble moved into or out of
only the player inventory. - this is to prevent mods like 'Add Item
Menu' moving player just by looking at the items. Instead only if the
player takes one or drops it. Dropping will also disable/delete the
pebble.
- - Removed Pebble4 from the GenesisForswornObjects form list.
=============
- Added Quest marker for dungeon where the Rumiirua quest sends you. (no spoilers here)
- SOT_Anton_LarvaAttackSpell.psc - Cleaned up format and removed unused variables...
- - Tried to Set up spell to be able to cast from / to anyone. Not anyone really...
- - Player is either the target of the spell or if player is caster
then target will be spot 1000 units in front of player. Like lobbing a
grenade. (actually more like drop kicking)
- - Was difficult and required many iterations. It's not perfect but it does work - all without papyrus errors.
- SOT_SpellTomeThrowLarvae - New spell book added for the spell that uses the SOT_Anton_LarvaAttackSpell.psc
- - Does what it says - Throws Larvae that will explode! Burning Inferno will drop this as loot.
- - Only Inferno will drop - If she is set to Fire Girl then no larvae = no spell book.
=============
- Undead Fire Dragon (Abomination thing) - DragonFireFlesh "Undead Fire Dragon" [NPC_:xx038ADA]
- - SOLVED the collision / hit box issues. It was set to 0.5 Height.
Dragons cannot be shrunk that much. Changed to 1.0 and no problem
hitting it.
- The Hell Knights that summon the Undead Fire Dragon thing each had script that was unique to the city they were in.
Made new script that can be used for all Hell Knights.
- SOT_RumiiruaHellKnightScript.psc - Attached to Hell Knights and
KnightsCity property is to be filled with the matching city's count
global. Example: RumiiruaInSolitude
- - Added SOT_RumiiruaAllowBigHead global variable as condition to spawn the Undead Fire Dragon thing.
- - This script replaces the following scripts and they have been moved to SOT_Unused folder along with the .pex ...
SOT_RumiiruaFalkreathKnight.psc
SOT_RumiiruaIversKnight.psc
SOT_RuumiruaDawnstarKnight.psc
SOT_RuumiruaMarkarthKnight.psc
sot_RumiiruaWindhelmKnight.psc
SOT_RuumiruaMorthalKnight.psc
SOT_RuumiruaRiftenKnight.psc
SOT_RuumiruaSolitudeKnight.psc
SOT_RuumiruaWinterKnight.psc
- SOT_MCMenu5.psc - Edited to add settings for SOT_RumiiruaAllowBigHead - in Apocalypse page.
- SOTGlobalBank.psc - Edited to add SOT_RumiiruaAllowBigHead
- SOTFunctionsLib.psc - Edited to add SOT_RumiiruaAllowBigHead setting
to the Preset functions - MilkDrinker is off - all other it is on
=============
- Renamed the Undead Fire Dragon - Big Head Abomination thing - to Undead Monstrosity.
- - Added new script SOT_RumiiruaMonstrosity.psc that sets the
Monstrosity to no flying if SOT_RumiiruaAllowBigHead global = 1 or 3
(see below)
- - They will initially take off and will quickly look for landing spot. This is actually good since the Knight could
summon them anywhere - they will seek placed dragon landing spots in the
area to settle onto. These vanilla spots are at all the cities so
finding area to land should not be problem there will be room to battle
too.
- SOT_RumiiruaAllowBigHead global variable now has 6 settings for Hell Knight summons
0 = Nothing
1 = Undead Monstrosity - Non-Flying - Default
2 = A Dragon - can fly of course - only after Dragon Rising MQ104 quest is completed
3 = Random - either 1 or 2 (this might be the setting I choose no-fly-big-head one fight maybe a dragon for the next one)
4 = Monstrosity - Flying
5 = Random with Flying Monstrosity - either 2 or 4
- MCMenu Apocalypse page - Hell Knight setting is a drop down menu for
options 0 to 3 and under that if 1 or 3 is chosen will be toggle to
allow Monstrosity to fly and if that is true then 4 or 5 is set.
=============
- Tony merged the following esps from MihailMods...
mihailmimic.esp
mihailvampirebeasts.esp
mihailhomonculus.esp
mihailcorprusvictims.esp
mihailzombies.esp
mihaillegion.esp
- - I stripped out the Cell and WorldSpace placements - we just want to use the mobs.
- - Added Prefix SOT_1_ to all the records - so most will start with SOT_1_mihail...
- - Merged that into SOTFull.esp - took a couple tries to do it right (Backups are a good thing)
- - All the new records can be found in the FormList SOTDLC1Forms [FLST:xx898C01]
- - There is about 50+ new mobs for us to work with. Well, some are
upgrades. None have been implemented yet! So, stay tuned!
- - The asset files are in as well.
=============
- Files removed in 50.1 somehow found their way back in 50.2 - Removed again for 50.3
- - these were the HavokBehaviorPostProcess.exe and its
ConvertToSkyrimSE.bat files in the Animated wings folders x4 - Probably
from the Mihailmods. Only needed to do conversion to SSE for the .hkx
files. Not needed after that.
- xEdit Quick Auto Clean found 2 ITMs - Statics that didn't need Arkay Revenge script attached - thank you xEdit
=============
Have fun with this, Happy Holidays! and see you in the New Year! - The SoT Team
=============
... might as well make this log a full 200 lines long ...
Version 50.2
SoT Change log
Version 50.2
2019 November
- Jebbalon
======================
- [xx496490] kcfStormbringerAbsorbHealth magic effect name spelling changed from 'Stom...' to 'Stormbringer Health Leech'
- XMarkers used for spawning moved to SoTWarehouse...
- - DungeonSpot1, ..2, ..3, and ..4 - these are used by
SOT_Skeleton2.psc but get moved by the Dungeon spawn script
Waiting12.psc
- - XMarksTheSpot - used by SOT_Skeleton2.psc
- - SpawnHere [xx4974C0] - was found inside Saartha01 - 'Used' by
SOT_Draugr2.psc and SOT_Skeleton2.psc - but not actually used in the
scripts
- Earth Prison spell...
- - SOTEarthPrisonScript.psc and SOTEarthPillarActivatorScript.psc - both
edited to ensure Pillars and visual effects are removed after using
spell.
- - Changed the 'Dust Jets' object from one that had triggers attached to one that did not. Also removed vanilla scripts from
this.
- - The two pillar shapes have had their bounds re-calculated. This is to give the scripts proper size to be able to
place them and effects correctly.
- - Added condition in the scripts to check DebugSOT global for the Trace commands that put lots of
entries into papyrus log while running.
- SOT_DamselDistress1 [xx0D0F3D] "Damsel In Distress"
- - Added to IAmAClone faction and gave her 3 pebbles - So that she
doesn't get cloned during her quest- It was awkward having to kill her
while she was watching while I was supposed to be protecting her while
having to kill her. Wait... yeah that's right!
- - SOT_ChaosSword.psc - (part of reward for Damsel quest) - edited to silence some papyrus errors.
- - The Damsel quest needs some more edits like ending dialogue and
could be expanded to more dungeons using the Radiant Quest system but
for now it is ok.
- - Spoiler - - she is in Uttering Hills bandit cave.
- SOT_MoreChests.psc - edited to clean up format - Note that this
script will error if placed on NPC with Enable Parent as it tries to
disable/delete them.
- Unused Scripts and their source files moved to SOT_Unused folder - (Verified with CKit that they are not used) ...
- - ELEMEarthPillarActivatorScript - we use SOTEarthPillarActivatorScript.psc
- - ELEMEarthPrisonScript - we use SOTEarthPrisonScript.psc
- - KillMeGhost
- - KillMeSilver
- - SOT_RemoreBandits
- - KillMe.psc - This script was still attached to 142 npcs -
SOT_MoreChests.psc is upgrade of KillMe - Removed KillMe and Replaced
with SOT_MoreChests on those 142 - Now KillMe is unused. - This change
will cause papyrus spam for games in progress - should resolve itself
over time - new game recommended but not required - this will also cause
issues with the OBIS-SoT patch as many bandits had that script. - I'll
rebuild the patch on OBIS' page
- BurningSensation.psc - Burning Inferno's quest script that checks conditions to spawn her
- - Cleaned up script formatting and added section headers
- - Changed checks for BurningBase and BurningCooldown only instead for Blade or Banes cooldown
- - Added Reset to Stop and Start for BurningInnocents Quest
- - Have not tested Burning Inferno in game yet - these changes will help in trouble shooting.
Version 50.1
SoT Change log version 50.1
2019 November
- Jebbalon
=====================
Hotfix for chameleons - If you are over level 20 the chameleons could
get health, magicka, stamina boosts multiple times and reportedly could
add up into the millions!
Thank you GroovySlayer for the report and for being able to play SoT at higher levels
=====================
This will not be as clean looking log. No particular order. Forgive me.
- Naming on "Chaotic Ring of Escape" checked
- Naming on "Weeding Ring" changed to "Wedding Ring" (found on Rotmaidens)
- Removed Addon Node records - From MihailMods (Harvester, Bone Colossus, and Grievous Twilight)
- - One of the records in particular referenced Node 99 which, turns
out, Arrows in vanilla SSE have. This added the Blue flame effect onto
all the arrows used. (replacer mods like Spinning Arrows did not have
the AddonNode 99)
- - The MPS folder that contained the meshes for these addon effects was removed in MihailMods updates. So, these
records were referencing missing meshes. (which caused the arrow tracer
to be visible)
- - Also as a check on the Harvester mesh - there is no AddonNodes
- Imp wings and also the Grievous Twilight wings used a Magic Effect
with a script attached to apply the Visual Effect that contained the
animated wings mesh. The vanilla script used to apply this VFX was
FXSovengardeScript.psc - this script is used to also apply a Shader
Effect to Sovngarde NPCs. The usage to apply the wings VFX did not also
apply the Shader leaving that property empty. This caused papyrus errors
every time Imps or the GT was encountered.
- - Copied and made a new script from that vanilla one. SOT_Mihail-WingsFX.psc now controls
applying the VFX for the wings. It adds checks for None on the Shader if
that is to be used in future and includes fixes from USSEP.
- - The Unofficial Patch changes to that script include a check for the
player to not add the effect to them. (this was in a bug report)
- Bug report about the mod "Add Item Menu" - SoT was crashing and teleporting users.
- - Crashing was caused by several Spell Books that did not have spells
associated with them. This Null value crashed the game when opening
inventory with the books (not 100% sure about this though the books
don't crash the game now) (note some of the spells don't work, the books
do)
- - Teleporting was most likely caused by the Coin Of Return. The script SOTReturnFromInn.psc would teleport the player if the
coin was dropped. The OnChangeContainer() function checked if the coin
moved TO a None container which should represent the world or ground.
Being moved by the Add Item Menu mod for the player to access caused
this script to trigger. - Added a check for the coin moving FROM the
player to the ground/world. This way the script should not trigger
unless player actually drops the coin. (also moved the Xmarker
associated with this to the SoTWarehouse)
- Deleted HavokBehaviorPostProcess.exe and associated Bat file x4 from the
Meshes/[Anton] Mods folders - was used to convert LE animation files -
not needed.
- Deleted NifScan.exe file from Meshes/fZombie folder - similar reason - also moved OBJ files to sub folder.
- Removed edits to Tolfdir - not needed
- Removed edits to NordMalePreset03 [0001750E] - not used
- Chameleon assassins - Like the Slayer chameleons, some had the level
multiplier set to 5x player level. - changed to match other chameleons.
- - Looked through all other NPCs in SoT to check the level multipliers
- a few were set to 10x player level. - reduced these. Now highest is
3x for some special case npcs
- Grievous Twilight - has a script attached meant to be a teleport ability during combat. MihailMods
used the vanilla DefaultTeleportAbility.psc script. This not only did
not work it caused lots of papyrus spam.
- - New script SOT_Mihail_TeleportEffect.psc is derived from the default vanilla one.
The papyrus errors have been silenced AND !!!!! it works now. The effect
is subtle - the GT will fade out and jump to side and back a little
before fading in and resuming fight. (pitted a placed GT against a
summoned one to watch the effect in action - cool as heck)
- 20+ MihailMods monsters (including Imps and GT) used the vanilla script
SprigganFXscript.psc to apply effects and/or cast spell. Not all
properties from that script were filled causing papyrus errors!
- - New script SOT_Mihail_SpecialFX.psc is derived from the spriggan
vanilla one. The papyrus errors have been silenced. Includes edits from
USSEP as well. Added checks for None on all the properties so only
filling in needed effects for a monster is ok.
- Spell used by Rumiirua Liches to summon skeleton squad (is also available as spell
book (however it is hostile)) needed an upgrade! -
SummonSkeletonLegionScript.psc has been rewritten - now uses array to
spawn the group with only one portal - they will last 2 minutes and will
then be disabled & deleted - the old script is at bottom.
- There were papyrus errors after using one of the light spells from
SoT. Tracked it down to needing properties filled for 2 globals (they
are optional to the script but filled to silence papyrus)
- Spell books - Descriptions were very long on a few that used multiple effects.
- - Tomo Magico - Conjure Skeleton - now reads "Summons Skeleton that matches race of caster"
- - SummonZombieArmy spell - now reads "Summon Rumiirua Zombies"
- - Spelling on the Summon Hell Knight corrected.
- Feral Axes - were part of the PlayerFaction as well as the
PlayerBedOwner factions. - Changed those two to just the
DunPlayerAllyFaction - should eliminate the Inheritance letters received
if they are killed.
- Bandits at Fort Hraggstad - Two of them using the leveled Template LvlBanditMeleeAny were showing up as
passive. - SoT did edit LvlBanditMeleeAny to change AI data and add
script - reversed the AI data edit so the leveled actor will pull from
its template instead. Should correct these bandits.
- - Similar edit on LvlBanditMissle.
- Passive NoonWraith (Rot Maiden) found in Korvanjund [xx6AD0DA] has
the vanilla ambush script and was set to AmbushOnTrigger = True. This
NPC was not linked to a trigger though. Changed the setting to False. -
Should be more horrible now without having to attack her first!
- Imp wings attaching to the player - the USSEP edits to that script
(see above) check for player to not add effect to them. Should not
happen with this.
- SOT_SummonSkeletonDudes spell - changed the equipping sounds to match other conjuration spells.
- I think that is all - Please keep those detailed bug reports coming!
OLDER Change Logs:
***************************************************************
*********** Change Log ************************************
***************************************************************
41.2hf - fixes Feral Axes (finally). Credit to Jebbalon.
41.1 -
* - When installing the mod for the first time and activating it, the
player now will be shown a small Message Menu. The menu will allow
players to opt out of the zombie apocalypse and to toggle off the health
boost feature before the mod fully activates. This is in consideration
of players who may not appreciate a zombie apocalypse or the extra
health boost (boost turns off at level 15).
* - Tweaked the factions of the feral axes to hopefully fix their allegiance issues.
* - Moved source scripts to proper directory
*
*
40.0 - Beholders and Gazers thank to Mihail!
* six dungeon Gazers/Beholders added with custom stats and different powers:
Insane Devourer - Green - (290 hit points)
Corrupted Earth Watcher - Green (333)
Cavern Gazer - Green (458)
Lurker Beholder - Blue (1300)
Dread Stone Gazer - Blue (1783)
Dread Sand Watcher - Blue (1390)
*6 surface Gazers/Beholders added with different abilities and stats
Devourer - Green (340)
Corrupted Watcher - Green (383)
Gazer - Green (458)
Beholder - Blue - (850)
Dread Gazer - Blue (1783)
Dread watcher - Blue (1390)
*Aall 12 have the same weakness, aversion to cold. They will wither
quickly with frostbite spell or frost weapons. Otherwise very resistant
to magical attacks.
*Adding the Beholders took over 30 hours. I had to hand edit each one and make sure it would actually attack and
not just sit there. Then I had to program the weakness to cold to
counter how op they can be. I also had to shrink the dungeon variants so
they would fit in the dungeons. And actually tested all for a change.
*The creatures have been added to surface encounters, as well as to
Dungeon encounters, both dungeon exploring encounters and dungeon
waiting encounters.
*Mihail hand placed some in the world, this has been carried over into sot. I removed the one at the college of
magic . It was no longer tame after I got done with it.
*There is an mcm menu option to disable them. Once toggled no more will spawn. But why would you deprive yourself????
V30.02
-Nerfed imps some more. But that is it, no more nerfing.
v38.5
-Fixed speed of fiend
-toned down health and magicka on arcane devourers
-fixed excess magicka on imps
-added three hard denizens to level 3 of ruined fortress Forelhost
-carried over many new records from unofficial patch. they been busy.
v38.3
-Removed the Mihail Giant Snakes and replaced them with rot fiends. I
tried super hard to fix them, I believe the snakes are messed up in the
3d model itself. Only author can fix.
-Lowered the magicka on the imps from 7000 to about 300.
v38.2
1 - Added new feature, controlled by mcm menu toggle and defaulting to
on, that will not let enemy spawns appear in towns or cities. Feature
can be toggled off to allow more danger for those who seek it. Upgrading
to 38.2 will need a new game or a clean install procedure. Really a new
game is best.
V 38.1
1- Added mcm menu option to disable the flying snakes. Its in the last menu page. Under unique npcs,
I think. You must toggle the option BEFORE you encounter them. Once one
spawns, it is too late to toggle it.
2- removed sound from the flying snakes in order to fix sound killing issue. If it works will find
some other sound for them later.
v38-
---Fixed bloody draugr that was passive
---make sure all bloody draugr are aggressive and will aggro
---remove all dread knight weapons and armor from the two chests. added them instead to merchant weapons master's inventory
---added imp traps to chests in one necromancer dungeon. will soon add
to all of their dungeons. 66 percent chance of spawning imps if a
treasure chest is opened
---made arcane devourer immune to paralysis
---added arcane devourer to the Do Not Clone formlist
v37 -
---Adds new Primordial Spriggan, will appear after player is level 50 or higher. The creature can summon Demon Snakes.
---Added Mihails Giant Snake, but heavily edited its behavior and fixed issues with it:
1) fixed nif files, converted to Se format
2) properly saved to form 44
3) added limited flight to snake so it could move around versus standing still in one spot
4) Added a new spriggan that can summon one
5) will be placing it in select areas as well
6) changed size to me large instead of extra large. Better hit box.
7) On death snake will now leave an ash pile. Better than a huge snake taking up space for 30 game days.
8) Made a new fungus pod and placed it in the march areas of the game.
The new fungus pod is a spawner for the snakes. When entering their area
there is a 25 percent change of a demon snake appearing.
---All fixes, hot fixes that were available are included. This version
(37) does not need any of the hot fixes or optional files.
sot 36b loose and bsa up
whats done fixed rabb re spawning and boss chest not appearing in
Halldir's Cairn, Vampire Hunters fighting each other should be fixed
now.
fixed mage robes textures and meshes that braxton stormcrow sells, capes only use slot 46 instead of 40 and 46. all mages
clothes he sells is fully functional now and can be dropped or given to
followers.
gave asyrin and feral axes custom keyword to not give inheritance and asyrin can die now ..sorry poor dovahs no free loot
for you ;)
removed the remaining ds store files and unused obis pex and psc files,
removed Elven Shield from summons and removed the novice tonges from the skeleton in embershard
new game required sorry.
edit: 2018/07/23
going up in updates
textures ran through Ordenador for missing mipmap creation then nifscan (big thanks to DJPrichard)
1 normal map was the incorrect format for sse fixed to dxt1 format.
just the texture folder no new game required, any version may use
36.0 - a LOT of fixes, big and small
(following were reported by Jebbalon, and he suggested fixes were able)
1. - Need to Delete in Scripts\Source all the OBIS scripts (there are no pex in scripts only the psc in Source)
- - there are 10 that start with OBIS and one that starts with QF_OBIS_
2. Orc in Riverwood - Healer42016 "Johanna the Healer" [NPC_:xx14062F] -
has Draugr inherited sounds - she breathes really heavy, even while
talking. Look for and remove from her - CSCR - Inherits Sounds From -
AudioTemplateDraugr "AudioTemplateDraugr" [NPC_:000BF452]
3. TESV_Papyrus_Flags.flg - is present in BSA and Loose files versions.
- - For mod scriptors, they need that file in order to be able to
compile. I only noticed when un-installing loose files in favor of BSA
version (see #1 above). This deleted the flag file and caused compiler
to complain.
- - found in Scripts\Source
4. Files like .DS_Store found in data\meshes - will cause problems with programs
like FNIS that don't know what to do with leading dot. There are some
other 'odd named' files in sot, no extension and such.
5. Several new USSEP items need to be carried over. Some for Survival mode
and water flow data also. Mostly in World space - filter for cleaning
and check the red lines.
6. New report of some files that shouldn't be present in SoT...
Meshes\Weapons\doneBowOfTheDarkOne contains enblocal.ini (1 kb) and enbseries.ini (21 kb)
also Meshes\Weapons\donedaedric contains same files
Those two folders seem to be copies - adding 'done' to the name
(MORE fixes reported and fixed by various people)
At the character creation screen there is 2 Redguard races, one is
fully modeled, other has only floating head. So I did some digging with
SSEEdit and found that in SOTFull.esp has a race - todeleterace (formID
0B12D09F) which is this floating Redguard head that appears in character
creation menu.
Johanna The Healer had draugr breathing sound effects, and was too easily goaded into killing patrons.
changed Torfdil to not help anyone and be cautious.
fixed typo in book menu relating to upper case / lower case
fixed MAJOR bug causing ctd with spiders, added error traps and fixed an array fatal flaw in the spider script
increased spider max in mcm menu to 20 from 10
made sword of chaos do 33 damage instead of 11
v35.2 - 1) Went over the couple hundred mephala assassins. cleaned up
loot drops,. fixed a couple factions, removed a light source that got
added as inventory. Added a new leveled list to most mephala assassin
loot drops, consisting of 33 percent change of a drop, and if rolled,
will then select from 5 possible rare potions . Medusa's Anti Paralysis
potion is among them. Chance of Medusas Potion is 12.5 percent per
assassin.
2) copied over new face gen data that was missing
v35.1 - placed a copy of Ring of Danger in Anises cabin. Along with an ambush.
- removed mesh file causing blue arrow effect
- assigned blue staff a different effect to replace blue one.
-
V35 -
1) Extends the level 50 super hard encounters to dungeons.
2) Added 1 more encounter type just for dungeons, the demented maidens.
3) fixes to meshes by SirJesto
[/Spoiler]
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