IMPORTANT: Do not activate mod until you leave Helgen. This includes using Alternate start and selecting the vanilla Helgen path.
Please join me for Skyrim videos with all my mods at
changelog:
1.82 - Moved Ieago to Solitude, where he now guards the area close to the well. because, you know, he is an IMPERIAL.. It is close to the Winking Skeever Inn, where he drinks way too much mead before stumbling back to his post each late night. This has been a great lesson in ai packages. As in the tiniest thing can mess them up. Merry Christmas!
1.81 - Added a new npc to Whiterun to honor a Genesis mod supporter:
The NPC is named Ieago, and he is a potential follower Imperial. Specializes in 1 handed sword, sneak, and light armor. Has few more perks that make him a little deadlier than normal. He also sports an enchanted sword that while not OP does have a nastier sting than normal Imperial swords. At present he is on guard duty at the entrance to Whiterun, by the horse stables. Around 5pm he heads over to the Bannered Mare for some food and relaxation. Spends 8 hours there, and then back to work. He tends to wonder a bit while patrolling but will return to his assigned spot sooner or later. But he is not happy with his boring life, and will adventure with you if you ask.
Older changes:
Spoiler:
Show
1.0 Initial release 1.01 - has hotfix built in, to correct script not firing 1.02 - removed bandit ghosts from bandit list 1.02 Added toggle so Genesis will not create life when there are already hostiles in the loaded area. This will be default, but can be toggled to allow in mcm menu. Makes sense to leave it since many scenes can be ruined by hostile toons popping in and banding people on the head as they speak. 1.03 - Added another toggle. This time, to control wether toons can appear near the player, in his field of view. Default is yes, so go to MCM menu and toggle it if you are totally against that. This will result in less spawns since any spawns that were going to appear nearby are counted but not produced. 1.04 Spiders are now handled. If the player is in a dungeon, spiders are allowed. If not, then it will be bandits. So if he is on the surface, even though he may be next to a cave entrance, the mod will test for real location and use bandits, not spiders. All celebrate now. 1.04 Fixed formlist not working for warlocks 1.04 fixed diganostic message that used vampire keyword found incorrectly in two cases. Most users will not care about this one. 1.05 Added a new toggle to disable the 22 mod provided surface spawn points. As requested. The spawn points are listed in the spoiler tags below. Total dungeon spawn points are 192. There is one special surface spawn point that cannot be touched. 1.051 - Added a logo graphic to MCM menu. That is all. Not really worth the upgrade unless you are upgrading from 1.04 or lower. 1.1 - Corrected issue caused by triggering a skull and then moving into a new area, taking the still running script with you. The script takes its time generating toons for stability purposes, and you the player are moving into a new location before it is done. It continues running at the new location. Additional checks to catch that scenarion have been added. 1.2: - Added a user requested slider to allow player to set different spawn ammounts for dungeon versus surface locations. 1.5: - Fixed the leveller function!!! Use the mcm leveller sliders to custom level Genesis npcs. 1.5: - Added feature to randomly give toons 1 to 4 potions, mcm menu controlled.
MAKING YOUR OWN PATCH for Genesis:
Easier in creation kit EXCEPT that you first need to make both genesis and third party npc mod masters by using something like wry bash.
so you would:
load up wry bash right click on genesis and select "esmify" right click on sic and select "esmify" exit load up creation kit, and open both genesis and sic and the patch at the same time. make the patch active when you select it. in the form list row, look for formlists starting with word genesis. Thre is one for draugrs, one for vampires, etc. Open them and remove any records like gians that you do not want. Add any new records you do want. save your work. exit creation kit load up again wrybash right click on genesis and select "espify" right click on sic and slect "espify" save and exit, you are done.
ALL BRILLIANT ARTWORK BY GHOSTAGENT
List of Locations with Genesis Effect (skulls placed)
Note that if you enjoy pain there is a MUCH bigger brother of this mod that includes the Genesis feature : http://www.nexusmods.com/skyrim/mods/12452/?
We also host a ad-free website at: http://sotrealms.enjin.com/home
footnote: Hey guys, I hope you are enjoying our latest standalone release. I wanted to let you know that we also just recently launched a new site which features a collection of mods that we feel our user-base would really like. If you are interested, here is the link ( http://sotrealms.enjin.com/acclaimedmods ). We hope you enjoy, and furthermore, hope you find a new permanent addition to your game. Have fun!
None of our goals can happen without you. SOT mods would not have happened without our fans, we humbly ask for your support in YouTube. Typical initial videos will showcase SOT mods as I attempt to finally finish Bleak Falls Barrow. But other videos will be published such as tutorials and reviews.
1.8;- new alternate version posted with altered formlists . The formlists are used for spawning Npcs. I removed all bosses from,lists as well as very high level Npcs. This will result. In a more leveled experience. The original version is still,available under optionals. The changes WILL NOT TAKE EFFECT WITHOUT A CLEAN SAVE OR A NEW GAME!
1.6 - To install 1.6, first install 1.5. Then overwrite with 1.6, which requires Dragonborn DLC.
a) Corrected logic bug where no dwarven creatures where spawned due to dungeon keyword taking over. Thanks to Hallodria for reporting it. Hallodria is an official beta tester of Genesis. Unknown to Hallodria of course. ;-)
having had this mod active for about 2 years i feel like it only works 10% of the time and usually in the same dungeons, not sure if that is on my end somehow..
Not fully. You need a mod that only span# from vanilla lists fir requiem. Or where unique spawn have the required perks and or spells unique to requiem.
I see... but thanks for the quick reply! I am looking for mods to enhance dungeons and loot that are compatible with requiem, however it is quite hard to find. Do you have any recommendations?
Sorry for my English. But description of mod said: "The mod is compatible with everything." (c). Is it incompatible with something else? I just want to install it in midgame and use it with many other mods. So Im not sure if I need to do this. Will there be risk of destroying save? Backup of course. But some mods show errors not immediately. Im not sure how it works here.
Please do not install mid game. Will not be good for your saves and the firms added will cause problems. Most of my mods need to be used with a new game.
the only problem i have with this mod is that you know that quest where you go to a nordic ruin with the students and tolfdir? yeah the mod spawns some enemy in there and then idk why but tolfdir goes to combat state and just stands there and does nothing and i have to kill them all which is immersion breaking -_-
I'm running amazing followers tweaks, and the Multiple Floors Sandboxing.. and after i installed this mod i've encountered a problem that every npc is stuck.. my followers are not following me anymore through any stairs and any elevation at all and the same for the enemies Maybe a load order problem or some compatibility issue with some of those mods, but anyway the idea is good, sadly it doesn't work for me... anyone has some sort of solution? Anyway, good that the developers teached in the comments how to clean the scripts xD
I use aft and I have no issues. That other mods sounds like it might be it. Have you tested without, using a fake game , ie coc riverwood from load screen using console?
trying to get the subscriptions to1,000 for my church so we can live stream the service . It’s a Baptist Christian church. We are small . So far 172 subs. Any help with subs appreciated .
plan a: wait about 5 minutes real time in game to make sure. It can be delayed.
plan B: invoke console,with tilde key, (usually the key directly below esc) and type witout quotes: "setstage SKI_ConfigManagerInstance 1" and hit enter.
HI, i have a problem with this mod and i feel like im missing something, the mod is no running, no different spawns it still vanilla in that, i activated the mod via NMM, and nothing changes at all, im using Skyrim inmersive creatures with the patch for genesis, but also no diference in spawns, also im using the patch for the dragonborn dlc, i sort the list with loot and still same, also tried to clean a dungeon exit and wait 25hours and the dungeon still empty, any idea ? hope can you help me idk what to do. pd: i tried with diferent new saves each time, and no changes
no i dont have any follower or modded follower installed , and i moved to the unleashed unlevelled version with the SIC Patch and is working good, so im not sure what was the problem, maybe incomp with other mod?. do you want to check out the logs or something? anyways nicemods i enjoy all the SOT mods and love the website.
Hello. I hope this isn't too inconvenient of a question, but I couldn't find the information I was looking for after searching both the mod page and the SoT site. For the Dragonborn DLC, is the patch for version 1.6 still required if I want to install the most recent version of Genesis (currently v1.82)? Thank you!
1294 comments
IMPORTANT: Do not activate mod until you leave Helgen. This includes using Alternate start and selecting the vanilla Helgen path.
changelog:
1.82 - Moved Ieago to Solitude, where he now guards the area close to the well. because, you know, he is an IMPERIAL.. It is close to the Winking Skeever Inn, where he drinks way too much mead before stumbling back to his post each late night. This has been a great lesson in ai packages. As in the tiniest thing can mess them up. Merry Christmas!
1.81 - Added a new npc to Whiterun to honor a Genesis mod supporter:
The NPC is named Ieago, and he is a potential follower Imperial. Specializes in 1 handed sword, sneak, and light armor. Has few more perks that make him a little deadlier than normal. He also sports an enchanted sword that while not OP does have a nastier sting than normal Imperial swords. At present he is on guard duty at the entrance to Whiterun, by the horse stables. Around 5pm he heads over to the Bannered Mare for some food and relaxation. Spends 8 hours there, and then back to work. He tends to wonder a bit while patrolling but will return to his assigned spot sooner or later. But he is not happy with his boring life, and will adventure with you if you ask.
Older changes:
1.0 Initial release
1.01 - has hotfix built in, to correct script not firing
1.02 - removed bandit ghosts from bandit list
1.02 Added toggle so Genesis will not create life when there are already hostiles in the loaded area. This will be default, but can be toggled to allow in mcm menu. Makes sense to leave it since many scenes can be ruined by hostile toons popping in and banding people on the head as they speak.
1.03 - Added another toggle. This time, to control wether toons can appear near the player, in his field of view. Default is yes, so go to MCM menu and toggle it if you are totally against that. This will result in less spawns since any spawns that were going to appear nearby are counted but not produced.
1.04 Spiders are now handled. If the player is in a dungeon, spiders are allowed. If not, then it will be bandits. So if he is on the surface, even though he may be next to a cave entrance, the mod will test for real location and use bandits, not spiders. All celebrate now.
1.04 Fixed formlist not working for warlocks
1.04 fixed diganostic message that used vampire keyword found incorrectly in two cases. Most users will not care about this one.
1.05 Added a new toggle to disable the 22 mod provided surface spawn points. As requested. The spawn points are listed in the spoiler tags below. Total dungeon spawn points are 192. There is one special surface spawn point that cannot be touched.
1.051 - Added a logo graphic to MCM menu. That is all. Not really worth the upgrade unless you are upgrading from 1.04 or lower.
1.1 - Corrected issue caused by triggering a skull and then moving into a new area, taking the still running script with you. The script takes its time generating toons for stability purposes, and you the player are moving into a new location before it is done. It continues running at the new location. Additional checks to catch that scenarion have been added.
1.2: - Added a user requested slider to allow player to set different spawn ammounts for dungeon versus surface locations.
1.5: - Fixed the leveller function!!! Use the mcm leveller sliders to custom level Genesis npcs.
1.5: - Added feature to randomly give toons 1 to 4 potions, mcm menu controlled.
MAKING YOUR OWN PATCH for Genesis:
Easier in creation kit EXCEPT that you first need to make both genesis and third party npc mod masters by using something like wry bash.
so you would:
load up wry bash
right click on genesis and select "esmify"
right click on sic and select "esmify"
exit
load up creation kit, and open both genesis and sic and the patch at the same time. make the patch active when you select it.
in the form list row, look for formlists starting with word genesis. Thre is one for draugrs, one for vampires, etc. Open them and remove any records like gians that you do not want. Add any new records you do want.
save your work.
exit creation kit
load up again wrybash
right click on genesis and select "espify"
right click on sic and slect "espify"
save and exit, you are done.
ALL BRILLIANT ARTWORK BY GHOSTAGENT
List of Locations with Genesis Effect (skulls placed)
EvilSkull1 Falkreath Watchtower
EvilSkull2 Orotheim Ext 1
EvilSkull3 Orotheim Ext 2
EvilSkull4 Robbers Gorge Ext 2
EvilSkull5 Red Eagle Redoubt 1
EvilSkull6 Hag Rock Redoubt Ext 1
EvilSkull7 Karthspire Redoubt Exterior 2
EvilSkull8 Four Skull Lookout Exterior 1
EvilSkull9 Stony Creek Cave Exterior 1
EvilSkull10 Military Camp Rift Sons
EvilSkull11 Nilheim Exterior 1
EvilSkull12 Nilheim Exterior 2
EvilSkull13 Wilderness Nilheim ruins
EvilSkull14 Rift Watchtower Ext 1
EvilSkull15 Valtherim Keep Ext 3
EvilSkull16 Bthalft Exterior 01
EvilSkull17 South Fringe Sanctum Ext 1
EvilSkull18 Uttering Hills Cave Exterior 1
EvilSkull19 Snowpoint Beacon Exterior 1
EvilSkull20 Frostmere Crypt Ext 1
EvilSkull21 Silent Moon Camp Exterior
++++++++++++++++++++++++++++++++++++++++++++++++++++
Note that if you enjoy pain there is a MUCH bigger brother of this mod that includes the Genesis feature : http://www.nexusmods.com/skyrim/mods/12452/?
We also host a ad-free website at: http://sotrealms.enjin.com/home
footnote: Hey guys, I hope you are enjoying our latest standalone release. I wanted to let you know that we also just recently launched a new site which features a collection of mods that we feel our user-base would really like. If you are interested, here is the link ( http://sotrealms.enjin.com/acclaimedmods ). We hope you enjoy, and furthermore, hope you find a new permanent addition to your game. Have fun!
Please visit our EPIC YouTube Channel at: https://www.youtube.com/watch?v=KSvyy-Y2CxI
None of our goals can happen without you. SOT mods would not have happened without our fans, we humbly ask for your support in YouTube. Typical initial videos will showcase SOT mods as I attempt to finally finish Bleak Falls Barrow. But other videos will be published such as tutorials and reviews.
Latest Video : episode 8
1.8;- new alternate version posted with altered formlists . The formlists are used for spawning Npcs. I removed all bosses from,lists as well as very high level Npcs. This will result. In a more leveled experience. The original version is still,available under optionals. The changes WILL NOT TAKE EFFECT WITHOUT A CLEAN SAVE OR A NEW GAME!
1.6 - To install 1.6, first install 1.5. Then overwrite with 1.6, which requires Dragonborn DLC.
a) Corrected logic bug where no dwarven creatures where spawned due to dungeon keyword taking over. Thanks to Hallodria for reporting it. Hallodria is an official beta tester of Genesis. Unknown to Hallodria of course. ;-)
I am looking for mods to enhance dungeons and loot that are compatible with requiem, however it is quite hard to find. Do you have any recommendations?
its funny though not gonna lie...
now I will turn it off when I start XD like u said.... it was funny as heck though seeing that B**** imperial woman get beheaded by a bandit.
100% recommend (but turn it off at helgen or just let it play out LOL)
yeah the mod spawns some enemy in there and then idk why but tolfdir goes to combat state and just stands there and does nothing
and i have to kill them all which is immersion breaking -_-
Maybe a load order problem or some compatibility issue with some of those mods, but anyway the idea is good, sadly it doesn't work for me... anyone has some sort of solution? Anyway, good that the developers teached in the comments how to clean the scripts xD
trying to get the subscriptions to1,000 for my church so we can live stream the service . It’s a Baptist Christian church. We are small . So far 172 subs. Any help with subs appreciated .
https://youtube.com/channel/UCP6wYCZuYe9rjZyKjtubd3w
plan B: invoke console,with tilde key, (usually the key directly below esc) and type witout quotes: "setstage SKI_ConfigManagerInstance 1" and hit enter.
plan c: make sure you installed mod correctly.
hope can you help me idk what to do.
pd: i tried with diferent new saves each time, and no changes
do you want to check out the logs or something?
anyways nicemods i enjoy all the SOT mods and love the website.