So this lvled patch will add Immersive Creatures but like the vanillia game right, not the super powered versions from Skyrim Immersive Creatures mod right?
Love the new monsters from that mod, but was never a fan for the way they were "balanced". I know this can add monsters at random in dungeons from SIC, but could you further explain the surface spawns? Like does it kind of replace SIC's random spawns, or are they just basically like treasure chest guardians?
Tony Wich is the correct load order of .esp? I have skyrim immersive creatures, first I install the génesis mod, then this patch (i want it leveled jejeje). But if i have climates of tamriel, COT Weather patch, doenst matter right? both cot dont need a indiviaul patch ?
for the other hand.. this patch have to be loaded after the original mods am I correct?
a question: I use tes5edit merged patch before use a bash patch (this one cares of leveled list) I can keep active génesis and this patch?
Easier in creation kit EXCEPT that you first need to make both genesis and sic fake mansters 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. 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.
Subscriber 100 gets my everlasting thanks and a shoutout in a video! Will also make a character in SOT based on you.
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 (I promise they will steadily get more epic, or at least funnier)
The 'toon's thing is so weird! Like a codeword for something! Can't you type computer character or CG npc?
I mean, a 3D Sonic the Hedgehog and a 500mb 4K Gears of War NPC are completely different things! I feel like I'm trying to tell my Grandpa the difference between Reboot and the Final Fantasy film. Ok, that's digressing. Thanks for the patch!
I think something wrong with vampire spawn. It spawn a lot of Hybrids from immersive creature(around 5-6) and multiply when they transform. It not happen with another monster. It would be helpful if you look into this issue. Thank you.
all: New Under the Hood mod review of Crash Fixes ny meh321. I have put together a video that may help users install the mod and get a grasp of where it stands in the evolution of Skyrim memory fixes. In my opinion, 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 required for mod to work. Can be downloaded at: http://www.nexusmods.com/skyrim/mods/75795/?
Disclaimer: results can and will vary, as with any mod. Most users are benefitting from this, but test carefully before committing your game with mod installed.
Here is a favorable 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. "
Deals mainly with typing loose ends and getting ready for the Greybeards. First dragon killed. And last 30 minutes us a face cam. This feature will be vastly improved next episode.
Any plans to make a "purist" SIC patch that is levelled or could you at least point me in the right direction on how I could go about creating one myself?
113 comments
Details:
1) main script retooled to provide levelled spawns. The levels are normally 10, 20, 30, 40, 50 , and 60.
Was actually a LOT more work than I figured. Lets see how many will use this.
Love the new monsters from that mod, but was never a fan for the way they were "balanced". I know this can add monsters at random in dungeons from SIC, but could you further explain the surface spawns? Like does it kind of replace SIC's random spawns, or are they just basically like treasure chest guardians?
I have skyrim immersive creatures, first I install the génesis mod, then this patch (i want it leveled jejeje). But if i have climates of tamriel, COT Weather patch, doenst matter right? both cot dont need a indiviaul patch
for the other hand.. this patch have to be loaded after the original mods am I correct?
a question: I use tes5edit merged patch before use a bash patch (this one cares of leveled list)
I can keep active génesis and this patch?
This patch goes after Genesis and sic. Your other mods make sure u go over the merged patch and see how conflicts were resolved.
For Monster Mod v13 and Skyrim Immersive Creatures 6.52 alpha
Pleae thank him for his work, and for sharing with us.
But I know MMv4 is popular, too, so I plan to make 2 more patches.
Monster Mod v4 Regular with SIC 6.52a
Monster Mod v4 Lore with SIC 6.52a
***********************************************************************************************************************
MAKING YOUR OWN PATCH from this one:
Easier in creation kit EXCEPT that you first need to make both genesis and sic fake mansters 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.
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.
Please visit our EPIC (to be) YouTube Channel at: https://www.youtube.com/watch?v=KSvyy-Y2CxI
Subscriber 100 gets my everlasting thanks and a shoutout in a video! Will also make a character in SOT based on you.
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 (I promise they will steadily get more epic, or at least funnier)
I mean, a 3D Sonic the Hedgehog and a 500mb 4K Gears of War NPC are completely different things! I feel like I'm trying to tell my Grandpa the difference between Reboot and the Final Fantasy film. Ok, that's digressing. Thanks for the patch!
http://www.nexusmods.com/skyrim/mods/83475/?
The mod can be downloaded at:
http://www.nexusmods.com/skyrim/mods/72725/?
And the preloader is also required for mod to work. Can be downloaded at: http://www.nexusmods.com/skyrim/mods/75795/?
Disclaimer: results can and will vary, as with any mod. Most users are benefitting from this, but test carefully before committing your game with mod installed.
Here is a favorable 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. "
http://www.nexusmods.com/skyrim/mods/72594/?
Version 1.3 just released, excellent addon to populated series and SOT mods!
Please try it out and if you like endorse! Refuse and answer to pinhead!
Episode 10
Deals mainly with typing loose ends and getting ready for the Greybeards. First dragon killed. And last 30 minutes us a face cam. This feature will be vastly improved next episode.