3.0 - From now on there will be only one version. This version will require Genesis Unleashed Unlevelled Or the newer more advanced Genesis Unleashed Levelled. There will be no more conflicting scripts.
2.0 a) initial release
2.1 a) minor lights added here and there. b) navmesh adjusted to fix minor issues c) added safe to tower 1. Added new trap to that safe not yet seen in the other towers.
2.2 a) there are 9 vanilla skyrim provided towers of the same type the mod uses as watchtowers. 8 of the 9 are moddable with Genesis, and have now been sotomized to allow more spawns at those towers. No clutter has been added. b) a new mcm option has been provided to disable the Genesis effect on just those 8 towers.
2.3
a) fixed issue with some players not seeing bandits spawns in towers (moose109 corrected it) b) mod now uses two esps instead of 3. Watchtowers and the Watchtowers patch are now combined into one. Genesis is the remaining one.
2.35 - updated the two esp full genesis version (the default download) as follows: 2.35 - updated the single esp version in the same way. you are welcome.
a) added a coc marker to all 27 towers and renamed them tower1 to tower27 . So now you can "coc tower1" and zoom right to it for testing or showcasing. b) add a new faction "piratefaction" c) added a new location "SOT Location" or something like that
B and C above are to get mod ready for the next phase, where it becomes radiant quest friendly and the game can use the towers for quests. Had to add piratefaction to allow the placing of 1 boss in each tower, mark it as piratefaction, then exempt it from detection when genesis looks to spawn its bandits. By being exempted it will allow the mcm menu toggle to function (toggle: allow spawns if enemies already present). This long winded explanation is probably of interest to no one. 8-0
I would actually pass on 2.35 if you have 2.3 and wait for 2.5 . 2.35 is really for testers, developers, or showcasers.
In the towers, does everyone else get a bandit trapped safe? Or has that been added by another mod? If it's part of this mod, how do I unlock / open them?
I have 'Genesis Unleashed Leveled' and would like to use this mod which has Genesis embedded in it. Besides the Genesis plugin, what scripts do I need to separate out to run this with the new Genesis? Edit: ShouldaKnown. Install Genesis after Watchtowers. Let Genesis plugin and scripts overwrite Watchtowers. Load Watchtowers plugin after Genesis plugin. Edit. Don't do this with the new versions of these mods.
From memory I believe they have navmesh conflicts, which usually means they both have stuff in the same area and NPCs from one mod or the other will get stuck in random places.
I'd like to report a conflict with "Bring Out Your Dead" (http://www.nexusmods.com/skyrim/mods/14178/). The Dawnstar Watchtower is right on top of Dawnstar's Hall of the Dead from that mod, blocking access to both. Not asking for a patch, merely letting people know.
367 comments
changelog:
3.0 - From now on there will be only one version. This version will require Genesis Unleashed Unlevelled Or the newer more advanced Genesis Unleashed Levelled. There will be no more conflicting scripts.
2.0
a) initial release
2.1
a) minor lights added here and there.
b) navmesh adjusted to fix minor issues
c) added safe to tower 1. Added new trap to that safe not yet seen in the other towers.
2.2
a) there are 9 vanilla skyrim provided towers of the same type the mod uses as watchtowers. 8 of the 9 are moddable with Genesis, and have now been sotomized to allow more spawns at those towers. No clutter has been added.
b) a new mcm option has been provided to disable the Genesis effect on just those 8 towers.
2.3
a) fixed issue with some players not seeing bandits spawns in towers (moose109 corrected it)
b) mod now uses two esps instead of 3. Watchtowers and the Watchtowers patch are now combined into one. Genesis is the remaining one.
2.35 - updated the two esp full genesis version (the default download) as follows:
2.35 - updated the single esp version in the same way. you are welcome.
a) added a coc marker to all 27 towers and renamed them tower1 to tower27 . So now you can "coc tower1" and zoom right to it for testing or showcasing.
b) add a new faction "piratefaction"
c) added a new location "SOT Location" or something like that
B and C above are to get mod ready for the next phase, where it becomes radiant quest friendly and the game can use the towers for quests. Had to add piratefaction to allow the placing of 1 boss in each tower, mark it as piratefaction, then exempt it from detection when genesis looks to spawn its bandits. By being exempted it will allow the mcm menu toggle to function (toggle: allow spawns if enemies already present). This long winded explanation is probably of interest to no one. 8-0
I would actually pass on 2.35 if you have 2.3 and wait for 2.5 . 2.35 is really for testers, developers, or showcasers.
If it's part of this mod, how do I unlock / open them?
Edit: ShouldaKnown. Install Genesis after Watchtowers. Let Genesis plugin and scripts overwrite Watchtowers. Load Watchtowers plugin after Genesis plugin.Edit. Don't do this with the new versions of these mods.
http://www.nexusmods.com/skyrim/mods/83475/?