Note: upgrading WILL require a so called clean save procedure. Then use resaver tool to remove orphaned scripts.
3.4 - Changed main version to not modify factions. That was a mistake that mainly benefit ted my play style. Improved check to detect existing enemies, for players who want to increase spawns even if enemies present Added second check for existing skull to avoid double populating a dungeon.
3.3 - added a check so if player has not left jail in LAL or Helgen then the mod will pause.
3.2 - message fixes
3.1 : - fixes test messages -adds two new potions, Ambrosia and Bane of Death -adds bandits and draugr to unfriendlies check
3.0: -used suggested scripting code by jebbalon to virtually eliminate dead ai or slow reactiob ai issues. Thank you Jebbalon -added a distance check as well and mod now forbids spawns less than 512 units away. -re-attached MCM Menu
2.65 - removed some faction tweaks so enemies do not become friendly once player joins thieves guild or dark brotherhood. This may require a new game or clean save.
2.6 -Added faction tweaks so spawned toons will not slaughter existing toons or vice versa. May have to add some more. Each denizen type has its own faction. -fixed condition that was allowing double spawning. Hopefully. Timing is involved and skyrim is a pain with that. Will be better than before in any case.
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2.0 - initial release
2.5 - 1. Added book menu option to allow player to dictate the minimum distance to the player that a spawn can be placed. Default is 800. Range is 1 to 20,000 . But Bleakfalls is 11,000. The bigger you make this the less change that something will spawn. 2. SKSE added to mod. I did add a check for players without it to still be able to use mod but it is untested without it. Try and report. The new features will not work without skse. a) new feature: mod now examines the name of the npcs in the dungeon, and will from that select from an expanded group of form lists the most appropriate spawns to place. Vampires with vampires, etc. Will greatly reduce or eliminate actors fighting each other or inappropriate types being created. System is far better than in 2.0 , but not foolproof.
Note: no spawns at all usually means appropriate spawning locations were not found.
Every time Genesis spawns enemies, A courier delivers a note from myself offering myself a bounty for killing the enemies. If I use this mod for very long, my misc objectives will be full of these unresolvable “quests”
Is there a way to mark an area/zone to make it so this mod doesn't not spawn enemies? I am using another mod that's not supposed to have enemies in it but this mod is spawning them in. I would like to use this mod but if it's spawning enemies where it's not supposed to, that would be a bit much for me.
eeeh, I don't think the guy was blaming the mod for anything tony, he was pointing out it was spawning NPCs in a mod-added location that isn't supposed to have any enemies in it. making it so we can mark locations as "don't spawn here" seems like a reasonable fix to ask for.
From now on I promise you a pm for any new mods! Glad to see you are alive and kicking! Keep tabs on sot ude, Jebbalon is doing fantastic work on it. There is also a leveled version of this mod.
Well I have you on tracking now so I'll know from now on. I'm actually converting from UDE to your two Genesis mods cause UDE seems to always want to misbehave and not work the way I want it to. Genesis ones seem simpler so hopefully I'll have better luck with them.
Hello again. I noticed that the book menu has one option call "Distant to spawn from player" which is not available on MCM menu. But if I press it, it bring me to option "Distance to scan" which has default value set at 800 (my Distance scan actually set at 20000, which is still correct at actual Distance Scan option). Is this setting actually works, or it hasn't been completed yet and I can ignore it?
Hello. I have couple of question about mod's setting: - The distance scan range is max or min distance? Default is 11000, does that mean Genesis won't spawn enemy beyond that range, or it means it only spawns after 11000 distance unit? - Max spawn means the whole dungeon will only have that amount of new spawned enemies, or certain part/room of the dungeon will have maximum number of new spawned enemies? Btw, thanks for the good mod
- The distance scan range is max or min distance? Default is 11000, does that mean Genesis won't spawn enemy beyond that range, or it means it only spawns after 11000 distance unit? -------------Max distance. Will not spawn beyond that range. - Max spawn means the whole dungeon will only have that amount of new spawned enemies, or certain part/room of the dungeon will have maximum number of new spawned enemies? ----- first one, whole dungeon will only have that amount of new spawned enemies, Btw, thanks for the good mod
Is Genesis compatible with mods that add enemies such as OBIS, SIC and HLE? and if were to use the scaled version of HLE(all enemies scale with player level) would it also affect the enemies added by Genesis?
does this spawn creatures and npcs from other mobs as well or is there a patch ill need to install for it. for example monster mod or any of mihail monsters mods?
https://sotrealms.enjin.com/installationsubcompatibility - Sounds of Skyrim listed here as incompatible and the fact genesis have a patch for dangeons part of SoS but not for complete version bugs me. Thanks anyway.
The page is outdated. The issue no longer exists. I will have page removed. Most of thatnpage is no longer relevant. At most you need a sse merged patch or a smashed bashed file to carry over cell changes.
To play with 'The WatchTowers Reborn fueled by Genesis', do I load this mod after WatchTowers and allow this mod to overwrite it? Edit: ShouldaKnown. Install Genesis after Watchtowers. Let Genesis plugin and scripts overwrite Watchtowers. Load Watchtowers plugin after Genesis plugin.
146 comments
And mod defaults to NOT spawning enemies if enemies already present.
Change in genesis book.
Note: upgrading WILL require a so called clean save procedure. Then use resaver tool to remove orphaned scripts.
3.4 - Changed main version to not modify factions. That was a mistake that mainly benefit ted my play style.
Improved check to detect existing enemies, for players who want to increase spawns even if enemies present
Added second check for existing skull to avoid double populating a dungeon.
3.3 - added a check so if player has not left jail in LAL or Helgen then the mod will pause.
3.2
- message fixes
3.1 :
- fixes test messages
-adds two new potions, Ambrosia and Bane of Death
-adds bandits and draugr to unfriendlies check
3.0:
-used suggested scripting code by jebbalon to virtually eliminate dead ai or slow reactiob ai issues. Thank you Jebbalon
-added a distance check as well and mod now forbids spawns less than 512 units away.
-re-attached MCM Menu
2.65 - removed some faction tweaks so enemies do not become friendly once player joins thieves guild or dark brotherhood. This may require a new game or clean save.
2.6
-Added faction tweaks so spawned toons will not slaughter existing toons or vice versa. May have to add some more. Each denizen type has its own faction.
-fixed condition that was allowing double spawning. Hopefully. Timing is involved and skyrim is a pain with that. Will be better than before in any case.
2.0 - initial release
2.5 -
1. Added book menu option to allow player to dictate the minimum distance to the player that a spawn can be placed. Default is 800. Range is 1 to 20,000 . But Bleakfalls is 11,000. The bigger you make this the less change that something will spawn.
2. SKSE added to mod. I did add a check for players without it to still be able to use mod but it is untested without it. Try and report. The new features will not work without skse.
a) new feature: mod now examines the name of the npcs in the dungeon, and will from that select from an expanded group of form lists the most appropriate spawns to place. Vampires with vampires, etc. Will greatly reduce or eliminate actors fighting each other or inappropriate types being created. System is far better than in 2.0 , but not foolproof.
Note: no spawns at all usually means appropriate spawning locations were not found.
Is there a way to mark an area/zone to make it so this mod doesn't not spawn enemies? I am using another mod that's not supposed to have enemies in it but this mod is spawning them in. I would like to use this mod but if it's spawning enemies where it's not supposed to, that would be a bit much for me.
I want rain. But not on this patch to the left. Damn, why can’t it rain exactly where I want and no place else?
But seriously, ude on sse side has hundreds of fixes and lots more contents.
- The distance scan range is max or min distance? Default is 11000, does that mean Genesis won't spawn enemy beyond that range, or it means it only spawns after 11000 distance unit?
- Max spawn means the whole dungeon will only have that amount of new spawned enemies, or certain part/room of the dungeon will have maximum number of new spawned enemies?
Btw, thanks for the good mod
-------------Max distance. Will not spawn beyond that range.
- Max spawn means the whole dungeon will only have that amount of new spawned enemies, or certain part/room of the dungeon will have maximum number of new spawned enemies? ----- first one, whole dungeon will only have that amount of new spawned enemies,
Btw, thanks for the good mod
This mod will not spawn sic creatures.
Hle will not scale toons from this mod.
Edit: ShouldaKnown. Install Genesis after Watchtowers. Let Genesis plugin and scripts overwrite Watchtowers. Load Watchtowers plugin after Genesis plugin.