2.95 - added code to : 1) strip werewolves of all factions and add them to weplayerenemy faction. 2) tweak several stats as enemies are spawned to help guarantee a fight and not just delayed hostility or greetings.
example of code added:
dude.AddtoFaction(WePlayerEnemy) dude.SetActorValue("Aggression", 1.0); ensure is aggressive dude.SetActorValue("Confidence", 3.0); brave dude.SetActorValue("Energy", 99.0); super energetic dude.SetActorValue("Mood", 1.0); angry dude.SetActorValue("Morality", 1.0); violence against enemies dude.EnableAI(True) dude.evaluatepackage()
2.9 - Player in the daytime hours can be spotted by dawnguard or silverhands if he is a vampire or werewolf. If spotted they will attack player. - corrected faction issues in 2.8 that caused npcs to be friendly and not attack. New save required!!!!!!
2.8 -Added faction adjustments like I did in Obis to stop bad guys from murdering each other and instead gang up on you. This is a big deal for many players. -Added new ingredient: Companion Flower, of which you get 10, and should give to any followers who do not have the follower keyword. To be safe give one to all your followers. Failure to do so will result in no spawns from this mod ever, as it will think quest friendlies are near. -Lowered distance mod looks for friendlies from 3000 units to 1800. was just too far reaching.
2.7 Added check for nearby friendlies, and if found the spawner will pause to protect non hostile npcs and hopefully quests.
2.6 1) fixed broken atronach spawns 2) fixed some menu glitches , nothing that would cause locked menus though. 3) tested, working great. set the minimum distance to like 1500.
2.5: 1) added check for Helgen starting quest to allow LAL to be used 2) added the ability for player to set a minimum spawning distance, and added it to the menu book. clean save required or a new game.
Note: set the minimum distance to be LESS than the maximum distance. This is common sense but I am mentioning it because I have no code in place to prevent you from making minimum value bigger than maximum.
2.0 is current tested build. 2.5 in updates section needs testing.
Those who can: please test 2.5 in updates section- 2.5 change log 1) check for Helgen starting quest to allow LAL to be used 2) added the ability for player to set a minimum spawning distance, and added it to the menu book. clean save required or a new game if this mod already installed.
New in 2.0: Added toggle for daytime encounters to add more enemy types:
Loot! Like the dungeon Genesis, the Surface Genesis can generate loot in the bandits it creates. New option in book menu toggles feature and sets its odds.
Type of loot lists include:
JewelryLootMisc
NecklaceMagicLootArmo
NecklaceLootArmo
PeltLootMisc
IngredientLootIngredient
SouldGemLoot
PotionLoot
ScrollLoot
Note: spell tomes are not added to maintain balance. And once a loot type is picked for an encounter all Npcs in that fight get the same type of loot. Simulates theft of a partícular merchant or store.
This mod is a simple gift to those who like SOT full but can't use it. Using this with dungeon genesis should keep your adventures interesting. If you enjoy it and or appreciate it please consider endorsing. I am primarily modding for Skyrim Se, this is extra work, so the endorsements help me decide if it is worth the extra effort. Peace.
FAQ: But I have Genesis already, why do I need this??? The other Genesis mods only spawn npcs INSIDE dungeons, this is the first one to spawn them on the surface. The other Genesis mods have a surface option but it is limited to the area immediately attached to the dungeon entrances. And only because the game engine considers those areas dungeon cells.
Been using Genesis and this mod for a while now. On my last 2 playthrus I've gotten curious as to what "Companion Flowers" were. At first , took a while to figure out what mod they belonged to. Now I know but don't understand what "followers who do not have the follower keyword" means. I use AFT so I have lots more than 10 followers. Do AFT followers have that keyword? Mod seems to work so they probably do, but that's just a guess. I never worried about this before but I would like to understand what these flowers are for. I ignored companion flowers for a long time but got curious lately. Actually, when I found this mod I was using the other one and didn't read as thoroughly 'cause the first one was so good I just trusted the Makers of the mod and didn't read much after deciding it complemented Genesis. So now I worry but before I was ignorant . But as far as I can tell the mod has always worked. I definitely get random attacks outdoors.
Genesis and Surface Spawns are permanent in my L.O.
Greetings. If you are getting encounters, then your companions have the keyword. The flowers when found in the inventory of an Npc exempt them from the Safe To Spawn Check. The genesis moDs won’t spawn if friendlies are nearby, to protect quests and the npcs. You were on the right track.
I'm an XBOX user and just posted on the Bethesda forum about the Thieves Guild Bug. After coming here I see you posted about fixing the Thieves Guild Faction Issue. Can you update the XBOX Mod please? I have 40 hours into my character and just joined the Thieves Guild I don't want to start over, I have been using this mod since low levels and disabling it doesn't fix the issue. This is what I posted on XBOX Bethesda forum: I discovered a serious bug through many hours of extensive testing. If you join the Thieves Guild with this mod wolves and wizard/necromancers won't attack you. Further testing would need to be done to determine if any other enemy types are affected. I think it has something to do with factions because using the Cheat Room Mod spell cheat spell I removed all factions from the wolves and wizards and they became hostile again. However this doesn't solve the problem because the spell needs to be used on each individual wolf/wizard. I play on XBOX and am not a modder but I hope this helps you fix the bug.
Day and night. There is nothing random in populated series. It’s all preplaced. Genesis mods and sot are randomly placed never the same twice encounters. Spawn place always different. And almost always hostile, not regular Npcs.
Awesome mod tops. Got a question I just updated from 2.0 and the only point to open the mod is by book in game, what happened to the MCM menu? Can I use the old MCM menu form 2.0 with this?
148 comments
https://www.patreon.com/SandsofTime
2.95 - added code to :
1) strip werewolves of all factions and add them to weplayerenemy faction.
2) tweak several stats as enemies are spawned to help guarantee a fight and not just delayed hostility or greetings.
example of code added:
dude.AddtoFaction(WePlayerEnemy)
dude.SetActorValue("Aggression", 1.0); ensure is aggressive
dude.SetActorValue("Confidence", 3.0); brave
dude.SetActorValue("Energy", 99.0); super energetic
dude.SetActorValue("Mood", 1.0); angry
dude.SetActorValue("Morality", 1.0); violence against enemies
dude.EnableAI(True)
dude.evaluatepackage()
2.9
- Player in the daytime hours can be spotted by dawnguard or silverhands if he is a vampire or werewolf. If spotted they will attack player.
- corrected faction issues in 2.8 that caused npcs to be friendly and not attack. New save required!!!!!!
2.8
-Added faction adjustments like I did in Obis to stop bad guys from murdering each other and instead gang up on you. This is a big deal for many players.
-Added new ingredient: Companion Flower, of which you get 10, and should give to any followers who do not have the follower keyword. To be safe give one to all your followers. Failure to do so will result in no spawns from this mod ever, as it will think quest friendlies are near.
-Lowered distance mod looks for friendlies from 3000 units to 1800. was just too far reaching.
2.7
Added check for nearby friendlies, and if found the spawner will pause to protect non hostile npcs and hopefully quests.
2.6
1) fixed broken atronach spawns
2) fixed some menu glitches , nothing that would cause locked menus though.
3) tested, working great. set the minimum distance to like 1500.
2.5:
1) added check for Helgen starting quest to allow LAL to be used
2) added the ability for player to set a minimum spawning distance, and added it to the menu book. clean save required or a new game.
Note: set the minimum distance to be LESS than the maximum distance. This is common sense but I am mentioning it because I have no code in place to prevent you from making minimum value bigger than maximum.
2.0 is current tested build. 2.5 in updates section needs testing.
Those who can: please test 2.5 in updates section-
2.5 change log
1) check for Helgen starting quest to allow LAL to be used
2) added the ability for player to set a minimum spawning distance, and added it to the menu book. clean save required or a new game if this mod already installed.
New in 2.0: Added toggle for daytime encounters to add more enemy types:
-Wisp
-Troll
-Hargraven
-Atronach
-Forsworn
-Wolves
New in 1.5:
Loot! Like the dungeon Genesis, the Surface Genesis can generate loot in the bandits it creates. New option in book menu toggles feature and sets its odds.
Type of loot lists include:
JewelryLootMisc
NecklaceMagicLootArmo
NecklaceLootArmo
PeltLootMisc
IngredientLootIngredient
SouldGemLoot
PotionLoot
ScrollLoot
Note: spell tomes are not added to maintain balance. And once a loot type is picked for an encounter all Npcs in that fight get the same type of loot. Simulates theft of a partícular merchant or store.
The other Genesis mods only spawn npcs INSIDE dungeons, this is the first one to spawn them on the surface. The other Genesis mods have a surface option but it is limited to the area immediately attached to the dungeon entrances. And only because the game engine considers those areas dungeon cells.
At first , took a while to figure out what mod they belonged to. Now I know but don't understand what "followers who do not have the follower keyword" means.
I use AFT so I have lots more than 10 followers. Do AFT followers have that keyword?
Mod seems to work so they probably do, but that's just a guess.
I never worried about this before but I would like to understand what these flowers are for. I ignored companion flowers for a long time but got curious lately.
Actually, when I found this mod I was using the other one and didn't read as thoroughly 'cause the first one was so good I just trusted the Makers of the mod and didn't read much after deciding it complemented Genesis. So now I worry but before I was ignorant . But as far as I can tell the mod has always worked. I definitely get random attacks outdoors.
Genesis and Surface Spawns are permanent in my L.O.
Ok, so what if i use mods that got rid of trees, other random plants and small rocks? does it still works?
This is what I posted on XBOX Bethesda forum: I discovered a serious bug through many hours of extensive testing. If you join the Thieves Guild with this mod wolves and wizard/necromancers won't attack you. Further testing would need to be done to determine if any other enemy types are affected. I think it has something to do with factions because using the Cheat Room Mod spell cheat spell I removed all factions from the wolves and wizards and they became hostile again. However this doesn't solve the problem because the spell needs to be used on each individual wolf/wizard. I play on XBOX and am not a modder but I hope this helps you fix the bug.
https://www.nexusmods.com/skyrim/mods/91787/?
https://www.nexusmods.com/skyrim/mods/73315
The description said, it contain "Populated Lands Roads Paths Legendary.esp"
I want to know what is different between that and "Genesis Surface Spawns - Encounters by SOT Team"
Also, is there option to change difficult level ?
What does diag no/yes option?