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SOT TEAM special thanks to Lobo3222 and Exarielle

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tonycubed2

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  1. tonycubed2
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    Installation:

    1) Backup your save game -- The only REAL way to uninstall a mod--any mod--is to revert to a previous save before the mod was loaded

    2) It is essential to ensure your game is optimized before adding in ANY sort of mod that adds encounters (especially random/dynamic ones)

    3) Download and install using your favorite mod manager. Mod Organizer will often have an issue because the name of this mod is so long and
    windows limit of 255 characters. You will have to shorten the name / path it uses.

    4) Activate the ESM and ESP file and play!





    Uninstall:

    Did you create a backup of your save game before installing SoT? No? Please stop and do so. Again, the only real way to
    properly "remove" a mod is to load from a save that was made before the mod was installed. However, we have provided you with some instructions
    on our site on how to remove the mod from a game with as minimal impact as possible.
    https://www.patreon.com/SandsofTime
  2. tonycubed2
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    ***************************************************************
    *********** Change Log ************************************
    ***************************************************************

    fix for harvester mesh can be found in updates.  Courtesy of caretaker Exarielle.

    Spoiler:  
    Show


    35.4 - removed assets by opusglas as requested

    35.21 - fixed esp, had copied wrong one.

    v35.2 - 1) Went over the couple hundred mephala assassins. cleaned up loot drops,. fixed a couple factions, removed a light source that got added as inventory. Added a new leveled list to most mephala assassin loot drops, consisting of 33 percent change of a drop, and if rolled, will then select from 5 possible rare potions . Medusa's Anti Paralysis potion is among them. Chance of Medusas Potion is 12.5 percent per assassin.
    2) copied over new face gen data that was missing
    v35.1 - placed a copy of Ring of Danger in Anises cabin. Along with an ambush.
    - removed mesh file causing blue arrow effect
    - assigned blue staff a different effect to replace blue one.


    -

    V35 -
    1) Extends the level 50 super hard encounters to dungeons.
    2) Added 1 more encounter type just for dungeons, the demented maidens.
    3) fixes to meshes by SirJesto


    V32
    Features all new Evil Toons that will give the Dovahkiin pause once he reaches level 50 ( can be user set in MCM menu from 0 to 100).

    This release adds the new Hard Encounters to outside encounters now. Later, I will add them to dungeon encounters.



    31.1 all who downloaded this latest bsa version of sot:
    go to console command mode with tilde ( ~ ), and type
    set Unleashlevel to 50
    then save game.

    i forgot to set that.

    Edit post

    31.0 - both bsa and loose files provided.
    1) overhauled most custom draugr records to remove ebony weapons
    2) leveled most custom draugrs to player, 1 to 1 ratio for the most part.
    3) made custom faction for Asyrin and Feral Axes to keep them from fighting each other.
    4) added interesting treasure to most custom draugr, specially juicy loot for high end draugr bosses.


    30.4 -

    1) Fixed script that spawns the creepy brides, it was spawning one bride and then two bloody draugrs due to copy pasting script section and not updating all spawn objects in section.
    2) Increased draugr spawns will not run before player level 6. In mcm menu its called Bolstered Spawns. Balance tweak.
    3) If player is below level 6, then the mod will use a low level list for Draugr and Skeleton spawns. This is for balance.

    30.3 - New version soon:

    1) chameleon assassins will have their stats boosted after player passes level 20. Will be between 2x to 6x stats of player. One to two potions will be added.
    2) made death knights immune to paralysis and resistant to magic,
    3) Merged in : Rotten Maidens - Mihail Monsters and Animals (mihail immersive add-ons- undead- witcher)
    4) Rotten Maidens added to dungeon encounters and dungeon waiting encounters
    5) Placed a copy of the Ring of Danger on the chicken egg nest in Riverwood, close to the cow pen.


    The maidens will be placed in various places before releasing the new udpate.

    30.2 - maintenance release - new game or clean save required to see changes!!

    a) fixed mcm menu, including unique npc tab where Asyriun toggles and sliders where not working.
    b) fixed check at start of mod that complained about skse not being present when it was. Player now will get the sand man ring (ring of dangers) even if mcm is working.
    c) adjusted the feral axes used by Asyrin. Will now renew friendship with player on every hit.
    d) removed dead message in activation that said Fast Travel encounters were ready. That is now a different mod.


    30.1

    1) added support for mcm menu. Will require skse64 alpha and skyui 5.1 user ported to use mcm feature. If not just install mod and use books provided by Sand Man which you can summon with Ring of Danger. yeah.
    2) Added Pirate Queen Ishivina as requested by Patreon supporter Andrew in north of Skyrim, not far from shipwrecked ship. Unique treasure awaits.

  3. AnimeBobs
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    beware, this mod ruined one of my playthroughs. there is a fair bit of warning that states this is the case and it is totally on me for installing it quickly for a playthrough but god am i upset, im sure this works for what it is, like adding supremely difficult encounters but holy s#*! this is like insanely difficult. the Gravelord Sentry in particular. it regens its health too quickly, idk how anyone can kill this thing. 
    1. tonycubed2
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      I wish -layers all were using se or are. Mod development continued there.  There is however an mcm option to level spawns lower or higher than you. With an optional range picker that randomly picks a level based on what you set as max high and max low.
  4. FishBiter
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    Hey Tony, buddy guy,

    So the mod likes to spawn enemies in a mod added location where they should not be. It's my lair that I teleport to get to, so there's no way some skeleton is gonna wander their little tootsies in there. They like to skidangle up and hit me on my butt while I'm trying to do alchemy and things. Very naughty.

    What sort of keyword or whatever do I have to add to the location so SOT2 will recognize that this is an area it should objectively not be spawning enemies in? Does the mod have some sort of built in feature I can use? I have an NPC in there who I can add keywords and stuff too, if that will work.

    Funny thing is SOT1 never did this xD

    Thx in advance for helpy.
    1. tonycubed2
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      Let’s start with the easiest way. Add location keyword Inn and Player Home. Add to the Npcs keyword merchant. Let me know. If all fails I will setup oldrim in one of my shadow PCs.
    2. FishBiter
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      All right, I added Inn to the location. It already had Player Home. Not seeing a Merchant keyword anywhere, and vanilla merchants (such as Belathor) don't have such a keyword on them. Did you mean the JobMerchant faction? Went ahead and slapped that on the npc instead.
    3. tonycubed2
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      Job merchant faction, correct. Was reciting from memory. Which has never been great.
    4. FishBiter
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      All right, still happening, and I noticed whatever it is is happening outside of the lair as well. What's weird is what's being spawned. It spawns one mob, either a skeleton, corrupted shade, or skeleton mage. It'll even spawn them while I'm fighting more normal groups that the mod also spawned. Really weird.

      Also, there's a thing called a Gravelord Sentry that is missing its mesh. Its a big red exclamation mark thingy.
    5. FishBiter
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      Okay so yeah it just happens wherever, randomly spawning a single undead near me. For some reason after I put a bunch of succubusses in my lair it stopped spawning the undead in there so... that's fixed I guess. No clue why it's happening, but I've just decided that I'm cursed to never get any of your mods working normally. As for in game, I just decided that the undead spawning is all the souls my character has consumed trying to escape or something. I dunno I'm not a witch doctor.
    6. Hoovenhouse
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      I also have this problem with undead spawning-was a fix ever found?
  5. Hoovenhouse
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    Does anyone know how to remove the constant undead spawns-usually shades/skeletons? They spawn every 1-3mins on top of my character. I've scoured the MCM and have found no way to turn it off. Any help appreciated.
  6. FishBiter
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    Good job Exarielle.
    1. tonycubed2
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      Grateful for Exarielles help. I see new fixes were added to the hot fix filE, awesomE!

      will need to add them now to the upcoming series 3 release.  I had just finished  zipping it up too. 

      series  3 will be Equal to,the latest se version.  Tons of fixes, enhancements , And new features.  
  7. Exarielle
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    A mod with stronger enemies, flavored with horror and fear of the unknown? How did I not discover this mod sooner?! :D

    I checked out the mod site, and had to (of course) read the Anthology of Horror with the sound on and the lights off. Some very interesting concepts!

    Now to play and get into troub-- erm, I mean... party! :D
    1. tonycubed2
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      Hope you enjoy it! The sweat and blood poured by us to develop mod is insane.
    2. Exarielle
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      Now that I've been playing with this mod for a good few weeks, I can honestly say that it is a work of art! <3 I love the variety of enemies and never knowing exactly what to expect when something spawns in. From getting swarmed by plague rats to running for my life from Bane the werewolf hunter, I can feel the love (and insanity) poured into this mod! I've only encountered one little bug so far (submitted report a few minutes ago, as of this time of writing) but other than that, this mod runs like a dream! It's got a solid, permanent spot in my load order for sure! :D

      Thanks to you and the SoT team for all the hard work! You guys rule! <3
    3. tonycubed2
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      Greetings. Thank,you for,detailed post. Feedback is rare and appreciated.  

      the bug is due to backportimg the mod from sse.  Some of the textures are not compatible. I tried to fix them as much as possible. The fix is to find the oldrim version of the mihail mod for tnat creature and replacing the textures with it.  I don’t have time to do it, and I lost my oldrim care taker. 

      will also,need to backport the latest sot version from the se side, it’s greatly improved with a better mcm menu. Plus the Search for Jebbalon dlc 1 as well. 
    4. Exarielle
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      Thank you for your reply! It took me a few tries, but I think I managed to fix the Harvester's .nif so it shows up properly in-game. If you like, feel free to shoot me a message and I can send you the fixed file. :D If I come across any other monsters with this issue, I can try to fix them too.

      And thank you once again for such a fantastic mod! It's so fun and interesting to play! <3
  8. damboTheFly
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    hello i have an issue with certain monsters apearing as a big red exclamation mark i assume missing textures any fix for that?
    1. tonycubed2
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      See my post on this near this,one 
  9. typomands
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    Can I Use both mod SOT 1 %2 at the same time?
    1. tonycubed2
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      no
  10. GhostAgent
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    Minor Website Update


    Last night, the website had a minor update go live.
    This is specifically for those that showed interest in donating to support it, and keep it online.

    As of this note, the site dies in less than two months. Last time the site went down, many people inquired about when it would be up again, and stated their interest in donating to support it. There is a now a new area, specifically detailing how you can help keep it online, all wrapped up in SoT atmosphere of course.

    The new page can be found here: https://sotrealms.enjin.com/donations

    Along with that, the Members Area can now be accessed from the new site, however it is a temporary solution as soon, the Members Area will become its own unique sub-site.

    Share your thoughts on what else you would like to see! We're laying the ground work for some updates, but I would like to know if you want further details about something specifically, or if you want more atmospheric stories--suggest anything, it will help determine which way the site goes, and what updates get priority. This is all done for you guys. :)

    We hope you enjoy!

    Regards,

    GhostAgent

    P.S. As of this writing, only 3 people stepped forward to become Patreons, where more showed interest last time.
    Please, check out the Patreon page, and see if that is something that interest you. (It is literally $1.00 per month.)
  11. GhostAgent
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    Dear SoT Community,

    It is with great pleasure that we are finally able to unveil the new version of the website!

    This new site has been completely re-built for your warped pleasure.It has an entirely new theme, along with new graphics and poems.
    The Bestiary has an entirely new layout (and we'll be working on adding new monsters in it in the near future.)

    Please also note, that the optimization section is currently a work in progress and is not ready yet.
    However, when it is done, it will focus solely on SSE--which is what you have been asking for.
    Until then, we've got some links to some sites that should help out.

    For those of you who prefer Legacy Skyrim, (or who just enjoy visiting the old site), we have left the old site in tact and even updated it as well!
    Based on some recent feedback, we tweaked some graphics to make things show up easier--such as the Features sub-navigation.
    Also, we rearranged some various details to make it reflect the legacys mod's current state.

    Furthermore, the Credits page is now its own Subpage! (It now features its own musical track.)
    You can access it right from the new Portal/Landing Page.

    As a final note: this was done as a "thank you" for those who have donated to keep the site going.
    As of now, the site will no longer be funded solely by the SoT Team. If you enjoy the work, and wish to keep it alive, we ask that you consider joining our Patreon support page. (It is literally just one dollar a month; only thirty people are needed to step up in order to keep the site going.)

    To visit the new site, please click here.

    Hopefully you enjoy!
    Please leave us some feedback, either here or on our Survey Site to let us know your thoughts.

    Regards,

    GhostAgent
    The SoT Team
  12. tonycubed2
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    Hi gang,

    As the Beatles would sing, I (can) get by with a little help from my friends. Watch the movie Yesterday, it is an awesome, drama/comedy/tribute to the fab 4. Awesome movie. Great for date night, super clean.

    Anyhows.

    The sot web site is $29 a month. I am hoping 29 users will help me pay for it, and thus set up / re-purposed a a patreon for that purpose: https://www.patreon.com/SandsofTime

    Patreon keeps a percentage, so more like $34.00 is needed.

    In return , I would keep the optimazation section up to date, and start a weekly skyrim blog on modding matters concerning Skyrim.

    Several have asked about site, which leads me to think there may by enough interest to make this work.

    Respectfully

    Tony