Skyrim Special Edition
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SOT Team

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tonycubed2

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  1. tonycubed2
    tonycubed2
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    Please join me for Skyrim videos with all my mods at


    https://www.patreon.com/SandsofTime
  2. tonycubed2
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    Notes:

    Mod defaults to no new spawns if enemies already present. For a bigger challenge use book menu to toggle that to allow.

    Mod defaults to 10 new spawns. You can adjust in book.
  3. tonycubed2
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    Demo of mod - short video, worth the watch




  4. tonycubed2
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    Change Log:

    Note: upgrading WILL require a so called clean save procedure. Then use resaver tool to remove orphaned scripts.

    3.7 - Added code so that mod detects whether Live Another Life is installed. If it is, and player is in Abandoned Jail Cell, the mod will disable itself and alert player that the mods needs to be activated in mcm menu after exiting jail.
    -fixed bug where the dlcs were no longer masters of this mod. this resulted in various script values being blank(!). Not a good thing. I am sure it caused mod issues.
    -added missing global variable.
    -refreshed seq file.


    3.6 - Added a new slider to MCM menu so player can decide the minimum spawning distance of new npcs .
    Raised maximum number of spawns to 40

    3.5 - fixes Draugr being passive, not attacking. Clean save or new game required.

    Spoiler:  
    Show


    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



    2.0 - 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.

    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.

    2.65 - 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.


  5. MalavonofHouseTelvanni
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    Unlevelled genesis seem clearly superior to me (immersive and hardcore, finding deathlord draugr on level one is fun), it is strange to me that it is not updated when levelled genesis is.

    Could You update it to match the current levelled genesis?

    Also I have some problems with unlevelled genesis (levelled works all right) - I had some repeatable crashes with it enabled (plus dead npc cleaner) (when I have none in general, with low script latency, stable fps, conflicts checked by hand).

    I also have a question: how can I make genesis spawn only once and never more?

    That is the problem why I do not use SOT - I find random appearing mobs in a cleared dungeon somewhat unimmersive.
    1. deleted144715718
      deleted144715718
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      If you look at the Leveled Genesis there is a check box to have unleveled spawns as well. So you can have your cake and eat it too.
    2. tonycubed2
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      philosophically my mods would not be acceptable, i think , for you.

      the main focus of my mods is to make the player feel unsafe, to keep him tense, knowing that death could appear at almost any moment.  thus, i do not consider dungeons to be cleared.  i reason that nature abhors a vacuum and new hostiles can move in, visit, pass by, seek shelter, return from somewhere, were called by a runner, etc. 

      i spent my limited time on the leveled version because it is by far the most popular... if anything i would add an un-levelled option for that mod..
  6. Angolias
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    K...I have a list of almost 3000 mods and amazingly this mod works as intended, I was expecting bugs, thanks.
    1. tonycubed2
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      You is welcome
  7. Fireborn37
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    heya. im having a few issues with the mod. It would appear draugr spawns are being spawned with a low aggression value making them not attack unless interacted with, hit or have an ally that is also standing around doing nothing that gets hit. Current mods that could cause an incompatibility are immersive creatures and haugbui - a drauger overhaul. Any help would be appreaciated
  8. Zentennen
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    Does this mod just grab things from the leveled lists and fills dungeons with them according to a formula? I asked about using this with requiem previously and thought I'd give it a try now, with both this and surface spawns. If it fetches enemies from leveled lists then it should be fine, as long as changes to them (such as requiem adding a lot of perks) are taken into account but I don't know if the mod does anything more.
    1. tonycubed2
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      for the most part , yes, it spawns off vanilla lists.  Random levels.  I also have a version of this mod which is levelled, using levelled lists.

  9. jamesegbert
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    deleted
  10. Lindalou041
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    Great Mod WOW !!! 

    Oh yea, this works alright. You have made the game better and a lot more exciting.

    Thanks Again Vote and endorse.
  11. kenshiiro28
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    Hi, I have a quick question. If my game drops below 60 fps aka script lags could that potentially cause randomly placed moldy skulls? I keep finding them in the strangest random places not frequently just once in a great while. My console earmarks them as genesis unleashed created. (Edit: wrong mod.) Anyhow in the LAL cell while loading all the junk I have to load a moldy skull popped out of nowhere and landed next to the statue. Within seconds the game crashed. (it's been crashing a lot in the opening cell lately.) So I'm just curious if that might be the issue. Thank you!

    Also thanks for all the mods brother. They rock!!!
    1. tonycubed2
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      The moldy skulls are a mechanic to populate dungeons.  They won’t cause a huge FPS drop. They nlymexecute one script upon spawning and that is it. Your ctd though could be caused by the spawned creatures, if it pushes your game too far. You can try lowering number of spawns.  And optimizing.
  12. Shasariden
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    I am trying to add more enemies to the game both on surface and in dungeons, this mod looks amazing at this task. I am curious though, can I install it mid-playthrough? are there any weird behaviours or risks regarding ongoing saves?
    1. HadToRegister
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      YOu should never uninstall ANY mod mid playthrough, especially one like this with scripts, because you'll get orphaned scripts everywhere and it will kill your frame rate and cause CTDs
    2. 22b3
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      He was asking if he could install it. Also you can uninstall any mod that adds or changes textures and some mods are actually ok to uninstall if you're aware of how to use Fallrim Tools.
      To answer your question Shasariden, this is an ok mod to install mid-playthrough. If you're currently in a dungeon, you might not get any spawns immediately and I'd recommend installing this in a player home or somewhere without NPC's that is small and an interior.
    3. Shasariden
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      Hmmm yeah, I took the caution and installed it while I was in a player home. Pretty good mod all the same! has not caused any issues in a few weeks of playing. Thank you for the answers!
  13. Shasariden
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    Question; does this mod add unique variants of enemies? I seem to run into a group of enemies spawned by this mod (most recently raided a forsworn dungeon) and there was always a group of enemies, and 1 or 2 uniquely more powerful mobs dropped in the bunch, with better weapons and much higher stats and lvl.
  14. BlacksburgNick
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    Hi Tony, I love the mod and have been using it for years! I have a question, is it possible to reduce the chance of bandit spawns? I'd rather get things like Draugr and ghosts more often.