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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    3.2 Added MCM Menu option to only allow spawns at night
    3.1 MCM Menu!
    3.0 - removed all faction edits from mod,. A save without this mod is required for changes to take effect. Best to start a new game. If you are far into the game with this mod active, try the hot fix.

    2.96 - fixed Thieves Guild faction issue

    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.


    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


  3. deleted176257536
    deleted176257536
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    Do I need body cleaner or the mod auto clean the bodies?
  4. JaeDL
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    Please come to Starfield =)
    1. jaderiver
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      Yeah after watching a couple of yt's on it, starfield to me is totally boring and needs mods to " spice it up" !
  5. csclevenger
    csclevenger
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    You say it works with everything...hmmm lets see if it works with "Shattered" then. :)
  6. ericmanyuklui
    ericmanyuklui
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    How can I disable enemy spawning inside cities? It is absurd to be walking down the street of whiterun and suddenly jumped by three hagraven
    1. batuace
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      so, this mod uses trees to spawn enemies, do you have a mod that adds trees to whiterun? i'm having the same issue and i have one of those mods, i hope the author updates it to exclude the cities world cells.
  7. 1erCru
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    .
  8. Skjall
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    Is there a  way to limit the spawns to something that matches closer to player level?
    Being attacked by 2 lvl 51 briarhearts as a 2 lvl toon is pointless. 
    And so is dropping 3 hags. 

    As it is now the enemy spawn brackets are way too wide. 

    I want my game to be harder and more surprising. Not save-load spammable.
    1. tonycubed2
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      yes, please use the leveled version of the mod.  its on nexus.  having xmas dinner soon, cant look for it now.
    2. ILive66Failed
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      may I ask which leveled version are you referring to? because I've looked for a different version of this mod handling only surface encounters and couldn't find it, but I could very well be blind.
    3. chousen
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      I think Tony means GenesisUnleashes (Genesis has surface spawns)
    4. tonycubed2
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      I will work on something. 
    5. tonycubed2
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      here you are:

      https://www.nexusmods.com/skyrimspecialedition/mods/45770
    6. chousen
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      Wow, this is nice, thank you tony!
  9. poncington
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    Hey Tony thanks for the mod.  Was wondering if there's a way to make the enemies that spawn have similar leveling to other enemies in my game?  I use rebalanced encounter zones and leveled actors with high level enemies and I tend to run into mobs where there a few weak ones that are almost my level along with a few that are my level and some tough ones that are 1.3x my level if I remember correctly.  Is there a way I can tweak something in sse edit with your mod so I spawn more level appropriate enemies? I'm level 46 so I would normally see some level 40's, 46's, and a couple 50's and 55's with the obligatory couple of super low level guys from vanilla that get left in somehow.  I saw the previous post about genesis unleashed levelled but I believe that was for dungeons correct?  Would like this for surface spawns.
  10. mattski123
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    Sorry, so, does this add new spawn locations? And does it pull creatures/npcs from your modded levelled lists? or does it just place generic npcs?
    1. Cryzt0
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      I also would like to know, i have many creature/monster mods and i was wondering if this could spawn them at a higher rate or encounter them more frequently.
    2. tonycubed2
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      Patch would be needed
    3. mattski123
      mattski123
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      Please let me known when we see a patch!
    4. tonycubed2
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      the patch is specif to the creature mod you are using.  its not a generic patch.
  11. MrsTaewa
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    Hey Tony, I'm attempting to play Kane again (remember my Werewolf?), I have two questions please:

    1/ Will he have problems joining the Dawnguard?
    2/ How will other Werewolves respond to him?

    Also, off topic (I'm going post the same question on the Forums)...this is coming up in my game, do you happen to know what it means?

    Firing on Surface
    Passed 156!
    Passed 154!
    On update fired!






    1. tonycubed2
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      Hi

      i am ignorant on werewolves. I have no clue. Never played as one.

      those look like diagnostic messages. Did you turn on diagnostics? In mcm menu for this mod?
    2. MrsTaewa
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      I was just asking because of these in your description:


      2.95 - added code to :
      1) strip werewolves of all factions and add them to weplayerenemy faction.


      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.

      Will look at diagnostics, thank you Tony :)

  12. MrsTaewa
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    Hello Tony, this is Kim Horrigan, how are you? I hope you and your family are safe?

    Hey Tony, I finally have time to play Skyrim and have spent the last four days running Mods in, all has gone well until today, game stable, etc... but I finally added the enemy Mods today, a number of Mihails Monsters and Genesis Dynamically increased Enemy Spawns and this one... Took my cart ride to Helgen, all going well until it came time to get our of the cart, but no one exited carts, even driver didn't move, that's when I noticed there was some excitement going on in the town, a very strong Bandit was running around killing everyone, would he be one of yours you think? I'm thinking perhaps I should use Alternate Start to try and bypass this issue if need be.
    1. tonycubed2
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      We are.  Hope you and yours are as well.  I have missed you.

      Most of the sot mods have a check to avoid action at that point in the game, and sot ude main mod should not be enabled until after you exit Helgen.

      But I would use Alternate start.  Its what I use when I make the mods.   I have not taken the cart ride in over 8 years.
    2. MrsTaewa
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      Hello Tony ...Yup, we're doing well ...have had some job hassles, both my partner and I employed but not given work, though the boss keeps promising it, we are both supposed to start our permanent positions tomorrow, but we've heard that from him before, so we shall see... we did go to a desert town and run a pub (bar) and motel there as managers, but then we discovered the reality of how much we were being paid for 60-70 hour work weeks (our staff were earning over double what we were), so we left, it was a good adventure though

      I missed you too Tony ...I rattle on about you to my hubby, he has grown quite fond of you

      Okay yep, I will add Alternate Start now, hopefully that will be the last of the Mods to go in lol, I'm running 147 Mods with that included now... I think that's enough ...I finally converted to Vortex, I'm still trying to decide what I think of it, I'm not a big fan of change lol...though once I find out how I can manually shift Mods without relying completely on LOOT, then I will probably be happy with Vortex