Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

SOT Team

Uploaded by

tonycubed2

Virus scan

Safe to use

Tags for this mod

583 comments

  1. tonycubed2
    tonycubed2
    • premium
    • 1,134 kudos
    Locked
    Sticky
    Bruma patch just released, its in optionals.

  2. tonycubed2
    tonycubed2
    • premium
    • 1,134 kudos
    Locked
    Sticky
    change log:

    6.1 - Optional update. AND REQUIRES A NEW GAME!!!! Allows interior of forts to have increased spawns. Has MCM menu option to toggle this on or off.  But if you dont want this just use 6.0 .
    Notes on 6.1:
    note 1 - Most forts that are hostile also have dungeon keyword, and thus would have added spawns anyway.  But if a normal fort is empty and then populates with hostiles, the mod would then spawn there. Not sure that happens.
    note 2 - if the indoor fort location has any INNOCENTS, the mod will not spawn anything.  The mod never spawns if non hostile / non enemy npcs are present and the scans see them

    6.0 - April 2023 - Improved spawning script and fixed bug that was not letting mod accurately spawn toons that matched the dungeon the player is in.

    Upgrading from 5.9 is no problem.  Just overwrite old version.  No issues.  New game not required.

    5.9 - Placement hares now enabled only when needed for LOS checks and then disabled.

    5.8 - changes so invisible hares will not be attacked.  This one may require new game.

    5.7 - adjusted invisible utility hares to not have a name, and no pickpocket and no dialogue options.  Harder than it sounds.  Also now they are placed 60 units in front of player, no longer pushing player around.  Removed fire cloak used for testing.  Safe to upgrade.

    5.6 - sigh.  seriously, script works now, fixed.  will not normally spawn at player now.

    5.5 - MAJOR rework of spawning script.  This is must update but requires a new game .  Will not spawn at player anymore if set in the mcm.  Was not really working like that before.  Also, spawning locations over all is greatly improved.  Some bug fixes also squashed, such as mod still running main script if player leaves dungeon soon after entering.

    5.05 #2 - re-release same version with the mod NOT starting activated.  Must activate in MCM menu.  There is another 5.05 version in optionals that does auto activate.

    5.1 - fixed script error that ignored user setting for max spawns if randomize was not selected.  Mod was using value of 10.

    i unstickied the change log by accident. will find later.
  3. tonycubed2
    tonycubed2
    • premium
    • 1,134 kudos
    Locked
    Sticky
    Please join me for Skyrim videos with all my mods at


  4. Hamzaberk
    Hamzaberk
    • supporter
    • 1 kudos
    Hey man, love your mods! Could you please tell me how to remove the startup message when starting a new game? like what to edit?

    i'm talking about ""Genesis book added to inventory"
    1. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      Requires creation kit. Are you familiar? A script needs to be edited and recompiled.
    2. Hamzaberk
      Hamzaberk
      • supporter
      • 1 kudos
      I'm no modder by any means, i'm more familliar with SSEEdit and i only use creation kit for porting mods, if i know what exactly i should edit, i might figure it out.
  5. xiaotianerrr
    xiaotianerrr
    • member
    • 0 kudos
    Hello, I'm very sorry to bother you. I'm not a native English speaker,and I hope it won't affect your reading and understanding. Thank you.

    I've been trying your mod for the past month. I'm very surprised that it automatically supports the function of mod extra dungeon, which is unique in skyrim community. But what I'm really looking for is actually a spawning mod that can generate [random kinds] of enemies in the dungeon——seeing the bones hunting black bears, vampires invading the robbers' dens, interspersed with three or four waves of attacks by werewolves, demons and lich, and cooperating with the existing books and decorations in the dungeon, guessing and reasoning about the causes and consequences of these attacks, everything is full of movie-like stories and mystery novel-like twists and turns.I'm addicted to it.

    In the past few months, I have tried almost all the dungeons in the community to spawn mod, but basically I can't achieve this effect——they either don't support mod extra dungeons, or only place fixed enemies selected manually, or simply increase the number of enemies. Your mod made me see hope. I completely turned over your comment area and found that some early versions can really achieve enemy conflict, especially some original versions that cancel factional modification; But it can only achieve conflicts in a few dungeons——of course, because of your excellent work and adjustment, its operation in most dungeons is harmonious and conflict-free. I tried to use mod editing tools and scripting tools to learn from scratch, but I didn't understand the technology at all and failed several times.

    From your comment area, I found that your work is very busy and you have little rest time. I really dare not and am embarrassed to ask you for anything. If you have time to read this comment, as long as you are willing to say a few words about the general idea of revision, or just have some early mod versions that are more in line with the description, I will be very very satisfied.

    I hope you will forgive me for intruding.
    1. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      if i did not have a wife I would marry you because you are too kind.

      What makes npcs fight among themselves is what factions they belong to and the relationship of faction a in npc 1 to faction b in npc 2.  This led to the fights you talk about, but the fights were not desirable as often players would find dungeons with a bunch of dead npcs and nothing else.

      If you want variety this this is not the mod.

      Instead, it would be my crazy huge mod Ultimate Deadly Encounters.  It has TONS of new monster types, traps, crazy encounters.

      Works with new dungeons, too.  Also surface encounters.  New lands. Etc.

      What none of my mods will give you is a deep story to go with encounters.  Well.  Almost.  Ultimate Deadly does have a huge quest included where you save all the towns from zombie hordes but that is abut it.  Encounters in dungeons and surfaces are just encounters, though you will see monsters you have never seen before.

      You are correct that I no longer have time for big mods or big mod changes, but i do make occasional small changes or small additions to this or that mod when  I have a compelling reason to do so.  I also try to answer everyone.
    2. xiaotianerrr
      xiaotianerrr
      • member
      • 0 kudos
      Thank you for your answer and the just right humor. I am even surprised that machine translation has delivered this humor completely.

      Yes, this month, in order to find a way, I have looked through all your mods and comment areas. The ultimate encounter mod is really impeccable,I can probably imagine how many innovative encounters, enemies and contents can be contained in the huge space of 1.9g, and its volume is completely three to four times that of the same type of mods in the community. But unfortunately, my needs are very strange——I just want to see several different enemies scuffle with each other, and then imagine and make up stories like a lame conspiracy theorist. On the surface, the mod [Random Encounter] is used to solve this demand. Its function is very simple,When the player approaches 251 spawning points on the surface,the mod randomly places enemies. I roam the skyrim and watch the crazy battles between more than a dozen different forces and monster types——as you can see, my demand is really rough.

      Compared with this rough demand, the ultimate encounter mod is too much like a work of art——after all, it has carefully adjusted the dungeon monster manually, pursuing the rhythm control and surprise of Bode Gate 2; But I just want a illogical dungeon scuffle,Compared with Bode Gate 2, it may be more similar to the common enemy arena video on youtube ... So after reading the description of the ultimate encounter, I didn't try it for the first time because of my hard disk space limitation and network speed problems (sorry, after logging in to nexus in my country, downloading files is usually tens of kb per second).

      It is really impolite and irresponsible to ask for moder without trying his core module first. I should try the ultimate encounter this afternoon.

      What I did this month, technically, probably wanted to achieve [1. Restrict every random spawning in the dungeon to happen near the player, 2. But every spawning near the player is another enemy that is inconsistent with the main faction in the dungeon]. When I was trying, I found that there was a distance spawning restriction in your mod. I probably just need to find a way to disable long-distance spawning, which can probably be solved by [allowing spawning beside players in mcm/reducing the scanning depth in mcm], so as to reduce the situation that they kill each other and leave a corpse in places that players can't see; As for controlling the enemy faction type, because I really don't understand the technology, my imagination is naive and simple——since your dungeon spawning faction strictly follows the dungeon type, I just need to editing the mod, disrupt the spawning enemy faction type, or simply find the original version from you that hasn't allocated the faction type very accurately.

      As you can see, it's almost the nonsense of a person who doesn't understand technology, It's probably full of strange imagination and innocence. I can even imagine that you can't help laughing when reading it under machine translation. But I also realized the difficulty of mod modification——the difficulty of disassembling the program and finding the data, the CTD and mod conflict caused by any parameter modification, even a small repair, will be laborious. I don't think it's appropriate to shirk this responsibility to you who are far away from the ocean …… so I just want to get a solution or an early version through you. In addition, from the perspective of moder, this demand is too personal, and it is not economical to launch a new version for it.

      You mentioned the matter of faction A and faction B, and I will think about it according to this idea; At the same time, I will also try the ultimate encounter, perhaps the special experience it brings can just make me change my needs.

      Thank you for reading and replying. I didn't mean to write so long. Under machine translation, only long articles can roughly ensure the delivery of content and reduce semantic confusion. I hope it won't delay your time.
    3. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      the translation is very very good.  

      What you want is the opposite of what every other person wants .

      also what you want can cause serious problems with game instability.  you do not want to leave dead bodies all over the place , never to dissapear.  the game will corrupt around level 20 to 25.  the engine cannot handle it.  i made a mod to clean up dead bodies just because of this.

      also simple edits of my mods will not give you what you want.

      its more involved that that.  

      with Ultimate Deadly Encounters, if you edit the ai packages of the SOT ghosts npcs and increase the distance to run,, you can make spawns appear much further away.  that mod uses invible ghosts to place spawns, with ai packages controlling where they go.

      what you need is to make a new mod where you change the realtionships between all the factions in the game.  if you do this then any encounter mod would do what you want, as different factions would always fight each other.

      Lets examnine Draugr and Bandits and Necromancers.

      In regular game, Draugr belong to Creature Faction and Draugr Faction.    Bandtis belong to Bandit Faction.  Necroamancers belong to  Necromancer Faction.

      Take a look at picture below, showing what you will see if you double click in the creation kit on Necromancer Faction.  You can see that they are friends with Draugr but not bandits.  They will not fight with Draugr but will fight with bandits (assuming you set them to aggresive, that is another factor by the way).  If you REMOVE the two entries that mention draugr then necromancers will fight with draugr.  that is what youw want.



      Lets take a look at the Bandit faction, see pic below.  You will see that they are only friends withg other bandits and Khajiit.  If you remove all relationship entries except Bandit Faction they will then fight with Khajiit and skeevers and all monsters (would have fought monsters in any case).

      So for what you want to see , this is what you need to edit in each faction using the creation kit.




      As I mentioned above, you would also need to change some actor recrds to be Very Aggresive or Frenzied.  Mininum Aggresvie.  See pic below.

    4. xiaotianerrr
      xiaotianerrr
      • member
      • 0 kudos
      ..... You even considered translating the pictures into Chinese. Consideration of archive damage and detailed editor explanation,that is the perfect help I can find in the community.

      I will solve my problem in your way. Thank you for such a detailed and rich tutorial.
    5. xiaotianerrr
      xiaotianerrr
      • member
      • 0 kudos
      Ah. I made a mistake that day. It was my machine translator who automatically translated the screenshot into Chinese.  :D  but I still appreciate it.
    6. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      Very impressive translation service.  Science fiction becomes reality…
  6. chaqi
    chaqi
    • supporter
    • 0 kudos
    hey, can we add a location as "blacklisted" to prevent spawn in that location ? I am using Realm of Lorkhan alternate start and the enemies keep spawning in the starting area.
  7. 7927spy
    7927spy
    • member
    • 0 kudos
    I saw many bandits in the legendary isolated temple of Skuldafn,and besides that, it was great
  8. etgmotley
    etgmotley
    • member
    • 3 kudos
    Absolutely fantastic mod. But I must warn those that are newish to the game modding and not have much experience on some of the quests. This mod will wreck havoc on some quests. Under Saarthal and Revealing the Unseen for example. Because you can get encounters prior to and during questline dialogue handoffs. This mod made the quest actually fun and exciting but if I hadn't done the quests a billion times since the game came out I would have been pulling hairs out.
  9. sopmac45
    sopmac45
    • premium
    • 5 kudos
    Hi tonycubed2,

    I have : 

    - Genesis Surface Spawns with MCM
    - Genesis Unleashed Unleveled - dungeon spawns and encounters -
    - OBIS ( + OBIS Patrols )

    ... will this mod Genesis Unleashed Levelled be compatible with those above ? Is it ok to install it mid game ? 

    Thanks bro,
    1. etgmotley
      etgmotley
      • member
      • 3 kudos
      Posting this just to have the answer recent. I use exactly those you mention and works fantastic. You still get the occasional spawns in weird locations; i.e. behind locked doors, in a tower inaccessible behind a wall, poor spawns all stuck together on a rock, etc. But those are minor issues in my book. The mod works great with OBIS. I was concerned as well.
      I did install mid game and worked fine also.
    2. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      Correct.  Always best to start a new game. Mileage will vary if you don’t.

      The more mods you add that provide dynamic spawns the more resource fine tuning you will need to do. Save often.
  10. PopDog77
    PopDog77
    • member
    • 2 kudos
    I know it says "compatible with everything" but was wondering if Lawbringer was considered as well. Could you please clarify?
    1. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos


      No clue what that mod is or does
    2. PopDog77
      PopDog77
      • member
      • 2 kudos
      It allows you to claim enemy strongholds like forts and dungeons for a faction of your choosing to prevent enemies from coming back. So I'm wondering if that conflicts with more enemies spawning there once its been claimed.

      In case you wanted more info: 

      https://www.nexusmods.com/skyrimspecialedition/mods/29882

      Also its expansions listed in the Requirements and other sections.
  11. 19andrew91
    19andrew91
    • member
    • 0 kudos
    I wanted to test how this mod combines with the loot mods. But in the process of testing I got much more information about the spawner bugs. 
    1. GrayWatterGrotto and GrayWinterWatch - there are animals, but skeletons are spawned. 
    2. NoSpawnLessThan. Using this option leads to the appearance of "enemies behind your back". This is especially strong in Halted Stream Camp. Enemies appear so slowly that you need to go from the beginning to the end 3 times to kill them all.
    3. Note "Final actual number may be less is location is small" - incorrect. In small locations enemies will be accumulated until the limit "actors in cell" is reached, after killing some of them the process will continue.
    4. Neither spawn nor treasures work in Civil War forts, but the respawn option works.

    List of mods of the test build in case anyone decides to point it out
    Unofficial Skyrim Special Edition Patch
    Alternate Start - Live Another Life - SSE 
    SkyUI 
    More Interesting Loot Reborn 
    Hand Placed Enemies - More populated spawns dungeons and POIs 
    Hand Placed Enemies - More populated spawns dungeons and POIs 
    More Interesting Loot Redone - Reduction 
    Address Library for SKSE Plugins 
    Lock Related Loot 
    MCM Helper 
    TrueHUD
    Genesis Unleashed Levelled - Dungeon Spawns and Encounters and Treasure 

    1. tonycubed2
      tonycubed2
      • premium
      • 1,134 kudos
      21 January 2024, 2:54AMI wanted to test how this mod combines with the loot mods. But in the process of testing I got much more information about the spawner bugs. 
      1. GrayWatterGrotto and GrayWinterWatch - there are animals, but skeletons are spawned. 
      answer ‘- by design. Not a bug. I rather fight skelies

      2. NoSpawnLessThan. Using this option leads to the appearance of "enemies behind your back". This is especially strong in Halted Stream Camp. Enemies appear so slowly that you need to go from the beginning to the end 3 times to kill them all.
      answer: not a bug, by design.  Cannot spawn them fast, causes crashes in heavily modded games. It’s a delicate dance. Compromises.


      3. Note "Final actual number may be less is location is small" - incorrect. In small locations enemies will be accumulated until the limit "actors in cell" is reached, after killing some of them the process will continue.
      answer : possible bug, but hard to tell without testing several tiny caves. Jury out.

      4. Neither spawn nor treasures work in Civil War forts, but the respawn option works.
      answer:  by design. Not a dungeon. Not sure what you mean by respawn.  What respawns?
  12. charlesm80
    charlesm80
    • member
    • 1 kudos
    Hilariously, I load a game (nearly new) in a mod playerhome and spiders start spawning.  If I stay hidden long enough I can watch as so many
    spawn that they start piling up.  They always find and kill me before the MCM picks up the new menu.  It's like a spider hoard mini-game, but not great for a level one player!

    I'm sure at least some (or most) of the blame lies on how the player home is flagged
  13. Seky32
    Seky32
    • member
    • 1 kudos
    ty for this mod but i have two questions: is it compatible with https://www.nexusmods.com/skyrimspecialedition/mods/2470 and can this be installed mid playthrough?
    1. SpartanPiercer
      SpartanPiercer
      • member
      • 0 kudos
      Thank u for sharing Increased Enemy Spawns SSE No Scripts mod I'll give it a try. Have you tried it with Genesis Unleashed Levelled - Dungeon Spawns and Encounters and Treasure mod? if yes How was it, were there any issues?