Skyrim Special Edition
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tonycubed2

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  1. tonycubed2
    tonycubed2
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    SOT Team will commit to:

    1) make any needed patches, please request them in comments with links to mods needing the patch
    2) expanding some on the mod


  2. tonycubed2
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    State of The Union 11/11/2016:

    Skyrim SE is keeping the SOT team busy with conversions. Not even half way done and we have worked everyday since SE came out. We are overwhelmed with work, but in the modding world and real life. So you are not being ignored, we know all mods need improvement, and could use lite versions. Will happen eventually, please continue being patient. And patient you all have been, and it is appreciated.

    I want to make it clear that NONE of the Populated series were made by me or the SOT Team. They were made by Erkeil and his team. He exited the scene a while back, and made the mods public domain. Anyone can download them from the internet, change them or not, and re-upload them anywhere. We like them and we chose to facilitate the spread of the mods on Nexus , Bethesdas site for Xbox and Playstation, and Steam. We have fixed problems here and there, such as the knights in Populated Roads not fighting back, horse back riders interrupting the Helgen bound initial cart ride, and so on and so on. That is our contribution, plus we do out best to answer support questions.

    But credit is due where credit is due. All glory should go to Erkeil and Team. His goodbye message is at : http://erkeilmods.altervista.org/skyrim/category/news/

    thank you and we hope to meet you in a deep dungeon one day

    Tonycubed2 and the SOT Team
  3. lukebryan
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    Hello, is this mod the same as the Genesis Unleashed Levelled ?
    1. tonycubed2
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      Could not be more different 
  4. ZaranTalaz
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    Anyone ever compare this to Hand Placed Enemies?

    I ask because using both is likely too much for me. :/
  5. dezena
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    compatible with Hell Edition version? 
  6. doggexbay
    doggexbay
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    Great to see an update in 2024! This is one of those mods that I absolutely cannot play without -- thank you for continuing to support the standalone dungeons/caves/ruins pack!!
  7. bassjackable26
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    hi, it seems the mod doesn't work for me it give no ctd but i dont have  additional enemies it seems.  i remebered i used to  play this mod  and entering lost echo cave  with  revenge of the enemy  and combat evolved, wildcat, facing  so many falmers i was  literraly scared doing it and  sweating trting survivve haha i dont recall how many time i died in this cave lol . but now its seems  not working , its in the middle in my mod list what should prevent to not spawn more enemies?
    1. tonycubed2
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      the toons in this mod are pre-placed in the world.  pretty foolproof.  are you sure you have installed and selected the esp?
    2. bassjackable26
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      thanks for the fast answer , yes its activated i tried put a bit more top in my load order , before lighgt and sounds effect  but still no more toons.( i had a save before entering lost echo cave  i enter ans just 2 falmer like like before ). i really dont know , i "only" have 74 mods and the only spawning things is unlimited hostile encounter mod. do i have to make a batch patch for this mod ?
    3. bassjackable26
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      i have uninstalled and re installed  but still nothing. i really dont know its like the mod is not active yes but the esp is ticked "enabled"
    4. tonycubed2
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      Lost Echo Cave is not touched by this mod.  Not every dungeon or cave has added toons.  This mod is not a huge overhaul.

      However.  I spiced up that cave jsut for you in 1.1 just uploaded.  First update in nine years.  Time flies.
    5. bassjackable26
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      omg iam speechless bro ... so many thanks for it, i just tested it and its active  and perfect. cant believe you just did this for me lol.  actually on my previous gamelay i used to play with sand of time and this  mod so maybe it was spawn from the other mod thas is why i had so many falmers in this cave it surely came from SoT . Again thank you so much now i know its well active, tks for your time and work. do you think i can add your  Genesis  mod ?i have better  computer now running 60 fps with enb, 2K and some scripted mod too, zero CTD. you dont know how much i have enjoyed your mods ! so many scare jump and  pain loool  i play with revenge of the enemies so i mainly play in novice/ standard  until i can upgrade all legendary. Again so many thanks tony !! <3 i will try add genesis ( i guess i have to start  new game ? ) .  have nice day bro !
    6. bassjackable26
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      doing shopping in your mod list i will  go for genesis an  mighty dragons lol wich version you recommand me for genesis ? and if you have others ideas of mod to add some thrill to the game.  there is too many things for me in SoT even if i have enjoyed playing it so much in my previous gameplay . maybe i will   add it again  in new character and customize better   with MCM haha .
  8. ServalKhajiit217
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    I dont know how Immersive Citizens mod authors fixing all problems by players and answered at global and exciting questions, when they comments are locked... But okay, I'll asked about this here. Maybe somebody know about it and help me.


    Does Immersive Citizens - AI Overhaul mod spread/touched the NPCs from Population Skyrim? 

    Asked about this, cos when I'll turn them both ON - my game starting freezed too much... Actually, in areas, where they are spawning. I've trying with Lite version of Population Skyrim, same effect. Still have that problem. When I'll turn OFF only Immersive Citizens - AI Overhaul mod - my game return to normal condition with Population Skyrim as active.
  9. SkyrimRenkylo
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    Hi!

    So, is there a chance that you edited the attack damage of some enemies you pulled for this mod?

    I have a problem where draugr overlords, those heavy armored falmer and some other minor bosses oneshoting me for like 50k damage (I see it in floating damage), but I'm not sure what mod is causing it cuz I have 1100+                         xD

    I appreciate if you would give me an answer, thanks!!!
    1. tonycubed2
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      Not like that, no.  Get the mfg console mod to see what mod they are coming from and which mod affected them.
    2. SkyrimRenkylo
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      Oooohh thanks for the tip!

      Endorsed!
    3. Soldream
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      In fact, there really is a balance problem here. 

      I have several mods for more difficult boss battles at the end of dungeons and these battles are as difficult as some of the normal enemies scattered in the dungeons by this mod. In my first level, I came to Windy Peak and enemies die on me in 3-6 hits. But enemies added with this mod die in 50+ hits. The one I remembered the hardest was "Cursed Shadow," or something like that.
    4. tonycubed2
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      this mod I made can help:

      https://www.nexusmods.com/skyrimspecialedition/mods/4468

  10. yegr
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    suspance
    1. tonycubed2
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      Honored by your 1sr post
  11. ARavingLooony
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    wish this was configurabble to not add more 8 legged abomination's
    1. tonycubed2
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      Mt¡y genesis mods add a lot of them.  
  12. nb77
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    This mod overrides the lighting from ELE lite somehow, if i put it before ELE are the spawns going to work anyways? or the mod breaks?
    1. tonycubed2
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      You need  a smashed patch, or ssedit patch. Need to merge records .  Won’t break mod but you will lose some spawns otherwise .
    2. nb77
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      Sorry to bother you, its my first time doing this, so i included both plugins in a patch, with 'smash all' in mator smash, and then built the patch and then activated it below both plugins, is this enough? i did it right? thank you very much in advance.
    3. tonycubed2
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      You don’t bother me.  Am short of time so I answer as short as possible, but I am here for you.

      yes, you did it right.

      you can fine tune the smashed esp with ssedit but that is a couple levels more advanced. Gamer poet on you tube has good videos on smash and ssedit
    4. nb77
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      Ok, thanks