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  1. tonycubed2
    tonycubed2
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    Most of you know of Malukah, whose cover of The Dragonborn Comes ( https://youtu.be/8rg2vkz72a8?si=KjOusVvf8nE5o7iA ) has been heard over 33 million times.  
    She is a gentle soul, talented, kind, and has a beautiful baby.  She is also going thru some really really tough times.  As serious as it gets.  
    Please, visit her Patreon and offer some words of support?  I think it will help to know that people care.  Not asking anyone to pledge anything, just to get a free account and let her know we all love her.

    patreon.com/malukah

    Tonycubed2
  2. tonycubed2
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    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!!!!
    The Mod is best AFTER your first play thru.  The mod is HUGE and will change the game fundamentally.  Bleak Falls Barrow is great example.  Goes from boring leisure walk to a nightmare hellish super dangerous dungeon.  Most players gain 5 to 7 levels just finishing it.

    ALSO

    Highly recommend using the mod EXPERIENCE with this one.  It solves the problem of super fast leveling up.  Completing Bleak Falls Barrow the Experience mod will level you up by 4 to 7 levels easily.  Too fast.
    https://www.nexusmods.com/skyrimspecialedition/mods/17751

    Please join me for Skyrim videos with all my mods at


    INSTALLATION - PLEASE READ



    Spoiler:  
    Show

    Installation:

    First, you must download and install Dead NPC Body Cleaner Remover at https://www.nexusmods.com/skyrimspecialedition/mods/10614
    Failure to do will most likely cause corrupted saves and load game ctds. Burn the bodies or use the auto clean mod feature.



    Second, consider installed Skyrim Skill UIncapper in order to slow down leveling. If you do not you will be like level 10 by the time you finish Bleak Falls Barrow. Here is a suggested SkyrimUncapper.ini to use with this mod:

    Spoiler:  
    Show

    [General]

    #Configuration file version, DO NOT CHANGE
    Version = 4
    Author = Kassent

    [SkillCaps]

    #Set the skill level cap.This option determines the upper limit of skill level you can reach.
    iOneHanded = 199
    iTwoHanded = 199
    iMarksman = 199
    iBlock = 199
    iSmithing = 199
    iHeavyArmor = 199
    iLightArmor = 199
    iPickpocket = 199
    iLockPicking = 199
    iSneak = 199
    iAlchemy = 199
    iSpeechCraft = 199
    iAlteration = 199
    iConjuration = 199
    iDestruction = 199
    iIllusion = 199
    iRestoration = 199
    iEnchanting = 199

    [SkillFormulaCaps]

    #Set the skill formula cap. This option determines the upper limit of skill level used in the calculation of all kinds of magic effects.
    iOneHanded = 199
    iTwoHanded = 199
    iMarksman = 199
    iBlock = 199
    iSmithing = 199
    iHeavyArmor = 199
    iLightArmor = 199
    iPickpocket = 199
    iLockPicking = 199
    iSneak = 199
    iAlchemy = 199
    iSpeechCraft = 199
    iAlteration = 199
    iConjuration = 199
    iDestruction = 199
    iIllusion = 199
    iRestoration = 199
    iEnchanting = 199

    [SkillExpGainMults]

    #Set the skill experience gained multiplier.The skill experience you gained actually = The final calculated experience value right before it is given to the character after any experience modification * SkillExpGainMult * Corresponding Sub-SkillExpGainMult listed below. How fast/slow skills increase
    fOneHanded = 1.00
    fTwoHanded = 1.00
    fMarksman = 1.00
    fBlock = 1.00
    fSmithing = 1.00
    fHeavyArmor = 1.00
    fLightArmor = 1.00
    fPickpocket = 1.00
    fLockPicking = 1.00
    fSneak = 0.50
    fAlchemy = 1.00
    fSpeechCraft = 1.00
    fAlteration = 1.00
    fConjuration = 1.00
    fDestruction = 1.00
    fIllusion = 1.00
    fRestoration = 1.00
    fEnchanting = 1.00

    #All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on CHARACTER LEVEL, independently for each skill.
    [SkillExpGainMults\CharacterLevel\OneHanded]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\TwoHanded]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Marksman]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Block]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Smithing]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\HeavyArmor]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\LightArmor]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Pickpocket]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\LockPicking]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Sneak]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Alchemy]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\SpeechCraft]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Alteration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Conjuration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Destruction]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Illusion]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Restoration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Enchanting]
    1 = 1.00

    #All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on BASE SKILL LEVEL, independently for each skill.
    [SkillExpGainMults\BaseSkillLevel\OneHanded]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\TwoHanded]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Marksman]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Block]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Smithing]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\HeavyArmor]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\LightArmor]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Pickpocket]
    0=0.25
    1=0.33
    5=0.50

    [SkillExpGainMults\BaseSkillLevel\LockPicking]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Sneak]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Alchemy]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\SpeechCraft]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Alteration]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Conjuration]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Destruction]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Illusion]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Restoration]
    0=0.15
    1=0.20
    5=0.25
    10=0.33
    15=0.50

    [SkillExpGainMults\BaseSkillLevel\Enchanting]
    0=0.25
    1=0.33
    5=0.50
    10=0.75
    15=1.00

    [LevelSkillExpMults]

    #Set the skill experience to PC experience multipliers.When you level up a skill, the PC experience you gained actually = Current base skill level * LevelSkillExpMults * Corresponding Sub-LevelSkillExpMults listed below.
    fOneHanded = 1.00
    fTwoHanded = 1.00
    fMarksman = 1.00
    fBlock = 1.00
    fSmithing = 0.15
    fHeavyArmor = 1.00
    fLightArmor = 1.00
    fPickpocket = 1.00
    fLockPicking = 1.00
    fSneak = 0.15
    fAlchemy = 0.15
    fSpeechCraft = 0.15
    fAlteration = 1.00
    fConjuration = 1.00
    fDestruction = 1.00
    fIllusion = 1.00
    fRestoration = 1.00
    fEnchanting = 0.15

    #All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on CHARACTER LEVEL, independantly for each skill.
    [LevelSkillExpMults\CharacterLevel\OneHanded]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\TwoHanded]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Marksman]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Block]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Smithing]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\HeavyArmor]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\LightArmor]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Pickpocket]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\LockPicking]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Sneak]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Alchemy]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\SpeechCraft]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Alteration]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Conjuration]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Destruction]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Illusion]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Restoration]
    0 = 1.00
    1 = 1.00

    [LevelSkillExpMults\CharacterLevel\Enchanting]
    0 = 1.00
    1 = 1.00

    #All the subsections of LevelSkillExpMults below allow to set an additional multipliers depending on BASE SKILL LEVEL, independantly for each skill.
    [LevelSkillExpMults\BaseSkillLevel\OneHanded]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\TwoHanded]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Marksman]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Block]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Smithing]
    0=0.10
    1=0.10

    [LevelSkillExpMults\BaseSkillLevel\HeavyArmor]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\LightArmor]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Pickpocket]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\LockPicking]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Sneak]
    0=0.10
    1=0.10

    [LevelSkillExpMults\BaseSkillLevel\Alchemy]
    0=0.10
    1=0.10

    [LevelSkillExpMults\BaseSkillLevel\SpeechCraft]
    0=0.10
    1=0.10

    [LevelSkillExpMults\BaseSkillLevel\Alteration]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Conjuration]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Destruction]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Illusion]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Restoration]
    0=0.15
    1=0.25
    5=0.33

    [LevelSkillExpMults\BaseSkillLevel\Enchanting]
    0=0.10
    1=0.10

    [PerksAtLevelUp]

    #Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.
    0 = 3.00
    1 = 3.00

    [HealthAtLevelUp]

    #Set the number of health gained at each level up. If a specific level is not specified then the closest lower level setting is used.
    0 = 10
    1 = 10

    [MagickaAtLevelUp]

    #Set the number of magicka gained at each level up. If a specific level is not specified then the closest lower level setting is used.
    0 = 10
    1 = 10

    [StaminaAtLevelUp]

    #Set the number of Stamina gained at each level up. If a specific level is not specified then the closest lower level setting is used.
    0 = 10
    1 = 10

    [CarryWeightAtHealthLevelUp]

    #Set the number of carryweight gained at each health level up. If a specific level is not specified then the closest lower level setting is used.
    1 = 0

    [CarryWeightAtMagickaLevelUp]

    #Set the number of carryweight gained at each magicka level up. If a specific level is not specified then the closest lower level setting is used.
    1 = 0

    [CarryWeightAtStaminaLevelUp]

    #Set the number of carryweight gained at each stamina level up. If a specific level is not specified then the closest lower level setting is used.
    0 = 5
    1 = 5

    [LegendarySkill]

    #This option determines whether the legendary feature will reset the skill level.Set this option to true will make option "iSkillLevelAfterLegendary" have no effect.
    bLegendaryKeepSkillLevel = false

    #This option determines whether to hide the legendary button in StatsMenu when you meet the requirements of legendary skills.If you set "iSkillLevelEnableLegendary" to below 199, the lengedary button will not show up, but you can make skills lengedary normally by pressing SPACE.
    bHideLegendaryButton = true

    #This option determines the skill level required to make a skill legendary.
    iSkillLevelEnableLegendary = 100

    #This option determines the level of a skill after making this skill legendary.Set this option to 0 will reset the skill level to default level.
    iSkillLevelAfterLegendary = 0



    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!

    5) Please, spend time studying the MCM menu. It is very very large and will allow you to tailor the game to your taste. The mod can be a light encounter mod or it can be hell on earth. All depends on how you set things. If you select spartan preset, the recommended level, the spawns will be about three times stronger than normal. There will be some exotic creatures and bosses that may be much stronger.

    6) I often upload both a loose files version and bsa version. But I favor loose files. If you install loose files, say no to overwriting any files by any other mod. Also, use a mod manager to install SOT, even if you manually download it. THE MOD HAS 6,042 FILES!!! You are not going to uninstall this mod manually.

    7) Skyui is highly recommended to make use of the giant size MCM menu provided. I tell you the truth: there is no encounter mod from any source on planet earth that has half the options this mod has. You can customize just about everything. Seriously. However, if Skyui is not wanted for some odd reason i do provide THREE menu books. Three. And even with three that is only about 65% of the MCM options. But it will get you by.

    8) SKSE is recommended but not strictly required. Almost all in this mod will work without it.

    9) If using SKSE and Skyui: Mod starts not active. When you start a game with this mod, you will be given the Ring of Danger. If you do not get a ring of danger, I have placed a spare ring in the chicken nest behind Riverwood trader, not far from the cow in the pen. Use the ring to Summon the Sandman, and start/activate the mod with the Sandman dialogue. Wait 4 minutes, then go back to Sandman and set level of difficulty. Then set mcm menu options to taste and save the game.

    10) If not using SKSE or not Using SKYUI: Use the Ring of Danger to Summon Sandman. Activate mod. Wait 4 minutes. Go back to Sandman dialogue, ask for the three books. Before exiting the dialogue set the level of difficulty. I recommend Spartan level. Then use the books to set options to taste. Save game

    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.:




    FAQ Section

    Spoiler:  
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    How to stop mod from seeing custom followers as friendly npcs and thus blocking new spawns?
    Spoiler:  
    Show





    Compatibility Patches Hosted off page:

    1) Sands Of Times Full and Revenge of The Enemies 2016 (SSE) and Animal Tweaks

    http://www.nexusmods.com/skyrimspecialedition/mods/9597/?


    FAQ:

    Question: why am I immortal? Why does health regenerate? why o why??
    Answer: you are not. It's a feature that you can toggle on or off. When hit, the feature turns to dovahkinn a random amount of health between 1 and max missing. Help newly dovahkiins survive and toughen up. Turns off by level 15. You can toggle off in one of the books. If hit repeatedly your luck WILL run out. Use book menu to toggle, or mcm under presets.

    or:

    Open console command prompt and type:

    Set BabyMe to 5

    That disables feature.

    Question : I use Live Another Life, game never starts!
    Answer: place after sot in load order and use bsa version of this mod.

    Compatibility Patches Hosted off page:

    1) Sands Of Times Full and Revenge of The Enemies 2016 (SSE) and Animal Tweaks

    http://www.nexusmods.com/skyrimspecialedition/mods/9597/?


    FAQ:

    Question : I use Live Another Life, game never starts!
    Answer: place after sot in load order and use bsa version of this mod.


    How to end the Zombie Apocalypse?
    Spoiler:  
    Show

    Bloodlet throne has the sword. Go get it. Then go to Haldir's cairn save twice>equip the sword>beat the boss, end the apocalypse and get a good Armor.





    Https://www.patreon.com/SandsofTime
  3. tonycubed2
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    Change Log - Newest Updates, older changelog follows.  Ran out of space.

    v61 - Removed Unofficial fixes as a master. Was not intended.
             Fixed the Mihail colossus being invisible
             Added a major Necromancer Boss in a dungeon that needed one
             75 percent of any downloaded points are going towards Ukraine charity when payed out.
             Added a stash of loot in
    Spoiler:  
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         a unusual place near Bleak Falls Barrow.
  4. tonycubed2
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    Sticky
    State of the Union notes and  Changelog Archive
    v60
    -Added warning from sticky regarding saves.
    -Transparency message warning that the manually placed dungeon spawns can be very high level and hellish to beat.  Can be toggled off.  - Added toons to a few more smaller dungeons that were still untouched.
    -Added more health potiosn to Arcadia in Whiteurn

    v59
    -greatly buffed down the Draman Skeletons.  They were close to unkillable. Also added decent treasure to match the hassle.  They had very little drops. 
    -Made a recipe for the Silver Sword of Chaos.  Not for sale.  You can find the recipe in two chests.  One you will find as you follow the Greybeards quest.  Also added more damage to undead  besides it being a silver weapon.  Hmmm a good weapon against Draman.
    -Made the Sightless Pit a bit more populated
    Chaos Sword: Note on chaos sword:  The chaos part is the unstable magic used to forge it.  It will specially degrade quickly and implode if used outdoors.  Save it for dungeons. It is 90 base damage and will instantly cast flame shield if enemies are detected.  It will do extra damage to undead, 50 minimum plus standard silver damage.  Will also do undead area damage for 5 seconds, 5 hit points per.   Really really cool weapon.  But even indoors will eventually explode in your face.  Glorious!

    v58
    -fixed messages showing up even if messages are disabled in mcm.  specially "combat starts".  About 15 were fixed.  
    -fixed messages NOT showing up even if allowed. This would have made some people happy
    -Overhauled Vahloks Tomb!!  It is a 5 level tomb with very little Draugr.  Not anymore!  Added special treasure, though heavily protected: A Silver Chaos sword. And one Ambrosia potion.

    v57 
    -fixed double activation message
    -Bilegurch Mine now hosts a fun trap for the player.
    -Added under the hood code to not allow encounters in an area where there was just combat with player. This will avoid endless encounters in the same spot.   Moving away to a different area allows spawns again.  Or waiting 1 to 3 days. Feature took days to code. 
    -Added new mcm option to jump start mod if mod stops working or shows that one of the vital services is no longer active.

    v56
    -fixed Ring of Escape.  Was broken for over 6 years.  I am ashamed.  When you wear the ring, and leave it on, you will be given a Shout called Wail of Despair.  Keep it selected in spells, and when you want to escape danger in a dungeon hit the Z shout key and you will be teleported to a random location in the dungeon, and ring will be destroyed.  Pretty cool.
    -Added enemies to levels 1 and 2  (3 already had some added) of Mzulft , a large Dwarven ruin south-southeast of Windhelm infected with Falmers.  Placed some potions as well.

    v55.2
    -fixed mcm not showing up.  weird.  had to upgrade creation kit to 2.0 b1130 and then edit the mcm to correct missing mod name and a conflict with a new script having the same name an old variable.

    v55.1
    -fixed chameleon scripts spamming
    -added new feature to Revel Cairn, Undead Red can now summon bodies of heavy duty undead lords laying nearby,  much tougher fight.
    it’s a trap that unfolds over 3 minutes or so. For higher level player. 
    -made facegen for player
    -added a sould gem to Rebel Cairn

    1-12-2024  Hi gang!  I am still supporting the mod.   Only death and Elder Scrolls 6 can stop that.  I was distracted for a couple of months with Starfield, put in over 250 hours.  On NG+1 now, and only pop in when I have 10 to 15 minutes to kill.  Quick mission.  Waiting for DLC now.

    12/21/23
    Releasing V54 today.
    1) fixed script on golden glowing chest not to delete chest upon opening. Player never had a chance to get loot.
    2) added Habitation to areas exempt from spawns by popular demand
    3) tweaked the mod added arrows for more effect
    4) added FIVE more gold glowing chests with awesome loot in the 5 hardest dungeons in the game (pre-modded list)
    5) fixed error in mcm menu script that was not allowing compilation of menu script.  weird.
    6) made spawn of broodmother rat more rare by 90% .

    6/18/2023
    Releasing V53 today.  Adding a new Golden chest to the dungeon Dark Fall Cave.  Chest actually has a golden glow and color.  Had to learn to use nifscope program thingy to do this.  The chest is simply irresistible to a player but perhaps the player should think twice or thrice about approaching it ...
    Added new rare treasure type, a scroll called Kiss of Immortality.  Hint: may come in handy with that chest...
    I will occasionally add encounters to dungeons I have not touched yet, suggestions are welcome.  I do not have any road map in mind.  The mod is finished, with very occasional updates like this one.  Maybe will make more glowing chests.  Red one would be cool...

  5. kingofthelions
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    Is version 56 only for the AE?
    Since I still use version 1.5.97 due to incompatible mods with the AE, the mod has unfortunately become incompatible because it now requires the 4 Creation Club esp
    1. tonycubed2
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      probably yes. try the mod someone made to let you run the newer mods that support the new esl extensions.
    2. aragonit
      aragonit
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      You could have used the downgrader for  the free upgrade to AE, which includes the 4 new mods.
      If you are still running an older version of Skyrim, you can use Backported Extended ESL Support and run all mod versions without a hitch.
  6. GhostAgent
    GhostAgent
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    Sticky
    


    Hello!

         Hopefully the SoT community has been doing well and enjoying their game still after all these years.
    As you know, our website host shut down a good while back and everything was completely lost--which was a really sad day for the SoT team as that site got a lot of love.

        Well friends, it is with great joy that I am able to share with you that our site is live again!  The full thing! 
    The oldrim (original site) dungeon theme, the SSE mirror theme, the acclaimed mod list, our library, the Anthology of Horror (complete with day time lock!) has all been rebuilt to match as closely as possible to the original site.  (Both oldrim and SSE versions of the SoT Nexus pages have been updated accordingly.)

         For those of you familiar with the site, we hope you enjoy some memories as you click your way through it.  For those newer to the mod, that didn't get to see the site previously, WE HIGHLY RECOMMEND you do so!  The entire site has been designed to be immersive and get you in the mood for a SOT play through.  Plus, it will give you some great insight into the full features of SoT and how they work, plus it is entertaining and PLUS, it's completely free for you, so why not?    :)

         Without further ado, welcome--once again--to the...



    Sands of Time

    (NOTE: The new website address is https://www.sotrealms.com)
    (NOTE #2: That's right!  The SoT Team now have our own domain!)


    P.S. As of right now, the site isn't taking any submissions. I'm figuring out how to best handle that part. Since there isn't a "survey" then like last time, please feel free to leave any feedback here for the time being.

    EDIT 06/08/25 -- Submission form for the Anthology of the Horror is back online
  7. SkyFall69
    SkyFall69
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    I just want to lay my 2 cents, I like most of the mod's assets, but I hate 2 things:

    1. RATS!

    2. The frequency of spawns is spamming every 60 seconds, I tried different presets but the spawns remained unaffected.
    1. raargharg
      raargharg
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      There's an option to disable rats in the (I think) Dungeon tab of the MCM
    2. SkyFall69
      SkyFall69
      • supporter
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      Thanks, I should have missed it, but what about the frequency of spawns??
      Before we even clear out the previously spawned new come to light, therefore what would have been 6-7 minutes on a certain location is becoming 26 up to 37 minutes approximately!
      As you might understand that if you spent so much time in each location then the overall progress comes to a crawl...
      If there was a way to control the frequency of the spawns that would cut it for me.

      By the way, I don't like when I have to manually check a lot of options/settings, this is why the only settings which I used were to activate the UDE SOT and set it for ''Spartan'', later change it to ''Aledrinker'' but the spawns have not been reduced.
    3. tonycubed2
      tonycubed2
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      SkyFall69:  This mod is not for you, I am sorry .... I specifically made this mod so it offered TONS of options and ways to fine tune it.  You will hate it.  You can easily adjust the spawn odds and even type of spawns.  but if you hate menu options this mod is your worst nightmare.  There are many many alternatives on nexus, some by me.  Maybe try those?
    4. SkyFall69
      SkyFall69
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      Could you please instruct me how I could reduce the frequency of the spawns, regardless of location/type, how??
    5. tonycubed2
      tonycubed2
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      copy settings below

      Spoiler:  
      Show

    6. SkyFall69
      SkyFall69
      • supporter
      • 12 kudos
      Thanks Tony! 👍 
  8. NuclearPalm
    NuclearPalm
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    How to disable notifications like Entering Combat and stealth, and getting staff of magius?
    1. tonycubed2
      tonycubed2
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      Staff can be gotten from table in Riverwood Trader.  Look in mcm menu for message toggles.
  9. Steamvikings
    Steamvikings
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    • 13 kudos
    The Sotfull.esp is wanting USSEP...so, no :)
    1. tonycubed2
      tonycubed2
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      Ahhh forgot to add that to requirements.  Done.  Thanks.
    2. Steamvikings
      Steamvikings
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      Yah, I have moved off of all bullshit USSEP factored. A mod to FIX bugs that has evolved in to a bloat pile of personal preference...Going to move on, but as always, you are tracked and will keep an eye out for the future .Thanks for the fun
    3. tonycubed2
      tonycubed2
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      Removed it, was unintentional.  Two records from my personal merged patch were dragged to the wrong place.  I like the unoffficial patch, but cannot force it as a master for two mouse mistakes.
    4. Steamvikings
      Steamvikings
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      Well thank you much Tony. 
  10. yestoanime
    yestoanime
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    while playing the game today i got ambushed by invisible enemies called boneling / bone colossus / the forgotten construct / skull reaper .. i tested with the placeatme command to see if it was a 1 off thing but what i noticed is that only 2 actually had a "body" and so i opened ssedit to see if something was conflicting with each mob and nothing was but what i noticed was that the ones not having a body all had an element in the name like SHOCK FIRE FIREBLUE SHOCK2 
    1. tonycubed2
      tonycubed2
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      all  fixed in 60.2 

      will forgive not posting in bugs since your post was very detailed and helpful.

      I thank you.
       note that the bonelings were also broken in the Mihail mod, and still are to this day. I dowloaded it fresh to make sure I had latest files.  The Colossus dudes were fine when I introduced them but got broiekn along the way.  Maybe when optimized.  Mihail did say not to opimize his files.
    2. Steamvikings
      Steamvikings
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      haha, I had this happen last year with SOT and the damned hagbui mod...I got so pissed off I deleted all things drauger :P
  11. Chuggon
    Chuggon
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    What the f*#@ are those whale sounds!?!? I'm so fuckin' confused lmao.
    1. tonycubed2
      tonycubed2
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      that is totally not helpful.  Mod is huge.  no clue what you are talking about.
    2. Steamvikings
      Steamvikings
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      Wanna bet he has a specific Mihail mod installed ?? :) NOT the 1st time someone has asked this question on other mods.  Go north my son, find the tallest peak..NORTH..not south...when you get to the top of the peak, look up
  12. bill8872
    bill8872
    • member
    • 14 kudos
    I been having an issue with the reinforcements for surface encounters. I have the box unchecked to not allow them, but I am getting them anyway.
    Plus, they never stop. I just had 10, even with them disabled, and the max allowed is 3.
    1. tonycubed2
      tonycubed2
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      Sounds like mod is broken.  Any change in mod order where this mods starting mod order is changed will cause this issue and many more .
  13. Shawntalon2
    Shawntalon2
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    Remember playing this mod on LE and having a blast with the Rumiirua apocalypse... 

    Great to see it's still being updated. Will give it a spin on SE soon
  14. sharkshoter
    sharkshoter
    • premium
    • 1 kudos
    I love this mod alot, but have one question...... Will there Ever Be Beast race support for the outfits? like I love the new robes, like the powered magnus robes, but cant wear them cause it makes my cat bald and leave a big gap between the neck and outfit. Is there a mod out there that addes this support?
    1. tonycubed2
      tonycubed2
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      The person who made that is no longer active. I am sorry. I don’t have that knowledge.
  15. quantumbutterfly
    quantumbutterfly
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    How great to see an update! I'm really looking forward to exploring and seeing what's new. Congratulations on the big 6-0 version milestone!
    1. tonycubed2
      tonycubed2
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      9 years of insanity 
  16. ralla1214
    ralla1214
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    I updated the mod from version 59 to the new version 60 that came out today, but now I'm getting a warning that _resourcepack.esl and forgotten dungeonsSSE.esm master files are missing. What’s going on here?
    1. tonycubed2
      tonycubed2
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      Hmmm will check tomorrow
    2. tonycubed2
      tonycubed2
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      fixed
    3. ralla1214
      ralla1214
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      Oh! Thank you.