Skyrim Special Edition

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  1. tonycubed2
    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:  
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    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:  
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    [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
  2. tonycubed2
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    State of the Union notes and  Changelog

    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.

    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 damage and will instantly cast flame shield if enemies are detected.  Really really cool weapon.  But even indoors will eventually explode in your face.  Glorious!


    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 mother 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...


  3. kingofthelions
    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
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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.
  4. maumanga
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    They there, Tony. I'm writing to you again, after some time.
    This time its not about solving bugs or adjusting anything, its simply regarding a question about the mod "Skyrim Underground" possibly joining forces with your works. Do you already have anything like that in the works?

    Being a 40 year old gamer, I love the old-school RPG feeling of navigating crumped corridors throughout a vast maze, but that mod simply lacks ENEMIES, man... you walk and walk... but you rarely get encounters. And that's a bummer.

    Also, while in the topic, I have a secondary question regarding your scripts for this particular mod. Talking "Dawnguard" enemy encounters, what happens if I were to destroy their fort? Kill Isram and all its followers? Will YOUR scripted Dawnguard spawns stop too? Because I wouldn't like that, seeing I got a vampire character and having them come after me is part of any good ol' traditional vampire life.

    What do you think about it all?
    1. tonycubed2
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      On the Underground mod.    It has a second problem that makes it really hard to populate it.  It has almost no clutter at all.  My mods often use clutter in the area to populate the dungeons.  This includes chests, potions, food, furniture.  They are well made but pretty barren.  I think I made a patch for it a while back. I will check that and re evaluate whether its worth it. I have limited modding time, and I am really enjoying the skyrim ai mods.  Montella AI just released and update and I need to patch it , ie update my patch for it.  I get a lot of enjoyment out of that mod, and herika. 

      On the other question, my mods normally check present creatures to see what to spawn, then it checks for area keywords, and last option it defaults to bandits or spiders.  Speaking broadly. So the odds of seeing more vampires in a fort cleared by them are probably not good, though not impossible.
    2. maumanga
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      I see what you mean about "Skyrim Underground". Well, no problems. Its still nice to take a stroll down there every once in a while.

      As for your subject regarding this new wave of AI mods, I also find them amazing, though I am the probably last person anyone should ask for suggestions on what's been offered in the market right now. I don't know much about what goes around on Nexus, and all I learn pretty much comes from Youtubers posting THEIR research on the matter. 

      There was a fully AI voiced follower which caught my attention last month, but you needed a paid subscription to ChatGPT in order to have her talk to you full time. Now imagine VOICE PACKS for enemies doing the same? Analysing your character/armor and throwing insults/remarks or even adapting weapons from their inventory based on our current gear? If we got Light Armor, come at us with spells or heavy swords, if we have heavy armor, adjust magicka so mages throw Frozen spells to hinder our stamina. I wouldn't know how hard that could be to script into enemy factions... if AT ALL.

      Now, if you don't mind me asking, what other AI mods have you had your eyes on, for example? Anything for immersion, or just plain combat?
  5. accretia00
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    the creation club mods that are set as masters are redundant. i did a check error in XEDIT with dummy masters and there were 0 errors. i have removed the cc masters from the esp https://drive.google.com/file/d/1Qt2AltGPffnH83H6bJbVO8IfASuT_mPx/view
  6. Proorok125
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    I have Skyrim 1.5.97, backported extended esl support and other requirements and vortex says that the master ccBGSSSE01-Fish is missing. what to do?
    1. tonycubed2
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      cannot advice you, at least advice you want to hear. thats a creation kit mod,.  hmm post same questoin on mod page for the backport mod.
    2. accretia00
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      the new Skyrim update put some creation club mods as masters by default, but they're not needed if a mod don't use them. i created empty/dummy masters for the creation club mod requirements with wrye bash, did a check error of the mod in SSEDIT and there were 0 errors which means that the creation club masters are redundant and can be removed. open wrye bash, find this mod, click right mouse button and then click create dummy masters on the bottom, enable the dummy esp if they're not enabled by default, open this mod with SSEDIT, right click on it and select remove masters to remove the creation club masters, exit and save, delete the dummy masters.
  7. tthheerroocckk
    tthheerroocckk
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    How do I get the book that starts the zombie apocalypse?
  8. Endro15
    Endro15
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    what are pebbles for? i remember this being explained somewhere on the website but it seems to be down
  9. maumanga
    maumanga
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    Hello, team SOT. First of all, congratulations for achieving such an amazing mod. Definately endorsed.

    I have used S.O.T. on a previous gameplay just last month while I was still downloading new mods and installing them as a test-drive, lets call it. It worked well till then. Few mods. But now, after settling with a 400 modlist, I've started my official playthrough, new save, and have been using it for almost 3 weeks. 

    The S.O.T. mod simply isn't spawning enemies as it used to when my load-order was smaller.
    On the other hand, at least I KNOW S.O.T. is working because it was activated correctly (started it via MCM menu), and I do spot your NPCs hanging about (merchants like Krull the Fletcher or "Enthusiastic Dungeon Looters", for example). Just last week, for example, I was attacked by a group of Mephala Assassins and even got that damned curse which almost killed me, luckly I had a "Cure Disease Potion" available...

    But that is so rare.
    Getting to the point, I just can't seem to get the mod to spawn creatures as regularly as the preset "Hurt Me!" specifies. My surface and/or dungeons walks are as calm as breezes. For example, once every 5 minutes I'll get a notification "The Horde Attacks!" and I'll even stop to look around to SEARCH for this incoming challenge, but no one comes...

    Mods which COULD potentially (or not) be clashing with S.O.T. from my load-order are: "Inigo", "Serana Dialogue Add-on", "OBIS", "More Bandit Camps", "The Dark Arts" / "Sacrosanct" / "Undeath", "EEF Extensible Follower", "Thugs Not Assassins", "Realistic Ragdolls and Force", "Immersive Armors", "Populated Dungeons Caves Ruins Legendary" (from TonyCube) and "Immersive World Encounters".

    What do you think?
    Would you please give me a set of instructions on how to tweak things to force the mod go wild on me
    1. tonycubed2
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      I achieve this by using all my encounter mods at the same time.  if there is a secret sauce then that is it. I get encounters frequently or bump into encounters frequently.

      for this pain inducing playstyle i use:

      1) this mod
      2) obis
      3) populated series Hell edition ( turn on the extra hell option in mcm)
      4) genesis for surface encounters  - pick whether leveled or unleveled mod
      5) genesis for dungeon encounters - pick  whether leveled or unleveled mod
      6) sot reinforcements
      7) fast travel encounters
    2. maumanga
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      Thank you for replying, Tony.
      While I shall try to gather these other mods you mentioned, I still would like to return to my original concern, which is the lack of enemy spawns happening in my game.

      I've read several pages of this "Posts" Section, and found a bunch of information regarding "Debugging" and/or "Pausing" the mod in order for it to provide me with a description about the source of the problem (something about "sleeping mode"?).

      What would you recommend me do mid-playthrough to reboot the mod? Or maybe there is an entire different approach to dealing with this problem which I should try?

      Once again, I appreciate your time helping me and the whole community.
      Take care.
    3. tonycubed2
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      The mod was never meant to spam the player. The latest release even adds code so encounters don’t happen in the same area consecutively.  I do not want to turn Skyrim into a mmo in the sense of constant spawns.

      one thought though. Make sure any followers you have are properly game marked as followers with proper factions .  If custom followers, you have to give them a custom flower or whatever it is the mod provides-  the mod will not spawn bad guys if friendliest are near. So if your follower is not seen as a follower spawns will never appear.
    4. maumanga
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      Oh, I have read about this famous "flower" one should give a follower in order to allow spawns. But so far, the mod hasn't offered anything like that. No items that I found, at least. Maybe if I activate the mod "AddItemList" and swoop right into S.O.T. and search for something related to "flower", it would give me one?

      On a different note, I have also read around here that the "Doppelganger spell" seems  to apply this effect on NPC followers, even though there is no specific description detailing the method within the MCM mechanics, so... its not confirmed.

      Nevertheless, I'll continue searching.
      Thanks for everything, Tony. Have a nice week. :)
  10. ServalKhajiit217
    ServalKhajiit217
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    I never asking before - how much performance this mod was hitting? In sticky post said what he is HUGE. 

    Also want to know about bloating of saves with it. (actually, after first message "Sands of Time starting to configurating in your game")
    1. tonycubed2
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      I don’t understand what you want to know. Mod is really complex. And can be configured many ways. Mod works well. There’s inherent load from a mod as large as this one. No easy answer to give you. Just try it and experiment .
  11. ServalKhajiit217
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    Some of NPC from this mod have clipping beards or face meshes (Krell, for example).

    Is it mean, what I did something wrong with CBBE?
    1. tonycubed2
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      No clue
  12. th3rm0pyl43
    th3rm0pyl43
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    Is the "Engaged in Combat!" message from the PlayerCombatDetect script intended to be actually displayed in-game on version 57.0? It's been an annoyance to me and takes the surprise out of being ambushed.
    1. tonycubed2
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      Yes. No. Can be remarked out.
    2. Divotox
      Divotox
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      I'm having the same little annoyance. Is there a way of figuring out how to disable this message myself. The mods wonderful and works great. Previous versions i've disabled notifications and the stealth dialogue to avoid "immersion" breaking. I don't mean to bother you, i'm sure you're plenty busy. For what its worth I spent the last 2 hours looking at scripting and I have no idea what i'm doing. I did try though.
    3. tonycubed2
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      Because you tried I will fix for you today. Will add it to the mcm option for no notifications.
    4. Divotox
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      You're the best! thank you so much for all your hard work throughout the years! :)
    5. tonycubed2
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      Done! With bonus dungeon overhaul as a bonus
    6. th3rm0pyl43
      th3rm0pyl43
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      Great, thank you!
    7. Divotox
      Divotox
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      Amazing! Thank you again for taking the time to do all these extras for us all. :)
  13. ServalKhajiit217
    ServalKhajiit217
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    After casting Skeleton SOT squad - they starting to attack me. Is it okay?
    1. tonycubed2
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      Not meant as a spell for you.  Some mod must have added it to something.