Skyrim Special Edition
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The SOT Team

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tonycubed2

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  1. tonycubed2
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    Please join me for Skyrim videos with all my mods at
  2. tonycubed2
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    FEATURES
    As the mod splash page details, the mod will :

    1) provide encounters when you sleep, ambushes if you will.

    2) What type of attacker depends on where you choose to sleep. If in a dungoen of undead then draugr and skeletons will wake you up.

    NEW FEATURE: When sleeping in a dungeon wtih Draugr keyword, the mod will now pull a creeper from a list of over 500 possible appropiate npcs. It was 48 before. A lot more variety.

    3) provides player home invasion encounters. Mod will now start with home invasion feature turned on. The intruders will start at the entrance to your house, simulating a door breakdown.

    4) If ambushed in an inn or general dwelling the enemy npcs will have a 50 percent change of appearing very near the entrance to the place. Not at the player. keeps things varied and interesting.

    Installation:

    Only time you have to be careful is when using older versions of SOT: Ultimate Deadly Encounters. Newest sot versions do not have sleeping encounters any more. Install after that mod, and before installing this one diable sleeping encounters in SOT. Older versions of SOT has version 1.0 of this mod, this is 2.0 . Much improved.

  3. tonycubed2
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    Changelog

    18.7 - yes i am still alive. 
    1- added code so beds are looked for when deciding if player in an inn or similar safe place
    2- added code to see if player has a follower.  if he does, the odds of enemies attacking on top of him are lessened by 50 percent.  If he does not, they are guaranteed to spawn at him.
    3- fixed spawn statements that had a suffix of ,8 when highest allowed is ,3.  maybe that caused draugr to appear in inns? not sure.

    18.6 - Thanks to Tr1S for finding but that caused ambushes to appear after sleeping and not during.
    had to replace :   utility.wait(0.5)
    With:
    Utility.WaitMenuMode(0.5

    18.5 -
    1- Corrected issue with player houses and werewolf players. A simple sentence for a ton of work..
    2- minor change: changed name of debug variable for mcm menu to testsleep instead of test. Too many of my mods used test. Added a few more debug lines.,

    18.3 - MANDATORY version for all , and fixed stuff for werewolf players
    1 - found several global variables in mcm menu not filled in
    2 - fixed werewolf player always getting silver hand attacks
    3- added new mcm menu option to set the odds of silverhands attacking. Default is 15 percent chance. if not starting a new game this value will be zero. You should do a clean save.
    4 - added a trigger to increase silver hand numbers when player is higher level
    5- Thalmor ambush set was not filled in with properly matching npcs



    18.1 - bug fix, one serious bug fix that would cause no spawns to appear.

    18.0:
    Happy new year! This is the first update in six months. I have dusted off the mod and I am willing to work with you guys to improve it.
    1) MCM menu is back! This will make the mod a lot easier to use and configure.
    2) Added one more MCM menu option: testing. If you toggle the testing option then diagnostic messages will scroll when the mod works (or does not). I am hoping that the hardcore users who use this mod will provide me diagnostic data when reporting issues., I am trying to track down missing spawns, and since the issue is sporadic it takes more time than I have to track it down alone.



    17.1: (open spoiler tag)
    Spoiler:  
    Show

    First: there is no menu, due to no skse. No book menu at this time, I am out of time. Took and evening I did not have to rewrite the scripts not to use SKSE. (may it rest in peace)

    The mod starts out with default values that I personally like. If you wish to change them you can do so by entering simple commands in the skyrim console.

    HINT: How do you enter console commands in Skyrim?
    To use Skyrim's commands, you'll need to open the developer console screen. This is easily done by tapping the tilde (~) key, which can be found under the Esc key, and just to the left of the 1 key on an American English keyboard

    So to change the odds of an encounter in a dungeon from 75 to 95, you wouold type:

    SET DUNGEONCHANCE TO 95

    just like that.

    In each line below the very first word is the variable you can change.

    If a kind soul with time wants to help make the book menu his name will be etched in gold and silver and hi sname will be whispered in reverence.


    ____________________________________________________________________________________________________________

    note: def means default value

    Dungeonchance (Dungeon Ambush Odds 0 to 100) def 75

    College (College Ambush Odds 0 to 100) def 10


    Jorrsod (Jorrvaskr Hall HQ odds 0 to 100) default 5


    DreamsInn (Inn Ambush Odds 0 to 100) default 10

    DraugrKeep (Draugr Keep Ambush Odds 0 to 100) default 60


    oddsathome (Home Invasion Odds 0 to 100) default 10

    AllOther(All other places 0 to 100) default 20

    sotdelay (Combat Delay While Waking Up in seconds) default 0

    PlayerHomeAttack (Toggle - Allow Home Invasions), set to 0 if true, 5 if false. Def 0

    minminutes (minimum seconds before invasion) 10

    maxminutes (maximum seconds before invasion) 30

    HardToWake = (Toggle - Allow Drowsy Effect), set to 0 if true, 5 if false. Def is 0

    Messages = (Toggle - Allow Encounter Notifications), set to 5 if true, 0 if false. Def 5

    firstperson = (Toggle - Allow Forced 1st Person View), set to 0 if true, 5 if false. Def 0
    `
  4. whateverg
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    Got draugrs when I woke up in embershard mine so this mod isn't very accurate
    1. tonycubed2
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      True. But fun. Bethesda applies keywords to locations  broadly.
  5. ncnlcss
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    This mod is a good idea but can you please add MCM controls for how many enemies you wake up to? Right now it's not a challenge. I want to wake up surrounded by like 10 to 20 bandits. I want it to be a real danger to go sleep in the wrong place (that I can do on purpose hehe). You make many mods to make the game harder and more populated by enemies, so I think it could be a good idea to put that philosophy in this one also. Thank you for your other great mods Tonycubed2.
    1. psyyo
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      respectfully, omg please no 😅
      a 10-20 bandit surprise ambush sounds honestly insane.

      don't even see that many hanging out in most bandit camps ..
      there are many great mods that make combat more interesting, making each individual enemy tougher, without need for simply adding more ..
    2. Narangren
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      MCM controls wouldn't force more on you, it would just give the option.
  6. RuffRyderZ95
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    Safe for ESL?
    1. Glanzer
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      You'd have to compact the formids first, but after that yes. Note that if there's an upgrade you'd have to do the same thing to the new plugin and HOPE that the formids match up with the old, otherwise you'll screw your game file up...
  7. EPLatham
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    I've been getting a cdt when I lvl up while sleeping (Survival Mode Improved mod) then try and save the game. I get and error box about a save error and I should contact  the mod author. That being said I forgot to snap shot the message box and have forgotten the exact wording. If it get it again I'll let you know the exact wording, but the current play through is late game and leveling has slowed to about once a week in game. If you need more info I'll be happy to help to the best of my skill.
    1. EPLatham
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      ok I got the error box to come up again. it says. "Abnormal! Caught a Fatal error during saving! Please report to the mod Author!" This is when saving after a lvl up while sleeping and encounter happen at the same time. It could be something with the Survival Mode Improved mod or just the cc survival, I don't know if the improvement mod touches that part. I lack the talent to be of help there. 
      But I do get this cdt every single time I lvl up and have and encounter while sleeping. If you need more info I will do my best to help. Thank you
  8. Machsc
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    How do you set the safety markers?

    My MCM only shows me the number of map markers in a scroll menu, but not how to set them. 

    I'm getting attacked every night in Anise's cabin

    I can't even sleep for an hour without an attack

    I'm also in Hardcore mode, so I need to sleep like 8 hours to level up and not die.

    UPDATE: so if I'm not mistaken the chances of an ambush are calculated every hour you sleep so if your in hardcore/survival mode you need to set your chances much lower than normal players or all the results will be 100% chance... also the ambush interrupts your level up so you still get your perk on level up but not your Stat increase I had to go back to level 1 and redo Bleakfalls barrow because I missed 7 levels of Stat increases with no way to get them back.

    So once you have set your chances,And you need to sleep to level up on Hardcore/survival mode. Save before leveling up, then only sleep for an hour. If you get ambushed reload the save until you don't get ambushed. Once you finish your 1 hour level up nap, then sleep the rest of your 8-10 hours to get well rested.

    I still haven't figured out how to set the markers or turn them off... I think my safe marker is following me around now 
  9. UcanTerlik
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    Great mod aside from consistency issues. You sleep in a fort which belonged to Forsworn before you cleared it. And you get ambushed by a draugr. So the idea is great but the mod should be worked on.
    1. tonycubed2
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      I think I fixed the draugr issue.   maybe test and let me know?  but new release needs a new game.
    2. AtreyisLortani
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      I see no issue in your example, UcanTerlik.

      You said yourself, the fort was cleared. No more Forsworn. Then you went on your merry (treasure won't find itself you know). Come back a while later and discover that draugr moved in. Sounds like a living and evolving world you have there, sir. Just because the Forsworn started the game in control of a fort doesn't mean they'll be able to control it again...after you've wiped out their entire "army" manning it. Think about it. Would take a few in-game days (or a week) for the other Forsworn to realize it's fallen (no cell phones means couriers, which means travel time). Once they do find out, doesn't mean they can do anything about it. Maybe they're at war with all of their neighbors and can't spare anyone to go secure the now-lost fort. Maybe they don't want to. Maybe they're afraid of crossing the single person who just walked in and said "mine".
    3. leviatam
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      i think i'd rather that a mod function the way i expect it to than make up some elaborate lore friendly explanation about why an unintended feature or bug happened.
  10. DeXCVII
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    I'm having a problem with the mark safe feature in MCM. Where in an older playthrough, maybe two playthroughs ago,  I used it in a modded player home River Cottage I believe is the name the JK one. Anyway, I marked that one as safe and in my last playthrough I was getting suspicious that maybe something was wrong because I played for 8 hours in that playthrough and wasn't attacked a single time. So, in my current one I checked the "Enable Test Mode Messages" box and Now every time I enter a place with a bed I get the message "Marker Moved". Is there a way to delete old markers? Like If I select it again will it go away? Or do I have to uninstall and reinstall to fix this?

    I am probably going to test now but, I wanted to A. Bring this to your attention, and B. Confirm if I am troubleshooting correctly in the matter.

    Update: So, to my understanding now the "Mark Moved" message means.....I have no clue but, It had nothing to do with me not being attacked....I think I'm not sure but, I uninstalled then reinstalled and slept for two days no attack. Then, I set the inn attack chance to 100 and was attacked. So, either it wasn't working at first and uninstalling and reinstalling fixed it OR my luck was just ungodly for that 8 hours. I'll just increase the attack chances abit. Not being attacked because the chances are so low is kinda boring.
  11. MasterAskarus
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    Any chance to get an esl/espfe version of this?
    Thatt would be of great help for so many people who are in desperate lack of esp slots.
  12. deleted186844140
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    Great Idea! I think many are looking for a way to make camping worse than sleeping in an inn or player home. With Campfire you can sleep anywhere in the world. So if sleeping in the wild or a dungeon comes with possible penalties it would be great for balancing reasons and making the money spend on inns or homes worth it while camping is the cheap but dangerous option.

    Campfire compatibility would be awesome and is the reason I am looking für such mod. Could be an absolute essential mod for any survival playthrough
  13. poncington
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    I know beggars can't be choosers and some things are tough to do but it would be amazing if this worked together with campfire/frostfall and stealth skill as well as exact location to determine ambush chances.  For example having a fire going at night by your tent would drastically reduce wild animal attacks but be an invitation for bandits looking for someone to rob etc.  If you sleep in grass on a bedroll with no tent or fire you would be almost completely hidden unless something stepped on you accidentally but you wold have no warmth to keep you from freezing to death with frostfall.  Would also be neat if setting up your tent in the woods kept you more hidden than out in the open and definitely better to be off any roads where lots of people and things are passing by.  Finding a safe spot tucked away off the beaten path would make a difference as well as the size of your fire and whether or not the fire is in the open or blocked by trees rocks etc.  Just dreaming I suppose.  Still a cool mod as is.
    1. tonycubed2
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      Possible things:

      is fire near?
      is road near?
      stealth level

      Do you know if the campfire is a vanilla asset?
    2. poncington
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      Sorry if my comment was confusing.  I meant campfires from the mod campfire which I use with frostfall and ineed to make the game more of a wilderness survival type thing.  I was just posting a wishlist of features that I think would be amazing.
    3. tonycubed2
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      no i got that.  but wondering if the campires from frostfall are made with vanilla assets, and thus not requiring frostfall as a master.
    4. poncington
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      I'm not totally sure but I doubt it.  You can't activate vanilla campfires the way you can activate the fires from the campfire mod but you can benefit from them as a heat source when you're cold.  You just can't break them down or destroy them since they're permanent where as the ones from campfire can be made and destroyed at will if you have enough materials. 

      EDIT: I wonder if there's a simple workaround that's close enough to work.  I don't understand the exact mechanism but unless I'm wrong the game has some awareness of whether you're in a good hiding place or not since using cover during stealth seems to increase your chance of hiding.  Maybe this could be exploited somehow to allow the player to find safer resting places than just out in the open and visible to all.  This would add immersion for people like me that use the immersive sleep to save mod and can't save the game without risking our lives
      with your awesome sleep ambush mod installed.  Pain is fun :D

      EDIT 2: Just another musing.  Would be cool if being on or near the road had a high chance of other types of encounters depending on if you're near a hold with guards and honest people.  Closer to the hold might be an annoying merchant trying to sell you something or a beggar asking for change.  Possibly a pickpocket or a guard telling you to move along.  Just having sleep interrupted one way or the other once in awhile.  Then you get out further and it turns into brigands, wolves, sabrecats and maybe once in awhile a traveler asking for water.  The possibilities are endless.  Ok sorry I'll leave you alone *shrug*