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About this mod
Is it not odd that you can sleep anywhere for 12 hours and not once be attacked or assaulted? And that you can fast travel through tons of hazards with not even a mosquito bite? Or Wait in a dungeon 24 hours with no problems? Or walk mile after mile without even a blister?
Note: scripts are super optimized. NO ISSUES WITH SSE!
- Requirements
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Nexus requirements
Mod name Notes Backported Extended ESL Support Needed if you don’t have build 1130, 1170, or higher Dead NPC Body Cleaner Remover whilke not a required master, not using this will cause your saves to corrupot and load on save crashes SkyUI Mod makes extensive use of mcm menu with tons of options. Mods requiring this file
Mod name Notes Action Based Projectiles Patches BURP Spell Tomes Patches For the Ultimate Deadly Encounters and Spawns patch Chinese(Simplified) Translation for Ultimate Deadly Encounters and Spawns Jebbalon's Sands of Time ( SoT ) Temper Recipes SSE OBIS or SoT - Heritage 2 Patch For the SoT patch OBIS-OBIS Loot - sands of time - Advanced Adversary Encounters Patch and a Deadly Wenches Womanized OBIS Open World Loot - Sands of Time and OBIS-Loot patch For the SoT patch Praedy's Staves AIO Patch Hub Praedy's Staves AIO Patch Hub - German Sands of Time - Master of Disguise _ patch Ultimate Deadly Encounters - RUSSIAN Необходимо установить перед этим Русификатором Ultimate Deadly Encounters - The Way of the Dovahkiin aka Sands of Time German Ultimate Deadly Encounters and Spawns - Settings Loader WiZkiD Patches Compendium only the Follow Me addon is needed - Permissions and credits
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Author's instructions
I deleted SOT from steam. SOT may not be uploaded anywhere for profit without my permission . This applies to all my mods.
File credits
contributions by: Tonycubed2 - DiscipleDarkfriend- Darth Vella- Tunaisafish- fg109- Melooo- Mujuro- DJjojo- Timmy19992- mV_box- Mujuro- verteiron- Dheu- Spookyfx- Unahu- Slob- Refusedzero- GhostAgent- xilef11- CrushBoss- FireFreak111 - Jebbalon - Lobo3222
A.S.M Field - Anti-Stream Magic Field and Etc. by igotnousername
Vagabond armor courtesy of hothtrooper44
The Elixir of Exploration - The Ultimate Dungeon Delver's Potion by LordGermanicus666
Jebbalon for quality control and bug squashing, adding FISS support(!), and updating/overhauling the MCM
New creatures modders resource by orionh4ck3r - Pride Demon, Fire Demon
CrushBoss for his many contributions to this mod: Play Testing and Beta Testing - Over 150 hours, Exceeds 250 hours total work, including but not limited to Mephala Curse Poison, Papyrus Logs, Mod Inspection and cleaning, bugreports, mod improvements, description improvements, aiding with the optimization and recommended mods pages, voted faithfully, more brains additions, support (awesome support for users!!!), 40 hour mod examination (led to super lean and clean mod).
UWShocks for % new potions at http://www.nexusmods.com/skyrim/mods/55818/?
Sarx13 for the awesome backstory for the Rumiirua
GhostAgent for our website, Nexus description pages, MCM menu art, aiding Jebbalon with the MCM layout, the Anthology of Horror, and wonderful books explaining the origins of Burning Inferno, Blade, and Bane. Also for helping Sarx13 write the backstory for the Rumiirua
Features the gorgeous DarkOne bow and arrows by Nicoroshi!!
Necromancy-- Undead FX by WDog367 at http://www.skyrim.nexusmods.com/mods/36158
Latency Tester by ALex from Convenient Horses fame. Awesome utility!
Dragon Age Darkspawn Blight Victims by Kotaidakos
Beast Skeletons courtesy of Prometheus, at http://www.skyrim.nexusmods.com/mods/28957
lifestorock and his mod "Armored Skeletons and the Walking Dead" at: http://www.skyrim.nexusmods.com/mods/26706
Dheu for his awesome help with Stealth features!
Draman Skeleton by Grohiik http://skyrim.nexusmods.com/mods/16659
Perfect Blood Hybrids Mod by Grohiik http://skyrim.nexusmods.com/mods/23911
Baby Dragons of Skyrim by VampireMonkeyhttp://skyrim.nexusmods.com/mods/19206
Earth Prison by verteiron http://skyrim.nexusmods.com/mods/14629
Daedric Crossbow by DJjojo. http://skyrim.nexusmods.com/mods/22113/
Darth Vella and Tunaisafish for their kindness in helping with script
Magnus Robes at http://skyrim.nexusmods.com/mods/23609/ by mV_box
Sejh for his fabulous young people, mod page : http://skyrim.nexusmods.com/downloads/file.php?id=14995
Gizmodian for Real Silver Swords : http://skyrim.nexusmods.com/downloads/file.php?id=3780
Enigmatic for his Samurai Armor at http://skyrim.nexusmods.com/mods/18219
Wgstein for his shared scripts. Awesome attitude! http://skyrim.nexusmods.com/mods/13931
Fume0101 for Masters of Death Rise of the Brotherhood armor: http://skyrim.nexusmods.com/mods/9752#content
Force Bow by Stabtown, please endorse at http://skyrim.nexusmods.com/mods/15153
Dawnguard Paladdin Armor by Timmy19992
artwork by Timmy19992 - thank you Timmy!!!
Dread Knight Weapon set by Jojjo at http://skyrim.nexusmods.com/mods/15494
Daedric Corset by Raven42 at http://skyrim.nexusmods.com/mods/4081
Slob, for his scripting fixing magic. Made this mod into a Lexus 2nd to none
Refusedzero for his many folllower patches
MihailMods - https://www.nexusmods.com/skyrimspecialedition/users/37834630?tab=user+files
We use no fewer than 10 of Mihail's mods in SoT! We add more often as he is a prolific 3D model artist. His monsters fit very well within the SoT Realm.
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Russian
- Mandarin
- German
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Translations available on the Nexus
Language Name German Author:yanxxgeist Ultimate Deadly Encounters - The Way of the Dovahkiin aka Sands of Time German Mandarin Author:ZIYAN Chinese(Simplified) Translation for Ultimate Deadly Encounters and Spawns Russian Author:Lastrium Team Ultimate Deadly Encounters - RUSSIAN - Changelogs
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Version 53.0
- Added Glowing gold chest at Dark Fall Cave...
- Introduced as rare reward Imnortality Scrolls
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Version 52.5
- 1) Removed un-needed files , thanks for the report by sgfdehfh
- - textures\actors\reddraugr - more than 18 Nif files
- - textures\actors\firewrath - 5 files with the extension .bmp
- - textures\Armor\Avatar Of Balthazar - Cuirass.psd
- - textures\weapons\Stormbringer For Tony.nif
- - meshes\fzombie\ - scraps of scripts and garbage .OBJFiles and .fbx files. More than 16 files.
- - meshes\BurntWitch\Textures\Actors\Malaburo.dds - 5 files, lost files .dds?
- - Sound\FX\Death blossom.gpk
- - Source\Scripts\SOT_Unused - more than 100 (sic!) garbage files.
- 2) fixed mod provided Shades creatures, they were mostly unaggressive and corrected factions to avoid fights with other enemies
- 3) added to level two of Twilight Sepulcher a good number of new undead guardians for variety and challenge. Adjusted factions to match site.
- 4) fixed Chameleon toons being too overpowered, took them down from level 50 to level 5 and plus 500 health to plus 50.
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Version 52.4
- reworked rogue necromancer script that was causing non ending waves of skelies
- fixed faction of necromancer, his own summons were killing him
- made him stronger, starts now al min level 10
- necromance will double summons if player has followers
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Version 52.3
- hopefully fixed blue tracer effect on arrows caused by merged in Mihail mods, like Harvesters/Colossus
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Version 52.2
- 1) overhauled the way the town coins work. When clearing a town of undead, a special coin is often awarded. That coin if dropped will teleport you to the town it came from. Another coin is then given and the original is lost. If the new coin, called, coin of return, is dropped, the player is taken where he came from originally and the second coin is also lost. Much more fun than what used to happen.
- 2) fixed quicktorne arrow missing properties.
- 3) fixed swamp fiend, bonelings, others, being way too strong.
- added a surprise ambush in bloodskalbarrow02
- withervine force arrows now have a force push back effect. very cool arrow.
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Version 52.1
- - Removed Squad leader draugr which made enemy npcs invisible in bleak falls. Was causing ctd issues
- -Added a bit more loot to Bleak Falls in one room
- -Added a trap that spawns enemies in a certain small mine.
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Version 52.0
- fixed exploding sword
- added dread weapons reward to the toughest 5 dungeons, randomly picked from like 15 dread weapons
- fixed damsel in distress note being a quest item
- added 1,000 gold to damsel in distress quest
- fixed chameleon female with male head
- added protectors to the dungeons containing dread weapons
- added quest markers for the Ruunirua quest to find sword and the final boss
- fixed dread sword having no inventory model. there was one other dread weapon too.
- fixed patrolling orc that was in wrong factions
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Version 51.0
- - New Game Required -
Remove old versions and install version 51 - Start new game.
Updating without starting new game will result in lots of issues that we will not support.
If you don't want to start a new game then don't upgrade to version 51.
Finish up your current playthrough, then setup a new one with version 51 installed.
- New Game Required -
=============================================================
UDE Sands of Time
version 51
ChangeLog - Jebbalon
2020 Feb & March & April & May
=============================================================
- Unused Scripts...
Found another 85 scripts that are verified unused by the mod. Moved a total of 170 compiled .pex and source .psc files to SOT_Unused folder.
... 6 more scripts added to Unused after more editing.
Quick note on all of these unused scripts from this mod...
SoT dates back to March of 2012 (just 4 months after release of Skyrim). Eight years of this mod being the Flagship of the SoT Team. This mod has been a testing and development environment not only for itself but for many other mods. Over that time the scripts folder became organized chaos. It has been an honor to not only contribute to that chaos but also to take up the task of cleaning up!
- Edited Scripts...
47 scripts have been edited during February and March 2020... and now April as well... Ack! now it's May WTF! ...
Waiting12.psc - see notes below
WalkingDangers49.psc - Major surgery, able to combine spawning into 1 function replacing over 3000 lines of code
SOT_MasterCloneScript.psc - New cloning script - details below
SOT_DA15_PauseScript.psc - New script will pause SoT while doing Wabbajack quest.
SOT_C01_PauseScript - New script to pause SoT while in Companions Scene area of Dustman's Cairn
SOT_MCMenu5.psc
SOTFunctionsLib.psc
SOTGlobalBank.psc
SOT_Assassins.psc
SOT_BonemanVanilla.psc
SOT_BanditVanilla.psc
SOT_Falmers.psc
SOT_Draugr2.psc
SOT_Skeleton2.psc
SOT_SpidersVanilla.psc
SOT_SpiderFigment.psc
SOT_FTraveSendEvent.psc
SOT_PlayerIsPoisoned.psc - See notes below for Mephala weapons
SOT_PlayerPoisonedWilder.psc - See notes below
SOT_NPCDied1.psc
SOT_OnLoadAlias.psc
SOT_gMan.psc
SOT_CursedOnes.psc
eogeomQuestLockOnScript.psc
USReanimateFXSoT.psc
SOT_NoMagic.psc
SOT_SpiritCheck.psc
SOT_SpiritCheck2.psc
SOT_ImpTrap.psc
BurningSensation.psc
SOT_DKCool.psc
SOT_MindFlayer.psc
SOT_ChameleonHit.psc
SOT_ChameleonPrep.psc
SOT_ChameleonPrepMplaced.psc
Clawshieldreflect.psc - is based on DLC1_ReflectShieldSCRIPT.psc - updated with Unofficial patch fixes
SOTFX.psc
SOT_FightMe.psc
sot_donotkillme.psc
SOT_Asyrin.psc - See notes below
sot_DisableFeralAxe.psc - See notes below
SOT_DA09_PauseScript.psc
sot_BrooderAttacks.psc
SOTCleanup.psc - Simplified & added to Surface spawns
sot_MephalaAxe.psc
sot_MephalaDagger.psc
sot_OrcsAttack.psc
- Waiting12.psc - one of SoT's older scripts. Handles Dungeon Encounters.
- - Major surgery, cut about 2000 lines out. Combined repeating sections into functions and more
- - Cleaned up lots of little errors & inconsistencies (FormLists not going from index 0 to GetSize-1) (copy paste errors) (Ifs or Elses that could never happen)
- - Ambush while waiting in dungeons was limited to only using the Wait Menu. It checks whether the player has moved at all as hours pass by. Changed that to a small radius of 100 units. Basically, crafting at a forge and turning to the tanning rack is not enough to be considered 'not waiting'. Talking to a friend, reading a book or studying a word wall is a bad idea in the bottom of a dungeon!
- SOT_MasterCloneScript.psc - NEW script to replace the following scripts...
SOT_BanditVanilla.psc
SOT_BonemanVanilla.psc
SOT_Draugr2.psc
SOT_Falmers.psc
SOT_Skeleton2.psc
SOT_SpidersVanilla.psc
SOT_VanSpidersRef.psc *
SOT_Wolf.psc *
- - SOT_MasterCloneScript has all the options from the individual scripts including Boss types, spawning from FormList instead of cloning, spawning all at cell load or on Line of sight check.
- - The individual scripts were essentially the same although functionality updates to one did not get repeated in the others making for inconsistent results between MoB types.
- - The fun part is to replace the old scripts and attach the new script to 100s of NPCs and fill properties
- - * SOT_VanSpidersRef and SOT_Wolf not in edited list above
- - Not all npcs have been converted over to Master script
- Pebbles (generally used to indicate NPCs spawned by SoT) will now show up more often. (Save them - there is a turn in quest)
- Dragonborn DLC cultists were showing up before doing Greybreads quest - added checks and corrected some copy paste errors.
- Necromancer raised dead with UndeadFX should now have clothes. Should!
- Attempted to simplify the 2 cooldown timers used for Surface spawns. Should be more accurate as well. Also, adjusted these numbers in Preset functions. More difficult = more often.
- Mephala Assassins - Script overhauled, now uses 1 function to spawn replacing the individual location sections. This cut the script length in half, about 400 lines of code. Corrected inconsistencies - Should be more robust in towns and the wilds.
- Removed edits related to Companions Vilkas training - USSEP and Brawl bug patch both handle that.
- Removed edits related to Companions in Dustman's Cairn - issues arise when the companion (Farkas) should go to pull lever but SoT spawn may interrupt and they never complete the lever pull. Will find alternative - Pausing SoT spawns while that scene plays out would be better.
- - New script SOT_C01_PauseScript.psc is placed on new marker near the trigger box that the quest uses to track player in that area. OnLoad the script will pause SoT spawns when player is in that area inside the trigger box.
- Removed remnants of dusty old OBIS development stuff.
- Treasure Hunter - (the annoying parasite that follows you into dungeons) - Now has updated and working AI Package. They will search for and take gold from containers in the area. You can take it back but remember that a certain Fiery Lady may be upset by killing them.
- Asyrin The Helpful - Life after combat has been extended from just 20 seconds to 1 full minute
- Feral Axes - These guys are now marked Invulnerable and will be cleaned up properly. Invulnerable also means they won't generate love/Grief letters when they die because they cannot. (Yes, I got a letter recently). They've also been reduced from a life of 2 minutes down to 1, if out of combat. A max of 4 minutes if getting hit.
- The Spirit NPCs - used as spawn points (great way to ensure spawn is on a NavMesh) - They used several Flee AI Packages to try to space them out, away from player. In total there was 12 different packages in use and probably double that not being used at all. Was a trial and error thing over the years. The ones used for the Surface spawning kinda worked, but the dungeon spirits were not so good. The special one for the bandits was an Orbit package meant for flying npcs (dragons). - Now, there is one Flee AI Package to rule them all !! HaHaHaaa! ...sorry...
- - SOT_SpiritFleePackage should work much better than the old ones and hopefully will provide the experience we want from these guys. - Will need some testing.
- - With the new package for spirits - Their placement scripts will now move them in front of and behind the player. Hopefully their starting position will make them flee away from player in different directions.
- - Also, slowed them down considerably - well, they are still really fast but not hypersupersonic! I think they were taking off and overrunning the navmesh in areas and would get stuck. We only need them to run away for 5 to 10 seconds but they need to stay in bounds during that time.
- - As well as fleeing from the player - they will also stay away from each other.
- - ... While doing above and testing found some things ...
- - Now trying to redo these spirits again... Created new race, npc, and spell ability - A spell to summon them too. - Now need to update Surface & Dungeon scripts to use them.
- - ... Surface now has the new spirits. script will move targets around player at distance set in mcmenu, spawn the spirits at the targets happens with summons spell utilizing the Snap to NavMesh feature of that. Will then wait 5 sec. then targets will move to spirits and Spawning happens at targets.
- - ... Dungeon spirits are similar to old way with the new AI package though.
- Mephala Weapons - The axe and dagger that Mephala Assassins use have been improved / nerfed a bit / made to work properly ...
- - The Mephala Curse has a normal strength and a mild versions. The Mild version was (for several reasons) never able to be used. It is now. The curse will also not apply multiple times. I don't think it was stacking but now it will not apply more than once. Unless it is cured and then it will apply again if hit again. The mild version also was not mild, was same as normal, now it is half-strength.
- - The weapon's paralysis effect was able to be spammed on the player. This is a vanilla effect so had to duplicate and put condition to not apply if effect is already present. Especially with dagger the assassin could just stand over you forever locking you in paralysis. (until dead of course) Now when the 6 seconds are up you at least have a chance. Spamming health potions and medusa oil still recommended!
- Form Lists used for Spawning - Several of the FormLists used for spawning npcs have been cleaned up. (used for Bandits, Draugr, Spiders, Skeletons, etc.)
- - Removed - ...Enc... NPCs so only ...Lvl... NPCs are used. Most often the Encounter npcs are in the Leveled npcs lists.
- - Removed - Ambush, Linked, and Guard NPCs - These are usually for specific situations where they can be linked to other npcs or objects or patrol markers. They often have scripts associated with them (Ambush) which direct when to "wake up". Also, the guard npcs can have issues with the AI packages when not linked to someone to guard or if that person dies (possible ctd) All of these are not needed when spawning dynamically.
- Smithing Oil Mortar - The lonely Oil Mortar in Riverwood now has cousins in : Karthwasten, Shor's Stone, Stonehills, Whistling Mine, and one in Skaal Village on Solstheim - Look for them outside near Smithing related equipment.
There is so much in this mod that I'd like to spend even more time on. For now though, things are running well. Played for 6.5 hours straight without any hiccups. Papyrus log was what I call normal. Which is really good! !
- - New Game Required -
-
Version 50.3a
- Hotfix for the Garkain Pulse shouts that show up when unlocking Unrelenting Force. ESP only - Good for Loose Files or BSA versions
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Version 50.3
- Sands of Time Changelog
2019 December - Jebbalon
Version 50.3
==========================
- Alt-Started in Falkreath Inn - Stole an item from Arkay - Started Rumiirua Apocalypse using totem out back - Later set BurnAppear to 99 to spawn Inferno
- - Papyrus log showed lots of spam from the encounters...
- SOTArkayRevenge.psc - attached to items at shrines - Needed global variable properties filled on several of the items around skyrim
- SOT_RemoveDaedric.psc - Added Self to Trace commands to better identify script in papyrus log
- - Added SOT_AllowWearLevel global along with MCMenu setting. Now we can set the level at which player is allowed to wear the items.
- - More below...
- WeaponsDeadly.psc - This script is probably one of the hardest working scripts in SoT. - Cleaned up format
- - RumiiruaWhileLoop() Function added for spawning Zombies. - All city sections will call this new function - Changed the spawning from PlaceActorAtMe to PlaceAtMe() As Actor and initially disabled - This works well with OBIS spawning and will eliminate the pop in-out of disable/enable. - Most of papyrus errors were from incorrect index numbers - now set correctly from zero to list size minus 1
- - ModStatus section edited to apply MilkDrinker Preset from FunctLib and message box will tell user to return to MCMenu to select preset. Other settings commented out. - this is to centralize presets in FunctLib only. Presets page options in MCMenu are disabled until after this activation.
- SOT_MCMenu5.psc - Added condition to the Presets page options to check for ModStatus = 3 which changes in activation routine of WeaponsDeadly.psc
- - Added settings for SOT_AllowWearLevel for level limit for armor.
- - Changed version line on Status page from "Current Version: 50.0" to more generic "Current Menu Version: 50+" - That number in fact is the Menu version which we try to match to the mod's version on Nexus. Updates however don't always involve the menu. Major updates will see this number changed though.
- - See below for more...
- SOT_RumiiruaFalkreath.psc - Attached to Falkreath Zombies. Needed properties filled on several zombies.
- SOT_MoreChests.psc - Added check for Enable Parents - Papyrus errors occur if bandits have enable parent and the script cannot disable/delete the bandit after placing the chest. - GetEnableParent() is a SKSE function that will return the parent - If none then we can safely disable/delete.
- SOT_Inferno.psc - PoisonResist is ability so would error in papyrus when trying to Cast on Inferno. Changed to AddSpell()
- - The BurnHere marker will be moved to Inferno anytime she casts LarvaProtect spell - the GuardMe spell will also be cast
- - Lowered level of spawning from Boss(3) to Hard(2) - changed Draugr and Chaurus Hunters to Leveled npcs that will pick from list. - To compensate for lower level, added chance for more to spawn!
- - Tried to Add FlameOn cloak spell to be cast on Draugr and Chaurus as well after spawning. - These npcs, for some reason, do not show the flame cloak ability
- - Added SOT_SpellTomeThrowLarvae on death if allowed
- SOT_Anton_LarvaProtectorsSpell.psc - New - Derived from _Anton_LarvaProtectorsSpell.psc which is now in SOT_Unused folder
- - Cleaned up format and removed unused variables. Removed sections not needed. Papyrus errors were mainly from None(s).
- - Looking at larva mesh the Idle_02 animation is actually spelled Idla_02 with an 'a' - changed the call here not the mesh.
- - Changed from PlaceAtMe not disabled then set alpha = zero to PlaceAtMe initially disabled and later EnableNoWait() after moving. The set alpha works for actors not potions (which is what those maggots actually are (yes you can pick them up and 'drink' them)) !
- - The routines designed to place explosions and clean them up by disable/delete were changed to just placing them. Explosion objects are self deleting.
- - Attempts to DispellSpell() on the larvae and player was removed. The HitSpell property is set to Firebolt which shouldn't be something you need to remove from caster and target.
- - Note: this script can still throw errors in papyrus log. Mostly I think it is when picking up the larva when it is still inside a While loop in the script. There are certain delays in the script to allow 3d to load and then it plays the animations. If it is picked up the call for the animation will error. Checks are in place but timing when they are picked up is impossible. The number of errors in log will be miniscule compared to previous script versions. Harmless errors as well.
- SOT_Anton_LarvaAttackSpell.psc - New - Derived from _Anton_LarvaAttackSpell.psc which is now in SOT_Unused folder
- - Changes similar to the Protectors spell above as well as....
- - Tried to Set up spell to be able to cast from / to anyone .
- - Player is either the target of the spell or if player is caster then target will be spot 1000 units in front of player. Like lobbing a grenade.
- - See below for more...
- SOTGlobalBank.psc - edited to add SOT_AllowWearLevel variable
- SOTFunctionsLib.psc - edited to add SOT_AllowWearLevel to MilkDrinker preset with default of 30
=============
- Found more XMarkers to move into the SOTWarehouse - these are all used to create the dynamic spawn points used in SoT - they were once lost in the wilds of skyrim now safe and sound in the Sands of Time Warehouse with others of their kind to commiserate with.
- - Target1, ..2, ..3, ..4
- - SafePlace, SafePlace2, ..3, ..4, ..5, ..6 - these are from Sleep Encounters feature I believe
- - Wait1, ..2, ..3, ..4
- Added No Absorb/Reflect flag to several Summon/Conjuration spells - Hard to summon something when the spell is absorbed.
- Earth Prison Spell book added to final room of Ustengrav
- Squad Leader's Invisibility ability will also affect other enemies and creatures in the area. - This would also affect Player followers or especially pets if they were members of the Creature Faction. - Added more conditions on filling the reference aliases to exclude player followers/pets.
=============
- SOLVED discrepancy between number of files in Scripts (.pex) folder and the Source (.psc) folder.
- - Old numbers looked like this... Scripts = 714 & Source = 685
- - There was in fact 752 files between the two folders. Some were in Scripts that did not have corresponding file in Source and some in source not in scripts. After comparing files was initially able to move 97 unused files to the SOT_Unused folder. After updating and replacing other scripts with SOT_RemoveDaedric.psc - another 70+ files were moved to Unused.
- - New numbers look like this... Scripts = 619 & Source = 609
- - The 10 extra .pex files in Scripts folder are DeathKnight related and do not have source files.
- - The SOT_Unused folder went from 144 files to 315 now.
=============
- SOT_RemoveDaedric.psc - Used to remove armor if player is too low level.
- - Updated script for more general use. Can now be used on many more armors (or weapons)
- - Found 37 scripts attached to individual items that could be replaced with SOT_RemoveDaedric
- - Following .psc files and the corresponding .pex files moved to SOT_Unused folder...
sot_bluejournroberesitance.psc
sot_bluejournrobofmagika.psc
sot_bluemastroberesitance.psc
sot_bluemstrrobmagika.psc
SOT_CrossbowDragonRemove.psc
sot_crossbowremove.psc
sot_darkjourneroberesitance.psc
sot_darkmasterroberesitance.psc
SOT_level20equipcheck.psc - was already not used
SOT_MagnusReq.psc
sot_purlejournroberesitance.psc
sot_purplejournrobedestruct.psc
sot_purplemasterobesresistance.psc
sot_purplemasterrobedestruct.psc
sot_purplemastrobemagika.psc
sot_redjourneyroberesitance.psc
sot_redmasterroberesitance.psc
sot_removdarkjournrobemagika.psc
sot_removdarkmastrrobemagik.psc
sot_removebluejourneyrobesdest.psc
sot_removebluemasterrobesdest.psc
sot_removedarkjourneymanrobes.psc
sot_removedarkmasterrobes.psc
sot_RemoveJourneymanRobes.psc
sot_RemoveMasterRobes.psc
sot_removemastterrobemagika.psc
sot_removeredjourneymanrobes.psc
SOT_removeredjournrobemagika.psc
sot_removeredmasterrobes.psc
SOT_removeSicArmor.psc
SOT_removeSicBoots.psc
SOT_removeSicBracers.psc
SOT_removeSicHood.psc
sot_removewhitejourneyrobemagika.psc
SOT_Removewhitemasterrobemagka.psc
sot_whitejourneyroberesistance.psc
sot_whitmastrroberesitance.psc
=============
- WalkingDangersScript.psc - Not used & empty - Moved to SOT_Unused folder.
- SilverSwordAlternateScript.psc - Updated to include USSEP edit to SilverSwordScript.psc carried over (no need to remove perk)
- MovePlayer.psc - Script used for the test items Pebble# - (Note these are different from the Pebble (no #) you find on spawned npcs)
- - OnContainerChanged will now check if the pebble moved into or out of only the player inventory. - this is to prevent mods like 'Add Item Menu' moving player just by looking at the items. Instead only if the player takes one or drops it. Dropping will also disable/delete the pebble.
- - Removed Pebble4 from the GenesisForswornObjects form list.
=============
- Added Quest marker for dungeon where the Rumiirua quest sends you. (no spoilers here)
- SOT_Anton_LarvaAttackSpell.psc - Cleaned up format and removed unused variables...
- - Tried to Set up spell to be able to cast from / to anyone. Not anyone really...
- - Player is either the target of the spell or if player is caster then target will be spot 1000 units in front of player. Like lobbing a grenade. (actually more like drop kicking)
- - Was difficult and required many iterations. It's not perfect but it does work - all without papyrus errors.
- SOT_SpellTomeThrowLarvae - New spell book added for the spell that uses the SOT_Anton_LarvaAttackSpell.psc
- - Does what it says - Throws Larvae that will explode! Burning Inferno will drop this as loot.
- - Only Inferno will drop - If she is set to Fire Girl then no larvae = no spell book.
=============
- Undead Fire Dragon (Abomination thing) - DragonFireFlesh "Undead Fire Dragon" [NPC_:xx038ADA]
- - SOLVED the collision / hit box issues. It was set to 0.5 Height. Dragons cannot be shrunk that much. Changed to 1.0 and no problem hitting it.
- The Hell Knights that summon the Undead Fire Dragon thing each had script that was unique to the city they were in. Made new script that can be used for all Hell Knights.
- SOT_RumiiruaHellKnightScript.psc - Attached to Hell Knights and KnightsCity property is to be filled with the matching city's count global. Example: RumiiruaInSolitude
- - Added SOT_RumiiruaAllowBigHead global variable as condition to spawn the Undead Fire Dragon thing.
- - This script replaces the following scripts and they have been moved to SOT_Unused folder along with the .pex ...
SOT_RumiiruaFalkreathKnight.psc
SOT_RumiiruaIversKnight.psc
SOT_RuumiruaDawnstarKnight.psc
SOT_RuumiruaMarkarthKnight.psc
sot_RumiiruaWindhelmKnight.psc
SOT_RuumiruaMorthalKnight.psc
SOT_RuumiruaRiftenKnight.psc
SOT_RuumiruaSolitudeKnight.psc
SOT_RuumiruaWinterKnight.psc
- SOT_MCMenu5.psc - Edited to add settings for SOT_RumiiruaAllowBigHead - in Apocalypse page.
- SOTGlobalBank.psc - Edited to add SOT_RumiiruaAllowBigHead
- SOTFunctionsLib.psc - Edited to add SOT_RumiiruaAllowBigHead setting to the Preset functions - MilkDrinker is off - all other it is on
=============
- Renamed the Undead Fire Dragon - Big Head Abomination thing - to Undead Monstrosity.
- - Added new script SOT_RumiiruaMonstrosity.psc that sets the Monstrosity to no flying if SOT_RumiiruaAllowBigHead global = 1 or 3 (see below)
- - They will initially take off and will quickly look for landing spot. This is actually good since the Knight could summon them anywhere - they will seek placed dragon landing spots in the area to settle onto. These vanilla spots are at all the cities so finding area to land should not be problem there will be room to battle too.
- SOT_RumiiruaAllowBigHead global variable now has 6 settings for Hell Knight summons
0 = Nothing
1 = Undead Monstrosity - Non-Flying - Default
2 = A Dragon - can fly of course - only after Dragon Rising MQ104 quest is completed
3 = Random - either 1 or 2 (this might be the setting I choose no-fly-big-head one fight maybe a dragon for the next one)
4 = Monstrosity - Flying
5 = Random with Flying Monstrosity - either 2 or 4
- MCMenu Apocalypse page - Hell Knight setting is a drop down menu for options 0 to 3 and under that if 1 or 3 is chosen will be toggle to allow Monstrosity to fly and if that is true then 4 or 5 is set.
=============
- Tony merged the following esps from MihailMods...
mihailmimic.esp
mihailvampirebeasts.esp
mihailhomonculus.esp
mihailcorprusvictims.esp
mihailzombies.esp
mihaillegion.esp
- - I stripped out the Cell and WorldSpace placements - we just want to use the mobs.
- - Added Prefix SOT_1_ to all the records - so most will start with SOT_1_mihail...
- - Merged that into SOTFull.esp - took a couple tries to do it right (Backups are a good thing)
- - All the new records can be found in the FormList SOTDLC1Forms [FLST:xx898C01]
- - There is about 50+ new mobs for us to work with. Well, some are upgrades. None have been implemented yet! So, stay tuned!
- - The asset files are in as well.
=============
- Files removed in 50.1 somehow found their way back in 50.2 - Removed again for 50.3
- - these were the HavokBehaviorPostProcess.exe and its ConvertToSkyrimSE.bat files in the Animated wings folders x4 - Probably from the Mihailmods. Only needed to do conversion to SSE for the .hkx files. Not needed after that.
- xEdit Quick Auto Clean found 2 ITMs - Statics that didn't need Arkay Revenge script attached - thank you xEdit
=============
Have fun with this, Happy Holidays! and see you in the New Year! - The SoT Team
=============
... might as well make this log a full 200 lines long ...
- Sands of Time Changelog
-
Version 50.2
- SoT Change log
Version 50.2
2019 November
- Jebbalon
======================
- [xx496490] kcfStormbringerAbsorbHealth magic effect name spelling changed from 'Stom...' to 'Stormbringer Health Leech'
- XMarkers used for spawning moved to SoTWarehouse...
- - DungeonSpot1, ..2, ..3, and ..4 - these are used by SOT_Skeleton2.psc but get moved by the Dungeon spawn script Waiting12.psc
- - XMarksTheSpot - used by SOT_Skeleton2.psc
- - SpawnHere [xx4974C0] - was found inside Saartha01 - 'Used' by SOT_Draugr2.psc and SOT_Skeleton2.psc - but not actually used in the scripts
- Earth Prison spell...
- - SOTEarthPrisonScript.psc and SOTEarthPillarActivatorScript.psc - both edited to ensure Pillars and visual effects are removed after using spell.
- - Changed the 'Dust Jets' object from one that had triggers attached to one that did not. Also removed vanilla scripts from this.
- - The two pillar shapes have had their bounds re-calculated. This is to give the scripts proper size to be able to place them and effects correctly.
- - Added condition in the scripts to check DebugSOT global for the Trace commands that put lots of entries into papyrus log while running.
- SOT_DamselDistress1 [xx0D0F3D] "Damsel In Distress"
- - Added to IAmAClone faction and gave her 3 pebbles - So that she doesn't get cloned during her quest- It was awkward having to kill her while she was watching while I was supposed to be protecting her while having to kill her. Wait... yeah that's right!
- - SOT_ChaosSword.psc - (part of reward for Damsel quest) - edited to silence some papyrus errors.
- - The Damsel quest needs some more edits like ending dialogue and could be expanded to more dungeons using the Radiant Quest system but for now it is ok.
- - Spoiler - - she is in Uttering Hills bandit cave.
- SOT_MoreChests.psc - edited to clean up format - Note that this script will error if placed on NPC with Enable Parent as it tries to disable/delete them.
- Unused Scripts and their source files moved to SOT_Unused folder - (Verified with CKit that they are not used) ...
- - ELEMEarthPillarActivatorScript - we use SOTEarthPillarActivatorScript.psc
- - ELEMEarthPrisonScript - we use SOTEarthPrisonScript.psc
- - KillMeGhost
- - KillMeSilver
- - SOT_RemoreBandits
- - KillMe.psc - This script was still attached to 142 npcs - SOT_MoreChests.psc is upgrade of KillMe - Removed KillMe and Replaced with SOT_MoreChests on those 142 - Now KillMe is unused. - This change will cause papyrus spam for games in progress - should resolve itself over time - new game recommended but not required - this will also cause issues with the OBIS-SoT patch as many bandits had that script. - I'll rebuild the patch on OBIS' page
- BurningSensation.psc - Burning Inferno's quest script that checks conditions to spawn her
- - Cleaned up script formatting and added section headers
- - Changed checks for BurningBase and BurningCooldown only instead for Blade or Banes cooldown
- - Added Reset to Stop and Start for BurningInnocents Quest
- - Have not tested Burning Inferno in game yet - these changes will help in trouble shooting.
- SoT Change log
-
Version 50.1
- SoT Change log version 50.1
2019 November
- Jebbalon
=====================
Hotfix for chameleons - If you are over level 20 the chameleons could get health, magicka, stamina boosts multiple times and reportedly could add up into the millions!
Thank you GroovySlayer for the report and for being able to play SoT at higher levels
=====================
This will not be as clean looking log. No particular order. Forgive me.
- Naming on "Chaotic Ring of Escape" checked
- Naming on "Weeding Ring" changed to "Wedding Ring" (found on Rotmaidens)
- Removed Addon Node records - From MihailMods (Harvester, Bone Colossus, and Grievous Twilight)
- - One of the records in particular referenced Node 99 which, turns out, Arrows in vanilla SSE have. This added the Blue flame effect onto all the arrows used. (replacer mods like Spinning Arrows did not have the AddonNode 99)
- - The MPS folder that contained the meshes for these addon effects was removed in MihailMods updates. So, these records were referencing missing meshes. (which caused the arrow tracer to be visible)
- - Also as a check on the Harvester mesh - there is no AddonNodes
- Imp wings and also the Grievous Twilight wings used a Magic Effect with a script attached to apply the Visual Effect that contained the animated wings mesh. The vanilla script used to apply this VFX was FXSovengardeScript.psc - this script is used to also apply a Shader Effect to Sovngarde NPCs. The usage to apply the wings VFX did not also apply the Shader leaving that property empty. This caused papyrus errors every time Imps or the GT was encountered.
- - Copied and made a new script from that vanilla one. SOT_Mihail-WingsFX.psc now controls applying the VFX for the wings. It adds checks for None on the Shader if that is to be used in future and includes fixes from USSEP.
- - The Unofficial Patch changes to that script include a check for the player to not add the effect to them. (this was in a bug report)
- Bug report about the mod "Add Item Menu" - SoT was crashing and teleporting users.
- - Crashing was caused by several Spell Books that did not have spells associated with them. This Null value crashed the game when opening inventory with the books (not 100% sure about this though the books don't crash the game now) (note some of the spells don't work, the books do)
- - Teleporting was most likely caused by the Coin Of Return. The script SOTReturnFromInn.psc would teleport the player if the coin was dropped. The OnChangeContainer() function checked if the coin moved TO a None container which should represent the world or ground. Being moved by the Add Item Menu mod for the player to access caused this script to trigger. - Added a check for the coin moving FROM the player to the ground/world. This way the script should not trigger unless player actually drops the coin. (also moved the Xmarker associated with this to the SoTWarehouse)
- Deleted HavokBehaviorPostProcess.exe and associated Bat file x4 from the Meshes/[Anton] Mods folders - was used to convert LE animation files - not needed.
- Deleted NifScan.exe file from Meshes/fZombie folder - similar reason - also moved OBJ files to sub folder.
- Removed edits to Tolfdir - not needed
- Removed edits to NordMalePreset03 [0001750E] - not used
- Chameleon assassins - Like the Slayer chameleons, some had the level multiplier set to 5x player level. - changed to match other chameleons.
- - Looked through all other NPCs in SoT to check the level multipliers - a few were set to 10x player level. - reduced these. Now highest is 3x for some special case npcs
- Grievous Twilight - has a script attached meant to be a teleport ability during combat. MihailMods used the vanilla DefaultTeleportAbility.psc script. This not only did not work it caused lots of papyrus spam.
- - New script SOT_Mihail_TeleportEffect.psc is derived from the default vanilla one. The papyrus errors have been silenced AND !!!!! it works now. The effect is subtle - the GT will fade out and jump to side and back a little before fading in and resuming fight. (pitted a placed GT against a summoned one to watch the effect in action - cool as heck)
- 20+ MihailMods monsters (including Imps and GT) used the vanilla script SprigganFXscript.psc to apply effects and/or cast spell. Not all properties from that script were filled causing papyrus errors!
- - New script SOT_Mihail_SpecialFX.psc is derived from the spriggan vanilla one. The papyrus errors have been silenced. Includes edits from USSEP as well. Added checks for None on all the properties so only filling in needed effects for a monster is ok.
- Spell used by Rumiirua Liches to summon skeleton squad (is also available as spell book (however it is hostile)) needed an upgrade! - SummonSkeletonLegionScript.psc has been rewritten - now uses array to spawn the group with only one portal - they will last 2 minutes and will then be disabled & deleted - the old script is at bottom.
- There were papyrus errors after using one of the light spells from SoT. Tracked it down to needing properties filled for 2 globals (they are optional to the script but filled to silence papyrus)
- Spell books - Descriptions were very long on a few that used multiple effects.
- - Tomo Magico - Conjure Skeleton - now reads "Summons Skeleton that matches race of caster"
- - SummonZombieArmy spell - now reads "Summon Rumiirua Zombies"
- - Spelling on the Summon Hell Knight corrected.
- Feral Axes - were part of the PlayerFaction as well as the PlayerBedOwner factions. - Changed those two to just the DunPlayerAllyFaction - should eliminate the Inheritance letters received if they are killed.
- Bandits at Fort Hraggstad - Two of them using the leveled Template LvlBanditMeleeAny were showing up as passive. - SoT did edit LvlBanditMeleeAny to change AI data and add script - reversed the AI data edit so the leveled actor will pull from its template instead. Should correct these bandits.
- - Similar edit on LvlBanditMissle.
- Passive NoonWraith (Rot Maiden) found in Korvanjund [xx6AD0DA] has the vanilla ambush script and was set to AmbushOnTrigger = True. This NPC was not linked to a trigger though. Changed the setting to False. - Should be more horrible now without having to attack her first!
- Imp wings attaching to the player - the USSEP edits to that script (see above) check for player to not add effect to them. Should not happen with this.
- SOT_SummonSkeletonDudes spell - changed the equipping sounds to match other conjuration spells.
- I think that is all - Please keep those detailed bug reports coming!
OLDER Change Logs:
***************************************************************
*********** Change Log ************************************
***************************************************************
41.2hf - fixes Feral Axes (finally). Credit to Jebbalon.
41.1 -
* - When installing the mod for the first time and activating it, the player now will be shown a small Message Menu. The menu will allow players to opt out of the zombie apocalypse and to toggle off the health boost feature before the mod fully activates. This is in consideration of players who may not appreciate a zombie apocalypse or the extra health boost (boost turns off at level 15).
* - Tweaked the factions of the feral axes to hopefully fix their allegiance issues.
* - Moved source scripts to proper directory
*
*
[youtube]u1MvmH3Oqao[/youtube]
40.0 - Beholders and Gazers thank to Mihail!
* six dungeon Gazers/Beholders added with custom stats and different powers:
Insane Devourer - Green - (290 hit points)
Corrupted Earth Watcher - Green (333)
Cavern Gazer - Green (458)
Lurker Beholder - Blue (1300)
Dread Stone Gazer - Blue (1783)
Dread Sand Watcher - Blue (1390)
*6 surface Gazers/Beholders added with different abilities and stats
Devourer - Green (340)
Corrupted Watcher - Green (383)
Gazer - Green (458)
Beholder - Blue - (850)
Dread Gazer - Blue (1783)
Dread watcher - Blue (1390)
*Aall 12 have the same weakness, aversion to cold. They will wither quickly with frostbite spell or frost weapons. Otherwise very resistant to magical attacks.
*Adding the Beholders took over 30 hours. I had to hand edit each one and make sure it would actually attack and not just sit there. Then I had to program the weakness to cold to counter how op they can be. I also had to shrink the dungeon variants so they would fit in the dungeons. And actually tested all for a change.
*The creatures have been added to surface encounters, as well as to Dungeon encounters, both dungeon exploring encounters and dungeon waiting encounters.
*Mihail hand placed some in the world, this has been carried over into sot. I removed the one at the college of magic . It was no longer tame after I got done with it.
*There is an mcm menu option to disable them. Once toggled no more will spawn. But why would you deprive yourself????
[spoiler]
V30.02
-Nerfed imps some more. But that is it, no more nerfing.
v38.5
-Fixed speed of fiend
-toned down health and magicka on arcane devourers
-fixed excess magicka on imps
-added three hard denizens to level 3 of ruined fortress Forelhost
-carried over many new records from unofficial patch. they been busy.
v38.3
-Removed the Mihail Giant Snakes and replaced them with rot fiends. I tried super hard to fix them, I believe the snakes are messed up in the 3d model itself. Only author can fix.
-Lowered the magicka on the imps from 7000 to about 300.
v38.2
1 - Added new feature, controlled by mcm menu toggle and defaulting to on, that will not let enemy spawns appear in towns or cities. Feature can be toggled off to allow more danger for those who seek it. Upgrading to 38.2 will need a new game or a clean install procedure. Really a new game is best.
V 38.1
1- Added mcm menu option to disable the flying snakes. Its in the last menu page. Under unique npcs, I think. You must toggle the option BEFORE you encounter them. Once one spawns, it is too late to toggle it.
2- removed sound from the flying snakes in order to fix sound killing issue. If it works will find some other sound for them later.
v38-
---Fixed bloody draugr that was passive
---make sure all bloody draugr are aggressive and will aggro
---remove all dread knight weapons and armor from the two chests. added them instead to merchant weapons master's inventory
---added imp traps to chests in one necromancer dungeon. will soon add to all of their dungeons. 66 percent chance of spawning imps if a treasure chest is opened
---made arcane devourer immune to paralysis
---added arcane devourer to the Do Not Clone formlist
v37 -
---Adds new Primordial Spriggan, will appear after player is level 50 or higher. The creature can summon Demon Snakes.
---Added Mihails Giant Snake, but heavily edited its behavior and fixed issues with it:
1) fixed nif files, converted to Se format
2) properly saved to form 44
3) added limited flight to snake so it could move around versus standing still in one spot
4) Added a new spriggan that can summon one
5) will be placing it in select areas as well
6) changed size to me large instead of extra large. Better hit box.
7) On death snake will now leave an ash pile. Better than a huge snake taking up space for 30 game days.
8) Made a new fungus pod and placed it in the march areas of the game. The new fungus pod is a spawner for the snakes. When entering their area there is a 25 percent change of a demon snake appearing.
---All fixes, hot fixes that were available are included. This version (37) does not need any of the hot fixes or optional files.
sot 36b loose and bsa up
whats done fixed rabb re spawning and boss chest not appearing in Halldir's Cairn, Vampire Hunters fighting each other should be fixed now.
fixed mage robes textures and meshes that braxton stormcrow sells, capes only use slot 46 instead of 40 and 46. all mages clothes he sells is fully functional now and can be dropped or given to followers.
gave asyrin and feral axes custom keyword to not give inheritance and asyrin can die now ..sorry poor dovahs no free loot for you ;)
removed the remaining ds store files and unused obis pex and psc files,
removed Elven Shield from summons and removed the novice tonges from the skeleton in embershard
new game required sorry.
edit: 2018/07/23
going up in updates
textures ran through Ordenador for missing mipmap creation then nifscan (big thanks to DJPrichard)
1 normal map was the incorrect format for sse fixed to dxt1 format. just the texture folder no new game required, any version may use
36.0 - a LOT of fixes, big and small
(following were reported by Jebbalon, and he suggested fixes were able)
1. - Need to Delete in Scripts\Source all the OBIS scripts (there are no pex in scripts only the psc in Source)
- - there are 10 that start with OBIS and one that starts with QF_OBIS_
2. Orc in Riverwood - Healer42016 "Johanna the Healer" [NPC_:xx14062F] - has Draugr inherited sounds - she breathes really heavy, even while talking. Look for and remove from her - CSCR - Inherits Sounds From - AudioTemplateDraugr "AudioTemplateDraugr" [NPC_:000BF452]
3. TESV_Papyrus_Flags.flg - is present in BSA and Loose files versions.
- - For mod scriptors, they need that file in order to be able to compile. I only noticed when un-installing loose files in favor of BSA version (see #1 above). This deleted the flag file and caused compiler to complain.
- - found in Scripts\Source
4. Files like .DS_Store found in data\meshes - will cause problems with programs like FNIS that don't know what to do with leading dot. There are some other 'odd named' files in sot, no extension and such.
5. Several new USSEP items need to be carried over. Some for Survival mode and water flow data also. Mostly in World space - filter for cleaning and check the red lines.
6. New report of some files that shouldn't be present in SoT...
Meshes\Weapons\doneBowOfTheDarkOne contains enblocal.ini (1 kb) and enbseries.ini (21 kb)
also Meshes\Weapons\donedaedric contains same files
Those two folders seem to be copies - adding 'done' to the name
(MORE fixes reported and fixed by various people)
At the character creation screen there is 2 Redguard races, one is fully modeled, other has only floating head. So I did some digging with SSEEdit and found that in SOTFull.esp has a race - todeleterace (formID 0B12D09F) which is this floating Redguard head that appears in character creation menu.
Johanna The Healer had draugr breathing sound effects, and was too easily goaded into killing patrons.
changed Torfdil to not help anyone and be cautious.
fixed typo in book menu relating to upper case / lower case
fixed MAJOR bug causing ctd with spiders, added error traps and fixed an array fatal flaw in the spider script
increased spider max in mcm menu to 20 from 10
made sword of chaos do 33 damage instead of 11
v35.2 - 1) Went over the couple hundred mephala assassins. cleaned up loot drops,. fixed a couple factions, removed a light source that got added as inventory. Added a new leveled list to most mephala assassin loot drops, consisting of 33 percent change of a drop, and if rolled, will then select from 5 possible rare potions . Medusa's Anti Paralysis potion is among them. Chance of Medusas Potion is 12.5 percent per assassin.
2) copied over new face gen data that was missing
v35.1 - placed a copy of Ring of Danger in Anises cabin. Along with an ambush.
- removed mesh file causing blue arrow effect
- assigned blue staff a different effect to replace blue one.
-
V35 -
1) Extends the level 50 super hard encounters to dungeons.
2) Added 1 more encounter type just for dungeons, the demented maidens.
3) fixes to meshes by SirJesto
V32
Features all new Evil Toons that will give the Dovahkiin pause once he reaches level 50 ( can be user set in MCM menu from 0 to 100).
This release adds the new Hard Encounters to outside encounters now. Later, I will add them to dungeon encounters.
here is a demo of new toons that await you:
[youtube]3c7Qlsbhym0[/youtube]
31.1 all who downloaded this latest bsa version of sot:
go to console command mode with tilde ( ~ ), and type
set Unleashlevel to 50
then save game.
i forgot to set that.
Edit post
31.0 - both bsa and loose files provided.
1) overhauled most custom draugr records to remove ebony weapons
2) leveled most custom draugrs to player, 1 to 1 ratio for the most part.
3) made custom faction for Asyrin and Feral Axes to keep them from fighting each other.
4) added interesting treasure to most custom draugr, specially juicy loot for high end draugr bosses.
30.4 -
1) Fixed script that spawns the creepy brides, it was spawning one bride and then two bloody draugrs due to copy pasting script section and not updating all spawn objects in section.
2) Increased draugr spawns will not run before player level 6. In mcm menu its called Bolstered Spawns. Balance tweak.
3) If player is below level 6, then the mod will use a low level list for Draugr and Skeleton spawns. This is for balance.
30.3 - New version soon:
1) chameleon assassins will have their stats boosted after player passes level 20. Will be between 2x to 6x stats of player. One to two potions will be added.
2) made death knights immune to paralysis and resistant to magic,
3) Merged in : Rotten Maidens - Mihail Monsters and Animals (mihail immersive add-ons- undead- witcher)
4) Rotten Maidens added to dungeon encounters and dungeon waiting encounters
5) Placed a copy of the Ring of Danger on the chicken egg nest in Riverwood, close to the cow pen.
The maidens will be placed in various places before releasing the new udpate.
[IMG]https://imagizer.imageshack.com/v2/800x600q90/923/ioOkaj.jpg[/IMG]
[IMG]https://imagizer.imageshack.com/v2/800x600q90/924/zSn0zH.jpg[/IMG]
30.2 - maintenance release - new game or clean save required to see changes!!
a) fixed mcm menu, including unique npc tab where Asyriun toggles and sliders where not working.
b) fixed check at start of mod that complained about skse not being present when it was. Player now will get the sand man ring (ring of dangers) even if mcm is working.
c) adjusted the feral axes used by Asyrin. Will now renew friendship with player on every hit.
d) removed dead message in activation that said Fast Travel encounters were ready. That is now a different mod.
30.1
1) added support for mcm menu. Will require skse64 alpha and skyui 5.1 user ported to use mcm feature. If not just install mod and use books provided by Sand Man which you can summon with Ring of Danger. yeah.
2) Added Pirate Queen Ishivina as requested by Patreon supporter Andrew in north of Skyrim, not far from shipwrecked ship. Unique treasure awaits.
[spoiler]
30.0a - alpha release of SOT with MCM menu support using skse64 (alpha) and skyui 5.1 (user ported)
28.7hf1 - hot fix. Added code to the spider and draugr scripts to avoid them spawning at the player. they will self destroy if spawned within 320 units of the player and if they have line of sight to him. This is similar to what I did for the bandit script. Now that I am playing for real I am fine tuning.
28.7 - hot fix from 28.6 added for bandits (bolstered spawns feature, changed requirement for Mephala Death Knight to appear from killing 3 Mephala Assassins to 10. Adjusted other difficulty levels accordingly, ie Aledrinker is now 15 required. Also lowered the value of mephala weapons and other exotic SOT provided weaponry. Was too rich.
28.6hf1 - fixes spawning of bandits, bolstered spawns feature. They were spawning at the player, and behind the player, while on the surface. Very annoying and immersion breaking.
28.6 - cleans up some 28.5 things, nowhere as big a save game hit as 28.5 . New game not required, though the preset menu re-ordering may not be seen otherwise.
- FIXED: SOTCleanup.psc
Papyrus log shows that this script is using SKSE function GetCammeraState(). Script was broken, now will work and do its job.
-FIXED - Toggles in Menu for Green and Red Pills to stop giving to player on game load. Removed from quests events as well.
FIXED - Sandman menu for choosing Preset - order is currently alphabetical - needs to be ...(easy to hard)
- - Milk Drinker
- - Ale Drinker
- - Spartan - recommended
- - Hurt Me
- - Nightmare
FIXED: over 50 identical to master dirty edits
-
28.5 - major release, new game required
-silver samurai shield fixed
-removed unused npc's (hundreds)
-sleeping encounters removed (use standalone version, its better)
-fast travel removed (use standalone, 100 times better)
-all properties filled on all needed sot_draugr2 scripts and spider scripts
-only mephala dk (darkelf)race left in dk summons gone (spells left in cus death knight uses)
-unused dk perks removed
-dk race armoraddon removed and unneeded -carryovers/worldspaces/celledits
-Book Text Edits - SEE COMMENTS BELOW...
- - Curse of the Rumiirua - edited and checked in game - done
- - Legacy of the Rumiirua - edited - needs checked in game
- - Triple Tragedy 1 - Burning Inferno - edited - needs checked in game
- - Triple Tragedy 2 - Blade - edited - needs checked in game
- - Triple Tragedy 3 - Bane - edited - needs checked in game
Undead Fire Dragon thingy from rumiirua attacks
- - Collision on mesh is way to big - adjusted as able
- - - MQNoDragonAbsorb "Dragons in this faction will ignore death sequence" [FACT:0007A0DF] - will not provide dragon souls
- - reason for no dragon souls is because it's not really a dragon and often Rumiirua can start before Main Quests starts adding dragons
-. Rumiirua Hell Knight
- - changed DragonUnrelentingForceShout "Dragon Unrelenting Force" [SHOU:00016CF0]
- - - to UnrelentingForceShoutDraugr "Unrelenting Force" [SHOU:0009DE93]
- Worldspace records fixed
[ACHR:0008589C] (places EncDraugr01Melee1HHeadM07 [NPC_:00055942] in GRUP Cell Temporary Children of [CELL:0001CF12] (in LabyrinthianWorld "Lost Valkygg" [WRLD:0001CDD3] at -3,9))
- this is just a corpse (flagged with Starts Dead) and can be removed along with entire LabyrinthianWorld "Lost Valkygg" [WRLD:0001CDD3] section
- There is nothing in WindhelmWorld "Windhelm" [WRLD:0001691D] section - removed
- In KarthspireRedoubtWorld "The Karthspire" [WRLD:00035699] section only edit is to a cobweb with no changes (other than an incorrect location ref (it's not Kilkreath))
- Cell edits USSEP carryovers.
- AnisesCabin01 "Cellar" [CELL:000DDF7C] - Weather Region
- WinterholdTheFrozenHearth "The Frozen Hearth" [CELL:00013814] - Weather Region
- DruadachRedoubt01 "Druadach Redoubt Cave" [CELL:0004401B] - there is a [REFR:00083E03] (places MiscSackLargeFlat02 "Large Sack" [CONT:00097F6E] - it's made Persistent by SoT script, USSEP edits its location/rotation.
27.2
-Added two new npcs to the mod, GraveLords and Harvesters . Both are by courtesy of Mihail.
-Added the GraveLords to a few dungeons. GraveLords can spawn undead as you hit them and knock them loose from their bodies. There are four GraveLord types. The Gran Grave Lord can spawn deadlier undead than the other three.
-Added harvester to a couple of dungeons but also added harvesters to the dungeon encounter pool . We now have 22 unique npcs that SOT can randomly pick from to provide dungeon encounters.
-Added a few GraveLords to the swamp area by Morthal.
-Corrected Gauntlet color to black for the armor set : Black Scourge Lord Armor . thank you for this Lobo3222!
[
27.1
1. Added code to the Ring of Escape so that followers cannot activate it if worn. Who would have thought someone would give it to them.
2. Attempt to fix naked cursed npcs. Most had an assigned outfit. I added armor in inventory as well, hoping they will equip it when revived as ghouls. If SKSE was out I could force them to wear the outfit.
3. Lobo3222 tweaked leveled lists to make Escape Ring and Fiery Horse less common.
27.0
1. Added Winterhold to the Rumiirua Undead Apocalypse! Complete with its own coin and so on.
2. New Spell! Righteous Chain Lightning. Will not harm friendly npcs. Asyrin now uses that one. it is not sold anywhere, but there is a spell tome in a dungeon waiting for you. If you follow the greybeard quests and stick with it you will find it , no way you will miss it. Again, one of a kind spell and only one tome available. Think twice before selling it or dropping it. Requires destruction 75 to cast it. Did not want to make it 100, I would never get to use it.
26.0
1. used recalc boundaries command on unded dragon to allow head to be targeted. hope it works.
2. fixed about 20 draugr records missing properties.
3. added code so playeer is giving utility spell that when cast on followers stops them from being cloned.
4. added empty sould gemes to a small number of lesseer draugr.
5. added full soul gems to a small number of very high end draugr bosses to make loot worth something.
25.0 - I have found a MAJOR flaw in the spawn placement of bandits on the surface using the bolstered spawns feature. This feature will take existing bandits and clone them for a tougher fight. This is different from random surface encounters which may spawn bandits or 20 other enemy types and is working fine. The bolstered spawns fearure, which clones works in one of two ways:
on line of sight acquisition of player, from a bandit
or
when the bandit cell is first loaded , when all its 3d is loaded.
It defaults to line of sight, as that allows for good sneaking tactics. if you are not seen no extra enemies appear and you can take them out before they see you.
All that is fine and dandy.
What is wrong, and took 10 hours to fix, is that the new bandit spawns were spawning AT THE PLAYER LOCATION, or within 1800 units in a random direction from player location. This makes NO SENSE as they appear from nowhere, and sometimes end up embedded in a mountain. Had one that ended up with only his head above ground. Funny. I killed him out of mercy.
But to illustrate further, I am approaching a tower with 5 bandits defending it. I try to sneak shoot them, I miss. they see me. They are on top of the tower and on the bridge. I am still a good ways off. Before fix, the spawns appeared not far from me, up to 10 or so if settings are set to 2, and in every direction randomly. this was no good and unfair, and not fun and unbalanced and etc etc.
Thus The Fix. I added a temporary invisible spirit that spawns at the bandit locaiton that sees the player. he is programmed to walk a little ways off, but not too far. Then the clones appear there, at that location where he ends up. This results in neatly spread out spawns over where the bandits are. On the bridge. On the tower stairs, on the top of the tower. Not two steps behind me. But to fix this I had to edit several hundred records, thus the many hours spent.
24.4
1 - same as 24.3 except the OTHER menu book script is now restored. sigh. you can just install hot fix and avoid long download and install.
2 - disabled activation from book, instead directing player to use sandman activation .
24.3- get the hot fix and install it manually if you have 24.2. Otherwise this is the same with hot fix added. It's just a missing script for menu book.
24.2 - The mcm menu quest and script did indeed cause nonstop log spam. :-(
I thought it was fine just to have it dormant waiting for the Big Day. But , no. Removed the script from the quest and removed the mcm scripts from the mod.
A new game may be required to get rid of bug.
24.1 -
1 - added two more traps in two more crypts.
2 - added Rune Sword Stormbringer as a reward when damsel is rescued. This sword and its companion Great Sword are no longer up on nexus or found anywhere, which makes them all the more precious now. The sword transfers life force from enemies to the Dovahkiin. The runes glow red in dark dungeons. Very cool.
3 - fixed up a quest description
4- made fiery horse from summons cowardly, he was fighting all my battles. will make him banish after three hits soon.
[IMG]http://imagizer.imageshack.us/v2/800x600q90/923/4E8Bpi.jpg[/IMG]
Changelog V24.0
1) added new creature, debuting in bleakfalls barrow. carefully examine area around campfire when you first enter bleak falls barrow. let me know what you think.
2) fixed text in walking die roll description. was opposite of fact. and the fact is that the higher the die roll you set, the more spawn encounters that will appear.
3) added a skull pedestal in the graveyard of Falkreath. If activated it will start the zombie apocalypse. meant for players who report that the zombie apocalypse never starts.
23.0
New Magical Ring added to game. The Chaotic Ring of Escape.
The ring:
1) sold by Melanie the Healer and the Gypsy Merchant.
2) injected into various game leveled lists , sepcially boss loots
3) if ring is equipped, the player will learn a new shout called "the wail of despair"
4) if ring is removed, the player loses shout
5) if player uses shout, he will lose the shout and the ring.
6) there will then be a 24 hour cooldown period. this will be in effect even if another ring is found or bought and used immediately.
7) the shout will teleport player out of danger, randomly placing him somewhere else in the dungeon or surface.
8 ) a random ammount of your gold will be left behind in a satchel at the spot you teleport from. you want it back then you will need to go back. when skse is back i will also have it removed some armor and weapon items.
9) all equipment will be unequipped once teleport is done. player will be woozy for a few seconds. after that he can re-equipped his gear.
This was something I was working on in the old skyrim version of sot and wanted to finish it. I was trapped in the room where you find the horn for the greybeards, and tired of being killed over and over. this was the solution, though i started a new game once I migrated to se skyrim.
[IMG]http://imagizer.imageshack.us/v2/800x600q90/923/M2hWiA.jpg[/IMG]
all: 22.1
-Added to the menu in Revelation books options for dungeon rats, including toggle for the rats in case you do not care for them.
-hot fix included here from 21.x
all: 22.0
Has lots of fixes by Lobo3222. He is out of control fixing up the few remaining meshes and textures that were still cauisng ctds or were missing. I am extremely thankful for his help.
You all would not be getting this fixes for months or ever if not for him. Please give the man thanks and kudos.
fixes inlcude:
The greatsword version of Stormbringer is now fixed with proper meshes, a gorgeous creation. The Death Knight shield that was invisible is fixed. Avata of Baltazar was fixed. Some other misc things.
[/spoiler]
The menu book can be obtained by talking to the Sandman.
[youtube]aaQhN5RS6WQ[/youtube]
Or live in the wild side and get the MCM menu 30.0a version with skse64 alpha and skyui 5.1 .
[IMG]http://imagizer.imageshack.us/v2/800x600q90/923/vEXNih.jpg[/IMG]
[/spoiler]
- SoT Change log version 50.1
-
Version 50.0
- Huge update...
==================
Ultimate Deadly Encounters aka Sands of Time
Change Log
October 2019
-Jebbalon
==========================
2019 Oct 29 - Release Day!
- Here we go!!
- Generated new SEQ file.
- xEdit - Checked for Errors - None found.
- - QuickClean - Found 14 ITMs and 0 UDRs - all clean now!
- Packaging and Upload only things left to do... Enjoy!
==========================
2019 Oct 26 to 29
- SOT_Unused folder now has 122 files in it. PSC, PEX as well as others like Backup, and no extension files. All confirmed in CKit as not being used.
- Changed folder for MCMenu splash image(s) from Interface\SkyUI to Interface\SandsOfTimeUDE - menu script updated for this
- Went back to Angarvunde! Medresi worked out fine. Made some changes to the scripts used in the populated feature here...
- - SOT_TriggerBox.psc - Added check for Populated enable object instead of having the object as an enable parent which caused papyrus error.
- - SOT_SummonWitchHeads.psc - Changed odds from 75% to 25% to spawn heads. Multiple OnHits should be enough to trigger this.
- - SOT_FleshBoss.psc - Changed odds of spawning 7 VileSouls during fight to just 3 VileSouls during fight and another 2 OnDeath. It gets crowded in that hall.
- Pride Demons are now functional - Removed all spells, spell perks, and magicka from them. Changed combat style and class to Troll. - The Pride Demon race has the spell attached to their power attacks. They just need to attack like trolls and the fire balls and frost will happen.
- Watchers aka Beholders and Gazers - the issue of looting them seems okay with new meshes. The larger ones die falling forward the loot box is on ground behind them.
- SOTWarehouse is now a thing. In-game you can access with console command [COC SoTWarehouse] - in xEdit you can find it in [Cell - Block 5 - SubBlock 8] and CKit cell view window click list of Interiors and type [T] then scroll up several lines to SOTWarehouse.
- - Inside you will find ... Several enable objects, xMarkers, placed references that are needed for quest items, the holding chests for cities. The spirits for the Spirit Spawning system reside here now along with their resting markers.
- - There are 5 chests containing all SoT items - Armors, Weapons, Robes, Books, and Miscellaneous. (not every item is in there as some are not used in-game and may cause crashes if accessed)
- - There is also a small Arena type area with spawn buttons - click and get a bad guy! - The script attached to the buttons SOT_OnActivateSpawnAtLinkedRef.psc is easy enough to change what mob you want to spawn. 2 of them are not assigned. (Hint: use the conjure spell books in Book chest then have a battle!)
==========================
2019 Oct 21 to 25
- Waiting12.psc - Removed casting As Actor from calls to PlaceActorAtMe() - which takes ActorBase and returns Actor - no need to cast. Compiler seems to not care either way. - Added Messages condition for "The Horde Attacks!" Notification
- SandsOfDreams quest that controls the Sandman summon and his dialogue - With changes to GiveRing.psc needed to update the filled properties.
- Started to look into updating MihailMods that we have merged into SoT. Started with Watchers - meshes & textures were in same folders so overwrote with new.
- - May be difficult to update others due to changes in folder structures with the updates Mihail did. Corpus Victims especially.
- Added toggle for Imps - Found in MCMenu Subsidiary Encounters page Fantastic Creatures - All have been linked to enable parent Xmarker SOT_MihailImpEnable found in AAADeleteWhenDoneTestJeremyDUPLICATE001 "TestTony" (cell - block 5 - sub-block 6)
- - This gave me idea to move all SoT related objects to a custom SoT warehouse - will run idea by Tony
==========================
2019 Oct 14 to 20
- Angarvunde - Previous changes did not work as intended. Was able to remove all edits SoT made to vanilla Medresi and her quest, the script, scenes and objects. Then I placed a single XMarker in Angarvunde with simple script (SOT_AngarMedresiEssentialScript.psc) that OnLoad will set Medresi to essential and when the quest is past stage 65 will remove that setting.
- Pride Demons - found in Angarvunde. These monsters are based on Trolls but given spells to cast. They were not casting though. Edited them to have the spells referenced in their race record and the combat style to use magic. Needs testing.
- DA09 Dawnbreaker - In a similar vein to Angarvunde, in an effort to remove SoT edits from vanilla stuff. DA09Script.psc was erroring in papyrus for missing SOT_MCMMenu3.psc and the Pause functions in it. The menu script is now SOT_MCMenu5.psc and the SOTPause() and SOTUnpause() functions are now in SOTFunctionsLib.psc (also removed from GiveRing.psc) - But, instead of leaving the edits in the vanilla script I placed an XMarker near where the player talks to Meridia. Its enable parent is DA09SkyPlaneCollision which is enabled only while the player is up in sky talking to Meridia. SOT_DA09_PauseScript.psc has OnLoad() which fires upon enable when cell is loaded then will Pause SoT spawning and when disabled OnUnload() will Unpause spawning. No spawns while up in the air and no vanilla edits!
- Removed an unused vanilla cow. Well.. the ITM edit to it in SoT.
- There is an early version of the Waiting script that is empty - Waiting.psc - This caused an issue while compiling a script for another mod that used a variable with same name. Not catastrophic but will move Waiting.psc to SOT_Unused folder.
- Started going through Sliker90's report to address the issues he brought up. Will post update on that in bug reports.
- - Slayer Chameleon mobs are really tanky.
= They are all minimum level 50 but some were set to 5x player level. So, player at just level 23 they would be maxed at level 111. Changed 5x to 1.5x like the other Slayers.
- - Slayer Chameleon mages are supposed to inherit the bandit mage template but they don't. They're just small, invisible foxes
= Hopefully fixed this - would need testing. - was also an issue on normal Chameleon Mages.
==========================
2019 Oct 09 to 14
- Carried over USSEP edits for following NPCs
- - Lord Harkon [02003BA7] after matching USSEP the only edit SoT makes is removing a Summon Gargoyle spell. ?
- - Durnehviir [0200C71A] after matching USSEP the only SoT edit is to add Grave Lord summon spell.
- - Reaver Lord [04026B0C] SoT adds the bandit boss treasure chest script Killme.psc - USSEP though changes his weapon from Stormfang to a Leveled List version of the weapon. Carrying over this edit would make USSEP a master for SoT - not going to do that for this one bandit - so Removed NPC edit from SoT
- Presets Functions (MilkDrinker, AleDrinker, SpartanTrainee, SpartanPreset, HurtMe and Nightmare) moved to SOTFunctionsLib.psc
- - Removed these functions from MCMenu, and GiveRing.psc (witch sets up mod initial state)
- - Did this to consolidate the different versions and cleanup scripts in general.
- - Cleaned up and organized the Preset functions. Should be easier to find and add more to. Sorted by mcmenu pages.
- - In the process of removing presets from MCMenu it became clear that some settings needed to be updated or refreshed more often then not at all. Specifically the Status variables. Menu entries that pull Global values for display directly do not need refreshing. The Status variables which are tied to Globals but do not pull directly from the global when being displayed need to have a separate refresh or update.
- - So, a new function was added to do this. StatusUpdate() simply sets each VariableStatus = VariableGlobal.GetValueInt() As Bool
- - This function is then called in the OnPageReset() Event to keep everything up to date.
- Populated Dungeons - made sure presets had all enabled except for MilkDrinker where all are disabled.
Lots more scripts edited...
- SOT_MCMenu.psc - Removed Preset functions (see above) Added StatusUpdate() to keep status variables refreshed. FISS sections will need update.
- SOTFunctionsLib.psc - Added Preset functions (see above)
- QF_SpartanDiploma_0434A617.psc - now points to SOTFunctionsLib.psc for the SpartanPreset upon graduation.
- GiveRing.psc - Removed Preset Functions (see above) - pointed to SOTFunctionsLib.psc for MilkDrinker preset when initializing the mod. Added restriction to complete Unbound quest before this runs. You have to leave Helgen or get out of Alt-Start prison to get message and Sandman Ring of Danger. Also removed about 400 variables from script that are no longer used.
- Sands of Dreams Quest used for Sandman summons who allows activation of mod and choosing a preset needed the following Topic Info Fragments updated to point to the presets now in SOTFunctionsLib.psc instead of GiveRing.psc
- - TIF_SOT0509929E.psc
- - TIF_SOT0509929F.psc
- - TIF_SOT050992A0.psc
- - TIF_SOT050992A1.psc
- - TIF_SOT050B28BB.psc
- - TIF_SOT30509418E.psc
- SOT_BanditVanilla.psc - added check for None - GetCurrentLocation() can return None for wilderness areas which should be ok to spawn in.
- SOT_VampAttack.psc - Moved StartCombat() out of OnInit() to OnCellLoad()
- SOT_FightMe.psc - Moved StartCombat() out of OnInit() to OnCellLoad()
- SOT_ChameleonPrep.psc - Moved Spell Cast out of OnInit() to OnCellLoad()
- SOT_EscortEndQuest1.psc - Moved LOS register out of OnInit() to OnCellLoad()
- WeaponsDeadly.psc - commented out references to sleep and fast travel properties to clear papyrus errors
- AttackPlayerChameleon package - removed reference to PF_AttackPlayerChameleon_074E9607.psc - Script does not exist - package is not used
- SOT_Skeleton2.psc - Needed to auto fill 18 properties on 2 skeletons
- Angarvunde Dwemer ruin quest - SoT edits dunAngarvundeMadresiScript.psc to keep Madresi alive while SoT punishes player for entering there. USSEP also edits this script so papyrus complains.
- - Instead I made separate quest (SOT_AngarvundeMadresiEssential) to hold Madresi in reference alias that keeps here essential until her quest is past critical stage 65.
- - Our edited dunAngarvundeMadresiScript.psc moved to SOT_Unused folder
- - this will need testing
==========================
2019 Oct 04 to 08
Lots of scripts edited for this update - to silence papyrus warnings/errors. - Here is list so far...
- SOT_MCMenu.psc - new menu script along with new SOTMCM5 quest
- - older menu scripts moved to SOT_Unused Folder in with the source scripts.
- SOTGlobalBank.psc - Globals from menu moved here.
- QF_SpartanDiploma_0434A617.psc - pointed to new menu quest and SpartanFunction.
- SOT_GetOnPlayer.psc - was running from game start when aliases were not filled.
- WalkingDangers49.psc - Wilderness cells will return None for GetCurrentLocation() - added handler for this.
- GiveRing.psc - Sleep animation and Fast travel references removed.
- SOT_SLMakeInvis.psc - Squad Leader script - was running from game start when aliases were not filled.
- IronTrap.psc - was trying to remove a token ? from player but was pointing to message text.
- Removed Innocent Keyword from 11 npcs - it is no longer used. The quest checks form lists of class keywords and npcs instead.
- Quest WaitingDangers - Removed script SOT_DoomedMan.psc from CursedMan player alias. That script is missing.
- Removed SOT_CursedBow.psc from EnchEbonyBowFrostCursed (xx6CB6EA). That script is missing.
- Properties needed to be auto filled on many of the 47 NPCs with attached script SOT_Falmer.psc
- Removed PF_AttackPlayerChameleon.psc from AttackPlayerChameleon Package. That script is missing and the package is not used.
- SOTCleanup.psc - this script generates some papyrus spam by design. It is noted in the scripts comments. Not sure if there is better way to run that script or add in error trappings.
- Continued refining the MCMenu...
- Tried adding some color in the form of red "Scroll down for more" reminders. This works for vanilla SkyUI menus. For modded menus (ie. Dear Diary) the font color may be overwritten.
- Removed lots of Empty lines to compact the menus some more. Not drastic change.
- Cleaned up the OnConfigInit() and OnVersionUpdate() sections. The init section now contains the current pages list and the version update section has call to init.
- Did some in-game testing (played a little : )
- This generated more papyrus spam to look at - the fun continues.
- - - - -
- During this time I came across a Hearthfires script that was not optimized. It has been reported to the Unofficial Patch team.
- - - - -
==========================
2019 Oct 03
- Cleared up several of the CKit error log file items related to SoT. Will post my compiled logs.
- Spirit Faction changed to only be friends with itself. Added Spirits to the dunPrisonerFaction "Prisoners Faction" [fact:000aa784] which should accomplish the same task.
- Boss chest at Bleak Falls Barrow word wall was trying to enable Spirit1 and an AI package. Spirit1 does not need enabled and you can't enable a package. - looked around but could not find what was supposed to be enabled. Currently it is none.
==========================
2019 Oct 02
- Turns out the errors for sot_mcmmenu3 and SpartanDiploma scripts were not what they seemed. sot_mcmmenu3 was actually not being used any longer. Testcmcm.psc was the current copy being used in SOTMCM3 quest that runs the menu. The SpartanDiploma quest and script though were still looking for sot_mcmmenu3.psc and that was throwing those first errors. Even though was wrong script - Moving globals to SOTGlobalBank.psc was good move. Makes the script leaner.
- Created new quest for the menu to run on along with new script. This was easier way to update and combine scripts.
- New menu quest is SOTMCM5 and the new script is SOT_MCMenu.psc - all other menu scripts will be moved to SOT_Unused folder
- SOT_MCMenu script is now version 50 with the following changes...
- GlobalVariables moved to SOTGlobalBank.psc about 350 in all.
- Pointed all the globalvariable references to the GlobalStore
- Removed all calls to UpdateCurrentInstanceGlobal() - this does nothing for menu quest. That function is for updating globals while in quests that have dialogue for example. Like if you are asked to get 20 things and you have 5 already then the script can use that function to update the number instantly and display you need 15 more. This can be added back in as a separate function if deemed necessary.
- Added ForcePageReset() commands to end of menu functions. This should refresh pages while navigating the menus.
- Found boolean variable that was being used in more places than intended. ToggleActiveValue is meant only for the activation of mod but was used in several other setting displays. This only affected the display of those settings in the menu not the function of the features.
- Started to clean up the menu pages a bit. Removed some blank lines. This will continue.
- Fixed the mod being able to activate while in Helgen or Alt-Start prison. You have to exit and finish the Unbound quest then activation is unlocked.
- The menu script is just under 9000 lines long. This mod has so much that you would have hard time seeing it all in one play.
- Continuing to check log files - several errors cleared up with the above changes.
==========================
2019 Sep 29
- First Papyrus error: "Class sot_mcmmenu3 overflowed the variable count field while linking. The class is marked as invalid. A programmer must adjust the bit field sizes"
- SoT_MCMmenu3 script contains every SoT setting so there are many variables included in this script. Game plan is to utilize the SOTGlobalBank.psc script to hold globals. May require a SOTGlobalBank2 script.
- The count using search for 'Property' was 450 and 'GlobalVariable' was 353 - not sure what the limit is for 'variable count field' but the list of variables at top of script is 1037 lines long. Plus or minus blank lines and other variables defined lower in script, it's safe to say 1024 might be limit.
- SOTGlobalBank already contains 81 variables so there may already be some overlap.
- MCMenu script surgery will begin this week! - Moving those 353 globals should be enough. Will just comment out those lines so as to keep Find/Replace terms.
- Papyrus Error: Unable to link type of variable "::SOTMCM_var" on object "QF_SpartanDiploma_0434A617"
Error: Unable to link type of property "SOTMCM" on object "QF_SpartanDiploma_0434A617"
Error: Unable to bind script QF_SpartanDiploma_0434A617 to SpartanDiploma (1A4975B8) because their base types do not match
- In QF_SpartanDiploma_0434A617.psc SOTMCM is set as a property of SOT_MCMMenu3.psc script. It is then used to call the Function Spartan() in that script to graduate the player from mild to full spartan status.
- Issue may stem from the first error above with the variable count field overflow. However, another likely cause is the use of Spartan as another variable in the script.
- To correct this the Function Spartan() will be renamed SpartanFunction() and the Diploma script will be updated to match.
==========================
2019 Sep 28
- Installed mod on current game
- Mod removed all spell effects on init. Not desired feature!
- Parsed papyrus log for SoT related warnings/errors
- Opened mod in CKit.
- Parsed CKit warning log for SoT related warnings/errors
- Reported,Mesh for Undead Fire Dragon - needs its own skeleton - the default dragon skeleton does not fit the new mesh well, leaving a collision where neck and nose of dragon would be.
- Reported,Scripts for Dancing swords / summon swords scroll/spell need to be reviewed for optimization - RegisterForSingleUpdate() had 0.01 timer and possibly running on player from mod init.
======================================
- Huge update...
-
Version 22 and up
- CHANGE LOGS FOR VERSIONS 22.0 AND UP CAN BE FOUND IN A STICKY COMMENT ON THE POSTS TAB
-
Version 21.5
- 1) fixed ctd at inns, it was the robes used by the sot healers.
2) removed from the mod the Youth race and youth characters. No one like it and was causing some issues. This may fix the character generation screen some users had. Replaced the Youth Orcs with Elite Orcs who are fully armored.
3) Added two more toggles to book 2 (new game required to see them. Toggles control the health regeneration feature (on or off) and the allow Asyrin Knight feature (on or off).
4) fixed all face tint errors
5) the creation kit shows zero errors now.
- 1) fixed ctd at inns, it was the robes used by the sot healers.
-
Version 21.1
- Finished 2nd menu book, will ALL available variables for Mephala Assassins, Chameleon Assassins, and the most critical Rumiirua options.
-
Version 20.2
- Fixed about 70 percent of meshes needing conversion .
-
- Donations
-
Straight donations accepted
Welcome to the dark reaches of the Nexus traveler. Please, read the below notice.






DLC Expansions: DLC1 -- Jebbalon / Dungeon, Temper Recipes
Official (Standalone) Addons: Sleeping Encounters, Fast Travel Encounters, Genesis, Dead is Dead, Follow Me
It is highly recommended to start a new game.
Welcome to the. . .

A (somewhat) immersive experience and (major!) encounter mod.
---If you haven't done so yet, please visit our Acclaimed Mods list---



Video Review by Brodual Featured on GEMS Listed in Weekly Top 5 Mods



Reviewed by Bloody Good Games Placed 4th in Nexus Top 5 of the Month Member of Forever Free Movement
(June 2014 -- Thanks to all who voted!)


"I question sometimes if you are even real; when I look around in this world, pain, suffering, and sadness is all I feel.”
At its core "Ultimate Deadly Encounters: Sands of Time” ("SoT”) is an immersion mod that adds a consistent element of danger around every corner.
If you have played through Skyrim and found as a whole it is somewhat lacking in an element that makes the genre stand
out—random events—then you may quickly become an admirer of SoT!
If you are a fan of the D&D style video game encounters (think Baldur's Gate) then know that SoT was inspired greatly by those past legends.
Installing SoT will break away the hand-holding that has become so popular it seems in the genre, and re-introduce true hardcore style RPG encounters.
Think of this mod as the "event card” that makes playing RPGs so unique and exciting.
While playing with SoT installed, you can expect constant randomized encounters during:
* Your leisurely walk through the woods to grand mother’s house.
* The epic dungeon crawl that is the old-school fundamental mechanic of RPGs.
* Counting sheep wherever your nomadic tendencies has lead you to lie down.
* Standing around twiddling your thumbs while you wait and listen to the next good-for-nothing commoner’s sad story about whatever it is they complain about.
That’s just to name a few. The mod offers so much more, and we beseech you to traverse through the Sands of Time to
engage in an experience that will reap further understanding of the journey you are about to embark on.

"Engulfed with violence, bitterness, and endless hate; depression fills me as I realize our fate.”
What exactly is this mod? It is an immersive experience from cradle to grave. (The immersion begins with our unique website which details the features of SoT and from there, once the mod is installed, it will grant lore-friendly and immersive-dangerous encounters unlike any other mod you have had in your game.)
The mod includes many features and can be tailored 100% to your play style. If you prefer rare but incredibly tough challenges, we got you covered.
If you desire frequent, but week skirmishes, your desires can be fulfilled. If you prefer rare and weak additional spawns easy to pick off to make you feel like you are actually good at anything, you can obtain them. If you want constant and incredibly difficult battles because you feel that you deserve the punishment--you have issues, but it's possible none-the-less.
The mod has also been programmed to introduce your beginning characters to the harsher environments slowly. This makes it easier to adjust to the conditions. The mod comes with a "graduation level" (that is also adjustable) and will prevent any type of nasty spawns from appearing before your
character reaches it. After graduation, we no longer hold back what we throw at you.

"This I feel, proves the fact that the devil exists must be true; and if he exists, then you do too.”
Here is a summary of features and encounter types that you can expect during game-play:
Primary benefits:
-Dynamic and surprise encounters during dungeon crawls
-Dynamic and surprise encounters while walking upon the surface
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-Surprise ambushes while waiting (using the "Wait" menu)
-Surprise ambushes during battles (enemy reinforcements)
-Enhanced Population in Dungeons, Forts, Ruins, Caves
This particular feature includes both pre-placed spawns which includes programmed "scenes" to spice thing up a bit, as well as dynamically/randomly generated additional populace to ensure that each one of your play-throughs are unique and original. You'll never know exactly what you are going to face.
-Surprise "punishment" ambushes while looting shrines (don't make the gods mad)
Secondary benefits:
-Many new types of monsters
-Specialized new enemies (vampire hunters, werewolf hunters, etc.)
-New bosses
-New mini-bosses
-Advanced Doppelganger Assassins in both wilderness and towns (keeps you on your toes)
-A fully functional non-game-breaking and lore-friendly apocalypse
-RPG friendly "event" style encounters (IE. Damsels in distress, traveling merchants, healers, etc.)
-Consequences from your actions (try being a bully now)
-Random unleveled enemies. Enemies can be a lot weaker or a lot stronger than you. However, comprehensive MCM menu will let you set the
stats of enemies in comparison to yours. Can be set from 10% of player stats to 1000% of player stats.
-New and unique weapons and armors
Extras included:
-Lore-friendly and engaging back stories to many of the characters and enemies that SoT introduces
-An in-depth MCM to customize everything just how you want (every aspect of the mod is adjustable/can be disabled right down to whether the
stronger weapons that come with the mod are collectable or not)
There are TONS of more content... No time to write them all...

"But why then create a people destined to implode? But then again, with the gift of free will, how could you have known?”
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.
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 oftenm 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!
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.
Load Order:
The popular mod organizers stick our mod up high on the list, due to the vast amount of changes our mod makes, we suggest sticking it near the bottom of your load order, to clarify i have 160 .esp's and sot is at 145 with my armor mods and patches at 146 to 160.
Compatibility:
Compatible mods:
The mod is compatible with virtually every mod out there. In fact, it will work alongside other mods that adds enemy NPCs seamlessly.
The primary issue is resources and to not "over mod". This is a highly scripted mod, and it is recommended by the best in the community to only run a few highly scripted mods at a time. We have done our part by incorporating a virtual scripting system, and other authors are doing their part by optimizing their code as well, so in theory you should be able to run multiple scripted mods at once without any issues. But, you have a major part to play yourself. Don't go over bored with scripted mods and tone down the settings for the more mods you add.
The key is to maintain an optimized game and we have put together a fantastic guide for you to follow.
It is suggested that you use a SEEDITMERGED patch as well as a Bashed patch for optimal performance
Tesveditmerged and a bashed patch for leveled lists Optimization guide here
optimization guide
For tevmerged tutorial here same principle for se
tevmerged by gamerpoets
For giving you a idea on what to look for for conflicts in tesv here
picture tutorial
All the software links you need is in our optimization page
optimization software
Incompatible mods:
Dead Body Collision Fix (if ported to SE) -- This will unhide our "spirits" (which produce random spawns and) that are normally undetectable.
Each passing day brings us closer to eternity; will I choose to succumb to death everlasting, or rejoice in your company?
There is no cheating, the choice is ultimately mine; I should choose soon, for eventually the last grain must fall in the Sands of Time."




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