6164 comments

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

    patreon.com/malukah

    Tonycubed2
  2. tonycubed2
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    Backup your save game -- The only REAL way to uninstall a mod--any mod--is to revert to a previous save before the mod was loaded!!!!
    The Mod is best AFTER your first play thru.  The mod is HUGE and will change the game fundamentally.  Bleak Falls Barrow is great example.  Goes from boring leisure walk to a nightmare hellish super dangerous dungeon.  Most players gain 5 to 7 levels just finishing it.

    ALSO

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

    Please join me for Skyrim videos with all my mods at


    INSTALLATION - PLEASE READ



    Spoiler:  
    Show

    Installation:

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



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

    Spoiler:  
    Show

    [General]

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

    [SkillCaps]

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

    [SkillFormulaCaps]

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

    [SkillExpGainMults]

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

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

    [SkillExpGainMults\CharacterLevel\TwoHanded]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Marksman]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Block]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Smithing]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\HeavyArmor]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\LightArmor]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Pickpocket]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\LockPicking]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Sneak]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Alchemy]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\SpeechCraft]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Alteration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Conjuration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Destruction]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Illusion]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Restoration]
    1 = 1.00

    [SkillExpGainMults\CharacterLevel\Enchanting]
    1 = 1.00

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    [LevelSkillExpMults]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    [PerksAtLevelUp]

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

    [HealthAtLevelUp]

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

    [MagickaAtLevelUp]

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

    [StaminaAtLevelUp]

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

    [CarryWeightAtHealthLevelUp]

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

    [CarryWeightAtMagickaLevelUp]

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

    [CarryWeightAtStaminaLevelUp]

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

    [LegendarySkill]

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

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

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

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



    1) Backup your save game -- The only REAL way to uninstall a mod--any mod--is to revert to a previous save before the mod was loaded

    2) It is essential to ensure your game is optimized before adding in ANY sort of mod that adds encounters (especially random/dynamic ones)

    3) Download and install using your favorite mod manager. Mod Organizer will often have an issue because the name of this mod is so long and
    windows limit of 255 characters. You will have to shorten the name / path it uses.

    4) Activate the ESM and ESP file and play!

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

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

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

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

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

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

    Uninstall:

    Did you create a backup of your save game before installing SoT? No? Please stop and do so. Again, the only real way to
    properly "remove" a mod is to load from a save that was made before the mod was installed. However, we have provided you with some instructions
    on our site on how to remove the mod from a game with as minimal impact as possible.:




    FAQ Section

    Spoiler:  
    Show


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





    Compatibility Patches Hosted off page:

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

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


    FAQ:

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

    or:

    Open console command prompt and type:

    Set BabyMe to 5

    That disables feature.

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

    Compatibility Patches Hosted off page:

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

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


    FAQ:

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


    How to end the Zombie Apocalypse?
    Spoiler:  
    Show

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





    Https://www.patreon.com/SandsofTime
  3. tonycubed2
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    State of the Union notes and  Changelog

    v59
    -greatly buffed down the Draman Skeletons.  They were close to unkillable. Also added decent treasure to match the hassle.  They had very little drops. 
    -Made a recipe for the Silver Sword of Chaos.  Not for sale.  You can find the recipe in two chests.  One you will find as you follow the Greybeards quest.  Also added more damage to undead  besides it being a silver weapon.  Hmmm a good weapon against Draman.
    -Made the Sightless Pit a bit more populated

    Chaos Sword: Note on chaos sword:  The chaos part is the unstable magic used to forge it.  It will specially degrade quickly and implode if used outdoors.  Save it for dungeons. It is 90 base damage and will instantly cast flame shield if enemies are detected.  It will do extra damage to undead, 50 minimum plus standard silver damage.  Will also do undead area damage for 5 seconds, 5 hit points per.   Really really cool weapon.  But even indoors will eventually explode in your face.  Glorious!

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



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


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

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


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


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


    12/21/23

    Releasing V54 today.

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



    6/18/2023

    Releasing V53 today.  Adding a new Golden chest to the dungeon Dark Fall Cave.  Chest actually has a golden glow and color.  Had to learn to use nifscope program thingy to do this.  The chest is simply irresistible to a player but perhaps the player should think twice or thrice about approaching it ...
    Added new rare treasure type, a scroll called Kiss of Immortality.  Hint: may come in handy with that chest...

    I will occasionally add encounters to dungeons I have not touched yet, suggestions are welcome.  I do not have any road map in mind.  The mod is finished, with very occasional updates like this one.  Maybe will make more glowing chests.  Red one would be cool...


  4. kingofthelions
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    Is version 56 only for the AE?
    Since I still use version 1.5.97 due to incompatible mods with the AE, the mod has unfortunately become incompatible because it now requires the 4 Creation Club esp
    1. tonycubed2
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      probably yes. try the mod someone made to let you run the newer mods that support the new esl extensions.
    2. aragonit
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      You could have used the downgrader for  the free upgrade to AE, which includes the 4 new mods.
      If you are still running an older version of Skyrim, you can use Backported Extended ESL Support and run all mod versions without a hitch.
  5. AvAllure
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    My issue has been the ctd's I constantly got from running encounters. I now realized you can play the mod without activating it, and get a LOT of the content I love, like the uniqe weapons it adds and the populated dungeons with new encounters and monsters. You do not have to activate the mod in the MCM to still be able to experience a LOT of what this mod has to offer. Now I get no ctd's, and enjoy the hell out of the stuff the mod adds. 

    Maybe someone else will like the base things this mod adds without ctd's 
    1. tonycubed2
      tonycubed2
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      Excellent point. Though with proper m#assures and mod selection this mod can be very stable.  I need to mention next update mod starts partially on.  It’s the encounter engines not active yet.
  6. AeonicNexusMod
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    I got a ton of CTD running this mod lol, but god it was really fun. Though my problem is the fact that some spawn doesn't make...sense? Like a super strong skeleton spawned out of nowhere, in a place where there's no skeleton (Dwemer ruins i think, forgot the name)
    1. tonycubed2
      tonycubed2
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      Optimizing your game as much as you can and pairing it ith compatible mods can result in rare CTDs.  The mod is resource demanding as it creates toons on the fly, which the engine hates. I use over 700 mods and seldom see a ctd. And I run all my genesis and populated mods as well with this,one.

      as far as the inappropriate spawn, there is an attempt to keep the mod lore friendly but i prioritize danger and excitement .  The mod does look for area keywords and failing that will look,for existing enemies to copy. Failing that you get a random dungeon toon.
  7. sh3riff
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    Just installed this and there was a pop up saying something about a quest for zombie apocalypse .. ehm what?
    Where is some info?
    I dont see anything in description here.
    I dont see anything in the MCM. (EDIT: Found the apocalypse section but no info there)
    Found some mention here in comments .. "read the books" .. what books?
    One of the messagest said "you will be giving sandman ring of danger" .. to get books of revelation. Got no ring.
    EDIT: Got it via console.

    Is it safe to run it with genesis? I Turned it off just to be safe.

    How do you make it so the enemies are same or BELOW your level?
    1. tonycubed2
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      you will be given a book when the zombie apocalypse starts. in the meantime do not worry about it.  the book will explain all and how to end the undead curse.

      yes, i use this mod wit genesis.  no issues.

      as far as enemy levels, there is an mcm option to set the level of spawns versus yours.  selecting 100 means same as you.  so 50 is half as stront as you, etc.
    2. sh3riff
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      Just went thru the setting again, one by one, i really cannot find anything like you are saying.

      But just remember one other thing.
      So the mod is activated, it says its activated. The mod is spawning enemies on surface, in dungeon .. yet the overview says "not active".
  8. sh3riff
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    Just met one of the assassins who tried to kill me .. and it did, extremely quickly.
    Met him second time after loading .. had to cheat TGM.

    Cursed me with Mephala's Curse, Mephala's kiss .. its draining like 25hp/s .. there is no time limit.
    Found here within forum that it should be slow poison and only like potions or shrines can heal it.
    Why the damage is so high? The dagger enemy hit me with says "paralyze" only.

    There is also someone .. see no one, i am not in combat .. or something .. that keeps spawning enemies .. or do they just spawn on their own?
    Problem is, these enemies are extremely small. Lydias foot is bigger than these enemies. Followers cannot hit them.
    And now one troll got insanely big ..
    I dont have any other monster mods and past few weeks this never happened. Within 2 hours from installing this, tiny monsters, huuge monsters .. 
    1. tonycubed2
      tonycubed2
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      there is an mcm menu option to tone down the Mephalas curse.  And any healing potion will stop it.

      looks like you are running a mod that will display invisible npcs or make them solid.  only happens if you have a mod like that.  

      mod does not create tiny monsters per se.  or giant monsters either.
    2. sh3riff
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      I am not aware of any mod that can display invisible npc, I havent seen anything weird or out of ordinary. The enemies that spawned via portal, were attacking me or even other npc. Just by seeing the enemies it makes no sense that they would attack everyone.
      Most of the tiny enemies were rats, there was a setting to disable rats and it was fine.
      The giant monsters, there were normal at first. Like met a troll, it was normal size, killed it and a minute later, it just got big.
      This never happened before and the only different between then and now was this mod.

      Except for the genesis, i dont use any other monster enemy etc mod. I only use texture mods. This was first mod for that.
  9. sh3riff
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    Hm, I have too many question, mod has too many problems i cannot figure out.
    Description is insanely lacking, ingame help is absolutely useless, doesnt explain or help to understand anything.

    Started new game 3 times now .. because of the recommendation on the mod, to not use it with old saves.
    Even tried just activating it and not changing anything, the way it is set by default, i used it .. after hours and no changes to the game, for some reason the save is corrupted and game will crash until mod is removed.

    I have no idea why, i like the mod, i would like to use it, but it is insanely complicated .. or more precisely, not done, explained in proper way to understand it.
    1. tonycubed2
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      play the mod on spartan mode.  its designed around that mode.

      there are actually scrolls in the last page of the mcm menu that explain a lot. did you read those?

      and most menu options have tooltip descriptions.

      the mod is demanding , make sure you optimize your game as much as possible.

    2. sh3riff
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      I read scrolls, for me that was more like a general explanation and not really how to set the mod, where .. e.g. the level thing.
      You said there is an MCM setting .. well, there is like 10 different tabs with setting and many stuff. So where is it? Which section of the setting? How it is called? I spent two whole days playing with this mod, no setting, adjust setting, played on spartan too. I went thru the setting one by one, read each section multiple times.

      I just installed the standalone modules. Its not as best, not as much, but so far it works and not a single crash nor loading problems.
      I could deal with the insane level different, me 10 and enemy 50 .. or super high damage .. but the crashes after few hours without know why are bit problem. Game run fine, could save and all but once i tried to load the game, any save, even 10 hours ago, it would just crashed instantly trying to load it. Disabling this mod made it work again no issue.

      I really love what the mod does, but I am kinda lost with the setting, its not clear and the crashes :( 
  10. FREED0MD0G
    FREED0MD0G
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    This singular mod has kept me coming back to skyrim. Every dungeon is dynamic. Thanks man
    1. tonycubed2
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      you are very welcome!! thank you for the encouraging post.
  11. WalkerInShadows
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    I saw in an old post that there's a wiki for this. Where is it? I can't find a link anywhere, and all the links to your site are broken.
    1. tonycubed2
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      ahhh our site hoster shut down buisness and GhostAgent rightly cannot reinvest the hundreds of hours he poured in it....It was indeed a very complete thing...  

      Maybe i should do a simple one with important mod details...  but there is SO MUCH to cover.... This mod has over 10 years of development as it is my flagship mod...

      My apologies....

    2. WalkerInShadows
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      Well that sucks. Could we at least get a pdf or doc that hits the high points - you know, everything in the MCM? I can figure most of it out, but it would still be nice to have a clear reference.
    3. EckTomorf
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      Do you mean the library? Maybe this is it - Library
    4. WalkerInShadows
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      No, that's just some books that can be found in game.

      What's the deal with the Mephala assassins? I just got attacked by one, but I was wondering why they want to kill me.
  12. l1098291866
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    Is there anyway I can import all my customized settings everytime  I start a new game? 
  13. theprimordialsource
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    Interested to start a new playthrough with this
    1. tonycubed2
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      thats the best way to do it. set the mcm menu after graduating to your liking .  Its pretty extensive.
  14. Rhygaer
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    Anyone know how to deal with the blighted enemy encounter? it keeps telling me to use a different attack and i dont really get it
    1. mrdan83
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      I came to see if you could turn these off for the same reason i tried magic / weapons with and without enchantments i did forget to try shouts
    2. tonycubed2
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      Fire
    3. mrdan83
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      Thank you!
  15. BeanSage
    BeanSage
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    I love this mod, you have no idea how helpful this is to me it's pretty rough having it easy in the game.  I do have 1 complaint/ question though.  Is there a way for me to disable SoT spawns in Player Homes?  being in my keep bandits and assassins spawn attempting to kill me. With me being a necromancer wanna be I have a ton of minions/ followers in my player home. After the spawns they do their normal Skyrim shenanigans and start fighting each other.  So far all I can do is keep some peace spells on standby and hope they don't take each others heads off.   If there is a way to disable spawns in a specific cell I'd greatly appreciate it.
    1. tonycubed2
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      Please check the mcm menu. The mod provides 5 safety markers for that purpose.