8:93 will be up before morning. Hmmm. Hopefully. Watching Two Towers,
the Uruk-hai are attacking the fort and the elves just arrived so it is
distracting me. Best triology known to man. Anyhows, 8.93 features:
1) BIG bug fix in the Reinforcement Dungeon Feature. Was broken in CONSTANT mode. Works now. Kind of constantly. ;-) 2) Added three separate cool down sliders for Dungeon Encounters, because we do not have enough MCM cotnrols. 8-0 . Cooldown 1: Reinforcement Cooldown (Ents just agreed the hobbits are not orcs , lol! . This will actually be useful with itme #1 above fixed Cooldown 2: Waiting Cooldown - Encounters that appear when player waits too long in one spot Cooldown 3: Random Encounters - Similar to the Walking Encounters on the surface. 3) Added separate slider for setting Reinforcement odds, previously used the same as for Waiting Encounters. 4) Corrected intialization error that would cause initial spawns to not appear. 5) Added two more messages for variety in reinforcements. Four possible now.
----- 8.92 will be released when you guys tell me, meaning when you think
there is enough "meat" to make it worthg it. Here is what is done so
1) New spell given to player from MCM menu to cast on
followers. Will give them 5 pebbles and add them to the donotclone
formlist in order to avoid them being cloned. Lore friendly wording in
game, cool passive effects. Spell can be removed also from MCM menu for
purists. This new feature means a patch is not mandatory any more for
2) Populated another bandit camp: Halted Stream Camp —
An iron mine and cavern overlain with a wooden fort located northwest
of Whitewatch Tower.
8.91 going up
Decided to do all Bandit Camps
on the surface first. They are much easier and fun and will get the
populated feature off and running.
So far completed are:
Dragon Bridge Overlook — A small Forsworn camp on a cliff overlooking Dragon Bridge.
Redoubt — A small encampment and cave occupied by Forsworn, located
southwest of Mor Khazgur and north of the Shrine to Peryite.
Robber's Gorge — A bandit camp spanning the road from Rorikstead to Dragon Bridge.
That leaves 5 to go
wise only bleak falls so,far. But now contains a surprise boss to
augment the game provided cardboard boss. There will be blood.
------- 8.9 all: 8.9 going up now. Bleakfalls take #2
Tested with tesedit, no moved floors, one form out of place and fixed.
Correct masters this time.
Tested Bleak falls from beggining to end, working great.
If you are level 300 or higher you should have no problems with Bleak Falls now. ;-)
---- All: 8.81 by midnight. Ned to clean up dirty edits in bleakfalls. New at
placing npcs though getting better with proactive. My apologies. I have
deleted 8.8 so no downloads right now. 8.7 is still in old downloads in
case you cannot wait . Better to wait .
We hide nothing here,
full transparency. We will share victories and setbacks together. The
exhilaration of victory and the agony of defeat. A day may come when
courage may fail men, but it is not this day! Wait, am I in the right
Update: 8.81 not tonight. Learned more than I ever
wanted to know about masters and removing masters from a mod. Will
probably have to revert back to 8.75 and start over. yeah.
Update: lets call it practice. The faster I get over this the faster we can go on.
---- all: Uploading 8.8 now.
Features: Start of Populated Dungeons,
starts disabled with Milk and Ale Drinker presets. Enabled for Spartan
preset and up. There is a new MCM page way at the bottom, you will have
to scroll down. Bleak Falls Barrow is Populated in this initial
release. ---- 8.75 uploading now.
1 - remove file
draugrfx.pex and psc from build. A long time ago I think I added it to
fix the draugr eye bug, but it has not fixed it and actually blocks the
version from the Unofficial Patches in loose files mod. If you have it
please delete it. the Draugr glowing eyes is amont three effects that
the player can catch due to bugs in the game. the other two are the
effects from ice wraiths and the steam effects from dwarven machines.
The USP patch places a shrine in Whiterun(?) temple that removes the
2 - Fixed all bandit and wolf records to comply with
activation switch. The increased vanilla encounters will now not take
place from them without activation of mod.
3. Fixed for good the masters being out of order. Thanks to Lifestorock. Will fix patches soon.
4. Added the possibility of dropping an enchanted trapped treasure chest to all bandit magic users.
5. Also added chests to all bandit bosses .
------ all: 8.70 is out!
no, not a big update. Just overwrite if you have any 8.x . will provide a version with just esp and scripts.
Fixed preset menu so default preset is (none, choose a preset) to avoid
confusion. Was working in any case, this is just more professional and
2. Added new mcm menu to extend the spawn points of
surface spawns from 0 to 4096. This is added to the value normally use.
The normally used random value is -1800 to +1800 for X and Y. I would
advice leave it as is, since you can have them spawn too far and they
will never see you or you them. Or they may spawn off a cliff in empty
space. But if you must here you are.
3. A toggle that if enabled
will not allow surface attacks when not traveling somewhere. So if you
are in one spot builidng a house or fishing or just looking at the sun
go down there will be no attacks. If you move from the spot about 500
units then attacks can happen. This was actually requested a while back
by some nutty player that wanted to craft stuff in the open.
edit: menu option is in the Walking Encounters page, on the left, scroll all the way down. ----
all: 8.68 uploading now. Presets are all done with its own MCM menu page.
- Overhauled the way dungeon spawns are placed.
More advanced and elegant now, no more clusters of npcs constantly at
exits. Major Manjor impreovement. -Added mcm page for Presets - EMPTY RIGHT NOW - adding them for 8.68
UPLOADING 8.66 tonight
1. Added bloody draugr to Waiting Dungeon Encounters. There are now 20 possible encounters in just the waiting module.
update 2: added the bloody draugr to the Dungeon random encounters.
Only six of those even with this new one. Will see if I can add some
more in the future.
Update 3: added new encounter type:
revenge attacks for desecrating houses of the dead. Complete with zombie
sounds before attack starts and a mcm menu option to select odds of
attack. You steal the property of the dead , then prepare to answer to
Update 4: Added new MCM menu page called "desecration" .
To set odds of revenge attacks if desecrating Halls of the Dead and
Shrines. Separate odds for each. Zero disables feature.
5: Completed the Desecration detection changes to all six Akatosh
shrines. As Dragon God his guardians are appropiately chosen.
6: Completed the Desecration detection changes to all 8 Arkay shrines.
This was an all out effort, featuring new armor for the Circle of
Knights, the combat arm of the Arkay priesthood. They have not seen in
game until now. New sounds are featured as well.
sample of shrine desecration and punishment:
Notice it was a nice day until the desecration took place. Thunder is custom sound.
This is on three screens. When I play there is no black borders, that's youtube coping the best it can.
------ all: if you got 8.6 get the hot fix 8.61 now to remove the notification test messages.
New version going up now, 8.6
The upgrade version for 8.x users is already up. Easier download, just overwrite files with it.
a major new thing, but it will require a new game. This will make
FishBiter happy. Slob wills say the heck with that and make it work as a
forced upgrade. RefusedZero might too . Anyhows.
New MCM menu option for Walking Encounters. May help with immersion.
It is a slider to decrease the odds of an encounter during the day.
Based on percentage. Example:
Lets say the two die values are
set to 50 and 50 (with max being 100). Which means that the computer
can only produce enemy spawns if it rolls two dice and both values are
above 50. (In the actualgame the defaults are like 65 and 80) . Now
lets say that you believe hostile encounters should be less frequent
during daylight hours. Lets say you set the new slider value to 80%
chance of no daytime spawns. The formula is die roll = die roll + (die
roll times new slider value) . If result is over 100 then it is et to
100. Sooo inthis case the odds during daytime become 90 and 90, which
is much harder to roll. The computer would have to roll twice two
numbers above 90 for an encounter to happen. Simple eh? Got it now?
This is why people sometimes run from here.
2) Fixed a serious
walking encounters bug. Somehow the walking surface encounters script
would end up in a permanent "busy" state and would thus show as
"running" but spawn nothing. Code added to break the state if in state
longer than three cycles (about 1 minute).
3) fixed a missing mcm
menu setting for Sleeping Encounters, where the Companions Hall was not
listed as a sleeping place. Somehow got deleted, no one noticed. Not
even me. 8-0 -------
ALL: A small updated version is up now. its a .5
incremental, not a huge deal and should be installed in a game that has
never had SOT before.
1. Active cleanup of
dungeon spawns. In the past, we had let the game clean them up but to
avoid issues and game bloating SOT will clean up after itself. The way
it works you need to be a ways from the dungeon before it kicks in. I
like ths though because it allows for hit and run tactics without having
your target deleted prematurely
2. The meshes and textures were
run throught the optimizer to resize them to 16x16 and create mip map
thingies . I am told this adds stability.
3. new logo for MCM menu. this alone should make the mod run twice as fast and be even more rock solid stable. ;-)
Some ai tweaks. If you do add this to a new game, please report if
Draugrs will not attack when found. Seems to happen when they spawn too
far from player.
-Maintenance update - NOT a major new thing like 8.4 was
-Fixes fx undead broken encounter (they so creep me out)
-Fixes Cultists broken encounter
-Mistman Boss gets his special ability
status of mod: stable as heck, all features working as expected. Not a
perfect mod, but most stable and lean release to date. Some tweaking
will be done next to avoid small conflicts with Unofficial packs.
Nothing game breaking, but we strive for perfect with an imperfect game.
Thank You Slob!
Thank You Unahu!
And Thank You to all the supporters for your kind words, uplifiting comments, and helpful attitude.
***all: Uploading 8.5 tonight.
It is not a major change from 8.4.
Sports a new attack mode for the mistman and fixes two broken encounter
types; fx undead and cultists. There is already an update to 8.5 in the
files section from 8.4, but this release 8.5 will have a better tweaked
Mistman Boss due to input on his special ability.
downlaod any old patches you need, and old version. Will be deleting
old versions tonight. It is getting crazy in file section. 8-0
------- 8.4: NEW GAME REQUIRED - Up now! 1- Same as 1 above 2- Fast Travel fix - broken in 8.3C 3-
Fix for summoned npc. the game will no longer clone npcs you summon to
your aid. This is important, was messing up strategy and immersion. 4- surprise new thing. 5. fixed Dragon/Draugr record error 6. Fixed vanilla encounters wisp error 7. Fixed vanilla encounter witch error
----- 8.3D: 1 - Vanilla Encounter scripts need some tweaking and adjusting,
as well as a bug fix for spawning off dead bodies and respawning from
the same source more than one. This is being done and will be released
as an update file for 8.3C users.
8.31 : uploaded updated vanilla scripts. SUPER IMPORTANT YOU INSTALL
THEM. There was some misundestanding at 1am and I did not include the
latest and greastest Slobbed files. My apologies. I do not believe a
new game is required. There is no esp to upgrade, just the vanilla
edit: THIS ONLY AFFECTS PEOPLE WHO DOWNLOADED THE 8.31 UPGRADE VERSION, THE SMALL VERSION.
just checked the full vesion and it has the new scripts! Which is
awesome, I do not have to reupload the main version. Will redo quickly
the upgrade version.
----- all: 8.21 is up, in updates section. New game is adviced. If you do
not start a new game and you upgrade to this version we cannot help you
troubleshoot any issues. I had to start a new game myself in order to
test this version.
----- 8.2 Beta being released tomorrow, November 19, at or about 8 or 9 pm, USA Eastern Time
Details: the release is very significant and now includes a changed esp file, so not upgrade friendly.
1) fixed Witches MCm menu setting. Never moved from 0 or 1. Not a one of you noticed this???
Slob has worked over 20 hours on the vanilla encounter scripts in order
to correct game engine problems with code that we should not need to
use. Regardless, he has put in over 20 hours reworking, redoing,
retweaking, rehardening, restesting, reforging, and then does it all
over again. the results are awesome though. And the npcs now cleanup
perfectly when you leave the cell.was not working before. The npcs are
spawning now, no more messages of "enemy nearby' and it never appeared.
No more spawning npcs too far for them to see you or you then. The
list is long. Suffice it to say that the fixes and work arounds
implemented have raised the mod working status by over 50% .
This will make the mod even more efficient and stable than it is.
So if you liked the mod before, you willl love it now. If you loved it before, you will probably die of pleasure. etc. :-)
3) will include the mesh fix if we can ever figure out what is the mesh fix. 8-0
Unofficial Patches 2.0 changed the playing field enough to undo some of
our patches and fixes, had to redo a number (we = Slob, lol! . Woe to large mods that cannot get this type of love... tons of proerties filled in.
---------- 8.1 I watched Slob huffing and puffing down the boardwalk looking like the
devil and his demons was chasing him. He spotted me and immediately
made straight for my beach chair as I sipped my Piña colada. I lowered
ny sombrero, hoping he would pass me by. It had been a long two years
modding SOT, I wanted to relax and bask in the glory of 8.0 . But no, i
twas not to be... "Tony!!! Its crap! I tell you, its pure sh**t!!!",
bellowed Slob as he pulled my sombrero off. "Oh come oooonnn Slob! It
works good enough!!" I whined.
Slob ignored me. "Its the Fast
Travel Script, Tony!. The cursed thing is running a heart beat script
every NINE seconds! 24 x 7! Always! We can't have that! I am going
to have a heart attack!". At this point Slob dramatically grabbed his
chest. "Oh! Pox on you!", I yelled , as I got up. A seagull flew
by, and I could swear it was laughing at us. "You know I already told
you people are lucky it is even working at all, and...", I started
to,say, but got interrupted again by Slob. "I don't want to hear your
sanctimonious little soap box speech!", countered Slob. "We can do
better that THAT". "Hell", he continued, "I have not even mentioned
people walking around minding their own bees wax and then getting
teleported to a swamp or falling in a hole where there is none for no
reason! Don't get me really started!". He had the look of madness in his
I threw my hands up in surrender. "Fine, I will see what I can do... But no promises!!!"
And thus 8.1 was born. Without any further ado, it is uploading now and gives you:
Fixed false positives. As in 100 no false positives. You can safely
wonder the earth, or at least not get whisked away to fight for your
life when not expecting it.
2) No more heartbeat script. The
every 9 second heartbeat is GONE. This was about 25% of the script
overhead for this mod. An already light running mod just got even
lighter. :-) I use fairy magic instead to detect fast travel. Really.