The SoT team somestimes absorbs other authors works--with permission, of course, and "rebrands" them to fit within the SoT universe and further, many SoT team members create their own mods, or enhancements to the main SoT mod.
In short, we have many "official" addons to the Sands of Time mod and have them all listed here for you. Also, we list all official addons on our Nexus page too.
From the Nexus page: "What is It? A standalone add-on feature for our main mod (meaning our main mod is not necessary) that replaces the need for mods such as the Populated series of mods (dungeons, crypts, and caves). Our approach is unique in that rather than just "drop" in NPCs, we created an ingenious spawning system that will dynamically "inject" NPCs throughout a dungeon. These NPCs as well as their locations, are intelligently chosen so as to ensure a unique adventure each time you play through the dungeon. (For example, treasure chests will be scanned for, and if found, a unique guardian NPC may be placed to protect it.)
The mod is extremely lightweight and provides populated dungeons on the fly; all 214 Skyrim locations are included. Again, there are no pre-placed spawns, and the placement of NPCs will always vary. Additionally, the mod can populate containers in the dungeons with interesting loot based on MCM settings. You may use this with or without our Sands of Time mod. If used with, you will experience both, lively dungeons full of enemies (from this mod) and random dungeon encounters which will make you scream--much like the old school RPG days (from our main mod)."
Created by sagittarius22 and absorbed by the SoT team
From the Nexus page: "When you first load the mod, your character is assigned a unique ID which will be stored externally. Whenever you die, this character will be tagged as "Dead" and you won't be able to load a save-game with this character. Harsh? Yeah, it sure is. This is for people who want to know how far they can go before dying in-game.
This mod works better with a new game; if you install it mid-game, you will still be able to load a save when the mod was not installed. You can still install it mid-game though, but this won't be as harsh.
Also, an extra feature: all of your dead heroes will be exported in an external text file, with information on when they died, where, and who killed them."
Our team has NOT in anyway altered the original mod, but we have created a unique sub-site dedicated to it so all fallen heroes may be properly buried. Visit our Catacombs to boast about your dead characters.
This mod allowes enemy NPCs to follow through barriers--such as when you cowerdly exit a dungeon and escape to the surface. Istead of holding back and waiting for your return, the baddies will now pursue your hide. Further, they are no longer scared of water either. Remember how you used to be able to cross a little stream to safety? Yeah, that won't happen anymore.
This mod is also a STANDALONE mod; this means that it will work without the primary mod.
From the Nexus page: "This simple mod adds forge and tempering recipes for weapons in the Sands of Time mod by Tonycubed2
Currently only adds recipes for the following ...
Bow of the DarkOne - Forge (Ebony) and Tempering Dread Knight Weapon set - Forge (Ebony) and Tempering Dread Knight Superb Weapons - Tempering only Nico's Craftable Arrows - Forge only (Steel) Daedric Crossbow - Forge (Daedric) (Bolts and Crossbow) and Tempering (Crossbow and Dagon's Crossbow) SoT's Mephala Assassin Weapons - (Dagger, Battleaxe and Death Knight Rune Blade) - Tempering only (requires Mephala Grand Soul Gem) Sicarius Armor - Forge (Ebony or Advanced) and Tempering Stormbringer Rune Sword and Greatsword - Tempering only
Note:No assets from original mods or the Sands of Time mod are included in this mod. This is only a patch for SoT that adds in missing recipes."
NOTICE: This mod REQUIRES the Sand of Time mod in order to work--that should be obvious, but some of you are pretty dumb, so we decided to clarifiy that just in case.