Features (Sub-Pages) Navigation: (Click a button below for more detailed information in regards to that particular item.)
The primary feature/function of SoT is to add random and constant attacks/encounters. The attacks and encounters are vary balanced and the types of encounter you will experience is based on your play-style and the location you are currently in.
Sleeping Encounters start off with a likelihood of 3% to 45% depending on where you are sleeping. See list below:
1) Inn.............................................3% 2) Dungeon.....................................40% 3) Draugr Cave.................................45% 4) WinterHold College.......................10% 5) Jorrvaskr Comapnions Hold............10% 6) Players Home.................................0% (no chance and hard-coded as such) 7) Any other place............................20%
the player can designate any five locations in the game as safe for
sleeping using the MCM Menu-useful for custom player homes.
actually attacks the player while sleeping is determined in part by
where the player sleeps. If in the college it will be jealous wizards,
if in a dungeon then monsters, if an Inn possibly bandits, if in a
Draugr Cave then Draugr or spiders, and so on.
encounter will find the player snoring and he will be woozy when first
waking up. This will allow most attackers a first or second hit. Thus,
it is wise to have a companion to watch your back until you are fully
awake. Traps now help as well.
Sleeping animations have been
added but are being offered "as is" . When they work, they are cool, but
can be buggy and temperamental. Not much more I can do with it. A
toggle is provided to disable them (or he animation
can be selectively disabled by activating the bed in sneak mode.)
Simply disable the animation in the MCM menu if you use any other mod
that adds a sleeping animation. This ensure 100% compatibility. See this feature in action!
Waiting encounters will take place after the waiting time has finished
counting down. A message will appear alerting you to some sign that you
are not alone.
NOTE: Waiting encounters are so far only implemented in Dungeons. Walking Encounters are provided for the surface.
(Surface and Dungeon)
Walking encounters are designed to take place away from towns and NPCs.
We do not want them hurt and spoiling quests if at all possible.
encounters include animal predators, ice trolls in snow areas, and assorted
bandits and goblins. It has been rumored that Dark Brotherhood hit
squads roam after sunset in dark shadowy areas, and Silver Hand Werewolf
Hunters roam the land looking for the wolves.
Night time is now
very dangerous, with hungry Vampire Lords and their minions roaming the
land after midnight looking for warm blood... With Draman Skeletal
Hordes seeking to avenge their fallen Dragon Masters... And the deadly
elite Assassins hunting for you in the shadows...
Encounters are leveled and not meant to overwhelm. But they are leveled per actor,
resulting in tougher fights than vanilla Skyrim. You will be
Beware of extra tough bosses, Bane, if you are a werewolf, and Blade, if you are a vampire.
is a small chance of a hungry band of refugees attacking the player.
These are poorly armed pitiful people and the Goddess Mara watches over
them. Hurt them at your own peril, subdue them and be rewarded.
When the Fast Travel module is activated in SoT, the following apply :
1) Initial 25% random chance of the player being followed to his destination and then attacked. 2)
If there is a bounty on the players head then the attackers will be
Bounty Hunters. The bounty hunters are more capable than the
bandits, specially the Battle Mages. 3) If the player has sided
with the Stormcloaks or the Imperials and he visits the home base of the
opposing party the attackers will be the opposing party. 4) Otherwise, it will most likely be bandits with a small chance of highwaymen. 5)
50% chance that if a Fast Travel Encounter takes place it will be out
in the world! You will find yourself in the wilderness facing something
unpleasant. After combat is over, if you live (or run away), simple
walk in any direction for a few seconds and "Your Travels Resume",
resulting in the player completing his Fast Travel--genuine fake
traveling encounters! 6) There are four possible fighting areas with
16 different encounters each. This includes the possibility of "falling
in a hole" and ending up in a hostile cave. 7) Fast Travel encounter
odds can be set with the MCM menu as described above. From 0
to 100 percent chance. The higher the number the more likely you will
be attacked. There is a cool down period after an attack.
men now roam the land and can surprise you while sleeping or during fast
travel. It is your choice how you deal with them, but if you agree to give
all your gold they will leave you alone.
(Special Boss Hunters & New Encounters)
If the Player kills an innocent person, Burning
Inferno will avenge their death. This includes citizens, shop keepers,
Here is a knowledgeable user upon his first brush with Burning Inferno:
"After several playthroughs without seeing anything remotely resembling
Inferno, I was happily slaughtering a large group of bandits, when out
of fricking nowhere comes this flaming horror with maggots and skeletons
and fireballs and this dammed cage thing that kept trapping me. I have
never had my ass kicked so thoroughly. After getting knocked down for
the 30th time and chugging my last potion, I was done for. It was
if you choose to become either a vampire or a werewolf, then there will
be consequences in response to your choice to become a creature of the
night. You can be hunted down by one of the brothers Blade or Bane.
Neither of them take too kindly to evil creatures and will be relentless
in pursuing you. Once you are (un)fortunate enough to meet one,
Also, there will be attacks by Boethia Worshippers if you fail the quest Boethia's Calling (a level 30 quest).
Further, you will now be subject to Shrine and Tomb Desecration encounters.
If you decide to take the risk and "loot" a shrine, there could be some
punishment from an angry deity. Lastly, relieving the dead of their
supposed no-longer-wanted belongings could end up teaching you that
"respect for the dead" is more than just a saying.
Video demonstration #2. (Please note that the image looks awkward since the recording was done on a multi-monitor setup.)
(Assassins have their own page, click here to see it.)
SoT adds its own unique assassins in addition to what is included in the vanilla game or the DLCs. This feature completes the feeling of the never ending dread that every SoT player is privileged to endure.
City Assassins: These
unique assassins are also doppelgangers and come with their own special
back story. They blend in by mimicking the looks of an NPC that dwells
inside the city and will only strike when the time is right to pull of
an effective kill.
Wilderness Assassins: Much
like the city assassins, only they (notice the plural) will come after
you like a pair of intelligent raptors out where only the highest
skilled warriors could possibly defend himself from their assault.
Due to the nature of this special encounter, a special page is dedicated to them. To find out more about this advanced feature, please click here. See this feature in action! (Yes, the link's destination is intentional.)
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