As a whore, I offer this body to the multitude of sins I know so intimately The legion of darkness, violently pleasuring themselves at the expense of my eternity
Closing my eyes and gritting my teeth, They have their way with my soul underneath
With tears flowing, my cries for help are taunted and mocked Chained to the life, I refused to change; the key lost, and the shackle locked
Full of darkness, I can no longer tell where it ends and I begin Succumbing to the great lie, was the beginning of my end
Herein lies the answers you seek to the questions that you have. If by chance you seek council in regards to a different inquiry not inscribed here, by all means please ask! Please use SoT's Nexus forum page to implore about your quandary.
This affects Reinforcements in dungeons. There are two modes for such reinforcements: a) constant - based on die rolls the enemy will be periodically reinforced all the time b) tactical, for ninjas, thiefs, stealthy type. The reinforcements will only be sent for if you are hit X number of times. This is the stealth level in the mcm menu. You can set it to one, two, or three. That will be the number of times you can be hit before reinforcements are called for. If you kill the enemy before they arrive then reinforcements are cancelled. The 1 to 3 counter is considered to be "cover". When you lose cover you gain a point. When you recover cover you lose a point. Losing a point is good. You can recover a point by leaving the immediate cell to another cell.
The whole point is to reward players for playing stealthy and to simulate penalties for being discovered. Then to simulate running into the shadows and retreating if discovered and regaining/retrying the stealthy approach. Works really well.
Stop killing the innocent for one thing. Also, She can be toggled on or off in the MCM menu. Alternatively, there is also an option to make her weaker and/or have her powers somewhat nerfed. It is completely up to you.
There are 4 kinds of chests, each one harder to crack and deadlier but with correspondingly better loot. They are:
1) Iron Chests that glow blue when armed 2) Copper Chests that glow green when armed 3) Gold Chests that glow purple when armed 4) Diamond Chests that glow red when armed.
To try to disarm chest, go into sneak mode and activate chest. Then choose a menu option. You will know you failed when you see your character sailing above the clouds. However, there is a good chance of survival if you take a couple of healing potions before landing.
The chance of disarming a chest is based MOSTLY on the lock-picking perks as follows:
At Master level the only one that can still zap you are the Diamond Chests, though the odds for success are pretty good. In any case, this will give a thief / assassin a reason to go for the perks. (This entire feature can be disabled in the MCM menu if you wish.)
You roll over and die. Or, you could cure yourself (not as fun for us to watch though). The Bubonic Plague is caused by diseased rats. Normally a Cure Disease potion is good enough. For stronger cases however, you should seek Agnes the priestess found in Whiterun. (Pay close attention though and select "Cure diseases" and not "Cure injuries".) There is of course the possibility of other healers being able to help too, including the 5 SoT provided healers that travel between inns. There is also a stationary SoT healer that stays in the Riverwood Inn at all times.
The event will end if you complete the quest and destroy the boss that started it all. After you clear most cities, you will get a book via courier with instructions of what to get and where to go.
The coins are teleportation devices. Drop one on the floor and you will teleport naked to the town that the coin came from. (It is an emergency, "get me the heck out of here!" tool. You would need to make your way back to hence you came from to recover your lost goods. (Much like dying in Diablo.) The penalty can be toggled in the MCM.
Due to the heavily scripted mod, SoT tries to use cpu cycle-saving gimmicks. The
pebbles serve as flags when cloning to avoid double cloning. They are an ingredient (radioactive) that gives a small health boost when eaten. They are also placed on npcs I do not wish to be cloned. Same thing with the spirits--they save tons of code and avoid lag by providing great spawn points at low CPU cost.
Imagine a pair of dice each with 100 sides, numbered from 1 to 100.
Every so often, they are "rolled" when determining if an
encounter should appear. For example, for the walking encounters, the game starts with
dice roll 1 set at 80 and dice roll 2 at 75. The dice roll is then
compared against those numbers. If both dice are LOWER than the chosen
odds there will be an encounter. Each dice is counted for and BOTH dice must beat the user defined variable for a successful spawn.
For example: If the first dice roll is higher than the the set number (let's say "80") then the second dice will roll, if the second dice beats the set number as well (let's say "75"), then a spawn event will occur. However, if either of the dice fail to be higher than the variable set, a spawn event will not occur.
Setting the variable higher in the MCM means a higher chance of spawning to take place, and of course a lower variable means lower odds of encountering a random spawn.
Depends on where you are. Spawning uses totally different methods for outdoors and indoors.
1. If walking in a dungeon, the spawning is the most sophisticated due to invisible ghosts that are programmed to be various lengths from you. One is about 30 feet away, one is about 100, and the last is as far as he be can from you.
Also used is the local COC marker, and the local door marker. That gives 5 possible spawn points used at random. Spirits are preferred. This method is used to avoid spawning npcs inside solid objects--which leads to CTDs and other bad things. The spirits provide a forward facing cone of spawn points. Newly added (since version v8.70) is a rear facing cone made up of the last 3 places the player has been in within the past 60 seconds. Combined, the number of spawn points is greatly enriched and more random than ever.
2. On the surface, a totally random location chosen from 360 degrees and a random distance away is picked. This works pretty well and usually the player does not see them spawning. Once in a blue moon they spawn off a cliff but oh well (there's more where they come from). A feature of the mod that no one thinks about is the sneaking effect. If you are in sneak mod that is factored into the distance of the spawns. Furthermore, the higher the sneak mode the FARTHER away they will appear. This rewards you for
being careful.
Compatible, though this mod alters the restrictions of Werewolves being able to rest. They have a 50% chance of benefiting from the sleep. This way they have good and bad nights.
Take the red pill if the mod fails to initiate. As for the green pill, you'll just have to take it and find out. ;) (NOTE: Our team enjoys having fun too, and we have a sort of warped sense of humor.)
Yes. In fact, it is recommended to use SoT alongside a "needs" mod. See our "complementary mods" (The Acclaimed Mod List known as "The Ruins") page for further suggestions.
Good Question. The mod is compatible with other resource demanding mods, but depending on your specific CPU specs and mod load, you may or may not be able to use SoT along with other demanding mods too. Know this: SoT is an overhaul mod and the best route to take in stability is building your mod order around SoT (just like with Requiem or SkyRE). The mods to take caution with when using SoT are the mods that add cloaking scripts and heartbeat scripts. How much of a problem those mods will cause you when used with SoT depends on how optimized your game is.
In no way what so ever is the SoT team claiming other resource demanding mods are "bad"--absolutely not. Many SoT users do in fact play with other resource demanding mods just fine, but they have optimized, tweaked, and customized their settings and mod load to work without any issue.
You broke it.....Just kidding. Yes, this is perfectly normal. The mod menu is gathering data from its modules during those four minutes--nothing to worry about. It is completely safe to continue your adventure while this takes place and won't affect game play. Also please note that this waiting period is not at all associated with the initial four minutes the mod needs to initialize when first activated. In summary: the mod is not "restarting" with every load, just the menu is figuring out its last state so it can properly inform you.
As of V11, it is safe to include SoT in your Bash patch. Reproccers are a little more difficult to give any say so on. If using SkyRe, you'll want to include it. The best choice of action is to ask on the forums about your specific reproc patches; someone will answer. Remember to follow this rule: When in doubt, leave it out..
It is advised that you place SoT near the bottom of your list. Our SoT Team member refusedzero has deduced that it is best placed ". . .after everything and anything that adds creatures or NPCs to the level lists, but above lighting/weather mods like ELFX, ELE, and CoT (if you use none of those, then before any magic mods like Apocolypse or Colorful Magic).--Thank you refusedzero for your testing and advisement!
Other users find that placing it under their bashed patch (if used) suffices as well.
Of course. First of all, our mod adds in dynamic NPCs which the Skyrim engine hates. We do this, however, using every trick on the book--such as by utilizing a virtual scripting system, error traps, streamlined coding, etc. Still, sometimes it might happen. For the most part, you shouldn't experience any additional crashes with our mod than you would with any other mod. That being said, there are things to keep in mind: 1) Do not go overboard. If you are throwing our mod on top of many other "heavy" mods, like FrostFall, then you are more prone to have crashing issues. 2) If you don't optimize your game to be modded, you will likely experience more crashes too. We recommend you build your mod load around the Sands of Time mod for the best experience. 3) If you add/upgrade mods during a playthrough--as opposed to using the same mods throughout the entire playthrough, you will be more prone to experience crashes as well. If you do experience any issues, please feel free to ask us on the Nexus though and we'll try to lend a hand.
First of all, there is no such thing as a clean-save. There are many tools to help clean a save, but ultimately, the best way to upgrade is to install the newer version and start a new game. However, when we release a new version we'll inform you if it is safe to upgrade the mod for a current game..
As per the instructions on our installation page, the only way to "uninstall" a mod is to remove it, and begin playing from a save that was made BEFORE the mod was installed. This is Bethesda's official stance, and ours as well. We're caring people however, and if you need some extra help, please ask us on the Nexus.
The SSE version is the most up to date and "officially supported" mod. (We do still offer tech support for the older version, but it is no longer being actively updated). The SSE version, has numerous fixes, enhanced features, and is a more stable version due to being on a 64bit platform. We chose to keep the legacy version on the Nexus though, for those who still prefer the 32bit version of Skyrim.