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Sands of time mod
Sands of time mod





sands of time mod sands of time mod sands of time mod

Info is hard to find without wading through the entire site, so I'm just going to try different settings. There is a FAQ on the website but doesn't really cover basics. The only complaint I have about Sands of Time is the lack of documentation. It's really a lot of fun, but you need to let the people around you know you're screaming at the game and not ranting at a cloud or something.įrequent quick saves are a must in case a choice you make always leaves you dead with no option other than loading a hopefully recent autosave. There have been times my character has had to turn tail and run for it. But with Skyrim Guardians and Immersive Patrols. I'm using the 'make Skyrim deadlier' option of SOT. Turns out I hadn't activated SOT yet, so it was probably from Immersive Encounters. I"ve had a couple of encounters at level 1 in a game that ticked me off. There's an extensive list of patches that are required for other mods though, so there are known conflicts with other mods but with fixes or load order workarounds. The game runs smoothly.Įarlier problems turned out to be a conflict with another mod and Open Cities. Every now and then I get a random CTD, but it could be any mod. Had to restart several times when I added a new mod or decided to try out a different alternate start. I've gotten as high as level 16 with no problemsl. I'm using SOT and Genesis, with Skyrim Immersive Creatures and Open Cities. But you check that box and on the over view page it says "Modded Armor/Wepaons allowed: True" leave it unchecked and it shows "False." That kind of gap in logic really doesn't bode well for their scripting. On one of the subpages, you have the option of checking a box labeled "Disable Mod's weapons/armors" Seems like checking the box would, well, disable the mod's weapons and armors. so they have a main page which gives an over view of your configured settings. Was fun while it lasted at least but I had issues from the start with what I was seeing not reflecting the settings I had configured AT ALL.Īnd I looked at the menu. I ended up trying it for about 15 minutes. Okay, that's the kind of problem I was expecting. If you're the 'some like it hot' type go for it, but save early, save often. I refuse to 'tcl' too much stuff could break -> quest broken Pitty that the additional draugr where in a room I couldn't reach yet. 'killall' didnt work, 'tcl' broke the quest, must have stepped on a trigger -> quest brokenī) During 'Unearthed' objective: 'clear the draugr'. Only that the mod spawned a group of falmer behind that door beating the sh*t out of him. Originally posted by ZarahNeander:The concept of random spawns looks cool on paper and indeed it is.as long as it works:Ī) Mzulft during 'revealing the unseen', were the Synod starts his little 'gavros is that you?' speech b4 opening the locked door.







Sands of time mod