
Step 2) Remove with your preferred mod manager
Step 3) Ensure the ESP is active (ticked) Step 2) Download and install with your preferred mod manager. Step 1) Backup your save game in case you wish to uninstall the mod at a later time.
New toggle added to menu book to decide if new dungeons are auto populated or not. Its the reason we made this-Bruma dungeons area walk in the park / cake/ too easy if you are used to SOT dungeons. Uses dungeon type to determine enemies to spawn. Automatically populate any new dungeon with appropriate location based enemy NPCs from any mod or DLC, even if a patch for Genesis has not been created. This required cumbersome patches to make it work with new dungeons from mods or DLC size projects like Beyond Bruma-way too much work. To work, it used a single skull per dungeon to run the single script that populated the dungeon with hostiles and loot. So, we wish to say "thank you", to everyone that has helped us make this standalone feature into a full, and wonderfully dark mod all on its own.Īs for how Genesis Unleashed came about: The original Genesis was well received and is still up and running on all platforms. We felt that this will be better / easier for us as well as you. For simplicity sake, we have decided to divorce this feature from our main mod entirely which will allow us to upgrade it easier and also to create the various patches requested (for Monster Mod and SIC) without the need to do double work. Ultimately, the Genesis mod became more advanced than the Genesis system that was built into SoT. The mod then received plenty of attention which lead to more feedback coming in and more suggestions on how to expand and enhance this feature.
After doing so, we hit the hotfiles almost instantly (which was awesome!).
The mod is extremely lightweight and provides populated dungeons on the fly this "Unleashed version of Genesis works with ALL DLC content and ALL modded dungeons as well.įor those that care to know: this feature at one point was included within the full Sands of Time (SoT) mod, but due to popular demand, we created a separate standalone module just for Genesis and gave it a mod of its own. (For example, treasure chests will be scanned for, and if found, a unique guardian NPC may be placed to protect it.) These NPCs as well as their locations, are intelligently chosen so as to ensure a unique adventure each time you play through the dungeon. 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. 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).