This is a very cool mod. You say that a bashed patch is required to achieve maximum compatibility between mods, which is true, but I'm wondering if that's all that is required for Morrowloot Ultimate with all of its more extensive changes?
I'M SO GLAD I LOOKED FOR THIS, Skyrim needed some kind of loot-based enchanting utility item for non-mages.
It's clearly a great idea, though I'm surprised it only has 500 downloads considering how absolutely awesome sigil stones were in oblivion (I farmed oblivion gates for them ffs lol)
This is a nice idea, I was looking for this last week lol
But should be nice if it was added to lvl list instead of a selected container. Also make low lvl ones from lvl 1 to lvl 100. (most people spend more time starting new games due to mod than playing high lvl chars, or at last I do lol) I haven't pass lvl 20 cuz I always start new games hahahaha.
You can find the Enchanting Gems and vanilla-enchanted Knowledge Tomes in most leveled Boss Chests at the end of Dungeons, with a few exceptions such as Dwarven chests.
What exactly are you wanting to be added to Leveled Lists? The Sigil Stones are few in number, but I plan on placing more; by design, they will always remain uncommon and won't be added to leveled lists for lore and balance reasons.
Hmmm, perhaps I'll mess around with the "Add leveled list on death" perk entry; It wouldn't be a bad idea to have boss-level Enemies as well as boss-level chests have a chance for Knowledge Tome/Enchanting Gem loot.
How does this math work out on sigil stones? It seems like they'd be woefully underpowered to perform any regular enchanting...
If all you get is a 2.5% bonus but at the cost of all perks...
I mean vanilla perks give you +100% then another +25% if you have the related perk for the effect you're going to use.
Am I missing something here? It seems like their only use would be to implement your special enchantments otherwise you'd be better off using and enchanter station.
Crud, I meant that it's a 2.5x multiplier, so effectively it ought to be 250%. Same for the Enchanting Skulls, it's not a 1.25% bonus but a 1.25x multiplier. I was just being an idiot, that's all; I have fixed the description. Thank you for pointing this out, you ought to find them quite effective when used for enchanting.
Aha, I knew something was off. I mean why make an inferior version of enchanting?
I'm unsure on the enchanting skulls... They basically represent maxed out vanilla enchanting. Which isn't a bad thing. But after a certain point they become sell loot since you can do just as well with your own ability. It would be nice if they were always a "nice find" that you appreciate obtaining. At the same time, making them much more powerful might bring up balance issues.
Then with an overhaul like the ever popular skyre they become inferior to your own skill after a certain point for many enchantment types.
IF it were me making this mod (and its not so full rights to ignore me) I'd bump them to 140% to be just a hint more powerful than max vanilla ability.
I'll consider buffing them by 10% or 15% to make them a bit more useful; thank you for your feedback! Originally, I had them at a 150% multiplier, but I though it a bit too good. I suppose my 25% decrease from my original, pre-release power level was a bit too drastic.
This is awesome and the skeleton Necromancer enchantment, as well as the "critical strike" attack are great additions. If I wanted to use this with other mods, should I put this low on the load order? I use several mods that add treasures like this.
I wouldn't worry about placed loot, I tested this mod alongside Morrowloot and it works fine, so it ought to work with other specially placed loot-adding mods. If this advice turns out to be wrong, please tell me; I'd love to know about any problems encountered while using my mod.
I like how you chose a nice retex of the barenziah floating stone as the magical stone of choice. Anyway, did you place any of the items on leveled lists, or did you forcibly add them to a container? If it was the first, bashed patches are in order. If you did the second... well, i guess the mod is totally compatible then.
A bashed patch would be in order, because the leveled lists of boss chests are modified.
I did not realize that adding items directly to the chest Container in the CK would make it more compatible, instead of less; I would think that modifiying the Chest would conflict with any other mods that do so. I'll change it to the former method you mentioned in a future update. Apologies, this is my first released mod, and it might not be in its ideal state right now.
You'd need to do some testing, but some things are just overlaped. Just like you can have extra carriages and extra signposts. They are close to one another, but don't overwrite one another. THen again, skyrim likes to play tricks - some things do overwrite each other, like the leveled lists, but others just kind of stack, like map tweaks.
I just used the Kolbjorn Barrow Skull texture, loaded it in GIMP, separated the engravings and base Skull texture into two different layers, and then used the coloring tools to change them separately. Afterwards, I merged the layers back together, and exported it as a .dds, re-generating the mipmaps.
You ought to be able to do something similar on your own pretty easily if you've ever used GIMP; I'm an awful at texturing and I was able to make it work.
28 comments
It's clearly a great idea, though I'm surprised it only has 500 downloads considering how absolutely awesome sigil stones were in oblivion (I farmed oblivion gates for them ffs lol)
But should be nice if it was added to lvl list instead of a selected container. Also make low lvl ones from lvl 1 to lvl 100. (most people spend more time starting new games due to mod than playing high lvl chars, or at last I do lol) I haven't pass lvl 20 cuz I always start new games hahahaha.
What exactly are you wanting to be added to Leveled Lists? The Sigil Stones are few in number, but I plan on placing more; by design, they will always remain uncommon and won't be added to leveled lists for lore and balance reasons.
If all you get is a 2.5% bonus but at the cost of all perks...
I mean vanilla perks give you +100% then another +25% if you have the related perk for the effect you're going to use.
Am I missing something here? It seems like their only use would be to implement your special enchantments otherwise you'd be better off using and enchanter station.
Crud, I meant that it's a 2.5x multiplier, so effectively it ought to be 250%. Same for the Enchanting Skulls, it's not a 1.25% bonus but a 1.25x multiplier. I was just being an idiot, that's all; I have fixed the description. Thank you for pointing this out, you ought to find them quite effective when used for enchanting.
I'm unsure on the enchanting skulls... They basically represent maxed out vanilla enchanting. Which isn't a bad thing. But after a certain point they become sell loot since you can do just as well with your own ability. It would be nice if they were always a "nice find" that you appreciate obtaining. At the same time, making them much more powerful might bring up balance issues.
Then with an overhaul like the ever popular skyre they become inferior to your own skill after a certain point for many enchantment types.
IF it were me making this mod (and its not so full rights to ignore me) I'd bump them to 140% to be just a hint more powerful than max vanilla ability.
I did not realize that adding items directly to the chest Container in the CK would make it more compatible, instead of less; I would think that modifiying the Chest would conflict with any other mods that do so. I'll change it to the former method you mentioned in a future update. Apologies, this is my first released mod, and it might not be in its ideal state right now.
Let me throw it in the credits, for giving me the marvelous idea of a lower-tier Enchanting item like that of the RuneSkulls mod.
You ought to be able to do something similar on your own pretty easily if you've ever used GIMP; I'm an awful at texturing and I was able to make it work.