Skyrim

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DwemerBot

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DwemerBot

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24 comments

  1. DwemerBotIsBack
    DwemerBotIsBack
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    Rest to all members:

    I assume you are knowing that I have my DwemerBot account has been banned long ago (April 12, 2015) and thus this mod is (and all mods under the name of DwemerBot are, of course) dead.

    So please stop using this mod (and all mods under the name of DwemerBot) and commenting about next release plans, bug fixes or patches that just impossible to do it, unless my original DwemerBot is back.

    However, whether my account back or not (absolutely), I'm already discouraged to distribute my mods via Nexus because of this incident. What happens if I'm banned once again? That means, I'm going to give my works to Nexus Mods freely without my permission, contract or else, then the author is banned to take his ownership.

    Any corruptions made by this mod since my outcast are outside of my responsibility. Never expect that I will come back with a new account just to upload my updated mod. I'd rather suffer in solitary than upload mine to their server when it's okay to ban someone who had their account was being migrated to a newer one with an information in his "about me" page.

    I hope this message won't being deleted. I am sick of this community. Once banned, whether you're innocent or not, there's no going back. If they aren't going to respect me, why should I? Do they think am I the only one?

    -- DwemerBot the banned (edited Sep 25, 2015)
  2. troll562
    troll562
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    Wow what an amazing mod, i´ve played this game for 1000+ hours mostly on legendary and i can tell when there is dramatic improvement over vanilla skyrim. I really like that you added the stats to the warrior/thief/mage stones for the early game. Every stone is now thoughtprovoking instead of beeing fu***** useless most of the time. There are a few changes i would suggest: Nerf the EXTREMELY strong Lord stone by dramatically decreasing the damage resist or replacing it with flat health/armor rating. At least double the regen benefit on the Lady stone since regen isnt that strong in skyrim. Add minor magic cost or big conjuration benefit to Ritual stone. Add maybe 25 more stamina to the Thief stone since stamina is the worst of the three stats. Add small percentual damage benefit to Serpent stone. Thank you for this mod and have a nice day sir.
    1. DwemerBot
      DwemerBot
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      Hi troll562,

      I appreciate your feedback. I will revise the Lord Stone.
      Adding 25 more stamina points to the Thief seems overpowered and unbalanced, since other two stones give 50 points. If you use battle fatigue mods, stamina is useful stat.
      Double regen from Lady stone also seems overpowered, makes enchantments and potions are useless.
  3. GeneCoremon
    GeneCoremon
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    Question and suggestions: Do you plan on further expanding, as in returning a few more penalties/advantages to each sign? For example, the Apprentice's magic weakness and Lord's fire malus? Perhaps the Ritual's healing ability, Lover's paralysis and Serpent's Dispel/Cure Poison and Damage Fatigue on Self attributes?
    1. DwemerBot
      DwemerBot
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      Since I don't like weaknesses, I don't likely to make it. But I will consider, or you can edit it by yourself if you know the Creation Kit fundamentals.

      Apprentice's magic weakness is already worse. You still can't regenerate mana 100% faster as it said when in combat, while your weakness to magic is absolutely 100%. If you ever played as a High Elf on Oblivion/Morrowind, you know how to die a lot.

      The Ritual in Skyrim has a new power that reanimates mass dead, which is not introduced in an earlier game. I think I shouldn't change it.
  4. corpseletter
    corpseletter
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    Isn't the Shadow Stone a bit... OP?
    1. DwemerBot
      DwemerBot
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      We hate limitations, don't we? If not, then the Ritual Stone should be.
    2. corpseletter
      corpseletter
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      Maybe, but it should be tone down a bit. Keep the once a day invisibility(+muffle) then have constant invisibility during nights and when you're under shadows(not sure if possible but Better Vampires have something like this, except that it stops the negative regeneration penalties when you're a vampire and under sunlight).
  5. chakka
    chakka
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    • 27 kudos
    Your mod conflicts with USKP on the thief & warrior perk. Fixed it myself using tes5edit but you may always want to check against changes made with the unofficial patches.
    1. DwemerBot
      DwemerBot
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      Thank you for your attention. It should be the common fix, like marksmanship moved to The Warrior.
  6. levib12
    levib12
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    Does this replace the utility of the standing stones with a permanent selection at the beginning of the game, or does this just change the standing stones' abilities?
    1. yzerman19
      yzerman19
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      I 2nd it...what does this mod do exactly?
    2. NerevarineKhajiit
      NerevarineKhajiit
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      Indeed. It sounds very cool, but there isn't much of an indication of what the mod adds/changes.
    3. VoIitio
      VoIitio
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      Probably just change SS abilities only.
      The mod you guys want is CCO.
    4. DwemerBot
      DwemerBot
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      Like Spr1t3 said, just change the standing stone abilities. Overall, same as vanilla.
    5. VoIitio
      VoIitio
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      I liked the mods, but I don't like the vanilla effects.
    6. Inforgreen
      Inforgreen
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      • 8 kudos
      i want something permenet some which sign where you born under lore friendly stuff but what i want more is if eanmys had got standing stones tow
    7. jimmydalton
      jimmydalton
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      • 11 kudos
      IIRC, CCO offers permanent standing stone.

      EDIT: Not CCO, but Classic Class and Birthsign.
    8. jimmydalton
      jimmydalton
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      @Spr1t3
      This mods adds another buff in addition to vanilla effect. Not to promote, but if you want the change to entire standing stone effect, try Aurora Standing Stone

      This mod of course is less heavily-scripted. Correct me if I'm wrong, Dwemerbot


    9. VoIitio
      VoIitio
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      I liked some of the effects, but most are identical and too different than what I would like.
      And the Thief Stone should be rename to The Assassin Stone. People think that all the thieves are assassins and vice-versa all the time...
    10. DwemerBot
      DwemerBot
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      It's true, jimmydalton. Script causes a savegame bloat. I'm trying to keep it simple as possible, and much better than vanilla.

      You might think some of the greater power is too powerful or considered as a cheating, which is actually maintaining the usefulness. The Ritual Stone, for instance, the radius has been greatly reduced. So you will only raise corpses near you.

      Adding mana cost is boring, like Oblivion did. And you might not be able to cast it at all. That's silly, isn't it?
  7. da_bahamut
    da_bahamut
    • supporter
    • 23 kudos
    Like the looks of this mod already using your races mod so gonna try this one out soon currently im running skyre but some of the stones in yours look nicer for me.
  8. ArizonNeto
    ArizonNeto
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    pretty good job well balanced and your mods layout are great too,gonna try later.
  9. dallas8
    dallas8
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    • 4 kudos
    I haven't yet gone through all of the changes, but I must say your presentation is excellent.