Love the mod, except it appears that the ability "Hidden Pockets" from the Thief sign doesn't have any effect! It shows up in Active Effects but it doesn't seem to work!? Anyone else experience this problem?
The Bloodmoon esp power "War Hounds" for the Warrior sign does not work. The power does nothing when cast and the effects are listed in game as "sEffectSummonCreature01" instead of "Call Wolf."
So, to necro this badboy - this isn't the fault of this mod - this is a fault of your load order, actually! It's a base-game bug, that originally occurs when you load tribunal AFTER bloodmoon (as, apparently, the Steam version does by default.) But if you load them correctly, it shouldn't occur. Except it can. As some others found, it's apparently caused by the 72 Evil GMSTs.
So, the solution for this bug is to, as one always should, go through your load order and clean mods that should be cleaned. If you're not sure of what to clean or what's safe to clean, just using TES3CMD's GMST cleaning is safe, and should remove the problem.
When I wrote the readme, I put things in terms of how the CS handles it. Only whole integers can be entered as values in the Spell effects creator. Therefore, with regards to Fortify Maximum Magicka, the game automatically take into account that the number you entered gets multiplied by 10^(-1) - that is, it gets a decimal point plopped before the last digit. The UESP puts it more eloquently: link. As you can see toward the bottom of the article, to achieve the 1.5 multiplier, the value entered into the CS is 15 points. This is the 'lingo' I used when I typed up the readme. ">
It looks good, but I have a concern about Apprentice sign abilities, in your readme:
+ Elfborn (Ability): Fortify Max Magicka 15pts, Weakness to Magicka 50% ///Unchanged _______________________________________________
The original Apprentice reads:
Elfborn - Fortify Maximum Magicka 1.5x INT, Weakness to Magicka 50%
FMM 1.5x INT, not 15 pts. I could be wrong about this, but I think the FMM is potentially greater in the original sign--could be as much as 25 pts, for an Altmer--than you allow in the new Apprentice sign. Which is your choice, of course, but it makes your Apprentice sign a bit less attractive.
Otherwise, I think this is a thoughtful and more interesting series of birthsigns than are provided in the native game. And the documentation is extremely clear.
This was THE most complete, clear, explanatory description I have seen on TesNexus.
At this moment (yes, I checked) I have already downloaded 625 plug-ins from this site and I did read the descriptions from all of them.
Your description of the file simply blew me away.
I admit that your file isn't quite of the magnitude of "Telvannis", from the Tamriel Rebuilt team, however the sheer detail and accuracy of your description can make the professional copyrighters blush.
18 comments
1 Per sec, someone else had got it up on this site, but it be good to change yours so its all inclusive.
It makes more sense.
Anyway, I would rate this mod 4/5. Thanks!
So, the solution for this bug is to, as one always should, go through your load order and clean mods that should be cleaned. If you're not sure of what to clean or what's safe to clean, just using TES3CMD's GMST cleaning is safe, and should remove the problem.
EDIT: And I mean ALL signs work.
When I wrote the readme, I put things in terms of how the CS handles it. Only whole integers can be entered as values in the Spell effects creator. Therefore, with regards to Fortify Maximum Magicka, the game automatically take into account that the number you entered gets multiplied by 10^(-1) - that is, it gets a decimal point plopped before the last digit. The UESP puts it more eloquently: link. As you can see toward the bottom of the article, to achieve the 1.5 multiplier, the value entered into the CS is 15 points. This is the 'lingo' I used when I typed up the readme. ">
Too Long; Didn't Read: don't worry, it's correct.
+ Elfborn (Ability): Fortify Max Magicka 15pts, Weakness to Magicka 50% ///Unchanged
_______________________________________________
The original Apprentice reads:
Elfborn - Fortify Maximum Magicka 1.5x INT, Weakness to Magicka 50%
FMM 1.5x INT, not 15 pts. I could be wrong about this, but I think the FMM is potentially greater in the original sign--could be as much as 25 pts, for an Altmer--than you allow in the new Apprentice sign. Which is your choice, of course, but it makes your Apprentice sign a bit less attractive.
Otherwise, I think this is a thoughtful and more interesting series of birthsigns than are provided in the native game. And the documentation is extremely clear.
You can thank LHammonds once again.
This was THE most complete, clear, explanatory description I have seen on TesNexus.
At this moment (yes, I checked) I have already downloaded 625 plug-ins from this site and I did read the descriptions from all of them.
Your description of the file simply blew me away.
I admit that your file isn't quite of the magnitude of "Telvannis", from the Tamriel Rebuilt team, however the sheer detail and accuracy of your description can make the professional copyrighters blush.
Once again, CONGRATULATIONS !
Many, many smiles !!
"> Yup, that's the sound he makes. I'm not an avid Marvel Comics reader, but I think X-Men are pretty cool.
Just an observation.