Morrowind
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Alaisiagae

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Alaisiagae

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18 comments

  1. Siphonos
    Siphonos
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    You ever think of just making the lord sign perma regeneration like an actual trollkin?

    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.
    1. themeen
      themeen
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      please tell me what mod did you use that had perm health regen?
    2. GrimReeper
      GrimReeper
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      "Written in the Stars - a birthsign mod" for example has the permanent restore health effect in case someone wants to know.
  2. MZMCeuK
    MZMCeuK
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    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?

    Anyway, I would rate this mod 4/5. Thanks!
    1. GrimReeper
      GrimReeper
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      Nope, it works for me. I tried it just now, in fact all signs seem to work as intended.
  3. thorsday121
    thorsday121
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    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."
    1. deleted2880946
      deleted2880946
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      Yeah I have the same issue, looks like author has abandoned the mod though -_-
    2. Freyr95
      Freyr95
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      Same issue. I wonder if it ever worked or if the mod author ever even bothered to test this shitty thing out
    3. JimmyRJump
      JimmyRJump
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      @coin3223: the only thing 'shitty' here is your attitude, amigo...
    4. Balketh
      Balketh
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      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.
    5. GrimReeper
      GrimReeper
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      I can confirm, It works for me.

      EDIT: And I mean ALL signs work.
  4. Megapanda69420
    Megapanda69420
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    cool mod! Balanced when you consider that your foes will have access to these powerful and interesting spells!
  5. alwaysupvoteTRUNKS
    alwaysupvoteTRUNKS
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    Fantastic mod that works great in conjunction with RAMF for a refreshing character creation experience, 5/5!
  6. Alaisiagae
    Alaisiagae
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    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.

    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. <img class=">

    Too Long; Didn't Read: don't worry, it's correct.
  7. Balakirev
    Balakirev
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    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.
  8. BlackTomcat2000
    BlackTomcat2000
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    CONGRATULATIONS, Alaisiagae !!

    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 !!
  9. Alaisiagae
    Alaisiagae
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    Hmm, isn't bamf the sound effect when Nightcrawler teleports?

    Just an observation.

    <img class="> Yup, that's the sound he makes. I'm not an avid Marvel Comics reader, but I think X-Men are pretty cool.
  10. Squall Leonhart
    Squall Leonhart
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    Hmm, isn't "bamf" the sound effect when Nightcrawler teleports?

    Just an observation.