Question, I've chosen the apprentice (manawell) sign and the bottom right is showing me the fortify magicka 50pts. It appears that its not applying, ive updated MWSE to rule that out, or am I understanding how the sign itself works with this passive?
Can you upload just the individual images instead of making them gifs? Or just lay them out on the description page? It's really annoying to deal with it this way.
I lovelovelovelove, love Wizardry 8, but it was not a reference. The lord has Blood of the North - Restore Health 2 pts for 30 secs on Self, I just did a variation on this :)
I think this is a fantastic mod. I love the unique elements that you've added which change how the game can be played, like the Daedric ritual.
One question is for the Lover (Secret): You get 10% reflect and are permanently silenced. Am I reading this correctly? Not only does that mean you can't use magic but you also can't use powers either. The trade off being 10% reflect. If we compare this to the Atronach sign where you have stunted magic (which is a much less injurious effect than Silence) you get 50% Spell Absorption which is generally seen as a similar value effect making the Atronach 5X better for a smaller trade off (as well as 2XINT to max magicka).
I kind of think that this needs a massive buff, like >40% Reflect or similar. Thoughts?
This is great, the more character options the better.
I know you have untouched the original Signs for compatibility, but is it possible to make a version that overwrites them with the original effects? Sounds weird, but some mods change a variety of things with Signs included, and it makes the options from this seem very out of place. XD
Hello, sorry I missed your post. I would have to make the vanilla signs dirty references which would make the mod incompatible with all other birthsigns mods so I;d rather not. What you can do, is make sure this mod loads after other mods that might alter birthsigns. Hope this helps :)
i have a sugestion why not leave the vanilla birtsign and add the others birtsign as possible reward for a custom quest for each birthsign, you start with the normal birtsign but gain a different upgrade base on your choices in those quests
That’s a fun idea! In practical terms, the birthsign once chosen cannot be changed, all I call do if give a new spell and say it’s part of the evolved birthsign. The other thing is that making quests is long (especially the play-testing and debugging) and out of the 30+ quests needed to cover all new variants, only one would be played. Stripes has a mod that swaps birthsign spells/powers for stronger ones as you level up.
Maybe rather than a different quest for each birthsign, a single trial/test to improve it? I’ll have to give it some thoughts :)
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It's really annoying to deal with it this way.
Anyways, Great Mod!
The lord has Blood of the North - Restore Health 2 pts for 30 secs on Self, I just did a variation on this :)
I think this is a fantastic mod. I love the unique elements that you've added which change how the game can be played, like the Daedric ritual.
One question is for the Lover (Secret): You get 10% reflect and are permanently silenced. Am I reading this correctly? Not only does that mean you can't use magic but you also can't use powers either. The trade off being 10% reflect. If we compare this to the Atronach sign where you have stunted magic (which is a much less injurious effect than Silence) you get 50% Spell Absorption which is generally seen as a similar value effect making the Atronach 5X better for a smaller trade off (as well as 2XINT to max magicka).
I kind of think that this needs a massive buff, like >40% Reflect or similar. Thoughts?
I know you have untouched the original Signs for compatibility, but is it possible to make a version that overwrites them with the original effects? Sounds weird, but some mods change a variety of things with Signs included, and it makes the options from this seem very out of place. XD
I would have to make the vanilla signs dirty references which would make the mod incompatible with all other birthsigns mods so I;d rather not.
What you can do, is make sure this mod loads after other mods that might alter birthsigns.
Hope this helps :)
In practical terms, the birthsign once chosen cannot be changed, all I call do if give a new spell and say it’s part of the evolved birthsign.
The other thing is that making quests is long (especially the play-testing and debugging) and out of the 30+ quests needed to cover all new variants, only one would be played.
Stripes has a mod that swaps birthsign spells/powers for stronger ones as you level up.
Maybe rather than a different quest for each birthsign, a single trial/test to improve it?
I’ll have to give it some thoughts :)