Im just commenting to heap praise onto the Serpent re-design. I LOVE the Starcurse coming back from Morrowind. I love how it has such a strict downside of stat damage that needs potions to be repaired. I love alchemy so having an actual reason to craft those potions is GREAT. Also the Serpent's fang got such a good balance out to it. It does absurd damage... but it also deals so much damage to you. I play with a reduced max health so its basically an instakill if i dont mitigate it... but its the same on enemies so it really feels fitting to the "most blessed and cursed" sorta thing.
I just wish the passive skill was more based around that curse/bless duality. Like buffing luck but penalizing endurance? or vice versa. Speed works as a wanderer inspiration, so does the poison resistance and paralysis resistance. Either way i love how its still an incredibly niche sign but i wont lie i do love it!
I'm glad you like it! I want to make a more dynamic birthsign system in the future, so I'll keep your bless/curse idea for the Serpent's ability in mind.
Hello! Regarding the Steed's Charge ability, how long does the 5-point hit to Endurance last? Since the update it seems to last indefinitely, but maybe I am doing something wrong or there is a bug. Great mod btw!
Loving the mod and have tried out 3 signs so far. My thoughts after some hours put into the tank character I'm playing through.
Lord Stone is great so far but the lesser power is such a strong HoT that the early game is trivialized. Perhaps lessen the duration to 5 to 10 seconds and/or increase the magicka cost to make it less potent especially early on. I think the amount of heal is perfect for the mid to end game as a quick top up in battle.
Tower Stone is so fun to use! Love the idea of a temporary buff to reduce a lot of incoming damage! I think the cost is a little on the low side personally, maybe up it to 45-50 magicka?
Steed Stone I tested for a short while as the fatigue regeneration is very valuable. I did find the charge ability also something I can use quite often without drawbacks. Perhaps increase the duration of the fatigue drain so you need to think about when to use it not why shouldn't you be using it. Since running into combat with no fatigue should be of concern.
Thanks again for the mod! It looks like a lot of thought was put in to create unique playstyles and I am keen to try the other ones out!
The Lord is tricky because as you said, in early game that heal is REALLY strong, but it falls off as you level up. It's the same problem with all of the flat numbered effects; HP/Fatigue regen with Lord and Steed, damaging powers with Apprentice, Atronach, and Serpent, and so on. I'm thinking of creating a really involved birthsign overhaul which would add scaling the abilities as you level, so as to make them effective but not busted at all tiers of play. But that's a much bigger undertaking than what's done here.
I love the Tower too! I think it's my favorite one. Maybe it could use an extra higher cost, but there is a sort of not-so-obvious cost in that while you're over-encumbered, you can't do power attacks.
The Steed's lesser power only damages fatigue, not drains it. Are you suggesting to increase the damage duration? Plus don't forget there's a 5-point hit to your Endurance, which means you're also lowering your current and max HP with each use.
I appreciate the huge undertaking if you do overhaul the signs but as far as the signs themselves as they are now, they offer a huge variety in gameplay I wouldn't change too much unless you want to have another take on it.
With the Steed Stone's power perhaps increase the duration of the stamina drain as it is a double edged sword. I found I can just use it over and over without much thought if I run into enemies or not, I can use it again. I'm thinking if you increase the drain on fatigue it would promote more intelligent uses as running into combat with no fatigue would be tough. The endurance hit is fine also as it does somewhat discourage spamming it. Right now I can just ignore enemies and zip around the map without much consequence lol
been doing a thief run and the shadow's lesser power feels overly strong for its cost. it feels great for invisibility to be reusable, but 30 magicka and fatigue are way too cheap for on demand sneak attacks and making training sneak irrelevant. atleast 50 cost would make using things like potions to sustain the power a much more relevant factor.
both. itd be better that way to make it a significant cost no matter you class while also still being accessible to any class. also, sorry for the very late reply, i had to get my computer fixed.
Thanks for the mod, it's certainly my favourite Birthsign rebalance out there at the moment!
I just wanted to note that after the updating the mod I seem to have encountered a bug:
The passive bonuses given by your Lord sign (10 Armour and 2hp Regen) appear to have stacked on top of one another since updating, despite me not changing anything in-game. I've tried uninstalling the mod and loading, but the armour and regen are still there, even though they are no longer listed under "Active Effects"; I still have a total of 20 bonus armour (10x2).
I've been able to work around the armour problem by using console commands, but I don't think I can remove the stacked HP regen without knowing the effect's ID.
An extra 2 regen is not going to break my playthrough, but just thought I should let you know in case this bug is a problem for others. Especially as this might mean that it's not safe to uninstall mid-playthrough if using The Lord from this mod.
It seems to be a bug with abilities in general sometimes just getting stuck without an associated spell. I'm not sure what the root cause is. Maybe the auto-update is causing abilities to stack erroneously.
I could maybe add in a scripted spell or inventory item that strips away all of the birthsign abilities and spells, so then you could open up the birthsign menu with showbirthsignmenu and re-select it?
Quite possibly, though I'm far from an expert on the matter!
I think the part that is the most odd to me is that when removing the mod, the effects of the birthsign disappear from my active effects, yet the actual 10% armour itself remains regardless. It's almost as though the game cannot distinguish between armour gained from a birthsign magical effect and some sort of static bonus. It's a mystery to me.
For my own purposes, the scripted spell you suggested would work well as a fix, though I must admit I don't know if the average user will be entirely content with the knowledge that they'll have to access console commands whenever there's an update (if updates are what's causing effects to stack). I wish I could offer some help troubleshooting, but Oblivion modding is not something I'm any good at!
Hello, I upgraded to the new version today on a character with The Lady Birthsign & noticed that the attributes the sign is supposed to enhance with +10 were all 10 points higher than before. I think the old effect was somehow not removed somehow. I'm not sure if I did something wrong.
Nothing is showing when I remove the mod, the actual values don't change either. The only way I was able to set it correctly was to remove the mod, use Setav to reduce affected attributes by 10 and then install the new version. Now there are fortify effects from modded Lady birthsign on effects but if I remove the mod the effects from the original birthsign, +10 endurance/willpower will not show up and the attributes will not be lowered.
Right, I recall this being an issue in the original oblivion with abilities sometimes getting "stuck" (I recall once that it wouldn't remove Stunted Magicka from me, THAT was a pain).
Maybe the addspell script is doubling up the ability? So the attributes get "lost" in that they are applied to the character but no longer associated with a particular spell effect. Hmm.
Your solution of using player.setav should work in this case, at least, since it's just attributes. I'll have to see if there's a more correct solution to prevent this from happening.
Using Bestow Grace on friendly targets or guards is considered a hostile action and makes them attack you when I try it. Do you think it's a mod conflict?
None of the effects should be considered hostile on targets, since it's rally + fortify attribute. Do you have any mods that change magic effects at all?
Apparently, ANY hostile effect on a spell makes it register as hostile, even if those effects are on yourself. So the Drain Attribute on self is actually registering as an attack on the target. I didn't even think to test such a thing when making the lesser power because, why would it work like that? The answer of course being "it's a Bethesda game".
I'll put it in the bugs section for the time being; I'll have to think of some other way to balance the effect. I mean it *could* just not have a major downside like many other spells...you could consider the "downside" being that it only works on someone else and not you. I'll have to think on it or see if there's a workaround (I could do so via a scripted effect but I'd rather not if I can help it).
It should work just fine, yes. I think the only changes that directly impacts the birthsigns are the changes to level-based spells like Calm and Demoralize, but it should be compatible all the same. It'll just change the max level from 25 to 35 (which to be clear, a magnitude 100 spell of these types works on any level creature regardless, if you're at 100% spell effectiveness, which powers always are).
26 comments
I just wish the passive skill was more based around that curse/bless duality. Like buffing luck but penalizing endurance? or vice versa. Speed works as a wanderer inspiration, so does the poison resistance and paralysis resistance. Either way i love how its still an incredibly niche sign but i wont lie i do love it!
but maybe I am doing something wrong or there is a bug. Great mod btw!
Lord Stone is great so far but the lesser power is such a strong HoT that the early game is trivialized. Perhaps lessen the duration to 5 to 10 seconds and/or increase the magicka cost to make it less potent especially early on. I think the amount of heal is perfect for the mid to end game as a quick top up in battle.
Tower Stone is so fun to use! Love the idea of a temporary buff to reduce a lot of incoming damage! I think the cost is a little on the low side personally, maybe up it to 45-50 magicka?
Steed Stone I tested for a short while as the fatigue regeneration is very valuable. I did find the charge ability also something I can use quite often without drawbacks. Perhaps increase the duration of the fatigue drain so you need to think about when to use it not why shouldn't you be using it. Since running into combat with no fatigue should be of concern.
Thanks again for the mod! It looks like a lot of thought was put in to create unique playstyles and I am keen to try the other ones out!
The Lord is tricky because as you said, in early game that heal is REALLY strong, but it falls off as you level up. It's the same problem with all of the flat numbered effects; HP/Fatigue regen with Lord and Steed, damaging powers with Apprentice, Atronach, and Serpent, and so on. I'm thinking of creating a really involved birthsign overhaul which would add scaling the abilities as you level, so as to make them effective but not busted at all tiers of play. But that's a much bigger undertaking than what's done here.
I love the Tower too! I think it's my favorite one. Maybe it could use an extra higher cost, but there is a sort of not-so-obvious cost in that while you're over-encumbered, you can't do power attacks.
The Steed's lesser power only damages fatigue, not drains it. Are you suggesting to increase the damage duration? Plus don't forget there's a 5-point hit to your Endurance, which means you're also lowering your current and max HP with each use.
With the Steed Stone's power perhaps increase the duration of the stamina drain as it is a double edged sword. I found I can just use it over and over without much thought if I run into enemies or not, I can use it again. I'm thinking if you increase the drain on fatigue it would promote more intelligent uses as running into combat with no fatigue would be tough. The endurance hit is fine also as it does somewhat discourage spamming it. Right now I can just ignore enemies and zip around the map without much consequence lol
Thanks for the mod, it's certainly my favourite Birthsign rebalance out there at the moment!
I just wanted to note that after the updating the mod I seem to have encountered a bug:
The passive bonuses given by your Lord sign (10 Armour and 2hp Regen) appear to have stacked on top of one another since updating, despite me not changing anything in-game. I've tried uninstalling the mod and loading, but the armour and regen are still there, even though they are no longer listed under "Active Effects"; I still have a total of 20 bonus armour (10x2).
I've been able to work around the armour problem by using console commands, but I don't think I can remove the stacked HP regen without knowing the effect's ID.
An extra 2 regen is not going to break my playthrough, but just thought I should let you know in case this bug is a problem for others. Especially as this might mean that it's not safe to uninstall mid-playthrough if using The Lord from this mod.
Thanks again for the great mod.
I could maybe add in a scripted spell or inventory item that strips away all of the birthsign abilities and spells, so then you could open up the birthsign menu with showbirthsignmenu and re-select it?
I think the part that is the most odd to me is that when removing the mod, the effects of the birthsign disappear from my active effects, yet the actual 10% armour itself remains regardless. It's almost as though the game cannot distinguish between armour gained from a birthsign magical effect and some sort of static bonus. It's a mystery to me.
For my own purposes, the scripted spell you suggested would work well as a fix, though I must admit I don't know if the average user will be entirely content with the knowledge that they'll have to access console commands whenever there's an update (if updates are what's causing effects to stack). I wish I could offer some help troubleshooting, but Oblivion modding is not something I'm any good at!
remove Stunted Magicka from me, THAT was a pain).
Maybe the addspell script is doubling up the ability? So the attributes get "lost" in that they are applied to the character but no longer associated with a particular spell effect. Hmm.
Your solution of using player.setav should work in this case, at least, since it's just attributes. I'll have to see if there's a more correct solution to prevent this from happening.
Oblivion.esm
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCHorseArmor.esp
DLCMehrunesRazor.esp
DLCOrrery.esp
DLCShiveringIsles.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCVileLair.esp
Knights.esp
AltarESPMain.esp
AltarDeluxe.esp
Unofficial Oblivion Remastered Patch.esp
Ascension.esp
Ascension - Rarer Loot.esp
Balanced NPC Level Cap.esp
Balanced Unleveled Rewards.esp
Ascension - UORP Patch.esp
Ascension - Balanced NPC Level Cap Patch.esp
Ascension - Balanced Unleveled Rewards Patch.esp
Simple Creature Level Cap.esp
Simple Creature Level Cap - UORP Patch.esp
ValuableClutter.esp
AlchemyOverhaul.esp
AlchemyOverhaul_Ascension_Patch.esp
AdjustedTimescale_15.esp
Dank_DifficultySliderMult010.esp
SilentProtagonist.esp
No Annoying Messages.esp
MapMarkerDistance50.esp
ArenaRewardsIncreasedX4.esp
BirthsignsRevised.esp
MasqueradeFactionDisguises.esp
Ayleid Wells.esp
SimpleTeleportationSpells.esp
DelayedKnightsOfTheNine.esp
RespawningNirnroot.esp
RespawningOreAmberAndClamDeposits.esp
Nascent - Archery Overhaul.esp
Responsive Combat AI.esp
SlowerLeveling75.esp
#AltarGymNavigation.esp
#TamrielLeveledRegion.esp
Apparently, ANY hostile effect on a spell makes it register as hostile, even if those effects are on yourself. So the Drain Attribute on self is actually registering as an attack on the target. I didn't even think to test such a thing when making the lesser power because, why would it work like that? The answer of course being "it's a Bethesda game".
I'll put it in the bugs section for the time being; I'll have to think of some other way to balance the effect. I mean it *could* just not have a major downside like many other spells...you could consider the "downside" being that it only works on someone else and not you. I'll have to think on it or see if there's a workaround (I could do so via a scripted effect but I'd rather not if I can help it).