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Sasquatch

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Sasquatch678

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14 comments

  1. Vhalantru
    Vhalantru
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    Do you think there would be a way to make this compatible with Birthsign Stone Change? Since they are both scripts its beyond my current skills to stitch them together like a usual .esp patch.

    (Because I think these birthstones are really cool and want to play around with different ones, although I suppose console commands work)
  2. makesomenoise
    makesomenoise
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    This is incredibly creative, and I love the way it completely changes combat in many situations! I'll probably be trying this out in my next playthrough, though I don't know how just yet.
  3. Nocthara
    Nocthara
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    Hello and thank you for your mods, im currently using most of them combined and they are pretty solid, the only suggestion i would like to tell you is that the tower bonus where it says ''reflecting 85% of incoming damage for 30s'' its a bit too op, i mean i really like it that way but i was able to kill Umbra at lvl 1 :) i would suggest you to lower the %, maybe around 70, or leave it at 85% and decrease the total duration to 20  sec, also bring the freeze debuff from 15 sec to 10.

    Have a nice day!
  4. SteamCraft
    SteamCraft
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    Having an issue where the Lady Stone says "No stars shine upon the doomstone" and it doesn't function beyond such
    1. Sasquatch678
      Sasquatch678
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      Doomstones need to be activated at night, it's the same as in vanilla.
    2. SteamCraft
      SteamCraft
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      Ah okay I was taking it as no Star Signs were shining on it, thank you. Been a VERY long time since I've played the original or otherwise lol.
  5. wonszlol
    wonszlol
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    Could you make an overhaul for Rune Stone powers? Those are pretty much useless in the vanilla game.
    1. Sasquatch678
      Sasquatch678
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      I agree that they are useless but tbh I just don't have a lot of inspiration for what to do with those. What would you like to see from them? They don't really have any lore behind them, and even in the og game there isn't a single mod that overhauls them. But I may come up with something eventually.
    2. splatterpop
      splatterpop
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      i also left a comment about this on another mod and just saw this - would a single permanent point of health/magicka/fatigue be worthwhile, similar to your ayleid well mod? or would scaling make that overpowered? imo it would be enough to make me want to grab them when i saw them, at least. not super interesting, but better than vanilla.
    3. Sasquatch678
      Sasquatch678
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      That should be doable and not too op, my only problem is there are three types of rune stones: Reman, Hestra, and Sidri-Ashak. I would want each one to be unique. If only I didn't port ayleid wells, then each one could do health, fatigue, or magicka.
    4. wonszlol
      wonszlol
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      There are 24 Rune Stones, 21 Skills and 8 Attributes, so what if each Rune Stone provided a permanent bonus to a specific Skill, a bonus to the leveling speed of that Skill, and a bonus to one of the 8 Attributes (3 Rune Stones per Attribute). These would be substantial bonuses so the player should be limited to only 1 active Rune Stone. That leaves us with 3 unused Rune Stones, so they could each give a buff to either Health/Health Regen, Magicka/Magicka Regen or Fatique/Fatigue Regen.
    5. Sasquatch678
      Sasquatch678
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      Well I ended up going a totally different direction but hopefully you guys still like it. Race Based Runestones
  6. BeatlesFan02
    BeatlesFan02
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    Can this mod be used together with Permanent Doomstones, or do I have to only pick one?
    1. Sasquatch678
      Sasquatch678
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      You can use both together, however this mod will overwrite the passive abilities from that mod. You could do this to still have the passive powers from the stones not covered by this mod, ie. the heaven stones.