hello no idea because of the update or not but i have main file (no stacking no stones) and still i have both bonuses active from 10% mag res and 25 pts magicka.
also i have the mod which removes NL tags from the names but your ones still have NL before them.
is there a way to delete it manually like from console command?
Well that dosent answer my question tho. I think I figrued it out anyway, because I picked up a doomstone when my skill was 100, it went to 110. So the issue here is not to pick up the doomstone skills before ur maxed in that skill you goin to fortify, else its just like a free training, not fortify.
That wiki is out of date for the remaster and shouldn't really be referenced, it says Intelligence isn't one of the attributes that you can boost over 100, yet my character has a spell that gives INT a +60 boost which accordingly gives her a big magicka pool boost.
Maybe you should actually fortify your intelligence irl and read the wiki. It is, and has always been the case, that some attributes/skills work past 100 but most do not, or to a lesser extent. All attributes (except Luck) work to some extent above 100, while the only skills that work past 100 are athletics, acrobatics, and speech. From the wiki page on attributes: "Intelligence - values above 100 continue to increase your maximum Magicka." The page was last edited April 16th 2025 before the remaster even released, so I'm not sure how you got "it says Intelligence isn't one of the attributes that you can boost over 100" out of it.
I'm not really sure what you want me to do anyway, whether they do anything above 100 or not. There is only one way to increase a skill via magic ability, that is with the fortify skill effect. If that effect is coded to not allow you to level up skills if they are fortified up to or past 100, talk to Bethesda about it, since it is a bug in their game and not this mod.
In vanilla, there are certain permanent "fortify" effects that allow your attributes to go over 100, but only if your attribute is already at or near the cap. Otherwise the effect raises your "base" attribute level that other fortify effects stack on top of.
For example, being a vampire grants +5 to strength when you're fully fed. If you had 95 strength before becoming a vampire, your new "base" effectively becomes 100 with this buff, and you can't allocate any more points into it when you level up. So you'd be stuck at 100 strength. If you had 100 strength before becoming a vampire though, your new "base" would be 105.
I'm assuming this mod uses the same logic (which I believe is the case for any non-item permanent fortify effect).
I'm using another couple of mods that cause stats and attributes to affect your spell cost and weapon damage past the 100 cap, so this is actually an important question to consider.
Couldn't you select a different Doomstone (if you're not using the stacking version), level up that stat to 100, and then re-equip it to get over 100?
The game doesn't seem to be hard capped to level 100, so technically one could make a mod to gain levels forever, Then a mod to fortify past 100 would work. Or am i seeing this wrong?
How can you tell it's working..? I get the popup saying that the effect is granted (along with [NL] so the mod is definitely in) but then I do not see any effect in the magic effects list, nor skill increase.
Same. As of 1.0.4 it's not adding anything to the active magic effects... All my previous effects from the previous version are gone and activating the doom stone is not adding any spell effects. Nothing is showing up in active effects...
With the non-stacking version, how does it work? Will activating another one when you already have one swap it out? Or are you just stuck with the first one you activate?
I'm having some issues with the stones still stacking after switching from the vanilla version to the no stacking version. i switched to the no stacking version before getting any of the stackable stones (and possibly before activating any stones, but im not 100% sure on that).
removing the mod and making a clean save before reinstalling it again doesn't work, as it keeps the skill bonuses when i uninstall (which i could fix with the console), but then the magical effects do not get added when i reinstall while the stones still act like they are active.
even if i could remove the magic effects using the removespell (but i don't know how i can find the spell id's), i fear this may leave the stones in a state that they think they are active.
any tips on how to fix it? does anyone know a command the reset a stone from being active?
edit: I ended up removing the mod, and fixing my stats with player.setav commands, and then switching to this mod author's new mod: Twilight Gifts - Boons of the Doomstones
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also i have the mod which removes NL tags from the names but your ones still have NL before them.
is there a way to delete it manually like from console command?
https://en.uesp.net/wiki/Oblivion:Skills
I'm not really sure what you want me to do anyway, whether they do anything above 100 or not. There is only one way to increase a skill via magic ability, that is with the fortify skill effect. If that effect is coded to not allow you to level up skills if they are fortified up to or past 100, talk to Bethesda about it, since it is a bug in their game and not this mod.
In vanilla, there are certain permanent "fortify" effects that allow your attributes to go over 100, but only if your attribute is already at or near the cap. Otherwise the effect raises your "base" attribute level that other fortify effects stack on top of.
For example, being a vampire grants +5 to strength when you're fully fed. If you had 95 strength before becoming a vampire, your new "base" effectively becomes 100 with this buff, and you can't allocate any more points into it when you level up. So you'd be stuck at 100 strength. If you had 100 strength before becoming a vampire though, your new "base" would be 105.
I'm assuming this mod uses the same logic (which I believe is the case for any non-item permanent fortify effect).
Couldn't you select a different Doomstone (if you're not using the stacking version), level up that stat to 100, and then re-equip it to get over 100?
i switched to the no stacking version before getting any of the stackable stones (and possibly before activating any stones, but im not 100% sure on that).
removing the mod and making a clean save before reinstalling it again doesn't work, as it keeps the skill bonuses when i uninstall (which i could fix with the console), but then the magical effects do not get added when i reinstall while the stones still act like they are active.
even if i could remove the magic effects using the removespell (but i don't know how i can find the spell id's), i fear this may leave the stones in a state that they think they are active.
any tips on how to fix it? does anyone know a command the reset a stone from being active?
edit:
I ended up removing the mod, and fixing my stats with player.setav commands, and then switching to this mod author's new mod: Twilight Gifts - Boons of the Doomstones
Are there plans to do anything with the Heaven Stones as well like Sithian's Stone and such?
I am dumb... the description literally says they are a part of this... Ignore this.