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  1. Marcolf
    Marcolf
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    Hi, UESP (Oblivion:Useful Enchantments - The Unofficial Elder Scrolls Pages (UESP)) says that enchantment effects must be listed in the order of element dmg, element weakness, then magic weakness to properly trigger. Weaknesses only apply to next hit, not current hit; I think if the element weakness is listed first, then it simply resets on next hit and never triggers. Is that still true here with how the enchants are listed on OP sigil stones? Thanks!
  2. DoritofaceTrip
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    I really wanted to use this mod, but I got the [NL] tag on the weakness spell effects with this installed.
    1. Silentwater17
      Silentwater17
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      you likely have something else that is modifying game values. If you test with just this mod enabled you should not see [NL] tags. 
    2. DoritofaceTrip
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      Could it be one of those custom “Engine.ini” file optimization mods that cause it? It’s the only other modification I think I might have been using at the time.
  3. BigEd2a
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    Are the only choices the ones listed on the screen shot? I would love to get a stone offering life sensing as the one created on an enchanting station is really short distance while purchased scrolls can look out 100 feet. Can't begin to tell you how much time I've wasted reloading the sequence taking a sigil stone trying to get a detect life.
    1. Silentwater17
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      hi, 

      Sorry for the delay in response. It does change values OTHER than the ones shown in the screen shot. It also in all versions bumps detect life out to 360ft. Base value is 180 ft btw for detect life at transcendent level. 
  4. CiobyKpK1
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    Was considering to make a similar mod but this one seems balanced, the question is if you modify and add 2 effects does it still work?
    I will test it now but I don't know if we should make 2 mods that do the same thing just to confuse people.

    It actually works but it's buggy as hell since it will show the armor enchant on the wrong side unless maybe you remove the abilities and re-add them in the right order. Personally I think a 30 fire damage and 100% weakness to fire is a lot stronger than just plain 45 fire damage as I build spells that specifically do this and enemies melt. If you won't pursue this I might just make it myself, Oblivion gates are barely worth the effort with the sigils they have.
    1. Silentwater17
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      Yeah I can certainly try this. So when you say the armor enchant shows on the wrong side you mean during the enchanting window being open? Or after the item is enchanted?

      So I played around with it this evening, here's what I discovered:


      • You absolutely CAN add multiple magic effects to a sigil stone, however the lowest one in xEdit is the one that appears in the in-game description. The others do not show but their effects work when you enchant an item.

      • When you edit the magic effect field and don't use CAPS it will take but it shows funky in game, so the 4-letter magic effect in xEdit is case-sensitive.

      • In order to not be TOO confused the weakness to element/magic or other additional effects I've tried to keep above the vanilla effect so you'll see know what stone's what. Also added a spreadsheet screenshot of the OP files changes.

      • I added the weakness to element and weakness to magic to several of the damage stones. Try it [OP Cut file only for now] out and let me know.
    2. CiobyKpK1
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      If only we could make the sigil description or the enchant window "bigger" to show all the enchants, I was considering doing pure weapon sigils and pure armor sigils and add them both to the pool but then players need to gamble even more with their sigil and save/load before they get it. In my case I edited the resist fire/ fire damage sigil and it showed only weakness to fire and Fortify Agility but once you enchant the weapon it provides both fire damage and weakness, the issue is players can't know for sure what they get.
      I'll try yours as I said there is no point in making 2 mods that work the same, in the future maybe Bethesda will fix this issue.
      I re-rolled my sigil and then opened the wiki with all the possible outcomes and I was disappointed, besides the armor enchants that give 2 more attributes compared to your enchants at the Mage Guild, weapon damage in particular is super low as my best enchants give 37 frost damage and 100% weakness to frost for 3 seconds so around 75 dps compared to vanilla 25. As suggestion tho it may be a bit OP, for armor enchants you can go like Agility + blade or marksman, Strength + Blunt or Blade; honestly anything you add to sigil armor enchant is a buff as I said the mage guild enchants aren't as strong, maybe only unique and legendary items are stronger as they provide multiple enchants, or just leave one enchant but make it +15 Agility for example. 

      I'm more of a 1.5 type of player so I will use that until it gets updated, I've already upgraded unique items in my mod so I'm using those for now, tho I don't know why I still get [NL] on some of them, might have something to do with the other mod where it makes all items drop the highest level only?
    3. Silentwater17
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      That'd be ideal if we could enlarge the UI but I've no clue on how to adjust any of that. If you find out I'd be happy to implement it (with credit of course).

      With regard to the fortify skill enchants it's less useful since there's no reason to scale past 100 with the exception of Speed/Acrobatics/Speechcraft. Since this mod focuses only of the Transcendent Sigil Stones considered to be endgame materials even adding Fortify Skill at 100 basically does nothing if you've already got those values maxed. Haven't thought too much about what to change there. It'd be more valuable to include that kind of change with lower level stones where the impact is greater.

      [NL] issue should be a conflicting mod. I tested with only my mod and with my full mod list and both times it showed up without that tag.

      The weakness + dmg combo is indeed MUCH stronger, if people are interested I can certainly add a version of my custom one but with the 1.5 and 2x values. (Actually already partly started this)
    4. CiobyKpK1
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      Yep, weakness even makes those pesky dark elves die to fire or nords to frost. That's true the over 100 is such a bad decision from Bethesda and hoping that they change that or modders will, which is why my original mod was supposed to be about, at least Strength still gives more carrying capacity, I wonder if Endurance gives more hp when leveling up but it might be real endurance not buff Endurance or it's capped at 100 also. Pretty stupid since with the new model I only miss like 30-40 points on Luck and some on Personality and I am only level 31 so basically every end gamer will have maximum stats, which makes better gear obsolete.
      And for the enlargement an Idea might be to somehow lower fonts maybe? The problem is that we are using the old construction set not the new one which doesn't exist, I think it's a Unreal Engine issue and not a construction set solution.
      I am pretty sure the old Oblivion had mods to go over 100 attribute maximum so having these changes but not too OP might still be useful in the future? And Intelligence also still scales your max magicka, Strength gives max fatigue
    5. Sythdracous
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      The NL tag seems to be caused by mods at random or may have something to do with using potentially wrong formIDs, I haven't seen a definitive answer on those but there is an OBSE fix that works.

      Also there has been a few uncapper mods released including: https://www.nexusmods.com/oblivionremastered/mods/2342 which I haven't tried yet but was considering.
  5. BrimstoneBuddy
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    would love to see the possibility of enchanting more effects onto weapons / armor. instead of the initial 1 for weapon or 1 for armor.

    also, it would be nice to see reflect damage appear on these allowing for custom enchants. - as the spell itself is unorthodoxly rare.

    nice job on the mod ♥
    1. Silentwater17
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      Done, check out the OP cut file, it has those changes in it. Let me know what you think. 
  6. nate1232
    nate1232
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    Are they still leveled with this mod?
    1. Silentwater17
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      Not sure what you're asking exactly but these changes only apply to sigil stones of transcendent values (level 17+). All sigil stones past this level would drop as Transcendent. 
    2. nate1232
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      Ah gotcha, I guess I didn't know the difference because I've never done a gate below that level! 
    3. Silentwater17
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      Ah no worries, yeah there's Descendent, Subjacent, Latent, Ascendent Sigil Stones found from gates at levels below 17. 
  7. xboy33
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    Does this suffer from the [NL] bug?
    1. Silentwater17
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      No as it changes the original sigil stone values.