Almost 2 years later with several more popular doomstone mods out there, this remains my favorite one. Is the mod author still active here on the Nexus? Might sound silly but I have some prejudices against using early Skyrim mods with the risks involved... Checked this one in Tes5Edit and only found some ITMs which I cleaned. Hopefully it won't destabilize my mod setup. I just wish this mod was still being maintained.
Issue 1: on its own The Atronach's Portal will not completely stop your Magicka Regen, but if paired with The Mage's Fury after your crash, it will. I will be implementing a check for that (as well as for Atronach's Arcana) in the next update.
Issue 2: Huh, for some reason it was. I dunno, I guess the CK didn't like the way I entered the numbers or something. Anyways, I've fixed that now.
posted @ 15:05, 27 Apr 2012
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purplespazzmonkey0 kudos 2 posts
Hi. First off, I absolutely love this mod! That said, I do have a couple of issues: first, I'm running 2.2.2, and I'm still hitting the "Atronach Portal" problem of no magicka regen. Also, Mage's Fury seems to be "stuck," that is, when I get the Crash, it sits at "Time Remaining: 4min" indefinitely. I would love to use this power, (as opposed to the "generic" magic skills ability,) but right now, it's way too much to deal with. (50% regen I could get used to, 25 (or 0?)%, very problematic...)
Anyway, even with that, I still have given this my endorsement! Keep up the good work!
posted @ 19:55, 24 Apr 2012
I'm quoting the above section for reference... The parts that are (hopefully) bolded, (or at least have the "[ B ];[ / B ]" tags around them...) are the relevant parts.
You see, I was the one that originally mentioned the "Mage's Fury Crash" glitch, over a year ago. I have recently started playing this again, and downloaded this mod, but even though Thomas Kaira said that it was supposed to be fixed, it is still a problem. And this time, I'm not the only one experiencing it (see Matthew_Kaine's post, below.)
I'm not overly worried about the Magicka regen being slow, however because it will not go away, the "Mage's Fury" power will not reactivate.
Edit: Strike that last part...the power did reactivate eventually. It took significantly longer then one day (in game, like most greater powers, and I'm pretty sure it was longer then one day real-time, although I was not playing continuously...) Still, even though it is active and selectable, the Crash is still active too...
hey, been playin with this mod for a bit now and am very impressed. Only two small things. when activating the first 3 standing stones the description of THieves light step and Warriors Belligerance are cut off. Only shows the first two lines but not the third.
This mod sounds great, but when I saw it hasn't been updated since May, I was worried it might not be supported anymore. Then I saw it's "by Thomas Kaira"... downloading now. (I'm already using two of your other mods: Economics of Skyrim and Dynamic Injuries.) Wish you had a mod that redid the vanilla race stats.
Hello, does anyone know how this mod works with a new circlet from Dawnguard called "Aetherial Crown" [http://www.uesp.net/wiki/Skyrim:Aetherial_Crown]? This circlet has power that allows to keep powers of two standing stones at the same time. Any errors to be expected? Greetings.
63 comments
I'm quoting the above section for reference...
The parts that are (hopefully) bolded, (or at least have the "[ B ];[ / B ]" tags around them...) are the relevant parts.
You see, I was the one that originally mentioned the "Mage's Fury Crash" glitch, over a year ago. I have recently started playing this again, and downloaded this mod, but even though Thomas Kaira said that it was supposed to be fixed, it is still a problem. And this time, I'm not the only one experiencing it (see Matthew_Kaine's post, below.)
I'm not overly worried about the Magicka regen being slow, however because it will not go away, the "Mage's Fury" power will not reactivate.
Edit: Strike that last part...the power did reactivate eventually. It took significantly longer then one day (in game, like most greater powers, and I'm pretty sure it was longer then one day real-time, although I was not playing continuously...)
Still, even though it is active and selectable, the Crash is still active too...
also is this compatible with dawnguard ?
Again great mod, thanks a lot
*Sigh* -50% magick regen is a fair trade for 200 magicka, it was 150 passive magicka in oblivion.
"the stone doesnt respond to your touch" i got this? its not working =/
does anyone know how this mod works with a new circlet from Dawnguard called "Aetherial Crown" [http://www.uesp.net/wiki/Skyrim:Aetherial_Crown]? This circlet has power that allows to keep powers of two standing stones at the same time. Any errors to be expected?
Greetings.