Installed this mod, enjoyed it, but then realized my All-maker stones were getting a buff from another mod, and so I tried to uninstall this mod but it wouldn't let me! I mean, I uninstalled it through NMM, and made sure that the .esp was gone from my load order before loading my save file, but this mod's effects were still present. It's possible that if you have acquired the spells already when the mod was active then they will surely remain as they were when this mod is uninstalled. I can't yet comment on if a new game shows anything different but I'm sure it sorts itself out in that case.
Just a warning! But good mod regardless and much needed as the vanilla stones left something to be desired.
Those are the default values /effects. Still no idea what the effect have actually been changed to. No readme with the download, either. ==================| After testing, this is what I discovered:
SunFlare and North Wind did a ton more damage. I tested North Wind vs. my Frostbite spell, (which was 9 damage per second) and it killed the Reavers I tested it on almost instantly; far faster than what double the Frostbite's damage would have been (default North Wind is 20/s.) Duration was unchanged, as far as I could tell.
I tested SunFlare on a giant boss Ash Spawn added by Fantasia, and it chopped off over half its health in one hit. Like North Wind, I suspect the damage got cranked up pretty high. Keep in mind,I was a level 10 character playing on Experienced, so you can try to mentally adjust for what results may be on higher difficulties and with higher-level opponents, given your particular mod setup.
Bones of the Earth seemed to function normally (reduced a 63 damage hit from an Ash Spawn to 15 damage) but it lasted for 12 hours, behavior which was consistent with the Werebear, as well (12 hour duration, although the Werebear did get killed before its time expired.) Werebear did a ton of damage. Killed a level 10 Elemental Dragons Lesser Dragon from quarter health in one swipe, but I don't know if that's from this or from other mods I have in which affect Werebears.
I gave myself 2,000 health and stood in some Dwemer traps until I'd lost most of it. Waters of Life completely restored me to my full 2k HP, so it either restores a ton of health, or simply restores you to whatever your max is, Ultimate Potion style. Either way, it's basically a full heal.
I didn't get far enough in the quest to unlock the Tree Stone, but I suspect it's the same deal; probably 75% off spell cost for 12 hours.
Overall, this appears to crank up the magnitude of the powers but leave them otherwise basically unchanged. They were still one-time use, and the Stones still only conferred them once a day. I was hoping for some new effects, given the fluffy descriptions, but if you want the All Maker Stones to be relevant no matter how tough your game is, I suspect this will do that for you. I'll likely be using this in my next playthrough, to make up for my character not accepting some of the other buffs on Solstheim for RP reasons.
What effects would you like me to add? I"m fully willing to hear requests as long as they're not to OP. I tweaked the stones so they'd be useful across all levels and difficulties, so if you have any suggestions I'd like to hear them.
So... lower the damage, expand the area and add the storm call effect to make it more spectacular? That does sound interesting.... but unfortunately it would make north wind less useful as it would kill/aggro any friendlies in a half mile radius as well.
Check out Storm Wrath Lightning and Aurel's Bow Enhanced. They make changes to Storm Call and Auriel's Bow's Sunburst effect to make them not target friendlies / neutrals.
You might also keep the radius about the same, making it a more localized / concentrated version to set it apart from Storm Call / Auriel's. I wouldn't say that any change in effect / functionality is necessary, exactly, however.
11 comments
Just a warning! But good mod regardless and much needed as the vanilla stones left something to be desired.
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After testing, this is what I discovered:
SunFlare and North Wind did a ton more damage. I tested North Wind vs. my Frostbite spell, (which was 9 damage per second) and it killed the Reavers I tested it on almost instantly; far faster than what double the Frostbite's damage would have been (default North Wind is 20/s.) Duration was unchanged, as far as I could tell.
I tested SunFlare on a giant boss Ash Spawn added by Fantasia, and it chopped off over half its health in one hit. Like North Wind, I suspect the damage got cranked up pretty high.
Keep in mind,I was a level 10 character playing on Experienced, so you can try to mentally adjust for what results may be on higher difficulties and with higher-level opponents, given your particular mod setup.
Bones of the Earth seemed to function normally (reduced a 63 damage hit from an Ash Spawn to 15 damage) but it lasted for 12 hours, behavior which was consistent with the Werebear, as well (12 hour duration, although the Werebear did get killed before its time expired.) Werebear did a ton of damage. Killed a level 10 Elemental Dragons Lesser Dragon from quarter health in one swipe, but I don't know if that's from this or from other mods I have in which affect Werebears.
I gave myself 2,000 health and stood in some Dwemer traps until I'd lost most of it. Waters of Life completely restored me to my full 2k HP, so it either restores a ton of health, or simply restores you to whatever your max is, Ultimate Potion style. Either way, it's basically a full heal.
I didn't get far enough in the quest to unlock the Tree Stone, but I suspect it's the same deal; probably 75% off spell cost for 12 hours.
Overall, this appears to crank up the magnitude of the powers but leave them otherwise basically unchanged. They were still one-time use, and the Stones still only conferred them once a day.
I was hoping for some new effects, given the fluffy descriptions, but if you want the All Maker Stones to be relevant no matter how tough your game is, I suspect this will do that for you.
I'll likely be using this in my next playthrough, to make up for my character not accepting some of the other buffs on Solstheim for RP reasons.
You might also keep the radius about the same, making it a more localized / concentrated version to set it apart from Storm Call / Auriel's. I wouldn't say that any change in effect / functionality is necessary, exactly, however.