+15% to One-Handed, Two-Handed, Archery, and Block.
Skyrim lore: Skills associated with physical combat increase 20% faster.
Does this mean it replaces the Skyrim default of 20% faster, or does something else happen. Also yea I read through it, nothing to answer my question in the description.
I'm late but it just means you get both +15% proficiency to physical skills AND 20% faster EXP for those skills (so the extra EXP bonus from vanilla stays, and you get +15% proficiency from the mod on top, basically).
Maybe I have done sth wrong, but the warrior stone doesn't provide expertise, only bonus damage, at least according to the Requiem Skills Menu. My expertise is still 0 with the stone.
Edit: I saw your explanation below. Ignore this :)
Hi, snbcj! I'm enjoying every single mod you released for requiem, it brings a lot of interesting roleplay into my game, makes my choises important!
However, like the last time I addressed you about Necromancer's Amulet in R-IDB, I have some issues with one of the aspects of this mod.
Lord stone requires a revisit of its drawback. Its ok to have negative side of using such powerful stone for warrior, but 30% of weakness to fire reduces its usefulness to zero. Fire is the most used element of magic in skyrim, and warriors need to have protection from such an element. Trollkin ability makes this stone less useful to pick. Player should spend enchantment to counter the curse, while at the same time player can spend enchantment slot for the same MR without penalties.
Its ok if Lord Stone would have certain drawback, but its current drawback contradicts with its own buffs. Its questionable from narrative perspective - you get the curse which overwrites the blessing - and its totally wrong from gameplay perspective.
Glad you're enjoying the mods and appreciate your feedback
The intent is to incorporate classic TES lore so that the Lord isn't the best Stone for non-magic wielding characters: https://elderscrolls.fandom.com/wiki/The_Lord
How would you change the Lord to fit lore, have a meaningful effect on player experience, and so it isn't the best Stone to choose?
First is to reject Skyrim's implementation of Lord Stone and totally switch to Morrowind/Oblivion. It means health regen ability plus trollkin curse. I doubt though this will have positive consequences for requiem balance, as the significant part of MR builds will disappear.
Second is to add skill learning rate debuff instead of trollkin curse. Lord stone shouldnt be picked on early-mid levels if player wishes to progress normally. This option doesnt contradict with The Firmanent - person under the Lord birthsign is still healthier and stronger than other.
hi i wanted to use this mod, however i have BtC installed, it also changes the standing stones.. . Q: since this mod also changes the standing stones, say, if i put this mod lower than BtC, will this mod function properly and allow it to overwrite all changes BtC made regarding standing stones? . i know from BtC you are also not allowed to switch stones ever, not even among your chosen group warrior, mage, and thief stones.. according to sources i've read, i simply just have to delete the modified "powerShrineScript.pex" from BtC to prevent this from happening.. however the author also said deleting the modified .pex file would negate some changes from warrior and ritual stone... so Overall i found this mod thinkin if i could just replace the standing stone changes from BtC with this one then i get the best of both worlds?
Hi, just installed the mod and used the Thief Stone but only lockpicking is buffed? All my thief skills remain at base value, even tried using the getav console command but it still returned the skills's base value i.e. pickpocketing is still 5. Any ideas how to fix this? It works on my lockpicking skill though
I use nearly the exact same magic effects for the Thief that base Requiem does. That's one of the Stones I changed the least
The Thief Stone doesn't change the skill tree number, but is instead a modifier on the skill effect itself. Most of the effects are a <skill> modifier, not a +<skill>
I modded the Lockpicking buff to include both the base +<skill> effect and what is used in more recent versions of Requiem for Lockpicking Expertise, all in one effect, so it's compatible with all versions of Requiem simultaneously. That's why you're seeing it in your skill tree
This lack of visual narrative with Thief Stone in skill trees has been bothering base Requiem players for years. I might have to do something about that
All of the Thief effects are showing up in your active effect table though, right?
Hey -- I'm using the most recent versions of all your Requiem mods. Now using Requiem 3.0.1 & SSR 3.3.
With this setup, the Warrior stone increases my damage with all weapons, but does not increase my expertise with anything. I personally have no problem with this but it does seem to contradict the current description, which states this is intended to increase expertise and not damage in 3.0. I'm not sure what the effect is in Req pre-3.0, but wanted to give you a heads up. Thanks again for the excellent mods.
Hey Snbcj, one question about The Lady's "+25% Health recovery with potions, food, and if the PC has Health Regeneration ability." Does that include healing poultices and/or regeneration enchantments/pots? Cause with a healing poultice on, adding and removing The Lady with the console didn't affect my health regen according to Requiem MCM. Is the effect invisible? Potion effects don't change either on their description. My healratemult does go to 1.25 with the stone though. Also, with the stone my speech skill actually increases by 15 instead of just persuasion. Are those things intended or there is something I need to fix? Sorry for bulldozing you with questions :(
Appreciate your bug testing reports, Johito. They're an important part of making these mods better
That's interesting about the +25% Health Regeneration not effecting Healing Poultices, though they do work differently than Healing Potions. I'm pretty sure the Potion effect descriptions shouldn't change based on changing PC regeneration rates, as they have a fixed formula that doesn't take into account any changes in player Health Regeneration if it's different than the default vanilla Skyrim value
The Persuasion buff change to Speech skill was implemented in Requiem 3.0.0 as a change to that default magic effect, and I went with it, but missed updating that detail in the mod page description.
Thanks for the speedy Requiem 3 update, and for all your mods. I find them essential for Requiem. Balances a number of issues I had with vanilla Requiem. Would love to see a races overhaul as part of your set, something along the lines of the BTC overhaul. I can't stand daily powers as a general concept.
Am in the process of developing a race overhaul (which may end up being integrated into Immersive Divine Blessings, since racial powers are largely interrelated with Aedric and Daedric blessings for their respective creations), though it's release date will be somewhat after I've updated the rest of my mods for 3.0.0, and released the upcoming Magicka and Combat Rebalance
37 comments
Stone of the Warrior
"Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers."
Does this mean it replaces the Skyrim default of 20% faster, or does something else happen. Also yea I read through it, nothing to answer my question in the description.
Edit: I saw your explanation below. Ignore this :)
However, like the last time I addressed you about Necromancer's Amulet in R-IDB, I have some issues with one of the aspects of this mod.
Lord stone requires a revisit of its drawback. Its ok to have negative side of using such powerful stone for warrior, but 30% of weakness to fire reduces its usefulness to zero. Fire is the most used element of magic in skyrim, and warriors need to have protection from such an element. Trollkin ability makes this stone less useful to pick. Player should spend enchantment to counter the curse, while at the same time player can spend enchantment slot for the same MR without penalties.
Its ok if Lord Stone would have certain drawback, but its current drawback contradicts with its own buffs. Its questionable from narrative perspective - you get the curse which overwrites the blessing - and its totally wrong from gameplay perspective.
Just my thoughts
The intent is to incorporate classic TES lore so that the Lord isn't the best Stone for non-magic wielding characters:
https://elderscrolls.fandom.com/wiki/The_Lord
How would you change the Lord to fit lore, have a meaningful effect on player experience, and so it isn't the best Stone to choose?
First is to reject Skyrim's implementation of Lord Stone and totally switch to Morrowind/Oblivion. It means health regen ability plus trollkin curse. I doubt though this will have positive consequences for requiem balance, as the significant part of MR builds will disappear.
Second is to add skill learning rate debuff instead of trollkin curse. Lord stone shouldnt be picked on early-mid levels if player wishes to progress normally. This option doesnt contradict with The Firmanent - person under the Lord birthsign is still healthier and stronger than other.
.
Q: since this mod also changes the standing stones, say, if i put this mod lower than BtC, will this mod function properly and allow it to overwrite all changes BtC made regarding standing stones?
.
i know from BtC you are also not allowed to switch stones ever, not even among your chosen group warrior, mage, and thief stones.. according to sources i've read, i simply just have to delete the modified "powerShrineScript.pex" from BtC to prevent this from happening.. however the author also said deleting the modified .pex file would negate some changes from warrior and ritual stone... so Overall i found this mod thinkin if i could just replace the standing stone changes from BtC with this one then i get the best of both worlds?
The Thief Stone doesn't change the skill tree number, but is instead a modifier on the skill effect itself. Most of the effects are a <skill> modifier, not a +<skill>
I modded the Lockpicking buff to include both the base +<skill> effect and what is used in more recent versions of Requiem for Lockpicking Expertise, all in one effect, so it's compatible with all versions of Requiem simultaneously. That's why you're seeing it in your skill tree
This lack of visual narrative with Thief Stone in skill trees has been bothering base Requiem players for years. I might have to do something about that
All of the Thief effects are showing up in your active effect table though, right?
With this setup, the Warrior stone increases my damage with all weapons, but does not increase my expertise with anything. I personally have no problem with this but it does seem to contradict the current description, which states this is intended to increase expertise and not damage in 3.0. I'm not sure what the effect is in Req pre-3.0, but wanted to give you a heads up. Thanks again for the excellent mods.
Glad you're enjoying
Thanks in advance.
That's interesting about the +25% Health Regeneration not effecting Healing Poultices, though they do work differently than Healing Potions. I'm pretty sure the Potion effect descriptions shouldn't change based on changing PC regeneration rates, as they have a fixed formula that doesn't take into account any changes in player Health Regeneration if it's different than the default vanilla Skyrim value
The Persuasion buff change to Speech skill was implemented in Requiem 3.0.0 as a change to that default magic effect, and I went with it, but missed updating that detail in the mod page description.
Am in the process of developing a race overhaul (which may end up being integrated into Immersive Divine Blessings, since racial powers are largely interrelated with Aedric and Daedric blessings for their respective creations), though it's release date will be somewhat after I've updated the rest of my mods for 3.0.0, and released the upcoming Magicka and Combat Rebalance