File information

Last updated

Original upload

Created by

Enai Siaion

Uploaded by

EnaiSiaion

Virus scan

Safe to use

546 comments

  1. EnaiSiaion
    EnaiSiaion
    • premium
    • 23,392 posts
    • 2,795 kudos
    Locked
    Sticky
    Aurora is now available in the "Old Files" section.
  2. Zsashas
    Zsashas
    • member
    • 96 posts
    • 0 kudos
    I seem to be having an issue with the Ritual Stone's effect. I'll hear the revival sound, then my game crashes. Hasn't been reliably reproducible yet, due to the Ritual's semi-random nature. I know that at a few points, it "collected" corpses that I had not killed (not just killed by NPCs, but never alive to begin with), which may be one thing to look into for a limit. Also, should probably limit it to humanoids and wild animals like wolves and such, as having it work on every corpse within range eventually results in it grabbing something that was never meant to experience life once again, and reality violently rejects it.
  3. Jabsoul
    Jabsoul
    • member
    • 2 posts
    • 0 kudos
    I have a vary LARGE problem and I don't know how to fix it.
    my problem is that after downloading the mod my skyrim game won,t open after the startup menu.
    please respond as soon as possible.
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Jabsoul's download history for "Andromeda - Unique Standing Stones of Skyrim"
      This user has not downloaded your file yet
      You downloaded from the special edition page when you have classic skyrim or vice versa.
  4. TakeTwo
    TakeTwo
    • member
    • 47 posts
    • 1 kudos
    EnaiSiaion, yor are an awesome person!
    Thank you for all your good work and this mod as well.
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      <3
  5. Sleinty
    Sleinty
    • member
    • 1 posts
    • 0 kudos
    The Warrior Stone is, for some reason, no longer able to give increased experience towards Smithing or One-Handed. Any thoughts on what could be causing this?
    Edit: The Thief stone is showing similar conflicts. Choosing two perks to have increased experience decludes those perks from being chosen again after switching stones.
    I'm currently changing stones to increase smithing experience when smithing, enchanting experience when enchanting etc. It's even occurring after closing and reopening the game.
    However uninstalling and reinstalling the mod worked. It just seems like a lot of effort to have to do that every time.

    - Kind regards.
    1. jclayson74
      jclayson74
      • member
      • 50 posts
      • 0 kudos
      EDIT: Should've been posted on SSE board. OOps...
    2. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      The choice feature will be removed in the next update anyway.
  6. Maykasaur
    Maykasaur
    • member
    • 59 posts
    • 0 kudos
    So I had the tower stone activated for a while, but then I switched over to the lover's stone. However the Royal Treasury quest is still in my journal, I tried going back to the tower stone, getting another enchanted cached, and I even tried ending it in the console. How can I get rid of the quest?
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Did you get a stack dump due to too many scripted mods while you had the tower stone?
  7. unbox
    unbox
    • member
    • 33 posts
    • 0 kudos
    Having an issue where every time I sleep, I'm prompted to again choose two schools of magic to receive benefits from. There are no conflicts that I'm aware of, so I'm not quite sure what's causing this behavior.
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      This is exactly what the ability says it does.

      But since people keep reporting this as a bug, I'm removing it in the next update. (Since people will also complain that they have to go back to the stone instead, I'm just making it 10% bonus to all associated skills.)
    2. unbox
      unbox
      • member
      • 33 posts
      • 0 kudos
      Haha. Sorry, didn't even notice. It's funny because just a few minutes ago, I decided to justify it as "Once a day, I concentrate on two magicka groups."
    3. Kailia
      Kailia
      • member
      • 51 posts
      • 3 kudos
      I wish you wouldn't. I absolutely love the sleep to change which skills you get xp bonus in. I get to choose which ones to work on that day or not. Might I suggest instead: An optional file? One where you can replace the main file with it to remove that and set it to 10% instead? Because as I said, I love it as it is right now.
    4. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Optional files are unprofessional and also useless on consoles. A mod needs to cater to the majority out of the box.
    5. Kailia
      Kailia
      • member
      • 51 posts
      • 3 kudos
      so after playing with this mod for some time, I have to agree with the move for changing the mage, thief and warrior stones. Cuz late game I want to have the bonus to mage spells, but having to choose spell groups to level... when they are all maxed, gets a bit annoying. Any idea when the next version with the change is coming?
  8. Rithareous
    Rithareous
    • member
    • 34 posts
    • 1 kudos
    I'm having an issue where I've discovered all standing stone locations but the third effect hasn't been unlocked yet. Have changed load order, etc., but no luck.
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Look at your "Standing Stones Found" stat. Chances are it's not 13.
    2. Rithareous
      Rithareous
      • member
      • 34 posts
      • 1 kudos
      Hmm you're right. It lists as 12/13 discovered but even after traveling to each standing stone again (all have been discovered on the map) for some reason my game isn't updating to 13. Is there a console command to advance this? Thanks
    3. 9259636
      9259636
      • member
      • 1 posts
      • 0 kudos
      modpcmiscstat "standing stones found" +1
      Wait a bit and it should pop up that you now have access to the hidden powers.
    4. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      There are mods that move the standing stones but don't move the standing stones found radius accordingly.
  9. Hugo0508
    Hugo0508
    • member
    • 11 posts
    • 0 kudos
    Hi, I just crafted the Aetherius crown and, as I feared, unequipping it resets the Steed stone's "Bag of holding" power. Is there any workaround to this ? Or is this intended for balance ?
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      I'm not sure what you mean by "reset" and don't understand what the problem is. Removing a stone causes the stone to be removed?
    2. Zeda10
      Zeda10
      • member
      • 32 posts
      • 1 kudos
      I think he means that the power gets removed so anything he stored in the bag of holding goes to his inventory.
  10. CreeperLava
    CreeperLava
    • supporter
    • 2,625 posts
    • 74 kudos
    I've noticed that enemies summoned by the ritual as corpses spawn with loot. Feels like an exploit, so I avoid looting them a second time, but it'd be nice if they spawned with an empty inventory.

    Also for the ritual, the summoned allies sometimes attack my horse, for no particular reason. Or me when my spells hit them. I'd prefer if the ghosts were completely oblivious to the player, since they're supposed to fight for him after all.

    Minor nitpicks, I like the new gameplay possibilities all in all :).
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Finding enemies and killing them for loot is a much faster and more reliable way of getting loot. The likelihood of getting the stuff you want this way is rather low. Spawning them with an empty inventory would make them useless as resurrect fodder, removing the point of the ability.

      Summoned allies aggroing means you have script lag and it didn't get around to adding them to the alliance faction before they aggro. Fix script lag. They will aggro when your spells hit them, like every other allied third party such as villagers.
    2. CreeperLava
      CreeperLava
      • supporter
      • 2,625 posts
      • 74 kudos
      Thank you for answering. You make a good point with the loot for gold, but I've noticed that the corpses systematically spawn with enchanted gear.
      I'm low level, so it's very helpful for money, but maybe too helpful ?
      It might be possible to keep this enchanted gear but make it hidden in their inventory ? That way you keep their usefulness as undead without giving away free loot. Just an idea, I'm pleased with the way it works otherwise :).

      I'll keep in mind script lag. It's a shame that they react to friendly fire though, I got killed several times because they walked into one of my spells. I'm pretty sure they activated one of my runes too, which makes them pretty useless and a pain to manage.
    3. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      Don't use minions and AoE spells.
  11. alibeybal
    alibeybal
    • member
    • 63 posts
    • 0 kudos
    The Lady Stone replaces my summon when I enter combat. I'm using Sanguine Rose. Great mod, love your work.
    1. EnaiSiaion
      EnaiSiaion
      • premium
      • 23,392 posts
      • 2,795 kudos
      That's how summons work.
REPORT BUG
Top