Consult the documentation. Read the FAQ (if there is one) and compatibility notes in the mod description, as well as the readme (Docs tab) and the bug list (for LE mods, the bug list is on the corresponding SSE page to reduce duplication).
Install the correct version. Make sure you download the LE version (/skyrim/) if you are using LE, and the SSE version (/skyrimspecialedition/) if you are using SSE. If the other version is available, the mod page contains a link to it. Not all mods are available for both versions.
Check for conflicts. Check if there is another mod loaded after this mod that may override it and revert its changes. Some mods come with loose files that end up in your data folder, override other mods regardless of what order they are in, and may stick around after you uninstall them.
Make sure you have the latest version. Please do not report bugs that are already fixed.
Empirically, the above is more likely than not to solve your issue. Keep in mind that this mod is used by thousands of players without major issues, so if "the mod doesn't work" or "the mod is completely broken", the issue would likely be on your end and not actually a bug with the mod.
Validated bug reports and feedback are welcome on the above subreddit.
Hey so I just got the lord stone and the "old stone" affect doesn't let me power attack when out of stamina during combat. I also have smilodon and have required power attacks at 30 stamina and tried disabling that but still doesn't let me... any ideas?
I am just wondering if the Atronach stone disables the use of the Equilibrium spell in Skyrim. (Its the one that converts health to mana.) I wasnt able to get it to work, and was wondering if that was intended?
Wait, the Atronach stone effect nullifies potions, too? That doesn't seem balanced. I mean, reducing their effect by a lot seems fine, but relying solely on kills to refill magicka is absurd, even with the benefits of the Atronach stone. I totally get the Equilibrium removal, though.
However, casting an atronach also replenishes magicka.
Next update will disable this feature on commanded actors.
If potions are not nullified, potions become the best way to replenish magicka. This means the stone is best used by alchemists, who can ignore the drawback. This in turn means the stone essentially has no drawback but can only be used by alchemists.
Any drawback that only affects some builds is not actually a drawback that ever affects your play, it is a build restriction. The only viable builds are now the builds that can cheese their way past the drawback.
Anyway, version 1.0.8 will reenable magicka potions - I know it's a bad idea and will change the drawback from a gameplay challenge into a build restriction. But this is Skyrim, considerations like these are irrelevant to most players and this has been requested frequently. And Equilibrium, because this keeps getting reported as a bug.
Dear forum complainers, thank you for continuing to ruin intended functionality in Enai's mods. Yes, I am a minor Conjurer but I don't spam my minions. I am always close to my minions (Vokrii/Ordinatior perk functionality) and the enemies so they die naturally.
Quote - "...relying solely on kills to refill magicka is absurd..."
How so? You run into enemies all the time so you always have that opportunity to get some magicka back. I never thought the Atronach Stone and the Oblivion Atronach Sign were perfect for a full magic build. It seems like with the Atronach Stone (and Oblivion Sign), you want to be a somewhat melee character with a little bit of spells mixed in when needed. This is why there is a drawback on the Stone and Sign.
In years of reading these Nexus forums, it seems like people like to game the system and try to get around the drawbacks of the perks/stones/spells/shouts in Enai's mods (which have some risk/reward functionality). I dunno. I see spamming potions just as easy as spamming minions. "How come Descending Light (Ordinator) does not work with the Atronach Stone?" "How come Histborn (Imperious) works with the Atronach Stone?" "But Potions!" "How come Conjured minions?" When/where does it end?
I can see how this frustrates mod authors to no end when questioning and trying to override intended functionality.
Quote - "This has caused people to call me a fascist who enforces one way to play..." Quote - "Whatever. Mods are just a novelty. Play vanilla and experience the game as intended."
Huh interesting. I came to this thread to see if this was a feature or a compatibility issue with Immersive Potions (which I'm running atm), good to know
I didn't try Equilibrium but the Mystic Wind spell from Apocalypse works just fine (except now I feel like a cheater lol)
Hi Enai. Could you help me to solve a compatibility problem?
I'm using that Standing Stone mod (Andromeda), Travelers of Skyrim, Populated Lands Roads Paths, Nether's Follower Framework, Almost Everyone Is An Adventurer (another follower mod).
When I kill an enemy, usually (if they have dialogs) I can talk with the ghost summoned by Ritual Stone. Sometimes the game crashes, but not every time.
I killed a merchant that was added by a mod that adds travelers and I was able to: talk with the ghost, buy items from the ghost, recruit the ghost with NFF. When talking to the ghost of a guard, the dialog of when I get catch after committing a crime starts and the ghost turn hostile to me just like guards.
Thank you.
Edit: I tried your mod �alone� and I was still able to interact with humanoid ghosts, but it was not a problem since the game never crashed. There was also few other mods active, I noticed that later
Hi is there a way to make The Ritual stone summoning ability toggle able or use able through some power? Cause it kind of a bummer that I have to waste all my stored spirits to a single wolf or some random mob during gameplay.
No, because that would change the gameplay into "find the strongest enemy you can, store that, and then never want to use it because it's single use". The next step after that would be requests to make them available permanently and then it would just be an unlimited summon the strongest enemy you've ever seen.
The Ritual is op dude XD. I'd maybe nerf it to only enemies you kill. Hell I havent even tested the others because The Ritual is the stone based on my real life birth sign (which is why I picked it first)
What's the questid for Royal Treasury? Asking because it's stuck in my Journal despite me not having the Tower Stone and I wanna try using console commands to get rid of it.
I had a map maker showing where the treasury was. After getting that loot, I haven't figured out where any clues are to find the next treasury location. I still have the quest listed in my journal. One day I may go back to it, if I think of something new to try for the mystery. Been using 1.07, too. Don't know what 1.09 does yet.
Ok. I will update to 1.09 then. In the meantime, I was able to continue on with the quest by selecting another standing stone and going back to the Tower Stone again.
I can't recall, but was there something about using Skyrim Unbound or other Alt Start mods that let you pick your standing stone at character creation that could mess with this mod? I almost seem to think it was recommended you either take Steed or Shadow at the start to avoid any conflicts with the effects of this mod. Am I wrong?
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The author has locked this comment topic for the time beingFor feedback and discussion of this mod, head over to one of these:
- The unofficial community discord server: EnaiRim
- The unofficial subreddit: /r/EnaiRim
If you are experiencing an issue:
- Consult the documentation. Read the FAQ (if there is one) and compatibility notes in the mod description, as well as the readme (Docs tab) and the bug list (for LE mods, the bug list is on the corresponding SSE page to reduce duplication).
- Install the correct version. Make sure you download the LE version (/skyrim/) if you are using LE, and the SSE version (/skyrimspecialedition/) if you are using SSE. If the other version is available, the mod page contains a link to it. Not all mods are available for both versions.
- Check for conflicts. Check if there is another mod loaded after this mod that may override it and revert its changes. Some mods come with loose files that end up in your data folder, override other mods regardless of what order they are in, and may stick around after you uninstall them.
- Make sure you have the latest version. Please do not report bugs that are already fixed.
Empirically, the above is more likely than not to solve your issue. Keep in mind that this mod is used by thousands of players without major issues, so if "the mod doesn't work" or "the mod is completely broken", the issue would likely be on your end and not actually a bug with the mod.Validated bug reports and feedback are welcome on the above subreddit.
Thanks for playing! <3
I am just wondering if the Atronach stone disables the use of the Equilibrium spell in Skyrim. (Its the one that converts health to mana.) I wasnt able to get it to work, and was wondering if that was intended?
Next update will disable this feature on commanded actors.
If potions are not nullified, potions become the best way to replenish magicka. This means the stone is best used by alchemists, who can ignore the drawback. This in turn means the stone essentially has no drawback but can only be used by alchemists.
Any drawback that only affects some builds is not actually a drawback that ever affects your play, it is a build restriction. The only viable builds are now the builds that can cheese their way past the drawback.
Anyway, version 1.0.8 will reenable magicka potions - I know it's a bad idea and will change the drawback from a gameplay challenge into a build restriction. But this is Skyrim, considerations like these are irrelevant to most players and this has been requested frequently. And Equilibrium, because this keeps getting reported as a bug.
Quote - "...relying solely on kills to refill magicka is absurd..."
How so? You run into enemies all the time so you always have that opportunity to get some magicka back. I never thought the Atronach Stone and the Oblivion Atronach Sign were perfect for a full magic build. It seems like with the Atronach Stone (and Oblivion Sign), you want to be a somewhat melee character with a little bit of spells mixed in when needed. This is why there is a drawback on the Stone and Sign.
In years of reading these Nexus forums, it seems like people like to game the system and try to get around the drawbacks of the perks/stones/spells/shouts in Enai's mods (which have some risk/reward functionality). I dunno. I see spamming potions just as easy as spamming minions. "How come Descending Light (Ordinator) does not work with the Atronach Stone?" "How come Histborn (Imperious) works with the Atronach Stone?" "But Potions!" "How come Conjured minions?" When/where does it end?
I can see how this frustrates mod authors to no end when questioning and trying to override intended functionality.
Quote - "Whatever. Mods are just a novelty. Play vanilla and experience the game as intended."
Fascist!:)
I didn't try Equilibrium but the Mystic Wind spell from Apocalypse works just fine (except now I feel like a cheater lol)
I'm using that Standing Stone mod (Andromeda), Travelers of Skyrim, Populated Lands Roads Paths, Nether's Follower Framework, Almost Everyone Is An Adventurer (another follower mod).
When I kill an enemy, usually (if they have dialogs) I can talk with the ghost summoned by Ritual Stone. Sometimes the game crashes, but not every time.
I killed a merchant that was added by a mod that adds travelers and I was able to: talk with the ghost, buy items from the ghost, recruit the ghost with NFF.
When talking to the ghost of a guard, the dialog of when I get catch after committing a crime starts and the ghost turn hostile to me just like guards.
Thank you.
Edit:
I tried your mod �alone� and I was still able to interact with humanoid ghosts, but it was not a problem since the game never crashed.
There was also few other mods active, I noticed that later
You shouldn't be able to talk to ghosts, though. Script overload?
EDIT: Nevermind, It eventually appeared somewhere else
Hell I havent even tested the others because The Ritual is the stone based on my real life birth sign (which is why I picked it first)
I have the 1.07 version BTW.
This happens if a mod adds an inaccessible (container storage) location and for some reason puts locked chests there.