Yes, you're right. This is fixed in the SSE version, it was actually fixed ages ago but the LE version is basically no longer being maintained as I don't use LE any more and very few users do either. You can probably backport the SE version and it will work fine.
The fix to this bug is to have the aura have no direct effects, but to add a the actual ability when you activate the aura. That's enough layers of separation that it doesn't trigger blocking fast travel.
Anyway to remove the aura that appears on NPCs after recieved a birth signs? I really like your mod's ideas but the vfx on NPC are so annoyed. (Example:Sigrid in riverwood) thankyou very much.
I'm guessing its a constant shimmering, swirling blue-ish effect? If so, its actually a problem with another mod. CotF gives some NPCs the atronach stone that lets them absorb spells. But some mods cast hidden spells on NPCs constantly to achieve their effects. These hidden spells should be flagged to be "un-absorbable" but sometimes mod authors forget to do this. Hence, with CotF, the NPCs keep absorbing the hidden spells giving them constant weird vfx. The bad news is that it can be quite hard to track down which mod it is. See the SSE mod page posts for a discussion of another user that had this issue (DanielUA), in their case it turned out to be Legendary Skyrim Crossbows.
You are right, Crossbow mod is the culprit. I had removed it and vfx was gone now thankyou very much. A question please that how can i see NPC's birthsign while playing to confirm that patcher is working or not? The mod is great anyway thankyou.
There's no easy way to check an NPCs birthsign in game (though if you were seeing the vfx its definitely working), the only way to check is to open the console, look up the perks for the birthsigns ("help cotf_" should bring them up) and then see which one an NPC has with "hasperk <editorid of perk>".
Is there any chance of you making a race overhaul with a similar design principle to this one? I love the idea of having no active powers while still having high diverstiy through passives.
Thanks for the kind words. Sure, I can think about a race overhaul. I’ve stayed away from race edits because passives can ruin certain builds and I don’t want to prevent people making, for instance, barbarian high elves. That said, I can probably make things configurable through a MCM/patcher. Let me think about it, maybe I could put something together over the holidays.
I'd like to report a bit of an incompatibility with Skyrim Unbound. I checked out the mod in xedit and it looks like the new stones don't overwrite the existing ones, they're completely new spells and the original standing stone effects can no longer be used. This is fine, I can imagine it's a bit easier to create something from scratch when you do it this way rather than trying to overwrite an existing entry. When you start Skyrim Unbound one of the options available is to choose your standing stone. When the player selects a stone it defaults to the original standing stone effect rather than the new Curse of the Firmament one. Not a big deal if you know how to fix it with console commands but still something that could be easy to overlook.
Yes, I anticipated this would be an issue. Unfortunately there's no easy way to fix it beyond a dedicated patch. As such, the best solution (as per the compatibility section of the mod page) is as follows: "Mods that let you choose a birthsign at character creation may, depending on how they are built, assign you vanilla blessings even with Curse of the Firmament installed. In this case you should decline a birthsign and then use the Curse of the Firmament MCM to make your choice."
Another zPatch for my collection :) I like the variety of warrior builds you support with your effects. I'm currently trying out the Tower Stone on my pretty high level character and there are finally some consequences in combat again. So thanks a lot for this. Looking forward to try this on other character builds too.
Thanks. Can you explain what you mean by a stealth build? For me I see lots of options: The shadow is good as long as you don't put yourself in the way of physical attacks. The serpent is great for melee alchemists. The thief is good for archers. I guess none of these are good if you want to be a stealth player who engages in extended brawls and uses both bows and melee weapons, but at that point you sound more like a warrior than a stealth player. Even then the atronach, lord, ritual and steed all seem super useful for stealth characters as they won't care about the debuffs so much (lord is great for unseen assassins). Anyway, I'm keen to improve the mod following feedback so I'd like to understand your concerns in more detail if you have the time.
I think what he meant was that the buffs you get from shadow/serpent/thief are not comparable with the debuffs... err, how to say it properly, i mean if you compare between the buffs and the curses, you'll get that the gains you get (from the blessings) are too little compared with the losses you suffer (from the curses)
Ah ok, that makes sense. Not sure I think they’re any harsher than the other stones though. Serpent, in particular, seems very strong. I’ll watch for future feedback though. Thanks!
This is a really well executed idea. It reminds me of a mod for Oblivion that I used some time ago. Thus far I tried the Atronach & Ritual stone since they seem to suit my current character. Huge thanks for this one chief.
24 comments
The fix to this bug is to have the aura have no direct effects, but to add a the actual ability when you activate the aura. That's enough layers of separation that it doesn't trigger blocking fast travel.
I really like your mod's ideas but the vfx on NPC are so annoyed.
(Example:Sigrid in riverwood)
thankyou very much.
I had removed it and vfx was gone now thankyou very much.
A question please that how can i see NPC's birthsign while playing to confirm
that patcher is working or not?
The mod is great anyway thankyou.
When you start Skyrim Unbound one of the options available is to choose your standing stone. When the player selects a stone it defaults to the original standing stone effect rather than the new Curse of the Firmament one.
Not a big deal if you know how to fix it with console commands but still something that could be easy to overlook.
"Mods that let you choose a birthsign at character creation may, depending on how they are built, assign you vanilla blessings even with Curse of the Firmament installed. In this case you should decline a birthsign and then use the Curse of the Firmament MCM to make your choice."
I like the variety of warrior builds you support with your effects. I'm currently trying out the Tower Stone on my pretty high level character and there are finally some consequences in combat again. So thanks a lot for this.
Looking forward to try this on other character builds too.
Ill track this to see where it goes.Im sure youl get plenty of feedback.
Question about the atronach, do melee hits blocked with a shield restore magicka or does it need to be an unlocked hit?