Skyrim Special Edition
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36 comments

  1. novastark
    novastark
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    Would it be possible to use the mod Spell Perk Item Distributor by powerofthree (nexusmods.com/skyrimspecialedition/mods/36869) to distribute these abilities (and those from your other mods) to NPCs and creatures instead of using a zEdit script?
    1. tjhm4
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      For Legacy (https://www.nexusmods.com/skyrimspecialedition/mods/36415) this is definitely do-able, and it would just be a single line in the relevant ini file.

      For this mod it's kinda do-able but not really. It would only work if you had NPC class deterministically cause blessings. If you tried to put in random chances of different blessings then you'll encounter enemies with multiple blessings stacked on top as the distributor treats each perk/item/spell as independent.

      For KYE things get even trickier (see discussion here: https://www.reddit.com/r/skyrimmods/comments/h7t41b/know_your_enemy_and_spell_perk_item_distributor/ )

      And for my other patchers like the NPC stat rescaler and the enemy releveler then the distributor wouldn't work at all.

      So, depending on the mod, the answer is typically no, but for the simpler mods it can work.
    2. novastark
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      Ah I see. Even learned about some things I wasn't aware KYE was doing from that Reddit thread. I was hoping I'd found a viable solution to not being able to use zEdit patchers with my load order of well over 255 plugins. Thanks for the quick response!
  2. JamesiaInc
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    >Totes the stones having tradeoffs
    >Option to distribute to NPCs for realism
    >NPCs are literally immune from one of the downsides

    Yeah, very fair. Much balance.
    1. tjhm4
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      I see your point, but (assuming you're talking about the apprentice stone) I think this is the most balanced way. NPCs don't know to avoid the negative effects of the stone and so if it applied to them they'd run out of magicka in under a minute and never get it back as the don't have potions by default. This is also why a few stones are not distributed to NPCs - they wouldn't know how to use them. In general, there are big differences between the player and NPCs in terms of brains, so a balanced game must be "unfair" in that the player should get a few more penalties than NPCs.

      Also, FWIW, NPCs having blessings is unrealistic in that it goes against in-game lore than only special heroes (like the player) get the blessings. Still I thought it would be fun as a proof of concept that it can be done.
  3. ColossusX13
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    I am tripping rn, did not expect this mod to be that good but then I realized who the author was. You have great vision.

    Quick questions:
    1. Does the curse for the ritual stone affect staffs?
    2. Does the steed stone allow stamina to regen while both running and sprinting?
    3. Do npc's have some sort of visual effect to indicate which standing stone blessing they have?

    First Impressions:
    1. The serpent blessing seems a bit OP, just making an npc fall to their feet is enough due to the sluggish get up animation. I'd recommend just 1 or 2 seconds of paralysis. Purely for knocking down the npcs.
    2. The Lord blessing condition seems too generous, without trying your stamina and health would most times be above 25%. I'd recommend >25% stamina but >50% health.
    1. tjhm4
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      Thanks for the kind words!

      QQ:
      1. I don't know! I've never really used staffs much. My guess is yes, but if you could confirm that would be very helpful.
      2. No, sprinting still drains stamina. I have thought about allowing stamina gain while walking too, just in case it is too harsh.
      3. No, you just have to intuit it. I could add a visual effect, but then all NPCs would be constantly glowing which I think would be annoying. Tbh I don't distribute blessings to NPCs in my regular playthroughs, but I was interested in seeing if it was possible.

      FI:
      1. Thanks, I'll bear this in mind. I agree balance with this stone is tricky, the benefits and downsides are quite extreme.
      2. Hmm, I'll think about it. The Lord stone basically forces you to power attack a lot (regular attacks do 40% less damage) and so your stamina should drain pretty fast in combat. But with the enhanced regen maybe you are right. Perhaps I should add something like the apprentice such that if you run out of stamina your natural regen is stopped so you need a potion or spell to get going again.
    2. ColossusX13
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      I'll definitely do a lot of testing and get back to you as these comments were really just based on theories.
  4. stelf0411
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    Hello!
    I became your MOD fan with Know your enemy.
    This Standing Stone MOD is also great.
    You know how to use ZEdit patches effectively.
    1. tjhm4
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      Thanks for the kind words!
  5. DanielUA
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    Hi, I found a bug with it.
    If NPC has a cotf_atronach_perk "cotf atronach perk" [PERK:1F00FB16] , NPC constantly shows a blue magic effect.
    https://imgur.com/a/AqfodgU
    https://imgur.com/a/E8RVaVA
    1. tjhm4
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      I can't replicate this. The atronach stone works fine for NPCs on my machine. What you are seeing is the atronach spell absorb effect kicking in though. So you must have some other mod that is repeatedly casting spells on these NPCs - any thoughts as to what it might be?
    2. DanielUA
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      well there is plenty of mods which can do this. I can send you my modlist, but I don't think this will help you.

      What if you add a condition and this spell absorb effect will work only when actor is in combat?
    3. tjhm4
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      Sure, I can do that. Spell Absorb is a bit janky in Skyrim anyway as it absorbs your own self directed spells too (e.g. summons), so maybe I'll think of a way round it entirely. That said, a mod that repeatedly casts a hidden spell on NPCs doesn't sound too sensible in my opinion.
    4. tjhm4
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      OK, so I did some more digging, and its definitely an issue with some other mod in your list. So spell absorption works fine, except for summons, but that is fixed by USSEP (although other spells mods may reintroduce this problem). Spells can be flagged to be unabsorbable, and that's what should have been done with whatever mod is causing you trouble (as well as with the vanilla summon spells). So, if you can figure out the offending mod, it should be pretty easy to add this flag to the relevant spell. Adding a combat check to my mod just postpones the problem as it will reappear as soon as the affected NPCs are in combat (at which point they will potentially have infinite magicka because they are constantly absorbing this spell). So, I'm going to leave my mod as is, but if you can figure out which the other mod is you should fix it and potentially let the author know about this issue.
    5. DanielUA
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      This sounds crazy but the bug is caused by the Legendary Skyrim Crossbows SSE
      https://www.nexusmods.com/skyrimspecialedition/mods/8273

      I will post a solution to his mod page.
    6. tjhm4
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      That is unexpected. What is the function of the spell? From the mod page that mod shouldn’t involve spells at all.
    7. DanielUA
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      Something to do with quivers. There are 6 spells in esp and 3 of them do not have that flag. When I added it problem stopped
    8. tjhm4
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      Ah, ok, great you got it fixed. I wonder if the spell is an auto-equip thing for quivers.
  6. TimThe7th
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    Brilliant.

    One of my favorite things about Daggerfall is that it encourages you to give your character flaws. I like the concept of a trade-off. No game since has captured that as well as Daggerfall.

    I do wish there were maybe one or two stones not oriented towards combat so other types of playthroughs would be more viable, but I see where you're coming from. Regardless, this will be my standing stone mod of choice.
    1. tjhm4
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      Thanks, glad you like it!
  7. CEFranklin
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    Pretty nice mod! Endorsed. I am using this all the time now.
    1. tjhm4
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      Thanks!
  8. DanielUA
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    I love this.
    Gonna use it with Vokrii and Morningstar.

    UPD: settings window entry blessingAssignment should not be empty. It should be filled "class" by default.
    Also, you can do it as a checkbox (random assignment).
    If it is unchecked, class assignment is used.
    1. tjhm4
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      Great, let me know what you think.

      blessingAssignment is supposed to be "class" by default, I'll look into improving this.
  9. engutturalment
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    Oh I love this. Kinda tired of all the overhaul mods that make you op from level 1 even with combat and difficulty mods. The buffs are still really powerful in your mod but the debuffs are great. Only issue I see is the one stone gives a bonus to unarmed when not wearing heavy armor but all the perks for unarmed are in the heavy armor tree. This and know your enemy are gonna be permanent fixtures of my modlist.
    1. tjhm4
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      Thanks for the kind words. I know what you mean about unarmed, but unarmed perks being in heavy armor is odd as unarmed is typically associated with lightly armored characters (i.e. monks). The way I see it the vanilla perks handle heavily armored fist combat, this mod facilitates lightly armored fist combat.
    2. engutturalment
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      I didnt think of it that way. Youre a clever person.
  10. mooglerampage
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    This looks quite inventive and unique!
    I love both the principle of getting rid of "1/day powers" and the blessing/curse paradigm.

    Also, distributing blessings to NPCs via zEdit is pure gold!!

    Edit: Bonus points for supporting monk builds.
    1. tjhm4
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      Hey moogle, thanks! Glad you like it.