Skyrim Special Edition

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Simon Magus

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SimonMagus

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  1. SimonMagus
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    Hey everybody!

    Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there. 
  2. yogroxx
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    I feel like the atronach stone is a bit weak. 100 magicka is like 2/3 spells and way less valuable than having a buch of regen. Really great mod anyways!
    1. SimonMagus
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      I would also take the Mage or the Apprentice on a caster over the Atronach. The Atronach is intended for different types of builds.
    2. KingRutabaga
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      Atronach has always been a dubious choice in TES franchise for Mages, including Skyrim, and this mod is trying to stick to a vanilla/franchise friendly experience. So it makes sense that the Atronach stone would continue that trend. Traditionally the Atronach has been best paired with non full-mage builds, especially for melee-focused Bretons.
    3. ftwranger
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      it's the stone to pair with miraak robes and stuff like that to have a very high absorb chance build so you turn into anti mage/dragon that regen magicka off their spell instead of getting damaged(in vanilla I tried this build and it's broken op)
      I made a little tweak of my own to atronach stone because It was the only one I did not ever use, if you think it's useful I can upload my little tweak, changes are as follows:
      instead of completely negating all sort of magicka regeneration from perks, food, base regen etc, it only nullify base 3% regen(twice harsher than vanilla but much more forgiving than mundus) but to remain in line with other stones I cut the absorb chance to half. I don't think it's stronger than original because that's not my intention, only more general to use.
  3. dataerror37
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    Hi, i had a suggestion/request related to the atronach stone. I really enjoyed using it on my last character, but was wondering if you would consider, perhaps as an optional file, removing the ability to regenerate magicka outside of combat as well. I think this would encourage using potions more and make the spell aborb feel more impactful as well as removing the incentive to retreat and hide in hard fights to come back with a full bar and whittle down hard enemies. 
  4. Dream12362
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    I was wondering about a specific interaction with the Lover's Stone and how it doubling the base Stamina Regen would work with the rest of SimonRim. What I mean is would a 100% weakness to Sunlight Regen from Scion become effectively 50%, meaning an armor piece or food item that gives +50% Stamina Regeneration negate the Stamina not regenerating in sunlight like the +50% each from combining both Aetherius and Scion for Redguards, or would it still be negative synergy by doubling a stat that was modified by -100% and thus 0%, only applying the stone's selling point indoors or at night? (My internal attempt at processing could alternatively be explained as Base Regen 5% -100% of that 5%, but then adding an additional 5% from the stone, giving base 5% even in sun, or would it be 10% from both Base Regen's 5% and Lover's Stone 5% but then -100% of that in sun, meaning 10% when not in sun but 0% in sun just like without the stone) Sorry if my question is hard to understand, it makes my head hurt a bit, too, though that might be due to it being 1:00 AM here.
    1. SimonMagus
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      To understand how this works, you need to understand the difference between Stamina Regeneration and Base Stamina Regeneration. Unfortunately, it can be a big difficult to tell what's what, but I do try to let you know on my mod pages when something effects base regeneration, and I also use slightly different wording to describe the buffs. "Your Stamina regenerates twice as fast" = a buff of 5 to your Base Stamina Regeneration. "Your Stamina Regeneration is increased by 100%" = a buff of 100 to your Stamina Regeneration.

      The way it works is this. You have 5 Base Stamina Regeneration (StaminaRate), meaning you regenerate 5% of your Stamina bar per second. You have 100 Stamina Regeneration (StaminaRateMult), meaning that you are regenerating 100% of your Base Stamina Rate per second. 

      In the sunlight, Vampires get -100% Stamina Regeneration, or -100 StaminaRateMult, meaning that their StaminaRateMult is 0, and they regenerate 0% of their intended Base Stamina Regeneration. Adding the Lover's Stone would change your StaminaRate, or Base Stamina Regeneration, from 5 to 10, but you'd still have 0% Stamina Regeneration, or StaminaRateMult. 

      To regenerate in the sunlight as a Vampire, you need to get a source of Stamina Regeneration, or StaminaRateMult. The most obvious place to get that, in the context of Simonrim, is from Light Armor, which provides 100% Stamina Regeneration. This means that a Vampire in the sunlight wearing Light Armor would have -100% Stamina Regeneration and +100% Stamina Regeneration, for a total of 100%, meaning that they would regenerate Stamina "normally" in the sunlight. The buffs and debuffs cancel each other out, essentially.
    2. Dream12362
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      Thank you, that helps a lot. I'll go light armor for my next vampire build, then.
    3. SimonMagus
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      This is why Altmer, Redguard, and Orc’s Vampire passive is just their Aetherius passive a second time. Since Altmer have +50% Magicka Regeneration in Aetherius and +50% in Scion, they always have at least +100% and can regenerate Magicka in the sunlight “naturally.”
  5. Bella31
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    I always used your mods in my list so thank you for them. I totally fell in love with the look of the original look of the standing stones, anyway to upload them again?
  6. F20B10
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    Wanna start off by saying that your mods have helped me improve my experience with this game something big. Definitely can't imagine playing without your set of Vanilla+ mods.

    The only small issue I've got right now is that the Serpent stone isn't applying the extra hit on enemies; simply the usual one and done. Afraid I can't say what might lead toward the source of the issue, but I've got nothing else that might affect poison. I do have your other set of mods installed - as said earlier - if that somehow affects it. Any kind of clarity would be cool -- or if I somehow missed something, that's also possible.
    1. SimonMagus
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      This is probably a result of the game not rounding up Poison uses, meaning that it treats 1 x 1.5 as = 1. I will make some changes to Poison Uses in Adamant that make this less of a problem.
  7. HK47ProtocolDroid
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    Your stones seems cool, but are you certain about the Tower Stone? I mean, the effect is also cool, but the Tower is "from the court" (I don't remember the proper english expression) of the Thief. It seems a bit off. I saw another commenter expressing excitement to use it with a Orc Barbarian...

    You probably tried to focus on the idea of "fortitude" of a tower, what makes sense alone, but it is under the Thief.
    1. SimonMagus
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      The Tower Stone's effect is consistent with the range of effects the Tower has had throughout TES games.
  8. RicoOcho
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    Guessing i wont need the tower stone patch since im getting a redundant conflict?
    cheers
  9. BaleaMen
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    I like your mods; I basically remade my game with them, so thanks for that. If you would allow me to comment on this mod, I think that you've given a lot of standing stones just positive buffs.
    You could create more of a tier list with standing stones since they are divided into three groups with four stones each.

    • Guardians only buffs
    • Small buff, small debuff
    • Large buff, large debuff
    • Gameplay-defining stones
    Most of your stones are great; you could just tweak them a little, and they could achieve this effect.
    Here is how I changed three standing stones to make gameplay-defining stones:

    The Shadow Stone: You are 25% harder to detect while sneaking, and you deal 50% extra damage with sneak attacks and spells. However, your carry weight is reduced by 100. (The idea is that the character is light on their feet and sneaky, but their frame is not made to carry a lot, presenting an obstacle that one needs to overcome.)

    The Steed Stone: You move 20% faster, and your carry weight is increased by 150. However, your magicka is reduced by 100. (This is designed for warriors who carry heavy armors and weapons but have no magicka unless they use potions or invest levels in it.)

    The Atronach Stone: Your magicka is increased by 150, and you have a 40% chance to absorb the magicka from incoming spells. However, you cannot regenerate magicka in combat or outside of it. (This is suitable for players who want to build around the absorb effect or want to be some kind of blood mage, utilizing equilibrium or using alchemy).

    I hope you take my ideas into consideration. Thanks again for all your hard work.
    1. SimonMagus
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      The simplest reply here is that I don't like any of your suggestions more than I like the original stones.
  10. DatEliaz
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    What mod are you using for the standing stones in the images? Looks great

    EDIT: found in going back in the comments, its Astral Aspect - https://www.nexusmods.com/skyrimspecialedition/mods/18098
  11. VikMorroHun
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    "Your Armor Rating is increased by 100, and you reflect 100% of incoming melee damage back at your attacker.  
    The Tower Stone's Reflect Damage effect does not protect you from incoming damage. Additionally, Blade and Blunt's incoming and outgoing difficulty modifiers significantly reduce the effectiveness of Reflect Damage, which is why its potency is set to 100%."

    So if I have powerful healing spells all I have to do is stand in the middle of the battlefield, heal constantly and wait for my enemies to kill themselves?
    1. SimonMagus
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      Yeah theoretically but in practice you will find it's not a particularly effective strategy.