I did some digging when you announced you were making this and figured I'd offer my findings. The numbers below are approximately what the stats breakdown would be for Skyrim. Use if you wish, what you came up with looks pretty good too.
10% speed (speed) 15% Stamina Regeneration (Endurance, Willpower, Strength, Agility) 10% more bow damage (Agility) 10% more melee damage (Strength) 15% Magicka Regen (Willpower) 15 Health (Endurance) 15 Carryweight (Strength)
And, thank you for this. Can't wait to find it in my game :)
Well, these are some high values, but sound acceptable. I didn't take into account the influence of the attributes on damage, that's maybe something to address. Not sure yet if I want to pack such an enchantment onto the ring. On one hand, it is within the lore, on the other hand, it's different having it in the game already well hidden, compared to a mod that adds it later. Never liked cheat item mods.
I made some tweaks and recalculated using an Oblivion character with 50 in each affected stat.
Spoiler:
Show
I would rather give it to you, but if you don't mind I'll upload it as a patch for this mod. It overwrites only the enchantment and ring description (no enchantment gore XD).
I've decided to get a couple of your other ring mods and for whatever reason Vortex is saying all your mods conflict with each other. This, your Bruma ring replacers, and your Bond of Matrimony replacer. Any idea why and does the load order matter?
Most of my mods use the same textures, which are all the same. So the load order doesn't matter, and the conflicts can be ignored. Not familiar how vortex handles this because I use MO2.
Hey so bit of a random thought. I saw you made a Mephala amulet and I was just thinking how cool it could be to see amulets for all of the Daedra, to go along with the in game Nine Divine amulets. It could make roleplaying even better.
Not really on my list, to be honest, the Mephala jewelry set was created for my mephala worshiper playthrough. But you can somehow count my Moon-and-Star set into this category as well, which was made to apologize to all the Dragonborns who thought they were Nerevarines and would be able to wear the Moon-and-Star ring I created for a PC which I played in Morrowind, Oblivion, and Skyrim. Long story short: Not planned but maybe there will be more if an idea hits me.
is wish "for Bruma" was in the title. When i'm ready to do a bruma build i'll search "bruma" in nexus and download all mod i want to play. Technically, i can look at bruma's page for mods that require but... just sayin
Have no idea if I like it. Can't find it. Have a lot of landscape and tree mods. so, for all I know its inside a tree or rock. You don't even say if its loose on ground or in chest. A chest I might find. A loose ring on ground probably not. I don't care to spend hours looking for it. yes, I could cheat and add it through a mod or console. That kind of defeats the purpose of the mod and placement of the ring.
Well, without spoiling too much: The ring is not somewhere on the ground, and not inside a tree or rock. The implementation was done exactly the same way as it was in oblivion. Here is the link to the UESP page. I personally like the Bruma version more, because it is as close to the lore as I can get. Anyways, not going to judge anyone who is peaking on the provided maps, without them it's going to be a challenging treasure hunt as it was in oblivion.
thank you very much for the response. I didn't play oblivion much. I really do appreciate the work and trying to keep the lore going. My frustration was not finding anything at all. well except ore deposits. Two skill books laying around and a dead bunny.... but i do realizing you're trying to keep the puzzle and hunt alive for others besides one disgruntled mod user. Its people like you that still keep Skyrim alive. many thanks. thanks for the reference to oblivion quest.
Thanks, the glowing version shouldn't require enb, it uses the same effect as vanilla items. But I never tested it ingame without enb, to be honest. The conflict with my other mods can be ignored, as usual. All textures are the same, so no worries.
30 comments
10% speed (speed)
15% Stamina Regeneration (Endurance, Willpower, Strength, Agility)
10% more bow damage (Agility)
10% more melee damage (Strength)
15% Magicka Regen (Willpower)
15 Health (Endurance)
15 Carryweight (Strength)
And, thank you for this. Can't wait to find it in my game :)
Not sure yet if I want to pack such an enchantment onto the ring. On one hand, it is within the lore, on the other hand, it's different having it in the game already well hidden, compared to a mod that adds it later. Never liked cheat item mods.
cheers.
I would rather give it to you, but if you don't mind I'll upload it as a patch for this mod. It overwrites only the enchantment and ring description (no enchantment gore XD).
cheers.
cheers.
cheers.
cheers.
Long story short: Not planned but maybe there will be more if an idea hits me.
cheers.
cheers.
cheers.
cheers.
You don't even say if its loose on ground or in chest. A chest I might find. A loose ring on ground probably not. I don't care to spend hours looking for it.
yes, I could cheat and add it through a mod or console. That kind of defeats the purpose of the mod and placement of the ring.
I personally like the Bruma version more, because it is as close to the lore as I can get.
Anyways, not going to judge anyone who is peaking on the provided maps, without them it's going to be a challenging treasure hunt as it was in oblivion.
cheers.
The glowing don't require enb?
And it conflict with your other ave's mods. It doesn't matter which win the conflict? It conflict with metal_rn.dds and AveED_metal.dds
The conflict with my other mods can be ignored, as usual. All textures are the same, so no worries.
cheers.