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Enai Siaion

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EnaiSiaion

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292 comments

  1. EnaiSiaion
    EnaiSiaion
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    Locked
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    Notice

    Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!

    Discuss this mod on /r/EnaiRim or the Enairim Discord
  2. MonstroSapiens
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    Great mod indeed.
    I wonder if this would work on custom races like Dwai or Snowelf
  3. faentaallmods
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    i like your mod but losing out on all the regular bonuses and getting improvements to abilities i never use like rage just sucks, is it possible to get a version with both vanilla and new bonuses?
    1. BurmySanders
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      I feel like rage is one of the most well rounded offensive boosts offered by this mod, the hell you doing not utilizing what's basically a free 25% boost to your damage? even if you're a mage use the mage stone so it consumes stamina instead of your magicka, only downside is it for some reason still halts magicka regen, but that's what potions are for.
    2. faentaallmods
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      i play as a spellsword on expert or master, its always faster to use the same spell a few times than selecting the ability
    3. MysoGangsta
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      Rage doesnt go into your hand tho so you can  cast spells at the same time as you use Rage. Your problem is 100% your personal skill issue.

      The only problem I see is switching between Shouts and Rage.
  4. deleted208721736
    deleted208721736
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    is the ritual stone with wood elf's harrier supposed to target non hostile npcs as well?
    for some reason when i was in windhelm the bird wanted me to kill the orphan girl sofie, and one time in whiterun it targeted aela.
    1. EnaiSiaion
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      Most animals are non-hostile too until you shoot them.
  5. TexErstwhile
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    I'm really enjoying the Futhark mods. I've done three playthroughs now using Mannaz+Freyr+Valravn and each felt like a cohesive experience with fun build gimmicks to use in & out of combat.

    Latest character is a big game hunter built around the Breton's Shadow Stone abilities (Dead Noon & Outlaw) and Ordinator perks for additional trapper/animal taming flavor (although I'm looking at Fury now to see if I can take that even further!).

    Some thoughts on those so far:
    1. Dead Noon is conditioned to only work for bows (not crossbows). This seems like a deliberate decision since only bows drain stamina during the "aiming" state and you can theoretically keep Dead Noon active permanently with a crossbow. I changed this on my end since my character will only be using crossbows (and muskets...) and I don't intend to abuse the mechanic but it's worth mentioning.

    2. Dead Noon does need some type of scaling on its "health per second" scan mechanic & range in my opinion. Even at low levels, it can take 20+ seconds to trigger against certain enemies and the 100(?) unit range feels too low in practice. I'm still tinkering with this but have it currently set to 50HP/sec. scan & 192 range. The range still feels a bit too low but the HP/sec. increase lets me trigger the effect more consistently against the targets I'd actually want to use this against.
    1. ParadoxPreventus
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      I was actually wondering about that for Dead noon...how did you go about adjusting the weapon conditions?
    2. EnaiSiaion
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      Crossbows lack many events and states that bows do have, so they are much more limited in what you can do with them.

      If you are regularly fighting targets with 500+ HP at "low level", I think the issue isn't that the ability is too weak but your enemies are too strong.
    3. TexErstwhile
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      Enai- For me, it wasn't really about how often or at what level I was encountering enemies with larger HP pools, it was simply that Dead Noon became increasingly tedious to use as enemy HP pools increased beyond a certain threshold. That threshold is also inevitable at some point assuming you progress far enough in the game.

      Again, once you start getting into the 15-20+ second range to "lock on" with Dead Noon (keeping in mind that's 15-20+ seconds of actually aiming a bow and draining stamina), it feels a little undertuned. Other than scaling the "health per second" scan mechanic as I mentioned, another alternative may be to just cap the scan time to a max number of seconds.

      That said, if your design intent was to make Dead Noon primarily used against lower HP fodder then fair enough, it works fine as is. I could even see some value in a perk like that - sort of a quick draw, 6-shooter style that rewards fast aiming with fast crits. It just wasn't what I needed/expected so I changed it in my game.
  6. ComradeStranger
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    I have to report that with Imperial Serpent Stone/Prosperity I was getting enchanted weapon/armor piece from 90% of dead Draugr and bandits and two different chests with 5 identical magic items (iron warhammers and steel plate armors). Could be a mod interaction between Summermyst, Arena or enemy overhauls, but it was very ridiculous. Didn't test Forsworn and Falmer,  but vampires and Civil War soldiers aren't effected by this.
    1. ComradeStranger
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      Update: Using the Patch for Wintersun https://www.nexusmods.com/skyrimspecialedition/mods/103918 seems to somewhat solve this, but the problem reappeared after loading autosave in the dungeon, but only for that dungeon. At least identified it is to some problem with Wintersun. 
  7. AntaBaka777
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    Does this mod only support AE (1.6.x) versions? Neither this or Mannaz is working for me, and MO2 lists "curios" as a needed master for this mod.
    1. ComradeStranger
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      CC Rare Curios is required as a master for Mannaz. Update the games then use Downgrader if you want to use this mod while being on your version.
  8. Ethereal90
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    So I'm a bit confused about the Khajiit's Lord Stone (Knead) description. When it says "Khajiit can power attack with single claws while sneaking", it makes it sound like Khajiit unarmed power attacks become silent. Is that supposed to just be flavor text or is it actually supposed to be silent?

    EDIT: Maybe it's an incompatibility with a perk overhaul mod? (I'm using Vokriinator)
    1. BurmySanders
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      I think it's just telling you that it allows you to power attack with unarmed sneak attacks, which normally, iirc doesn't happen and it'll just be
      a regular attack, instead.
  9. willibab89
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    While I personally prefer more impactful effects, this is still an incredibly cool idea! Very unique.
  10. lnodiv
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    I'd really like to see Adrenaline Rush as the base Redguard ability with Shehai coming from a Standing Stone and getting some extra scaling.  Shehai is too conceptually awesome to waste on a default ability that doesn't have the design space to scale too strongly.
  11. sryanr
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    Just my two-cents feedback over one of the effects -- I saw, when it was originally posted over on reddit, lots of people complained about the strength of the original redguard shadow stone effect (jinniya of the lamp), and the timer was subsequently increased to 16 hours. I would've agreed after first reading it, but now that I've tried playing with it, 16 hours feels WAYY too long.

    I'm currently level ~40 at about 12 hours, barely over 2/3 of the way there, and the only reason I'm sticking with it is because of the sunk cost. It feels like I could've gotten any of the jinniya rewards so much easier with any other method as well as beaten the main questline and half the faction questlines by the time it triggers.

    IMO, I think what makes it feel so weak but look so strong is that it only accounts for actual  real-time passed, as opposed to shrine blessings which are eaten up by fast travel. And once you account for time spent in menus, reloading old saves after deaths/crashes/getting stuck somewhere, or pausing to get a drink or check your phone, it feels closer to 20-24 hours of "actual" playtime before it'll trigger rather than just 16. 

    It also might not have felt as bad on my first playthrough of skyrim, when I spent a lot more time in conversation with npcs reading dialogue and figuring out the story. But since it's the nth playthrough and I skim most dialogue and tutorial sections, it feels like my character will already be at about his max power level by the time it triggers, and I'll realize I spent the entire game without using the mod at all.
    1. EnaiSiaion
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      This, as well as critical damage and the Odin ward nerf, are examples of features where the numbers that look right are actually wrong. The problem is that players finding mods to download will only care about what looks right.

      If they see a feature and immediately decide it is OP, they will not stay and listen to you telling them that the feature is actually fine, they will just close the tab and download something else instead.