Skyrim Special Edition

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  1. boringvlln
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    SPID addon is not reliable, do not use.
  2. XerionTheBraveWarrior
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    Hey I like your mod but I was wondering if you could show some more insight into how you distributed the perks among the NPC and how some of these work for them?
    1. XerionTheBraveWarrior
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      I did a quick check with a new save and in my game it seems that all humanoid NPC have gained various Birthsigns. somewhere between 4 to 9 of em instead of just 1.
    2. boringvlln
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      From what I remember, I added a keyword to effects, so while it may look like they gained several spells/signs, they actually only benefit from the last one applied.
    3. XerionTheBraveWarrior
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      Oh that is super cool to hear actually. I wanted to do a similiar thing, distributing one of the 13 birthsigns to all of the NPC in game through SPID but couldn't understand how to. So I should add a keyword?
    4. boringvlln
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      Yep, you could add a new keyword to all of the effects the signs use, and a Dispel with Keyword checkmark, to avoid duplicates. The distribution itlself is handled by the ini file, there is a step between each sign, gradually reducing the chance.
  3. SmokieBare
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    I really like the general idea of this mod, but at the moment I am running into a black screen bug that I think is coming from it. Whenever I load a save game with this mod installed it loads to a black screen with background noise, and the game becomes unresponsive. I'm not putting this under bug reports because it could be conflicting with something else in my big modlist, but I suspect there is a scripting issue in either the base plugin or the unshackled classes one.
    1. boringvlln
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      Thank you. That sounds worrying. Did you install the mod on a running save, or started a new game after enabling the mod?
    2. SmokieBare
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      At first I believe I added it to an existing save, and noticed the issue a while later when I went to load a save after that testing session.
      Then I played the fun game of disabling almost everything in my modlist to figure out the culprit of what was causing the issue, ending with my suspicions being this mod. Since then, I have been able to repeat the issue consistently just with the inclusion of this mod to my  1000+ list. 
      To be clear, when creating a new game (I use Skyrim Unbound) the game works fine, but attempting to load any save outside of the starting area with this mod installed leads to the crash.
      I did a bit of research and noticed some similar problems reported on mods that hadn't yet been ported over to AE and were using SE scripting frameworks. Perhaps that is a good place to start looking for troubleshooting the issue. 
    3. boringvlln
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      Existing save would be problematic for sure, because the script is rewritten. Gotta add new game only warning.
      To be clear, you have fully disabled both panels (scripts and plugins), started the game after, and it still resulted in this?
      Could it be another mod changing the script?
      I will investigate this further with Quick Start being the least intrusive and get back to you.

      Edit: tested with just USSEP, SkyUI, Rimstats, and Optional Quick Start - all is working well.
      So it's either a conflict, maybe even with Skyrim Unbound for some reason, or perhaps you have some leftover scripts somewhere? Or it could be a specific Standing Stone issue. Which one did you choose (if any)?

      Edit2: Refreshed Skyrim Unbound knowledge with a quick test - and it ASSIGNS A STANDING STONE. That's gotta be it.

      Edit3: Actually, no. Unbound is not causing any big issues either. It is certainly not fully compatible: Apprentice Stone adds an extra negative ability (as per vanilla script), but otherwise works, allows loading saves just fine.
      Also, forgot to mention, I am testing this all on AE. All is well too, so idk for now.
    4. SmokieBare
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      Thanks for doing some testing. So to my knowledge it seemed to happen with all stones, not any one specifically. I haven't tried it with all, but with most. Also, the issue persisted after I disabled the mod, but I did not disable it on the left panel, so that could explain why the issue persisted. 
      Like I said, it is certainly possible that there is a conflict on my end, but I did disable all gameplay and most scripting mods and the issue was continuing (with repeated tests on new games), so I am reluctant to say basic SKSE plugins or graphics mods were causing the issue. 
      I might play around with my list later on with this mod, and I'll let you know if I come across any other possible ideas.
    5. boringvlln
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      It is either a script conflict (which would be odd at this point actually: if you disabled all plugins, has to be just raw vanilla script replacer, so you would literally see +), or something else entirely.
      Have you tried disabling this mod too?
    6. RidgeRuner22
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      • I appear to be having a similar issue, infinite black screen. In my case your mod doesn't have the issue unless E.S.L.A is installed. It may not happen immediately, but once it does, every save is broken, but new games can still be started...not sure 
    7. boringvlln
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      So it's a conflict. What's E.S.L.A.?
  4. coffeepyromaniac
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    Well, even if this didn't sound like it would be a near "ideal" (collecting curses and debuffs) match for a planned playthrough with a couple mods, your description of the stones alone sold me on this.
    1. boringvlln
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      Thanks :D
      This one is very curse heavy indeed.
  5. Lootyslooty
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    so i like the idea of properly good pros and cons to standing stones but I think its missing more interesting powers rather than just changing numbers yknow, something thats more active rather than passive
    1. boringvlln
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      One of the main objectives was eradicating once per day powers, so I hope you don't mean those... I do agree that special effects/enchantments are more fun, but as (somewhat) hidden traits.
    2. Lootyslooty
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      i meant both but there are more creative ways to include such powers without having them as once per day, treating them more like a shout or something like that
    3. boringvlln
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      Alright, to each their own
  6. Felixtheflatcat
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    Heh, I'll add to the pile. I love a challenge, making the game harder without simply increasing vanilla difficulty is what I'm all about. Plus these effects look perfect for roll-playing purposes. But for my specific load order these debuffs do seem a little extreme.

    I wonder if optional patches/main files would be possible with different tiered-strengths, that way people can choose how strong they want their buffs/debuffs. 

    Otherwise, honestly, this mod looks awesome. I'll be keeping an eye on it :)
    1. boringvlln
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      Thanks, I'll look into it after I'm more or less happy with the balancing between the stones
  7. furexarot
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    Damn, that sure is extreme. And I thought Requiem was harsh when it came to Standing Stones. This might find an audience though.
    Is the Big Three supposed to be much better than the rest? Is the Serpent supposed to be the worst one? Didn't even give the poor chaps 100% poison res lmao.
    1. boringvlln
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      Former 'always going for Atronach' Requiem user here, hehe. I don't like separating the three into a special caste, ideally they should be down in the mud with the rest of them. Serpent is definitely meant to be worst one, the most cursed, saviour of the orphans (=you don't know when you were born). I think I'm gonna buff its resistance, you're right.
  8. Xenn2423
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    I like the idea behind this mod, but the balance could really use another look. For almost every stone, the penalties massively outweigh the benefits. As someone else said, I'd only use this mod as it is now if I wanted to really nerf my character for a challenge.
    1. boringvlln
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      Thanks, from my point of view it seems the opposite if anything. I'd combine that with a massive stamina kill, like Conditional Stamina Costs and True Start for 0 starting skills. I wanted big curses for sure. But some balancing can def be uneven. If you want to specify which stones seem most off, that could be really helpful!
    2. TactlessNinja
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      I do also wonder if 80% along with some other reductions/lack of skills is a tiny bit much. I was considering dropping whatever I use at the moment for this mod, but I wonder if I would end up nerfing myself far too much if I combined it with 'master of one' (you get negatives with your bonuses) and 'acolyte' (religion mod) which I think has positives with negatives too. Both are by the same author. 

      This all creates a bit of old school rpg and good with bad when making decisions, but wonder if with this 80% reduction it would be so heavy, which is unfortunate. 
    3. boringvlln
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      Yeah, it could be a bit much indeed. I used to use Talentless Options to block myself from some skills, and I guess this was meant to be basically a more forgiving alternative.
  9. Amnilarch
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    What an interesting take! I actually like the Stones being a mild benefit for a harsh penalty, especially since NPCs can't have birthsigns/standing stones.  Is there any distribution of these stone effects to NPCs by chance? 
    1. boringvlln
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      Thanks! I was looking into it, but haven't yet found a good way to implement it, unfortunately. Effects would need to be nerfed for the NPCs a bit of course, so they won't run out of magicka/stamina too easily, etc, but overall I'd be very interested in that
    2. Sasquatch678
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      It would be very easy to distribute the stone magic effects via spid
    3. boringvlln
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      Sure, you can apply them, but percentages are calculated individually per spell, right? Keyword dispelling would keep them from applying several effects on one person, but still, how do you distribute them separately and equally? Literally, I would like to know, because I thought it would be a quick SPID job too, but I'm probably just confused with the syntax. If you can point in the right direction, it would be great
      Nevermind, figured it out! Still work to be done on the effects, but I understand the distribution now
  10. bryce8066
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    Is this specifically supposed to make the game more challenging? Almost every single one of these screws you over massively and a lot of them have conflicting bonuses, like for example the Lover being bad at all damage-dealing magic skills and then dealing massively reduced physical damage, or the Apprentice's massive magicka costs which are going to screw you out of using decent spells despite the regen speed. I would personally never use this mod unless I was trying to seriously handicap myself, cause almost no one is gonna want to play something like the Serpent and be bad at literally everything except poisoning people without a nearly doubled skill grind
    1. boringvlln
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      I think you're missing the point entirely. If you don't like challenge mods, your input is not helpful
    2. Idovelicus
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      Considering you at no point in the description mentioned that you were specifically making a mod to increase the challenge level, his input IS valid and your description is unhelpful. His points are also coherent and relevant: challenge in and of itself is easy- you could just use console and make everything a million times harder. Your use of the Shadow Stone? That was actually pretty good- but the mod is still horribly unbalanced. Some of the stones restrict you to a single playstyle, others offer basically nothing at all and still others manage to restrict everything through diffrerent means despite you clearly intending to actually have a playstyle suited to the stone. And all of it would be fine for the targeted effect- if it were consistent and balanced, which it most certainly isn't.
      Your attitude is also unhelpful, by the way. The user is not entitled to your work, but neither are you entitled to be rude and dismissive of his points.
      Even if the mod wasn't horribly unbalanced, I would not use it after this.
    3. boringvlln
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      Very true! I am used to my bubble of challenge mods and entirely forgot it needed any kind of flare. My apologies
  11. Fawahar
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    Tastyy