Skyrim Special Edition

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tjhm4

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  1. tjhm4
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    v1.0.0. Initial release!

    Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)

    Thanks for your downloads, comments and endorsements.
  2. Hyperies
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    I have used Sightseer with Ryn's before and for some reason I cannot discern the Warrior Gem is not appearing in front of the stone.
    1. tjhm4
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      Odd, maybe it got knocked off or clipped through the ground. If you cant find it after some wandering just use the console to give it to yourself.
    2. Hyperies
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      strangely, i moved sightseer and the ryn's patch to the end of my load order and still no warrior gem.

      edit: after saving to txt, the warrior gem has a listing of havok moved. something is "bumping" it out of place i think. and upon using player.moveto it planted me on top of the warrior stone raised platform with the camera directly underneath facing up. im guessing its getting bumped into the stone of the warrior stone.
    3. tjhm4
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      Thanks, this makes sense. I think it's just the vagaries of the havok engine. I've tested all the gems on my end and they were all as expected, I guess there's a small chance of them clipping. In an early build of the mod I tried to hide the lord gem inside a cooking pot, but that always caused chaos. If I get any more reports of the warrior gem being problematic I'll move its location a smidge and see if that helps.
    4. Hyperies
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      appreciate it.  seems to be something on my end i can't identify. just going to console it i guess.

      thanks again for the cool mod!
    5. Hyperies
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      would moving the gem slightly require CK? or could it be done solely with xedit?
    6. tjhm4
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      You can see where you are moving things to in the CK, but you can edit x, y and z coordinates in xEdit and so try things by trial and error. However, if the gem has moved (e.g. clipped through the land) its new location will be in your save file and not in the game's plugins, so you'll probably need a new game to test this out.
    7. Hyperies
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      np on that front. i do extensive weeks long testing on mods before starting playthroughs and never add/remove mid game.
      going to pop this into ck and see wtf is going on.  i was ok with console at first but it just destroys immersion too much.

      another strange behavior i had, with community shaders and reshade presets, even using prid #### then moveto player, the gem did not want to move to me, or possibly just clipping through the ground again, finally got it to show for cursor to pick up, even though visibly there was no gem there, but when i picked it up, CTD. i removed all the community shader reshade preset stuff and that no longer happens. so theres some strange behavior going on that is faaaar beyond me to understand. in any case, i am determined to use your mod lol. 

      thanks for the feedback.
    8. tjhm4
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      Sounds good. Let me know what you find, and just make sure you load this mod, Ryn's and the patch for the two all in the CK.

      I've not used "moveto" much, but I think the default location for objects is to be placed under an actors feet, so there is a good chance it ended up in the ground somewhere.

      Do you use a jewelry replacer? The gems use the vanilla gem meshes, so if you have a replacer that makes them smaller they might be more likely to clip through the ground.
    9. Hyperies
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      omg i think you may have just solved this  mystery for me!

      edit: well, i was in fact using a gem replacer, Pretty Gemstones, that was using custom meshes. First, I disabled it. It didn't show. Then, I downloaded it again using their alternate version with vanilla gemstone meshes. It didn't show. Looked in data meshes in mo2, its definitely loading vanilla meshes.

      To the ck..
    10. Hyperies
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      found it inside the base of the warrior stone.
      last issue to figure this out is I have a bunch of patches for Ryn's standing stones. Need to figure out which one is shifting the gem inside it.
    11. tjhm4
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      Thanks. It might be that Ryn's has updated since I placed the gem and its now inside the stone. Or maybe it's just a bug with where the gem is placed, though I'm pretty sure I checked this. Either way, let me know what you find and I'll update the patch to fix things at the next update.
    12. Hyperies
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      finally!
      i have a few mods that change the BUFFS of standing stones. I missed in the details that one of them changed the models to give them a large base. that is what the warrior gem was sitting inside.

      i moved it up a little, and accidentally moved the base down, accidentally shrunk all the guardian stones, so i am going to redo it better.

      thanks for your help!

    13. tjhm4
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      Glad you figured it out. A mod that edits stone blessings but also tweaks their models sounds a bit like a recipe for these sorts of issues! In my mods I avoid worldspace edits at all costs, just to avoid the hassle - I think this is the only one of my mods that places anything in the world at all. Still, its good to tweak visuals and you got there in the end!
    14. Hyperies
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      i did! thanks for working with me. got the models to work with ryn's and coc'd all over to make sure all your gems were accessible. warrior gem was the only one that needed adjusting.

      and thank you for being such a friendly and helpful mod author!
  3. JS170
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    If anyone has Description Framework installed, just create a file called sightseer_stones_DESC.ini and add the text below to it for buff descriptions on the gems.

    Spoiler:  
    Show


    0x80F~sightseer_stones.esp|Health regenerates 3% faster.
    0x811~sightseer_stones.esp|Magicka regenerates 3% faster.
    0x813~sightseer_stones.esp|Pickpocketing is 3% more likely to succeed.
    0x815~sightseer_stones.esp|Spells cost 3% less magicka.
    0x817~sightseer_stones.esp|+5 more magicka.
    0x819~sightseer_stones.esp|+5 more stamina.
    0x81B~sightseer_stones.esp|Power attacks cost 3% less stamina.
    0x81D~sightseer_stones.esp|+5 more health.
    0x81F~sightseer_stones.esp|Illusion spells are 3% more powerful.
    0x821~sightseer_stones.esp|Resist poison +3%.
    0x823~sightseer_stones.esp|Sneak attacks deal 3% more damage.
    0x825~sightseer_stones.esp|Stamina regenerates 3% faster.
    0x827~sightseer_stones.esp|+10 more armor rating.

    1. tjhm4
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      Nice, thanks! I'll add this at the next update if that's ok with you.
    2. JS170
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      sure, no prob. thanks for the great mod!
  4. fibrewire47
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    how will health Regen work in situations like survival mod? I think maybe warrior gem should give stamina Regen instead of HP.
    1. tjhm4
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      Health regen will work with survival mods. Those (assuming they are done sensibly) give a hidden 100% health regen debuff. This stacks with the 3% buff from the warrior gem, resulting in a 97% debuff, so your health does regen just very slowly.
    2. fibrewire47
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      oh ok got it, your mods are dope, looks like a lot of work has gone into all your mods. I don't get any time to make anything in Skyrim modding due to office and after office I just wanna relax by playing or with family, you are awesome and thanks for all the mods.
    3. tjhm4
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      Thanks for the kind words!
  5. Hyperies
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    it's kind of a hail mary, but would anyone understand why having this mod and Skyshards Offer Skills active at the same time would cause ctd when entering the Riverwood cell?
    1. tjhm4
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      No idea, sorry. This mod doesn't affect Riverwood (though it does hide gems around the guardian stones nearby) so I can't see how it could be involved. My suggestion is to go somewhere else, wait inside for 7 days, then travel somewhere nearish to riverwood (e.g. whiterun) and travel on foot to riverwood, see if that lets you enter the town.
    2. Hyperies
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      for sure. it was a hail mary. to follow up, it was initially ctd when i went to guardian stones, and when i deactivated everything around there, including your mod, the ctd went away. 
      so I made a fresh profile in mo2 just using that other mod. no ctd. put your mod in, no ctd but the gems are no longer there...and i had no problem finding them before. so idk..whatever issue is happening is likely beyond me.

      note: disabling part 2 of sse engine fixes stopped this crash completely. I have no idea why. 
    3. Hyperies
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      ok I found a 2 year old reddit post that had the fix I needed.
      SSE Engine Fixes causing crashes. Would appreciate some help diagnosing this crash log. : skyrimmods (reddit.com)

      2 settings in enginefixes.toml that need to be set to false.  All this crashing around the stones and entering Riverwood stopped.
      The settings are memorymanager and scaleformallocator. I wish I knew why they were set to true and what setting them to false meant. Going to repeat this post on enginefixes modpage. Thank you! I love your mod!
    4. tjhm4
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      Great! Glad you figured it out, and thanks for posting the solution here.
  6. Nuedere
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    How does this track the items in your inventory? I've pretty much no experience with making mods but would love to see (or learn to make) a similar functionality with the Black Star and some sort of debuff.
    1. tjhm4
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      There are several ways to do it. The easiest is to give the player a hidden ability with its effects conditional on an item being in their inventory. You can use the GetItemCount condition function to do this (it returns 0 if you don't have an item, so you need to check the count is > 0).

      The way sightseer does it is slightly more complex. It attaches a script to the gems that fires when they move between containers (the player's inventory is a container). If the new container is the player it gives the player the ability. If the old container was the player it takes the ability away. If you open up the mod, the relevant script is sisest_apprentice_gem_script.
  7. WallRockTree
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    Hi, thanks for this fun mod! I am excited to use it!

    In brief in game testing, I found the three gems by the Warrior, Thief and Mage stones. I was only able to pick one gem up, the Thief gem. The other two I could see them, but not interact with them at all. Is this expected behavior? 

    And yes, I am using Ryn's Standing Stones and your patch. I had Andromeda - Unique Standing Stones of Skyrim installed, too, but I don't think that makes a difference. 

    I also have Skyrim Landscape and Water Fixes, Atlantean Landscape and some other mods and patches. Thanks for any assistance!
    1. tjhm4
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      No, you should be able to pick them up - I am during testing. My only guess is that something transparent is blocking your access to the gem. Try using tcl in the console to disable collision and get as close as possible to the gems, pick them up that way, then go back out of the terrain and use "tcl" again to re-enable collision.
    2. WallRockTree
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      Hi, I finally was able to get back and test again. I was able to pick the same ones up this time! I made no changes, other than normal updates to a couple landscape mods. Oh, I reinstalled some mod patches.

      Anyway, your mod seems good so far! Thanks for trying to help! Kudos awarded!
    3. tjhm4
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      Great, glad its working fine now and thanks for the update.
  8. Anthonyjimes
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    I am sorry, I tried reading everywhere before asking, but it is compatible with andromeda?
    1. tjhm4
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      Yes. Sightseer doesn't change the effects of the standing stones, just adds gems and a mini quest to them, so there is no source of incompatibility.
    2. Anthonyjimes
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      thanks!
  9. eunoiamods
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    This has quickly become one of my favourite treasure hunt-like mods! Currently I just use the console to get them since I use s6o6t's Mundus Stones and they're often hidden underground. It would be great if you could do a patch or maybe a script that adds the stone to the inventory when you discover the location! Here's the direct link to the mod since it's been hidden for a while - https://www.nexusmods.com/skyrimspecialedition/mods/51191?tab=files&file_id=210408
    1. tjhm4
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      Thanks for the kind words! I'll look into making a patch, but it will likely be a way off. Weird that that mod has been hidden for so long.
  10. Santheos
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    How does the Aetherial Crown work with your mod, please?
    1. tjhm4
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      They work fine together - they don't interact at all, so there's no source of conflicts.
  11. SomeLurkur
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    One question, are the gems supposed to respawn? Because they respawn, even after I picked a blessing already.
    1. tjhm4
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      This was not my intention, but I also noticed it on my most recent playthrough. I think the cells reset every 30 in game days or something, and that causes the gems to respawn too. This might allow the player to complete the hidden quest repeatedly, it depends on how I set it up under the hood and I can't quite remember off the top of my head. I guess I could add checks to prevent (1) the player having multiples of any given gem, and (2) picking up more gems once they have completed the hidden quest.
    2. SomeLurkur
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      If anything, this could allow for a way to swap blessings in case the player isn't happy with their choice. Just an idea.

      In the meantime I'll see if I can stack apprentices in order to get free magic :V

      But yeah, you should add a one-gem-per-type restriction at the very least. You could make the second gem "fade back to Aetherius" (despawn) or "become intangible as you grasp it" (unable to be picked) or something.
    3. ArcturusFyr
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      It would be nice if this was eventually "fixed," imma still download it nonetheless.