The beginning month is now randomized. This has been tested with Vanilla and Alternate Start (I do not know about other alt-start mods however). As long as it does not set the game month/day/etc. at a certain point later than Cassi's start up, the randomization should work.
Based on feedback, the Mage Stone has been tweaked: the bonus range has been roughly halved, and Magnitude now only applies to Destruction and Restoration, while duration applies to Alteration, Conjuration, and Illusion.
I've fallen in love with ... The Serpent Stone. It was the perfect tool I was missing for a story I'm building.
Still ... It was not an easy trek ^^' I could only activate the right buffs if I didn't include CASSI in my Bashed Patch (and re-activated it at the bottom of my load order after)
An USSEP mod (forgot if original or patch) rewrote the buffs when CASSI was included in my Bashed Patch. I got strange result like the old Serpent Stone effet as a passive :p (and not an activable power, so obviously, inusable)
I'm still missing a tool to activate them after character creation ... But now that I resolved this problem, maybe I will try again with a Birthsign mod.
Sry for double post, but I've found (remembered ?) the tool to ease character creation while using this great mod: Choose your sign
It was the tiny little update I was missing at game creation (after, coz Proteus, console update required for now), to really build easily my characters stories ^^ Now I can fully create my cursed (Serpent Stone) apprentice right from the abandoned cell without using coc DoomstoneNorthernCoast01 after leaving the cell :p (Yeah, there is probably a command for adding the birth stone effect immediately right ? never checked)
Love this mod, particularly the wax/wane mechanic. Really adds a unique twist to the standing stone system. Imo the birthsign system from earlier TES games makes more sense, though - you're born under a sign, and its effects are permanent. Any chance you'd consider adding a version like that? The standing stones themselves don't need to have any effect - they'd just be pretty scenery.
Honestly, I'd like a stand-alone "fixed birthsign mode" version of this mod so that I can use it alongside Curse of the Firmament for the regular stones you find while exploring. That way, I can have this mod's waxing and waning for my character at all times, plus switch out CotF's stones based on what I currently want to be doing at this very moment.
hey i love your mods but for some strange reason this mod is causing my damage numbers to fluctuate up and down every nanosecond. ive tested with 3 different load orders just to confirm.
I've been comparing standing stones mods and this is the coolest one by far, I really like that you added debuffs too like Curse of the firmament (other interesting mod), but the wax wane mechanic is so brilliant!
Somewhat tested this but cannot say for 100% certainty (without some more testing) but with the serpent stone ability, some npc's (so far world encounter events like the imperial prisoner escort and the imperial guarding those couple going to Solitude) will turn hostile. I tested this by removing the spell to verify they don't turn hostile and they do not when the spell is removed.
As I looked at the mgef for how it is done, I don't see much on how you protect the spell from applying to regular npc's (but it doesn't apply to all npc's so I figure you must be doing something that I didn't pay enough attention to). So how I "fixed" this is by making the ""isHostileToActor" condition you placed (which reads NULL so... it does nothing???) be a "getShouldAttack [PlayerRef]" instead. If this is on an ongoing save, you would need to remove the spell and then add it again. But if someone can verify that this is an actual issue? That would be nice
Understood. You can then either use "isHostileToActor PlayerRef == 1" as the condition (Which will only work if the actor is in combat with the player unfortunately) or use the "getShouldAttack PlayerRef > 0" as the condition which will work for npc's that would attack the player on sight. Catch is I'm iffy on the second condition but it *should* work.
That's how I first noticed the bug. I don't have it on my end anymore đŸ¤”. Weird. But my game has been running for a bit and is probably falling into unsteady so will test it one day. Quite busy atm
63 comments
The beginning month is now randomized. This has been tested with Vanilla and Alternate Start (I do not know about other alt-start mods however). As long as it does not set the game month/day/etc. at a certain point later than Cassi's start up, the randomization should work.
Based on feedback, the Mage Stone has been tweaked: the bonus range has been roughly halved, and Magnitude now only applies to Destruction and Restoration, while duration applies to Alteration, Conjuration, and Illusion.
Still ... It was not an easy trek ^^' I could only activate the right buffs if I didn't include CASSI in my Bashed Patch (and re-activated it at the bottom of my load order after)
An USSEP mod (forgot if original or patch) rewrote the buffs when CASSI was included in my Bashed Patch. I got strange result like the old Serpent Stone effet as a passive :p (and not an activable power, so obviously, inusable)
I'm still missing a tool to activate them after character creation ... But now that I resolved this problem, maybe I will try again with a Birthsign mod.
It was the tiny little update I was missing at game creation (after, coz Proteus, console update required for now), to really build easily my characters stories ^^ Now I can fully create my cursed (Serpent Stone) apprentice right from the abandoned cell without using coc DoomstoneNorthernCoast01 after leaving the cell :p
(Yeah, there is probably a command for adding the birth stone effect immediately right ? never checked)
gives a reason to explore distant corners of the realm in new seasons for stronger stone blessings :)
Mod List that if i enable Constellation will cause damage number bug
Clip of bug
I know the Mod Author and he says it is exactly as intended… *shrug*
As I looked at the mgef for how it is done, I don't see much on how you protect the spell from applying to regular npc's (but it doesn't apply to all npc's so I figure you must be doing something that I didn't pay enough attention to). So how I "fixed" this is by making the ""isHostileToActor" condition you placed (which reads NULL so... it does nothing???) be a "getShouldAttack [PlayerRef]" instead. If this is on an ongoing save, you would need to remove the spell and then add it again. But if someone can verify that this is an actual issue? That would be nice