Having issues with the Jone stone, getting the message about fame so seems to be the renown requirement is not met, tested on the Steed stone and had no issues receiving the bonus.
I've noticed that sometimes after opening the game again the doomstone buffs are absent from my active effects list, yet the stat buffs from them remain. I'm also able to then go to the doomstones again and "regain" the effects once more stacking the stats on top of the previously gained stats. I'm not sure if this is as a result of me starting with the vanilla esp, then switching to the stacking one in this save, a bug with this mod, or a conflict with another mod possibly?
It's not possible for this mod to cause a bug like that. It could be a bug in the vanilla game (there are many bugs regarding magic effects in the remaster), or as you said swapping between versions mid save.
Fair enough, I guess I'll just use console commands to remove the added extra stats and collect the stones again, and just repeat that if it happens again.
Well that dosent answer my question tho. I think I figrued it out anyway, because I picked up a doomstone when my skill was 100, it went to 110. So the issue here is not to pick up the doomstone skills before ur maxed in that skill you goin to fortify, else its just like a free training, not fortify.
That wiki is out of date for the remaster and shouldn't really be referenced, it says Intelligence isn't one of the attributes that you can boost over 100, yet my character has a spell that gives INT a +60 boost which accordingly gives her a big magicka pool boost.
Maybe you should actually fortify your intelligence irl and read the wiki. It is, and has always been the case, that some attributes/skills work past 100 but most do not, or to a lesser extent. All attributes (except Luck) work to some extent above 100, while the only skills that work past 100 are athletics, acrobatics, and speech. From the wiki page on attributes: "Intelligence - values above 100 continue to increase your maximum Magicka." The page was last edited April 16th 2025 before the remaster even released, so I'm not sure how you got "it says Intelligence isn't one of the attributes that you can boost over 100" out of it.
I'm not really sure what you want me to do anyway, whether they do anything above 100 or not. There is only one way to increase a skill via magic ability, that is with the fortify skill effect. If that effect is coded to not allow you to level up skills if they are fortified up to or past 100, talk to Bethesda about it, since it is a bug in their game and not this mod.
I´m using the "Permanent Doomstones" version and i ran into the Problem that i have the buffs active but i dont get stats added. Anyone got the same issue? Edit: found the Lady Stone, that one seems to work just fine. Had the Issue with the Apprentice Stone
I was wondering if there's a console command I could use to remove these fortify buffs from the stones, because on my game save I had acrobatics 90 and one of the stones (Jone Stone) made it 100 but I don't know how to remove the buff.
I wanted to remove the buff so I could get the xp from leveling acrobatics all the way.
I ran into an issue with a Jode stone not working - my health was at 540 prior to activating. After activating the stone, I got the fortify health buff in my passive effects section, but my max health stayed at 540. I used "player.getav health" and it said it was 540 still. This was the Jode stone by Troll Candle Camp (if that's relevant).
I'm using the stackable version of the mod. I tested saving and reloading and same issue. Tested uninstalling and reinstalling as well (manually placing the .esp in the Data folder and updating the plugins.txt file).
Do you have any spell absorb or magic resist? All I can think is that I forgot to add the flag that makes it so the effects can't be absorbed/reflected.
I misunderstood how Jode stones work, I thought there were multiple (I never used these stones in OG Oblivion, which is why this mod is great!)
I tested activating the Apprentice stone, and that worked without issues. Tested the Jone stone and that worked as well. So far, seems like the issue is only with Jode.
Loaded my dark elf save with no spell absorption or magic resist, activated the stone and same issue. The buff was added but the health value wasn't changed.
Did some more testing (for what it's worth) - I disabled all of my mods using .esp's (I left UI mods in place). Made sure Permanent Doomstones was the only additional .esp loaded. Tested on a character with no spell absorption or resist magic and same issue with the Jode stone. Other stones worked.
Yes I'm able to replicate it as well, I've noticed it's the same with my birthsign mod and the fortify health effect I've added to the atronach stone. I'm currently investigating and trying to find the cause since from my end everything looks set up properly.
Alright so I genuinely have no idea what's going on here. I've recreated the ability from scratch in the construction set but it still doesn't actually give any hp. If anyone is able to chime in with a solution it would be most appreciated.
Awesome! Wish I could be more help with troubleshooting but I'm a bit of a newb when it comes to the behind the scenes stuff. Thanks for the quick update/work around. This mod is great - big fan of your Ayleid well mod as well. =)
Also confirming that permanent fortify health effects are broken in the remaster. Only timed effects work. Found this out the hard way when messing around with xEdit and the CS.
You also can't change your health via the player.setav health ## command, so they must have done something with the way health works.
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Permanent Doomstones.esp?
or Permanent Doomstones-stacking.esp
The instructions in the description only say to put Permanent Doomstones.esp, Is it the same for both versions or not?
https://en.uesp.net/wiki/Oblivion:Skills
I'm not really sure what you want me to do anyway, whether they do anything above 100 or not. There is only one way to increase a skill via magic ability, that is with the fortify skill effect. If that effect is coded to not allow you to level up skills if they are fortified up to or past 100, talk to Bethesda about it, since it is a bug in their game and not this mod.
Edit: found the Lady Stone, that one seems to work just fine. Had the Issue with the Apprentice Stone
I wanted to remove the buff so I could get the xp from leveling acrobatics all the way.
I ran into an issue with a Jode stone not working - my health was at 540 prior to activating. After activating the stone, I got the fortify health buff in my passive effects section, but my max health stayed at 540. I used "player.getav health" and it said it was 540 still. This was the Jode stone by Troll Candle Camp (if that's relevant).
I'm using the stackable version of the mod. I tested saving and reloading and same issue. Tested uninstalling and reinstalling as well (manually placing the .esp in the Data folder and updating the plugins.txt file).
I tested activating the Apprentice stone, and that worked without issues. Tested the Jone stone and that worked as well. So far, seems like the issue is only with Jode.
Alright so I genuinely have no idea what's going on here. I've recreated the ability from scratch in the construction set but it still doesn't actually give any hp. If anyone is able to chime in with a solution it would be most appreciated.
You also can't change your health via the player.setav health ## command, so they must have done something with the way health works.