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zack6768

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  1. zack6768
    zack6768
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    I'm going to probably do an update to this sometime Sunday, I think I found out why stuff was stacking incorrectly. Plus this mod still needs a lot of balance revision and bug fixes. I kinda put my main focus on my other mod since it was much larger changes but I still want to modify this to be solid choice for anyone wanting more of a vanilla experience.
  2. nemesis200767
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    I love birthsign mods that get rid of once a day powers. I never use them! Thank you.

    Suggestions would be to tweak some of these so that there are less ability buffs and move variety to the effects/bonuses. Ofc this is very subjective to one's preference, but I thought I'd toss it out there :)

    The Lord is a pretty good example that is a nice option. The Mage too

    Perhaps the Tower is a bit OP if those spells can be cast as much as you want
  3. gamingescapist
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    Great mod, but the lover increases intelligence instead of luck. 
  4. dochollywo
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    This mod works when starting a new game.

    It doesn't work when loading an existing one.

    In my case Apprentice has 50% in a new start and 100% when loading an existing character.

    When uninstalling, the mod effects persist. Also I have the feeling it's messing with my spells, making some of them strangely strong. I better remove this mod.
  5. Cybertron1x
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    For whatever reason this mod appears to somehow be causing essential NPCs to constantly go unconscious for me. I disabled all my mods one by one until landing on this one as the culprit. Idk if anyone else if having this issue, but for now I'll have to leave it disabled.
    1. zack6768
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      That's pretty strange and the first time I've heard that. I have another birthsign mod where I have far more changes if you're interested in trying that out.

      https://www.nexusmods.com/oblivionremastered/mods/600
  6. Modmaniac45
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    .
  7. Tyrthemis
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    I hate the say this, because its OP, and I'm using it, but the Thief is incredibly OP.  Here's why: So it takes 4 virtue points for every single rank of luck, every other attribute takes 1 virtue point per rank.  And you can only level up luck once per level.  The thief gives you not only the most attribute points of any sign, but 10 luck points, which is essentially worth 10 levels by itself.  The other signs can all basically be gotten in 2 levels.  The Thief is so OP that I've been using it on my Breton Spellsword.  I would recommend the Thief gets +5 to each attribute, instead of +10
    1. zack6768
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      Yeah I will probably nerf Thief that way, I just released another birthsign mod where I did a lot more changes and I gave Thief +5.
  8. ARavenCalledWayne
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    For Shadow, I feel 20 secs maybe too harsh? 30 secs should be enough time to find a hiding spot, no?
    1. zack6768
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      Yeah I had it originally 60 seconds, so I just dropped it to 20 when I was making the 2nd version. 25-30 might be the sweat spot. 
  9. REALdestruct4
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    So I started up a save just before the sewer exit, and I already picked out a lord. It turned out that I now get vanilla lord  + whichever modded birthsign I choose when I want to edit my birthsign. That sounds so powerful. Any chance you could work on a multiple birthsign mod?
    1. zack6768
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      A little confused on what you mean. I think it's because The Lord in 2006 is different from 2025.

      The Lord 2025 - Increases Armor Rating by 15, increases magic resistance by 15%

      The Lord 2006 - Blood of the North Power

      For some reason when I was opening the mod to edit the files it would only show The Lord from 2006 (I assume because Oblivion.esm would open but not AltarESPMain.esp in the creation kit which I assume is the file that contains some of the changes), I assumed any modification I made would just overwrite so I ended up just giving it 15% resist on top of the old spell it used to get. There is a possibility that they are stacking however if it is, that is not intentional.
    2. REALdestruct4
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      Ok, to clarify, what I was talking about is that I would have the 2025 Lord + your modded lord birthsign. Managed to replicate it on 0.1 gonna try on 0.2. 

      Basically, in active effect's I got the usual high elf stuff + resist magic (Magnitude 30 (Ability [N1.] Trollkin 15%) (Ability Lord Birthsign 15%))
      +
      Resist Normal Weapons (Magnitude 15 (Ability [N1.] Trollkin 15%))
      +
      Shield (Magnitude 15 (Ability Lord Birthsign 15%))

      So basically, I have the Vanilla Lord birthsign + whatever else I pick at the sewer exit. If I change it to say thief (I don't think you touched thief) or something, it would still have the lord birthsign. This is all on Ver 0.1 Btw.

      (Edit: Gonna see if I can do the same on ver 0.2)

      (Edit: Seems to be the same on ver 0.2)
    3. zack6768
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      Yeah this might be from the fact the Lord was changed (and from my knowledge the only changed birthsign) in the remaster. I'll have to look and see if there is a fix.
    4. REALdestruct4
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      Gl
  10. vertani
    vertani
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    Any plans for the Atronach sign? Maybe make it more like Skyrim, where you get some magicka regen, just less?
    1. zack6768
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      Definitely have plans for it, I wanted to skip Thief (I'll probably never have to touch this one as it will always be viable) & Atronach for the moment as those are typically in agreement two of the best birth signs and see get peoples feedback on the more useless ones from vanilla. I am however new to Oblivion modding and Atronach had what's called "Stunted Magicka" which was not able to be modified so I'll have to look around and see if I can actually give it reduced regen. 
    2. NicaiDuerr
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      Personally, I feel like the stunted magic fully preventing mana regen is one of the fun parts of the Atronach sign though. It's the one sign that really changes how you play the character. Requiring you to spec into alchemy in order to be a fully caster, or spec into a non-magic stat to counteract the downside (lending really well to spell sword type characters!!). I also feel like the warrior sign is the 3rd best and doesn't really need any major adjustments personally, unless it's restoring some of the original feel as the remaster significantly changed it's effects. 

      I do think most signs are weaker than Atronach and Thief, but I wouldn't want to change the Atronach or thief unless it's possible to change them to the morrowind style signs? Like Atronach giving a bonus modifier to mana that's still based off intelligence. In that game the Atronach sign gave you 2x your intelligence score as bonus mana, 50% spell absorption, and prevented mana regen. Meaning that the bonus mana scaled the higher your intelligence was. 

      This is a plea to any mod dev willing to make these changes but my ideal birthsign effects would be:

      The Warrior- (Buffed stat bonus and gave it two powers.)
      + 20 Endurance
      + 20 Strength
      Lesser Power : Push Limits. Costs 30 Magicka. Increase Strength and Endurance by 25 for 30 seconds. Inflicts 1 Damage on self every second for 60 seconds. 
      Greater Power : Second Wind. Restore 300 HP and Fatigue. 

      The Mage- (Buffed Max Magicka, and set to scale off INT. Also gave it a greater power.)
      Fortify Maximum Magicka 1x INT
      Greater Power : Well of Magic. Restore 10 Magicka per second on self for 30 seconds

      The Thief- (Reduced luck, as it's worth 4x the bonus of other attributes. Gave it two lesser powers for utility.)
      +5 Luck
      +10 Agility
      +10 Speed
      Lesser Power : Quick Getaway. Costs 50 Magicka. Fortifies Speed by 50 for 30 seconds. Applies 50 Feather for 180 seconds. 
      Lesser Power : Knock. Costs 30 Magicka. Open Average Lock (40 points) on Touch. 

      The Serpent- (Added Poison Resistance passive. Also replaced original power with two unique lesser powers.)
      Passive: Serpent Blood. 50% Poison Resistance
      Lesser Power: Serpent's Kiss. Costs 30 Magicka. Damage HP 3 points per second on touch for 60 seconds. Inflicts 1 Damage on self every second for 60 seconds. 
      Lesser Power: Serpent's Spit. Costs 90 Magicka. Paralyze on target for 10 seconds. 

      The Lady- (Added bonus to Intelligence and Personality, plus a lesser power.)
      + 10 Intelligence
      + 10 Willpower
      + 10 Endurance
      + 10 Personality
      Lesser Power : Lady's Grace. Costs 30 Magicka. Restores 1 HP every second for 10 seconds. Restores 3 Fatigue every second for 30 seconds. 

      The Steed- (Increased Speed bonus slightly, added a bonus to agility, and gave it a passive weight reduction. 
      + 25 Speed
      + 15 Agility
      Passive: Saddlebags. Feather 50 on self. 

      The Lord- (Add Lesser power, and passive penalty.)
      15% Shield
      15% Magic Resist
      Lesser Power : Trollkin's Blessing. Costs 30 Magicka. Restores 3 HP every second for 120 seconds. Damages fatigue on self by 1 every second for 180 seconds. 
      Passive : Trollkin's Curse. 25% weakness to fire. 

      The Apprentice- (Reduced Max Magic bonus, but gave passive mana regen and the ability to dispel effects on yourself.)
      Fortify Maximum Magicka 0.5x INT
      Passive : Elfborn. Restores 5 Magicka per second. 100% Weakness to Magic. 
      Lesser Power: Dispel Sorcery. Costs 30 Magicka. Dispel 100 points on Self. Damage fatigue 100 points on self. 

      The Atronach- (Increased Max Mana bonus, and added a weakness to magic. You have a 50% chance to absorb it, but if it fails, it hits even harder than it would normally.)
      Fortify Maximum Magicka 2.5x INT
      Passive : Wombburn. 50% Spell Absorption. 50% Weakness to Magic. Stunted Magicka.

      The Ritual- (Increased cost of Blessed Word. Turned Mara's Gift into an ally buff. Added Greater Power for self use.)
      Lesser Power : Blessed Word. Costs 50 Magicka. Turn Undead up to level 25 (100 points) for 30 seconds on target. 
      Lesser Power : Mara's Gift. Costs 30 Magicka. Restores 100 Health, Fatigue, and Magicka on touch. 
      Greater Power : Mara's Blessing. Restores 300 Health, Fatigue, and Magicka. 

      The Lover- (Funny haha for the embrace. But also actually useful, and the new highest Luck bonus. 
      + 10 Luck
      Lesser Power: Lover's Kiss. Costs 30 Magicka. Paralyze 10 seconds on touch and damage fatigue 120 points on self. 
      Lesser Power: Lover's Embrace. Costs 50 Magicka. Paralyze self 10 seconds. Restore 10 HP, Magicka, and Fatigue per second for 10 seconds on self. 

      The Shadow- (Buffs all around. This sign was tragically weaker then everything else previously.)
      + 15 Agility
      + 15 Speed
      Passive : Extra Pockets. Feather 25 points on self. 
      Lesser Power : Shadow Step. Costs 30 Magicka. Fortify Speed 25 points and Invisibility on self for 10 seconds. 
      Greater Power : Moonshadow. Invisibility 180 seconds on self. 

      The Tower- (Tank Sign??)
      20% Shield
      20% Magic Resist
      Passive : Tower Warden. Reflect Damage 25%. 
    3. zack6768
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      I definitely like some of the ideas, some I'm not sure if possible, for example making a spell cost a certain amount of magicka, when I would modify spells it automatically calculated that based off which spell/duration. Might be possible to change but I would have to dig deeper. 
    4. NicaiDuerr
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      That would be amazing if you are able to! It's a feature from morrowind that I miss. I feel like it balances the amount of mana you get from the birthsigns more than a flat number. But if it's not possible, you could convert the percentage amounts to flat values. (0.5x INT to 50 flat Magicka, 2.5x INT to 250 flat Magicka, ect.) Anyways I'm just glad I was able to inspire you a bit. I'm hoping somebody creates something like what I came up with cause I'm hopeless at coding myself lmao. 

      Cheers though mate, I'll keep following your mod to see how it turns out. I'm also hoping somebody creates a realistic needs mod, but I expect that's probably going to take a while due to the scripting needed lmao.