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Sasquatch

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Sasquatch678

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43 comments

  1. Guitarsolo
    Guitarsolo
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    hmm, i never really liked any of the oblivion birthsigns, im always using shadow for the invisibility power....but hese seem interesting to try.
    any way to get rid of the NL ? No Lasagna ?? because i like lasagna
    1. Sasquatch678
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  2. leisuresuitlink
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    This mod sounds awesome! Do you need a new save to use these star signs or can you add this to an existing playthrough?
    1. Sasquatch678
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      It can be added mid save, just use showbirthsignmenu in the console and pick your sign. Otherwise you will likely be missing some abilities/passives.
    2. leisuresuitlink
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      Awesome! Thanks for the reply and the suite of mods.
  3. Kekmen
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    Added this mid playthrough. Is the a way to add the lesser power for the Atronach to my spell list? I don't have it.  
    1. Sasquatch678
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      Type showbirthsignmenu in the console and repick your sign.
  4. jmltcb
    jmltcb
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    starting a modlist now, are any of your mods incompatible with aescension?
    1. Sasquatch678
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      No, I use it myself
  5. Vonrehc1
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    I'm sorry I have to ask for this, but does this have the stunted magick for the Atronoch birthsign? It's honestly the only way I can play oblivion because it offers me a lot of realism. 
  6. DanielMtanousUSA
    DanielMtanousUSA
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    Can you add another version with buffed up stats?

    It feels like the new vanilla birthsigns are better than oldblivion especially the Lord one which gives 2 positive unique passive bonuses.

    Most new birthsigns have more than 1 positive bonus which here your design is give 1 stat boost then 1 effect with temp boost but lasting debuff.

    I guess I was hoping for star signs that were more game changing. I honestly wouldn't care if the temp boost was greater(& longer) but had more punishing effects but currently it just feels like they are single encounter effects that require you to then retreat and deal with your stat loss.

    So by using an effect, yes you might be able to win an encounter but then you are forced to deal with the stat loss by leaving the dungeon to find a shrine. (since getting spells and potions to fix status loss isn't easy to do early.)
    1. Sasquatch678
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      That's kind of the whole idea of the mod. It removes the hard once per day cooldown for a soft cooldown which offers you a choice. Do I want to utilize my birthsign here to get through a tough encounter, at the cost of my attributes later? If you want to use it again to get through another encounter, you can, but the penalties will become increasingly more restrictive. It also encourages you to better prepare for dungeons by stocking up on restore potions which are a lot more useless in the base game. This absolutely changes how you will play the game, so I'm not sure what you mean by "I guess I was hoping for star signs that were more game changing". Maybe you meant signs that just make you overpowered? There are plenty of options for that already. There is also still at least one option for each category with no permanent penalties in case you absolutely do not want to interact with the damaged attributes system in any capacity, and the penalties can also all be offset eventually by enchantments. I find it ridiculous how much you can increase your stats just in character creation, which is why all of the passives are pretty toned down from the original. If you don't find this design compelling that's okay, the mod just isn't for you. Wait for someone else to upload a sign overhaul that aligns with your vision, or create your own.
    2. DanielMtanousUSA
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      No, you are mistaken. I don't want to have OP birthsigns. I just thought the new signs would change the game play.
      And to be fair vanilla birthsigns are pretty powerful like absorbing magic without a spell or being able to become invisible.

      I also noticed you just released an Altar overhaul so even you are admitting that reducing an attribute needed some static forms of alleviating. (I'm not complaining about it being a bad thing, I feel like it's a good bonus)

      [EDIT] Just realized you buffed some stats with a new up date. But in particular looking at the Mage birthstone, that is more in line with what I was asking. Now the buff seems strong enough to actually become an ability you will want to use before certain encounters and doesn't become "just another ability you forget about".

      ----------------
      I had made some suggestions but then it just became a sort of wishlist so I'll just avoid posting it unless you would be interested in seeing it.
  7. ExtraVehicularActivity
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    I quite like most of the changes, and I did a bit of testing. I do have some feedback on the powers:
    - warrior: seems well usable with not too harsh of a downside. interesting to play with.
    - mage: the buff won't do anything at higher levels, does not last very long for the higher cost of attribute damage. don't think i would ever pick this.
    - thief: I didn't try it in play, but the short duration of the buff makes it not seem worth the attribute cost.
    - steed: seems a bit self depricating. the feather of 100 is canceled out by the stat damage after using it 4 times, and the duration is short for a feather spell (from what i've seen in play, 240 seconds)
    - apprentice: big boost in mana regen. seems like it will stay useful for a decent amount of time. attribute damage seems reasonable for what you get.
    - shadow: seems like a decent boost at low/medium levels, but i'm not sure it would be worth the attribute damage for that duration (i really like my speed).
    - ritual: an occasionally useful power for a not very high cost. could be interesting.
    - atronach: good buff, cost seems low. I think a higher dmg magica amount would be warranted, either completely stopping regen or even an amount that would slowly drain most users. perhaps increasing the duration to 1 minute would also make the detriment a bit more of a choice.
    -tower, the duration of 5 seconds seems short, as the animation that plays from detect life makes it hard to actually see the detected
    enemies, especially with night eye on, and the animation lasts almost the entire 5 seconds duration.
    - lord: good. seems like an interesting choice.
    - lady: cost doesn't seem very high, especially with the increased regen, but it's also not an effect i would personally care for much in my personal play style. probably good for some people.
    - lover: sporadically useful, perhaps the calm could be stronger to keep it's use at a high level.
    - serpent: the fortify health doesn't appear to be working when i check the menu. the cost of the power seems quite high (at least using your lower starting attributes mod), as it very quickly lowers your max health. probably only useful in an emergency
    1. Sasquatch678
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      Thanks for the feedback, I agree with most of what you’ve said and will look into making another balance pass.

      The only thing I’m not really sure what to do about is the Mage. Yes it’s useless at higher levels, but there’s only so many effects in the vanilla game that affect magic in some way to even use, and they’re already on the other two signs.

      I think for the thief and steed I’ll simply swap the attribute penalties, that way steed isn’t walking over itself and the penalty is less harsh for both playstyles. I’ll also probably buff the numbers on the steed’s charge overall.
    2. ExtraVehicularActivity
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      Yeah, i understand the difficulty with the mage. I think buffing the duration would already make it more interesting. An alternative would be to give them a touch or ranged based weakness to magic effect they can apply to others. That's an effect that can be difficult to get, and would serve the same goal for offensive magic. The downside being that it wouldn't do anything for non-offensive magic.
    3. nemesis200767
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      ignore..Repost..
    4. ExtraVehicularActivity
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      I saw you already made changes. looks good! thanks!
  8. nemesis200767
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    Another Poss fix for NL issues for those that use xEdit

    https://www.nexusmods.com/oblivionremastered/mods/136
    1. Sasquatch678
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      No, this mod already forwards all localiztion strings from the relevant records so it's useless there. That script also doesn't do anything for new records, and this mod adds several.
    2. nemesis200767
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      That is valuable information to know. Thank you for your reply and clarification.
      Learn something new every day! :)
  9. yowapeda
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    Shadow birthsign drops speed to 0 and there is no way to get it back.
    1. Sasquatch678
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      Damaged attributes can be restored through a restore attribute effect, which can be found as a spell, potion, or interacting with a wayshrine of the divines.
  10. PseudonymousRex
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    Thieves Grace doesn't damage Agility as it should.
    1. Sasquatch678
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      Thanks for reporting, should be fixed now. I went through and did another pass through all of the spells added to make sure nothing else was missing and somehow I just missed that one.
  11. killgore
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    About the Mage sign Mage lesser power Fortifies all magic skills by 25 for 30 seconds, damages 5 Willpower
    it's a good idea but it makes this sign useless pretty quickly for any actual mage as most will reach lv100 skills and from what I've read there's no damage/effect progression past 100 only maybe a lesser mana cost and I'm not even sure about that (EDIT: nope it does nothing except for acrobatics and athletics)
    quick suggestion would be to swap for a reduce mana cost % if not too complicated or less glamorous but could be useful endgame get a limited time big boost on magicka
    I havent played oblivion in 20 years so I have no idea how 100 magic is like in remastered
    1. Sasquatch678
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      There isn't a magic effect to just increase raw spellpower or to reduce costs, so unfortunately this is just a limitation of the vanilla magic system.