[Relz] Ayleid Power Stones

Post » Wed Mar 09, 2011 4:26 am

Download: http://www.invision.tesalliance.org/forums/index.php?/files/file/722-ayleid-power-stones/ http://tesnexus.com/downloads/file.php?id=36362

Name: Ayleid Power Stones
Version: 0.5
Date: 1/3/11
Category: Misc.
Author: The Vyper

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Requirements:
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Oblivion 1.2.416

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Story:
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"Storytellers say that the Ayleids created Bala Stones after studying Daedric Sigil Stones. If you can find one, it is said that you can create enchantments far greater than those you can make with soul gems. They say that the power of a Bala Stone depends on the power of the one who touches it. They also say that Bala Stones will return to their original resting place after a time."

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Description:
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Bala Stones are basically the Ayleid Equivalent of Sigil Stones. The enchantments you can make from them are identical to those you can make with Sigil Stones and they are leveled the same way. The stones are actually activators that give the player a stone, disable, then re-enable themselves after 7 days. Unlike Sigil Stones, Bala Stones range in value from 2000 to 2500 septims and provide 100 to 150 uses.

Update 1/30/2011- It seems I left out the Bala Stone Cage mesh when I release V 0.2. It's now included in V 0.5.

Update 1/3/11- I made an .esm so I could make several small plugins for this. Each plugin will have it's own readme.

List of current plugins:

APS Abundant Stones.esp - The original mod, now dependant on the .esm. If you downloaded the original mod, use this plugin with the .esm instead. Do not use with the Rare Stones.esp

APS Rare Stones.esp - There is only one Bala Stone per ruin and each one is covered. You must find the switches to uncover the stones. See screenshots. Do not use with the Abundant Stones.esp.

Planned Plugins:

APS Guardians.esp - Will place guardian creatures in each ruin except for Anga and Vindasel.

APS God Stones.esp - Will add the ability to combine three copies of each specific Bala Stone to create one Ada Stone. Ada Stones will be three times as powerful as the related Bala Stones. Will be compatible with Abundant Stones.esp and Rare Stones.esp.

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Installation
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1. Extract the archive you downloaded to a temporary location.
2. Move or copy "Ayleid Power Stones.esp" to your Oblivion\Data folder.
3. Place a checkmark in the box next to "Ayleid Power Stones.esp" in the launcher of your choice.
4. Play!

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Un-Installation:
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1. Delete the files/folders associated with the mod.

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History:
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12/31/2010 - Initial Release

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Contact:
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The Vyper @ TES Alliance and the BGS forums.
The_Vyper @ TES Nexus

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Credits:
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Thanks to Khettienna for letting me use the scripts from the wonderful http://tesnexus.com/downloads/file.php?id=29007 mod.
Thanks to Bethesda for creating Oblivion.

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Tools Used:
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Elderscrolls Construction Set
NifSkope

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Licensing/Legal:
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You may use this as you wish but you MUST give credit for any work used. Do NOT claim any of it to be your own work.

Please do not re-host this file without explicit permission.
User avatar
jeremey wisor
 
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Joined: Mon Oct 22, 2007 5:30 pm

Post » Wed Mar 09, 2011 11:45 am

This sounds interesting...but the numbers seem quite a lot.
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MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Tue Mar 08, 2011 9:01 pm

This sounds interesting...but the numbers seem quite a lot.

I have to agree with you, I also think the numbers are too great..
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Tue Mar 08, 2011 11:19 pm

This sounds interesting...but the numbers seem quite a lot.



I have to agree with you, I also think the numbers are too great..

Which numbers in particular?
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NAkeshIa BENNETT
 
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Joined: Fri Jun 16, 2006 12:23 pm

Post » Tue Mar 08, 2011 11:23 pm

Which numbers in particular?

I can only speak for myself, but I would say that 1 stone in each ruin is more than enough. The numbers you have now, make it look too close to a cheat mod to me, which make me stay away from it (but then I stay away from any mod that makes the game easier).
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jessica Villacis
 
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Joined: Tue Jan 23, 2007 2:03 pm

Post » Wed Mar 09, 2011 2:55 am

I agree that one stone per ruin is plenty.

It does strike me that this would be a great mod for those that are avoiding the main quest altogether.
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Mar 09, 2011 7:20 am

I agree with everyone above. Imagine getting 4 or 5 sigil stones from each Oblivion gate, seems like cheating to me. Great idea though, it helps roleplaying a lot. I mean, I can't imagine a paladin enchanting his armor with deadric artifacts.
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Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Wed Mar 09, 2011 1:41 am

I think this is a really good idea. Alternate source for sigil stones.

Just for my preference though I would like it so that the challenge to get them would be even harder than getting a stone from the oblivion plane, since to go into a ayleid ruin is much easier than having to deal with the main quest line and roaming daedra. Some mods now make the oblivion plane harder too but the sigil stones more rewarding and I tend to like that.

I guess some simple sounding ways could be :

A boss guardian, or several, or a boss that finds you some time after you collect the stone
increasing specific spawn amounts and or levels near the stone
increasing all ruin spawn amounts of enemies
increasing the level of enemies spawned at ruins relative to the player
requiring a certain number of power stones to be collected before the same certain amount can be used,
for example, 6 power stones collected will give you 6 sigil stones when you have 6 power stones, but only unusable power stones before then.

requiring a certain number of power stones to be collected before they combine to create one sigil stone,
for example, 5 power stones collected gives you unusable power stones until you have 6, when then they are removed and you get 1 sigil stone.

Edit :
Integrate with The Ayleid Steps mod, so that stones are harder to find and can't be found reliably each time you visit.
User avatar
Matt Bee
 
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Joined: Tue Jul 10, 2007 5:32 am

Post » Wed Mar 09, 2011 12:03 am

You all raise good points, so thank you. :thanks: This is the kind of feedback I look for. In the next version, I'll tone down the count and make it a bit harder to obtain them. I also welcome any other suggestions for improvements.
User avatar
suzan
 
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Joined: Mon Jul 17, 2006 5:32 pm

Post » Wed Mar 09, 2011 8:09 am

Integrate with The Ayleid Steps mod, so that stones are harder to find and can't be found reliably each time you visit.



Hmmm not a bad idea. There are i think 12 "Lost" Ayleid ruins in TAS, and a version of Ayleid Power Stones that places one of those Bala Stones some where in each of those 12 lost ruins would be a nice role playing part in my opinion. Those ruins are lost, so who knows what kind of experiments the Ayleids did in those ruins, nice idea there localhosed. :)

Although if you decide to do that The Vyper then it would be best i think to keep that as a seperate esp, so that people who do not use TAS can still use your normal version.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Wed Mar 09, 2011 6:42 am

I think this is a really good idea. Alternate source for sigil stones.

Just for my preference though I would like it so that the challenge to get them would be even harder than getting a stone from the oblivion plane, since to go into a ayleid ruin is much easier than having to deal with the main quest line and roaming daedra. Some mods now make the oblivion plane harder too but the sigil stones more rewarding and I tend to like that.

I guess some simple sounding ways could be :

A boss guardian, or several, or a boss that finds you some time after you collect the stone
increasing specific spawn amounts and or levels near the stone
increasing all ruin spawn amounts of enemies
increasing the level of enemies spawned at ruins relative to the player
requiring a certain number of power stones to be collected before the same certain amount can be used,
for example, 6 power stones collected will give you 6 sigil stones when you have 6 power stones, but only unusable power stones before then.

requiring a certain number of power stones to be collected before they combine to create one sigil stone,
for example, 5 power stones collected gives you unusable power stones until you have 6, when then they are removed and you get 1 sigil stone.

Edit :
Integrate with The Ayleid Steps mod, so that stones are harder to find and can't be found reliably each time you visit.


Well doing some of that stuff will make the mod greatly incompatible with other mods, I use TIE and finding enchanted items with that mod is difficult not to mention that it greatly boosts their capabilities
User avatar
Portions
 
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Joined: Thu Jun 14, 2007 1:47 am

Post » Wed Mar 09, 2011 1:27 am

Okay, fairly good sized update. I split the original plugin into an esm. with just the Bala Stones and an .esp with them placed. I also made a second .esp with only one stone per ruin (none in Telepe or Vahtacen). Also updated the OP.
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Breanna Van Dijk
 
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Post » Wed Mar 09, 2011 6:28 am

Le bump. :)
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tannis
 
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Joined: Sat Dec 09, 2006 11:21 pm

Post » Wed Mar 09, 2011 10:47 am

Okay, now updated to version 0.5. It seems I left out the Bala Stone Cage mesh when I released V 0.2. :facepalm: Fixed in V 0.5. If anybody finds other bugs, please let me know so I can fix them. I'm still working on the other plugins (the Godstones plugin is proving to be bloody tedious). All feed back is welcome and encouraged. If you have any ideas for additional plugins, just let me know. And feel free to use the .esm to make them yourself, if you'd like to.
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Rusty Billiot
 
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