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Harbinger451

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29 comments

  1. TwerkannosaurusRex
    TwerkannosaurusRex
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    The knight one seems really weird. Personally, I feel like knights not being able to wear chain seems absurd, and a heavily armored warrior using a large shield is unnecessary.

    Personally, IMO, it would make more sense to me to swap out one of the two shields for Tower or Kite shields -- the heavy armor serves their purpose, and not being able to use the best shields would be balanced out by the social and minor magical skills. And, most of all IMO, to swap the inability to wear Chain with an inability to use Missile Weapons. Surely using a bow seems less knightly than wearing a coat of mail?
    1. harbinger451
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      If/When I ever get round to updating this mod, I will consider your points. Thinking about allowing chain armor, but forbidding all shields (a knight would probs prefer two handed weapons anyway). Also, I agree with losing archery from the skills, maybe put short-blade back in it's place... may actually forbid archery ... and add expertise in long blade to compensate? We'll see.
  2. Undeadknight64
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    Wouldn't this end up making the player level a lot slower than they're supposed to, no matter what class they pick? Nothing even comes close to the baseline.
    1. harbinger451
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      That's intentional ... the more powerful a class is, the slower it levels up for balance. I always felt the defaults leveled up too fast anyway and you ended up being unbeatable way too early in the game, effectively destroying the game play by removing any aspect of challenge.
  3. Rodderick90
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    I asked this on the other mod page but I'll ask here as well, how well will this work with Monster University?
    Looks like that mod also touches NPC stats so I was curious.
    1. harbinger451
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      Although Classes Redone does affect NPC stats by changing the class files, it's main affect is to change and fix the default player classes. I'm not sure how Monster University makes it's changes, but I'm guessing through a script, so it will overwrite any changes to human NPCs that Classes Redone made... that aside, they should work fine together.
    2. Rodderick90
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      Thanks again.
  4. PuddingFace1902
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    For some reason it's not working. Not sure what could be conflicting. My mages still only have 2x int.

    Edit: nvm
  5. Swarx
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    as if knights not being able to wear brigandine/leather wasn't annoying enough
    1. harbinger451
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      A true knight wouldn't be seen dead in Brigandine/leather armor ... they only go hardcore full metal jacket!
  6. adamat0m
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    How does one go about editing .CFG files? Does it require a lot of scripting knowledge? I wanted to change Mage disadvantages to include Leather. The only class which is forbidden of all armor is the Monk and I find playing a default Mage OP with all the spell points and extra armor.
    1. harbinger451
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      To edit the Class files you need a utility called DaggerClass available on the UESP HERE. It's an old utility and won't work on modern operating systems, I had to build a WindowsXP emulation on my PC to use it. Alternatively you could just build a custom class that is the same as the mage, but without the use of leather armor.
  7. Gunnolf115
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    barbarian go brrrrrr wit longsword :)
  8. SaberFang1
    SaberFang1
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    Can you make a class for everyone that requires a certain new mod?
    I want a crossbow woman class with at least these skill on her list? Marksman, Dodge, and Restoration.
    She needs to start with a crossbow. And have an starter option for a silver crossbow.
    Give her heal health and heal fatigue.
    1. harbinger451
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      This is basically just the Ranger Class ... though you won't get a crossbow at the beginning, you can get a silver short-bow if you correctly answer one of the questions in the background questions portion of character creation (with my Background Question and History Fixes mod) and then acquire a crossbow while playing the game.
  9. idgafaboutnames
    idgafaboutnames
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    For the default classes, it still shows the old primary and major skills in the confirmation window when picking a class.
    1. harbinger451
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      That part should be changed by the dfmod ... did you place it in the Mods folder in StreamingAssets? And did you enable it?
    2. idgafaboutnames
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      Pretty sure I did.  I'll double-check.
    3. idgafaboutnames
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      Yup. the dfmod is in the mods folder and it's enabled.  Hmm, maybe I misunderstand the load order?  At the moment, I have it loaded after your background and history fixes mod.
    4. idgafaboutnames
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      Fixed it. It was definitely a load order issue.  If using your background and history fixes mod, it needs to be loaded before that one.  
    5. harbinger451
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      Glad you got it working ... load order certainly seems to make a difference, though it seems to be different for different people, mine had Background Question and History Fixes loading before this one... but it might depend on what other mods you use.
    6. idgafaboutnames
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      DFU auto-loaded this mod after your other one.  I had to manually move it down.
  10. Gunnolf115
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    suggestion for barbarians:
    *trade in the forbidden armor and material disadvantages for disadvantages "inability to regen spell points" and both of the light powered magery disadvantages.

    *trade the resistance to poison advantage to general regenerate health advantage.

    cause no honest to god barbarian is gonna turn their nose to the killing potential of a weapon (daedric or otherwise) or the tankiness of higher grade armor. they will however turn their nose to magic, believing its for weaklings.

    *since barbarians arent sociable, it would make sence to drop some points out of personality and add them to speed to show the barbarians survivability & fitness.
    1. harbinger451
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      I like the idea of them being magical averse ... but getting rid of the armor and material restrictions would make them too similar to the warrior.
    2. Gunnolf115
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      fair