It is an interesting idea. I would suggest to add something like dummy tokens, which do not asign any birthsign at all. That way you could actually make it so, that birthsigns are still something special. Additionally you could check for each charachter what his highest skill is and accordingly limit the possible choices of birthsigns for him to warrior-class, mage-class and thief-class birthsigns. If you don't know what I mean with warrior-class birthsigns etc. just take a little look into the ReadMe of Race Balancing Project by bg2408. The author has colored all birthsigns suitable for mages blue, for warriors red/orange and for thieves green. And if you like, you could make it even configurable, how many dummies are provided, by ini and make it this way possible to control how rare those birthsigns are.
Before I quit playing last year, I was working on a mod similar to this, but using my custom Birthsign effects mod (where most things are passive, since "powers" are completely useless in my 1:1 timescale).
I guess I'll use this one for the time being. I might learn something about scripting (since my way was ridiculously complicated, hence the loss of interest). That is, if it's really random as in whenever they respawn they get a new one.
Wow, hadn't noticed that mod. My mod doesn't really govern how they use them, so for example they won't use a scripted spell if its not hostile and accompanied with other hostile effects. But the good thing is, mine is smaller
Unfortunately most people won't see too much evidence of what this mod does. You might find surprises when the birthsign passive abilities come into effect, like an enemy absorbing all your spells due to the Atronach birthsign, etc...
Thank you for your courage. The description is off-putting on purpose so that users are wary before they might turn their game into a spell mess if something goes wrong in this mod. I'm glad there are those brave enough to give this a try.
8 comments
I would suggest to add something like dummy tokens, which do not asign any birthsign at all. That way you could actually make it so, that birthsigns are still something special. Additionally you could check for each charachter what his highest skill is and accordingly limit the possible choices of birthsigns for him to warrior-class, mage-class and thief-class birthsigns.
If you don't know what I mean with warrior-class birthsigns etc. just take a little look into the ReadMe of Race Balancing Project by bg2408.
The author has colored all birthsigns suitable for mages blue, for warriors red/orange and for thieves green.
And if you like, you could make it even configurable, how many dummies are provided, by ini and make it this way possible to control how rare those birthsigns are.
I guess I'll use this one for the time being. I might learn something about scripting (since my way was ridiculously complicated, hence the loss of interest). That is, if it's really random as in whenever they respawn they get a new one.
My mod doesn't really govern how they use them, so for example they won't use a scripted spell if its not hostile and accompanied with other hostile effects.
But the good thing is, mine is smaller
Unfortunately most people won't see too much evidence of what this mod does. You might find surprises when the birthsign passive abilities come into effect, like an enemy absorbing all your spells due to the Atronach birthsign, etc...
I'm guessing I mustn't try yours with that one loaded...
I am nonetheless eager to see it in action. Besides giving them the powers, does your mod at all govern how they use them?
I'm glad there are those brave enough to give this a try.