Finally, after far too long, version 2 has now been released. Now featuring: - New abilities and powers for each class (see mod description for details) - 2 new classes
IF THE GAME UNASSIGNS YOUR CLASS after upgrading to version 2, simply run the console command 'ShowClassMenu' (without the ') and you can then re-pick the same class (picking a different one may confuse the game).
Also, if you have any requests for custom classes you would like, just add a comment or drop me a PM with the details and I will try my best :) Let me know... - Class Name - Major Skills - Primary Attributes - Specialization - Preferred icon - Custom description (If you are not sure on some of these I can come up with them myself)
I have previously used this mod with Maskar's Overhaul and Av Latta Magicka and I encountered no issues.
I have not used this mod with Ascension or Expanded Birthsigns, but I would be HIGHLY surprised if there were any compatibility issues. The only vanilla records this mod touches are class descriptions, which I doubt either of those mods touch. Even if those mods did edit these records, it would just mean that whichever mod is loaded last would overwrite the class description of a mod loaded earlier, which would not cause any issues. I really would not worry about compatibility with this mod.
Great mod, thanks, but unfortunately I don't see a class with even approximately the same Major Skills that I'd wish to play with, even among so many new classes that you've added with your mod. So I've created a custom class again. Here is a suggestion to add in a possible update, I've called it Archer-Swordsman (the name was inspired from Archer-Spearmen unit of Baktrian forces introduced in some mods for Rome Total War):
Spoiler:
Show
Major Skills: Marksmanship (this is our main way to fight), Blades (for a good combat ability in emergency if cornered, i.e. for defense), Conjuration (to distract enemies while we shoot them from afar), Light Armor (we need speed and protection), Illusion (obvious choice for an archer: Night Vision, Paralyze, Command & Control spells), Restoration (it helps stay alive and because it progresses super-slow), Repair (to maintain our gear and in order to reach its level 50 and be able to repair our enchanted equipment sooner). I haven't included Alchemy because it progresses super-fast and we don't need it to be one of our Major Skills therefore. Perhaps Stealth would be a better choice instead Repair or Restoration for an archer-based class. The main focus of this class is on Marksmanship-Blades-Conjuration-Light Armor as our Major Skills, I can live if the other 3 Major Skills would be different.
Stealth -> Agility & Strength are obvious choices for the main Attributes of this class.
I have never written a description for this class, but perhaps it should be under Redguardish-Eastern influence or such.
Also thanks for sharing with your personal modding guide - I have found several mods in it that I've missed!
You are welcome! (I really need to update that guide...)
This is a very nice idea for a class. I agree with you on this, there isn't really a class already in the mod that quite fits the niche you have described here. I will be sure to add a class along these lines in a future update. If you provide me with a general class description and potential ideas for class powers then I am sure I can get this done.
I am planning a big update in which each class will be given unique powers/spells/passive abilities.
Awesome. I have some ideas but are you going to be making scripted abilities and such or just vanilla style abilities?
Here are some good inspiration. I've been using them for a long time. They have a few bugs though so if you could make all new scripted spells/abilities that would be awesome: https://www.nexusmods.com/oblivion/mods/2848 https://www.nexusmods.com/oblivion/mods/35300 https://www.nexusmods.com/oblivion/mods/18858
I am about 2/3 finished with the update as of now. For the update, each class will be given a passive ability (e.g. permanent resist fire 25 points, fortify fatigue 30 points & weakness to frost 10 points etc.), and either 2 active powers, or one active power and one active lesser power. The abilities and powers are all in the vanilla style (as much as I'd like to create funky scripted stuff, my knowledge of the construction set in limited).
Thank you for the suggestions, I will have a look at these mods and see what I can do.
If upgrading mid game there should be no issues, but if it unassigns your class after upgrading to version 2, simply run the console command 'ShowClassMenu' (without the ') and you can then re-pick the same class (picking a different one may confuse the game). I believe the game unassigning the class is due to me changing the name of the .esp file. To prevent this, I have re-uploaded version 2 but given the .esp file the same name as version 1.
I am planning a big update in which each class will be given unique powers/spells/passive abilities.
It is currently an early work in progress. Therefore, I am asking for suggestions for these new additions. If anyone has any, please either comment on this post or message me personally. Thank you.
At the request of a member of the nexus community I have released Custom Request 1, which is the same as the All In One version of the main mod, but incorporates changes from the nexus mod 'A Purist Fix for Default Classes'.
I personally do not like the changes, and the editing to vanilla classes major skills could cause potential issues in game (and therefore I DO NOT RECOMMEND), but feel free to check it out! Check the mod page of the above mentioned mod at (https://www.nexusmods.com/oblivion/mods/30909) to determine whether you like the changes it makes to vanilla classes or not.
I'm back for more oblivion style hunting and hack n slash after more than a decade this is still one game that I keep coming back to. I usually don't really give a damn about class, so here's an idea. How about a classless class? :D a jack of all trade if you will, no specialization and master of none.
Hahaha, jack of all trades and master of none, this could be an interestingly terrible class. If you like I can make you a class with no specialisations, so no primary attributes or major skills. Not sure how it will play ingame, but can do it for you if you like :)
Haha yeah I thought about adding an adventurer class, but ended up deciding against it, I can add one if you like :)
I know, I haven't added added those specific details in the mod description, but if you look in the optional files section I have added a pdf file with the details on skill distribution and more, so check that out if you fancy reading about all the classes in depth.
I'm not sure what you mean by "And you do not get sick"
I agree with you that repetitions are inevitable, and that some of the added classes are very similar to each other. However, personally I don't think that this is a problem as I don't think that every class has to be unique.
I made this mainly so that there would be more of a variety for roleplaying, so for example if you wanted to play a pure warrior class, you could pick Gladiator, Marauder, Smith, or Warrior. Whilst these classes are all very similar, they are all still very useful classes for a full on warrior, buy you now have the option for what the class is called, and what class description to have, helping to roleplay a certain role / character. That was my main goal, this applies for alot of the stealthy / assassin classes and some of the spellcaster classes too.
This is very interesting. I'm even considering starting a new game. I was just wondering if you could add more details concerning the new classes. By new and mean the ones you created + the ones that were originally unplayable. If you don't want an excessive long mod description,you could upload a PDF with detailed information like Major and Minor Skills. Or even starting spells if there's any.
If you look at the bottom of section 1 of the description there is a spoiler section going over the new classes, the unplayable classes and their new descriptions. But yeah I'll be happy to add a new optional file to download going over everything, including new major and minor skills etc.
(Also there are no new spells added unfortunately)
25 comments
Finally, after far too long, version 2 has now been released. Now featuring:
- New abilities and powers for each class (see mod description for details)
- 2 new classes
IF THE GAME UNASSIGNS YOUR CLASS after upgrading to version 2, simply run the console command 'ShowClassMenu' (without the ') and you can then re-pick the same class (picking a different one may confuse the game).
I hope you all enjoy.
All the best :)
P.S. - Thank you Glowplug
Any feedback (both good and bad) is much welcome.
Also, if you have any requests for custom classes you would like, just add a comment or drop me a PM with the details and I will try my best :)
Let me know...
- Class Name
- Major Skills
- Primary Attributes
- Specialization
- Preferred icon
- Custom description
(If you are not sure on some of these I can come up with them myself)
All the best :)
I have previously used this mod with Maskar's Overhaul and Av Latta Magicka and I encountered no issues.
I have not used this mod with Ascension or Expanded Birthsigns, but I would be HIGHLY surprised if there were any compatibility issues. The only vanilla records this mod touches are class descriptions, which I doubt either of those mods touch. Even if those mods did edit these records, it would just mean that whichever mod is loaded last would overwrite the class description of a mod loaded earlier, which would not cause any issues. I really would not worry about compatibility with this mod.
Hope this answers your question.
All the best.
I've played the game a bit for testing my load order, and all seems to work fine. Of course, I will do a full test, play tough when the time comes.
Thank you for such a detailed answer.
And most importantly, thank you so much for making this mod!
All the best to you too.
Great mod, thanks, but unfortunately I don't see a class with even approximately the same Major Skills that I'd wish to play with, even among so many new classes that you've added with your mod. So I've created a custom class again. Here is a suggestion to add in a possible update, I've called it Archer-Swordsman (the name was inspired from Archer-Spearmen unit of Baktrian forces introduced in some mods for Rome Total War):
Stealth -> Agility & Strength are obvious choices for the main Attributes of this class.
I have never written a description for this class, but perhaps it should be under Redguardish-Eastern influence or such.
Also thanks for sharing with your personal modding guide - I have found several mods in it that I've missed!
You are welcome! (I really need to update that guide...)
This is a very nice idea for a class. I agree with you on this, there isn't really a class already in the mod that quite fits the niche you have described here. I will be sure to add a class along these lines in a future update. If you provide me with a general class description and potential ideas for class powers then I am sure I can get this done.
All the best.
Awesome. I have some ideas but are you going to be making scripted abilities and such or just vanilla style abilities?
Here are some good inspiration. I've been using them for a long time. They have a few bugs though so if you could make all new scripted spells/abilities that would be awesome:
https://www.nexusmods.com/oblivion/mods/2848
https://www.nexusmods.com/oblivion/mods/35300
https://www.nexusmods.com/oblivion/mods/18858
I am about 2/3 finished with the update as of now. For the update, each class will be given a passive ability (e.g. permanent resist fire 25 points, fortify fatigue 30 points & weakness to frost 10 points etc.), and either 2 active powers, or one active power and one active lesser power. The abilities and powers are all in the vanilla style (as much as I'd like to create funky scripted stuff, my knowledge of the construction set in limited).
Thank you for the suggestions, I will have a look at these mods and see what I can do.
All the best.
I like the idea of getting a unique power/ability based on class. That way you don't always just make custom classes.
Yeah that is the main reason I made this mod in the first place, I got tired of making a custom class every time I played.
All the best.
Question: Can I upgrade from v1 without issues mid-game? Or is a restart required?
Thank you!
If upgrading mid game there should be no issues, but if it unassigns your class after upgrading to version 2, simply run the console command 'ShowClassMenu' (without the ') and you can then re-pick the same class (picking a different one may confuse the game). I believe the game unassigning the class is due to me changing the name of the .esp file. To prevent this, I have re-uploaded version 2 but given the .esp file the same name as version 1.
All the best :)
I am planning a big update in which each class will be given unique powers/spells/passive abilities.
It is currently an early work in progress. Therefore, I am asking for suggestions for these new additions. If anyone has any, please either comment on this post or message me personally. Thank you.
All the best :)
At the request of a member of the nexus community I have released Custom Request 1, which is the same as the All In One version of the main mod, but incorporates changes from the nexus mod 'A Purist Fix for Default Classes'.
I personally do not like the changes, and the editing to vanilla classes major skills could cause potential issues in game (and therefore I DO NOT RECOMMEND), but feel free to check it out! Check the mod page of the above mentioned mod at (https://www.nexusmods.com/oblivion/mods/30909) to determine whether you like the changes it makes to vanilla classes or not.
All the best :)
All the best
(Sorry for the late reply)
P.S. From the menu it’s not very clear how skills are distributed among the added classes.
Haha yeah I thought about adding an adventurer class, but ended up deciding against it, I can add one if you like :)
I know, I haven't added added those specific details in the mod description, but if you look in the optional files section I have added a pdf file with the details on skill distribution and more, so check that out if you fancy reading about all the classes in depth.
All the best
Specializations, attributes and skills are clearly not enough for so many classes. Repetitions are inevitable.
I'm not sure what you mean by "And you do not get sick"
I agree with you that repetitions are inevitable, and that some of the added classes are very similar to each other. However, personally I don't think that this is a problem as I don't think that every class has to be unique.
I made this mainly so that there would be more of a variety for roleplaying, so for example if you wanted to play a pure warrior class, you could pick Gladiator, Marauder, Smith, or Warrior. Whilst these classes are all very similar, they are all still very useful classes for a full on warrior, buy you now have the option for what the class is called, and what class description to have, helping to roleplay a certain role / character. That was my main goal, this applies for alot of the stealthy / assassin classes and some of the spellcaster classes too.
Thank you
All the best
All the best.
The more you learn...
Thanks for the comment.
If you look at the bottom of section 1 of the description there is a spoiler section going over the new classes, the unplayable classes and their new descriptions. But yeah I'll be happy to add a new optional file to download going over everything, including new major and minor skills etc.
(Also there are no new spells added unfortunately)
All the best :)