Oblivion
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Mr Crumbs

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oMrCrumbs

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19 comments

  1. VR61
    VR61
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    Revolutionary, but fair. I like to receive something by giving something in return.
    Oh, sorry, I think I confused your birth signs with your classes...
  2. SMB92
    SMB92
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    Looks great, only thing I'd really change is removing Light Armor from Assassin and giving them Illusion instead. All otherwise much more interesting choices here. 
  3. JHeim
    JHeim
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    Great work on the classes. I've started using them as character builds to give me playstyles I haven't tried before.
  4. Ausarq23
    Ausarq23
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    ah Bethesda you were charming at first but now this stuff is really annoying (especially the fact that instead of fixing what was broken they just axed the classes all together for Skyrim yeah great way to handle rp in an rpg )
    1. Kolagon
      Kolagon
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      Big. Damn. Mood. For Skyrim, Class limitations weren't added, alot of skills were gone, alot of magic spells were gone, AND the worse part: NO SPELL CRAFTING. They wanted to appeal to casual gamers and make the game faster.
  5. Diswazzi
    Diswazzi
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    hilarious acronym
  6. sanderlend
    sanderlend
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    I don't like picture.
  7. MegaMasterSword
    MegaMasterSword
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    • 17 kudos
    Thanks for the mod!!! Now when I tell my gf i'm looking at cocc i'm covered!! Thanks again :D
  8. falloutnut194567
    falloutnut194567
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    Will you make compatibility patches for Ascension, once you release the other two of your mods? So that all three of your mods would work without problems with Ascension, since I don't see myself playing Oblivion without it.
    1. oMrCrumbs
      oMrCrumbs
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      I will do, I use Ascension myself, I just released this mod in the middle of a busy month and forgot to make a patch, I'll get round to it hopefully this week

      (The patch is only for a description in the game rather than anything mechanical, so it still works as intended right now with Ascension)
    2. falloutnut194567
      falloutnut194567
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      I understand. Thank you for making the patch, but take your time, no need to hurry.
  9. deleted183399753
    deleted183399753
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    When your 'Completely Overhauled Character Creation' mod is done and released, is it going to be compatible with Through the Valleys - PushTheWinButton's Vanilla Plus Modding Guide? Please tell me yes, I would love to use your mod alongside with this modding guide haha
    1. oMrCrumbs
      oMrCrumbs
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      I intend for it to be, yes, I use most of the mods in that guide
  10. WalkerInShadows
    WalkerInShadows
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    I like this. I do, however, have a few comments/questions:

    Why does Archer have Pers as a major stat? None of their skills are Pers-based. I'd swap it for Endurance, since two of their skills are End-based.
    Crusader and Knight are very similar (not your fault); I think of a Crusader the same way you do: a holy knight or paladin, as opposed to a regular Knight. As such, I'd give Crusader Illusion and Speechcraft along with Personality (you know, the proselytizing knight) and Knight Block instead of Illusion.

    As for Warrior... they should have Light Armor instead of H2H. Unarmed combat should be the purview of monks and classes that use touch-based spells; giving Warriors light armor opens up new archetypes for players who want to play a pure fighter, as opposed to a fighter/mage class (Nightblade, Spellsword). 

    Hell, for that matter, why not condense the number of classes like Bethesda did to the skills? Archer and scout are pretty much the same; knight is a heavy-armor-focused Warrior (and Barbarian is light armor); Battlemage and Spellsword are the same class with a slightly different focus. Acrobat as a class is weird; I'd just ditch it.

    So you'd end up with five classes per archetype, but they're all more focused: 

    Combat: Archer/Sout, Crusader, Witchhunter, Barbarian/Knight/Warrior, Battlemage/Spellsword (I move these to Combat because it was short, and because they fit here better than in Magic like pure magic classes).

    Stealth: Assassin, Bard, Monk, Nightblade, Rogue/Thief

    Magic: Agent, Healer, Mage, Pilgrim, Sorcerer

    Just my two cents, from a fellow game designer.
    1. oMrCrumbs
      oMrCrumbs
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      The Archer thing was a typo, thanks for pointing that out, fixed now. I kept Warrior the way it is purely because it gets all the "combat" skills as majors, just like the other archetypal classes. Ditching some of the classes would've made my life easier and made the differences between each a lot clearer, absolutely, but going into this I wanted to preserve all vanilla assets. I had half a mind to just completely rename and redo some of the classes, but decided against it