I hope you all enjoy Arduous Ancestry! I'm open to any suggestions or constructive criticism you may have. With that in mind I'm sure Arduous Ancestry will not be for everyone, however I don't take kindly to trolling or negative comments without any constructive suggestions. With that said, keep your comments constructive and we won't have any issues. Enjoy Arduous Ancestry!
I didn't know I wanted a mod that removes all starting magicka until I found this. I'm using Less or No Magic Mod already, so this fits in my game perfectly! You also have the coolest take on vampire powers I've seen yet, with them reactivating the racial powers. I'm really looking forward to playing with this.
I use a combat mod that also adds unarmed power attack effects. Should I load that after this mod? Will I still get the racial unarmed bonuses if I do?
Hi Arduunos, Thank you for those kind words, this mod edits racial records, so if your combat mod edits racial records as well there could be a conflict, but if not it will probably be ok. The safest way to check for conflicts is with TESVEdit, it's what I use to figure out compatibility.
Good tip! I checked it out. It adds an ability to all the races for unarmed combat, so I just made a patch in TESVEdit to make them work together. It's really satisfying playing it together with your unarmed skeletons.
The mod I like to use to reduce magic in Skyrim is Skyband - Brutal Realistic Bandits, it eliminates most mages from bandit camps, which really goes a long way in balancing out how much magic is in the world. I've been using it for a long time, it's a great mod.
Thanks, I will! If you don`t mind, I would like to sugest you something. Considering vampires getting magical powers right from turning, I think of them magical race. If what I think is true, maybe you would be interested in adding them magicka pool. I think 25 will be sufficient.
What would be a cool compliment to this would be if you couldn't use smelter/grinding wheel/workbench until your smithing was 15, had to use trainer. Couldn't learn destruction spells until destruc was 15,had to use trainer, alchemy,enchanting had to use trainer. Probably not all skills.
Went into game I like idea, loaded mod after sos, and before xpmse, didnt try brawling yet but had no problems elsewhere.
I will be creating an XP32 version very soon, this is more of a vanilla version for now. I haven't tested it with XP32 version, you probably won't get the collision changes, but you should still get all of the game-play changes.
Played a little more in game with file, and I can not improve any weapons or armor. I started as a Nord so I had smithing skill at 5, tried changing your game setting/variable for skills from 0 to 1 so my nord started with 6 smithing, add itemed some skill books for smithing and got smithing up to 10 and leveled up and choose 1st smithing perk and still couldn't improve weapons or armor(iron weapon leather armor)
Hi after a little testing, it seems that improving even iron weapons requires a Smithing Skill of around 15. This seems to be a bug with the vanilla game itself, which is probably why Bethesda starts you off with smithing at level 20. Fortunately you're still able to use the forge and tanning rack to improve your smithing skill to gain XP. So it actually works the way you wanted it too LOL.
I got tied up, wanted to test what you did. This is very good for new player, we shouldn't be able to do all the things player can do right out the gates.
Thanks for testing Love all your animal remodels. Swear the wolf/fox mod cured some low leveled PC ctds I use to get when starting new characters.
Did some more playing on my end. Definitely can gain smithing xp at forge and with skill books. Alchemy and Enchanting has no restrictions, tables/trainers working.
I recommend the mod Ars Metallica by Arthmoor, which expands the way XP is earned when blacksmithing. It works just fine with AA, and I'll add it to the mod compatibility list.
Yea! it's out! Gratz! I just have to wonder if it will work with some of the mods I have in my game now. So this is obviously a new game only mod,ya? I have another question on this mod, when you make it work for things like UUNP and such, will it then work on custom races?
Yes you'll have to start a new game for everything to work correctly.... Custom races will not be affected by this mod, this was only made to address the vanilla races. But you're more than welcome to create a patch and publish it for whatever mod you're using.
29 comments
I hope you all enjoy Arduous Ancestry! I'm open to any suggestions or constructive criticism you may have. With that in mind I'm sure Arduous Ancestry will not be for everyone, however I don't take kindly to trolling or negative comments without any constructive suggestions. With that said, keep your comments constructive and we won't have any issues.
Enjoy Arduous Ancestry!
! ! ! ARDUOUS ANCESTRY SPECIAL EDITION RELEASED ! ! !
Enjoy the mod my friend.
I use a combat mod that also adds unarmed power attack effects. Should I load that after this mod? Will I still get the racial unarmed bonuses if I do?
Thank you for those kind words, this mod edits racial records, so if your combat mod edits racial records as well there could be a conflict, but if not it will probably be ok. The safest way to check for conflicts is with TESVEdit, it's what I use to figure out compatibility.
Does this mod change NPCs?
This mod affects the player and all NPC`s in game.
Hope that clears things up, have fun my friend!
If you don`t mind, I would like to sugest you something. Considering vampires getting magical powers right from turning, I think of them magical race. If what I think is true, maybe you would be interested in adding them magicka pool. I think 25 will be sufficient.
Went into game I like idea, loaded mod after sos, and before xpmse, didnt try brawling yet but had no problems elsewhere.
this is more of a vanilla version for now. I haven't tested it with XP32 version, you probably won't get the collision changes, but you should still get all of the game-play changes.
Thanks for testing Love all your animal remodels. Swear the wolf/fox mod cured some low leveled PC ctds I use to get when starting new characters.
I just have to wonder if it will work with some of the mods I have in my game now. So this is obviously a new game only mod,ya?
I have another question on this mod, when you make it work for things like UUNP and such, will it then work on custom races?
Yes you'll have to start a new game for everything to work correctly.... Custom races will not be affected by this mod, this was only made to address the vanilla races. But you're more than welcome to create a patch and publish it for whatever mod you're using.
But I will be creating a Racial Body Morphs version soon, as time allows of course.... You will need to start a new game for the mod to work properly.
Enjoy the mod my friend!
Just keep in mind that it won't be a cake walk to become a mage anymore.
Nice to have so many super immersive aspects covered in such an immersive way. I bet my immersion will be off the freaking charts.