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DavidTheFalcon

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DavidTheFalcon

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About this mod

Creates space for new skills by merging magic skills into one: Sorcery. Links to currently available custom skills are in the description.

Requirements
Permissions and credits
Changelogs
INTRODUCTION AND BACKGROUND
The idea behind Skyrim Custom Skills (SCS) is pretty simple: it creates space for custom skills in Skyrim and it does so by merging the 5 vanilla schools of magic into one skill. Everytime I wanted to buy a perk and was browsing I might have had to go through those boring skill trees I would never invest into. I am the kind of player who most enjoys a ranger style gameplay full of immersion and realism. While I agree that magic belongs to an RPG fantasy world like Tamriel, it (in my opinion) more often than not undermines the gameplay. Do I fight through dark tunnels and dungeons to reach that temple on the top of the mountain in 30 minutes - OR do I just levitate up in 30 seconds? I do KNOW that there is no levitation spell in vanilla Skyrim, it is just an example what magic can do - first the developers create a functional world with gravity and all that fun realistic restrictions, THEN they give us spells to nullify it all with simply casting them. This may actually be the point for more magic based players but not for me. I am the kind of person who is glad that Chesko is reluctant to make fire spells reduce exposure - again, why set up an amazing hypothermia system when you can then simply bypass it? This mod, however, does NOT remove magic from the game nor does it make it weaker. (In a sense, SCS probably makes it stronger than ever.)

DESCRIPTION
So what does SCS do? Well, the main file merges all magic into one skill called Sorcery. Sorcery (Destruction by default) skill tree was recreated to include most perks from other trees - it was actually easier than I thought since there are not that much magic perks in vanilla Skyrim. Half of most perk trees were actually novice/apprentice/adept/expert/master perks of the corresponding school of magic. Instead of those, the Sorcery tree now begins with a 5-rank perk called Arcane Arts. So instead of 25 individual perks we have ONE - talk about saving some space. In a similar manner, some other vanilla perks were changed into ranks of a single perk. Only a few perks were left out, usually becouse they were too narrow, redundant or because they do what the expected replacement perk trees and skills would likely do. Since all the perks have been moved to Sorcery - Alteration, Conjuration, Illusion and Restoration trees are left blank. That's where the other modules come in. Each takes the space of one of those magic skill trees and adds a new skill instead.

FEATURES
- Magic perk trees have been merged into one with most of the vanilla perks included.
- Changes relevant magic effects to use Destruction magic skill.
- Enchantments fortifying magic skills had to be redone to only affect spells from that magic school. As a result, they are now static and do not scale with your enchanting skill. I did NOT cancel the distinction of the schools of magic (from the lore perspective at least)! Magic is still divided into Alteration, Conjuration, Destruction, Illusion and Restoration where possible - only they are now managed by one skill. 
- Some ingredient effects had to be changed: Fortify Alteration -> Fortify Spell Casting, Fortify Conjuration -> Fortify Critical Chance, Fortify Destruction -> Fortify Spell Power, Fortify Illusion -> Waterwalking, Fortify Restoration -> Stagger. 
- Skill books for magic skills now raise Sorcery.
- Original in-game Alteration, Conjuration, Illusion and Restoration trainers now teach Sorcery instead.
- Ritual spell quest are now tied with Sorcery.

INSTALLATION AND REQUIREMENTS
This mod (and all of its modules) requires the latest version of Skyrim, all official DLC (Dawnguard, Hearthfire, Dragonborn) and Skyrim Script Extender (SKSE). Skyrim is regularly on sale on Steam just grab the missing DLCs if you son't have them.

No special fancy stuff is required for the installation of the main file, just download the latest version from the downloads section and install it via your manager of choice (or install it manually if you have the know-how.) Then the fancy stuff begins! :-D

Custom skills have their own pages (because some of the versions used Merged Thievery skill instead of the SCS Main File or are completely standalone) which are listed below. Basically - after installing the main file, you have 4 blank skill slots (Alteration, Conjuration, Illusion, Restoration), you choose 4 skills you want to use from the list below,follow the links to their respective pages and download a version for a slot you still have free.

E.G. Bobby installed the main file. He really wants to use the Athletics skill so he downloads, say, the Restoration version. He then decides to go for the Unarmored skill - his Restoration slot is already used up by the Athletics skill so he downloads the Alteration version. He doesn't want the Sustenance skill because it requires RND and he prefers iNeed. Since there are currently no more custom skills, he must use Horsemanship and Firearms. He downloads the Firearms skill for the Conjuration slot. Now he only has one free slot left - Illusion, so he downloads the the Illusion slot version of Horsemanship. Bobby is smart enough to know that downloading more skills for a single slot will not end well...

UPDATE NOTE
When upgrading to version 3.0 from a previous version, simply replace the old files with the new ones. If you know how, you should remove the script aaaSorcerySkillQuestScript.pex from your save file. There is no need to upgrade during your current playthrough if everything works fine for you, though. The new version is identical in terms of gameplay content - it only makes it less script-based. 
When upgrading to version 2.1 from version 1.0 or 2.0, simply replace the old files with the new ones.
If you are using the inital 0.5 version of this mod, upgrade is not recommended. Simply uninstall the 0.5 version when you finidh the current playthrough and then install the latest version.

AVAILABLE CUSTOM SKILLS
Each of the skills beow has also a version that uses the free lockpicking slot created by the Merged Thievery Skill mod. Use it if you want to keep magic perk trees unchanged or if you want an additional free slot.

If you hesitate which skill put to which slot, use the slots labeled as "default" but it really shouldn't matter.

SCS-Athletics (Default: Restoration)
http://www.nexusmods.com/skyrim/mods/58170/?

SCS-Unarmored (Default: Alteration)
http://www.nexusmods.com/skyrim/mods/58171/?

SCS-Sustenance (Default: Illusion, requires RND to work)
http://www.nexusmods.com/skyrim/mods/58189/?

SCS-Horsemanship (Default: Conjuration) 
http://www.nexusmods.com/skyrim/mods/58192/?

SCS-Firearms (Default: Conjuration)
http://www.nexusmods.com/skyrim/mods/58190/?

COMPATIBILITY
Q: This mod completely overhauls magic! Is it even compatible with anything?
A: Actually, this mod leaves magic largely untouched. There are of course some issues but it is by far not as bad as you would probably think. Since all spells have the same layout, changing the corresponding skill doesn't cause any serious issues by itself. The only general compatibility issue I know of is that without a compatibility patch any spells with non-vanilla magic effects added by other mods (barring Destruction spells) will still raise the "original" skill. More on that in my Note to Modders. Then there will naturally be some individual problems, e.g. a mage says "My scripted effect will raise your Alteration" and the game tells you that your whatever skill you have in the Alteration slot has been raised - none of it should be game breaking, though, and don't think digging into original Skyrim scripts is worth it because it can possibly break more stuff that it would repair. 

Q: Do I have to start a new game?
A: Yes, it is not wise to apply skill trees overhaul mods to an already started game. (Strictly speaking, it is generally not a good idea to install or unistall mods during a playthrough at all.) If you really, REALLY want to use SCS for your current save file, just make sure you have no perks unlocked in the Alteration, Conjuration, Destruction, Illusion and Restoration perk trees. If you do, use the Dragonborn respec options or set the skill legendary (you can use console commands to set it to 100 to be able to make it legendary instantly). Once there is not a single perk unlocked in those trees, save the game, quit the game, install SCS, start the game, load the game - it should hopefully work just fine.

Q: I want to try SCS. So what kind of mods should I avoid for compatibility reasons?
A: SCS will somewhat clash with mods that change vanilla magic effects and obviously with mods that overhaul the affected perk trees (like SPERG). You MUST have SCS below any mods that change the Alteration, Conjuration, Destruction, Illusion and Restoration perk trees - this will make SCS reasonably compatible with mods that overhaul/expand all perk trees. You will forfeit the mods changes to the magic trees but all the other trees will be left alone by SCS.
You should probably avoid huge, complex and thorough overhauls (think Requiem).
SkyRe and PerMa - thanks to their modular nature - are mostly compatible (as long as SCS is loaded after them) and compatibility patches for both are available in the optional section. PerMa users can also opt to simply not use PerMa's Mage Module but PerMa doesn't feel complete without its overhauled magic so I wouldn't recomment it; it comes down to personal preference, though.

OPTIONAL FILES 
SCS-SkyReCompatibilityPatch.esp
- Provides basic compatibility and SkyRe based Sorcery skill. The great variability and numbers of available perks made it somewhat harder to merge all skill trees into one so sorry if your favourite perk didn't make it.

SCS-SkyReTweaks.esp
- Changes the base carry weight of playable vanilla races; the value depends on version: 80, 150 or default (300).
- Reduces the magnitude of some effects that raise the carry weight (like Extra Pockets, The Steed Stone or Feather). 
- The Smithing skill is renamed to Crafting as mods generally use this skill for all crafting instead of just smithing.
- The Crafting skill now includes the perks Animunculi, Repair Unit and Mass Production from the SkyRe Alteration skill tree. (Their respective spells have been changed to powers.) 
- The Crafting skill also offers new perks called Clothier and Ringlord. Clothier allows you to turn leather into linen wraps at a tanning rack (at a 3 for 2 ratio to prevent infinite loop leveling) and vice versa, while Ringlord allows you to craft rings whose enchantments grant you some of the SkyRe perks that didn't make it into the Sorcery skill. (Let me know if you think I missed a perk I should have included or if there is a reasonable magical ring you think players should be able to craft.) 
- Heavy and Light Armor trees are slightly changed to resonate with the reduced base carry weight - Juggernaut and Agile Defender now passively reduce the weight of worn heavy/light armor for each rank. This made Unhindered and Conditioning perks somewhat redundant so Conditioning was replaced by the returning Fists of Steel perk and Unhindered was replaced by the new Agility perk which reduces incoming stagger is by 75% as long as you are moving and fully clad in light armor.  

SCS-PerkusMaximus_PatchV2.esp 
- Provides basic compatibility and PerMa based Sorcery skill. As with SkyRe, the great variability and numbers of available perks made it impossible to merge all skill trees into one. A new mechanic is introduced, however, to grant you access to all PerMa magic perks. The patch grants you a power called "Book Restoration" which enables you to turn a ruined book into a blank book at the cost of a perk point. You can then use blank books and PerMa's Enchanter's Quill (which you can craft if you have the Basic Scripture perk from the enchanting tree) to create perk books; having a perk book in your inventory gives you the specific perk as long as you meet the perks requirements specified in the book itself - usually a specific skill value.

Elys Uncapper tweaked ini file 
My personal ini tweaks for Elys Uncapper. I like to make the game harder by reducing the player's carry weight but incteasing it by 5 at stamina level up is overpowered in such environment. Therefore:
- Choosing stamina at level up increases carry weight by 2.
- Choosing health at level up increases carry weight by 1.
- Since SkyRe and SCS provide increased number of available perks, I let the player get 2 perk points per level so that they can personalize themselves better without making the game too easy if you use Frostfall, primary needs mods etc.

SCS-Compatibility Patch Pack 
Provides compatibility for magic effects from the following mods:
Bound Tools by Vonwarr
Open and Lock Spells by EnlilBel
Frostfall - Hypothermia Camping Survival by Chesko
Alternate Actors by Iceburg
Ancient Spells 2 - Morrowind and Oblivion Spells by Mcxar
Midas Magic - Spells in Skyrim by Xilver

LOAD ORDER
Since BOSS makes managing load order much easier, I think you should use it. It will probably not recognize SCS for now, though, so wou will have to place SCS files manually. It should look like this as far as relevant files are concerned.

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
-
SkyRe_Main.esp
SCS-Main2.esp
SCS-SkyReCompatibilityPatch.esp
-
SCS-Athletics2.esp
SCS-Unarmored2.esp
SCS-Horsemanship.esp
SCS-Firearms3.esp
-
RealisticNeedsandDiseases.esp
SCS-Sustenance2_RND-Powered.esp
-
SkyRe_Races.esp
SCS-SkyReTweaks.esp
-
Bashed Patch, 0.esp
ReProccer.esp

NOTE TO MODDERS
First let me shortly explain how spells in Skyrim work (or how I believe they work...). Each spell has a magic effect and each magic effect has a magic skill associated with it. That magic effect determines which skill is raised when using the spell and which category in the menu the spell falls into - an issue of sort with SCS is that all spells fall into Destruction and other categories will be empty (unless you are using a mod that adds non-Destruction spells with custom magic effects). Each spell also has a Half-cost perk (sometimes referred to as Casting perk). That is used by vanilla novice/apprentice/adept/expert/master alteration/conjuration/destruction/illusion/restoration perks as a parameter which decides whether the spell receives the 50% cost reduction granted by the perk. (E.g. The vanilla perk "novicerestoration" only reduces the cost of spells whose half-cost perk is defined as "novicerestoration".) Arcane Arts in the Sorcery skill affects ALL spells indiscriminately - but it is still a good way to identify, say, an Illusion spell even though it is now actually a Sorcery (Destruction) spell.

The basic function of SCS is that it changes some relevant vanilla magic effects to be associated with the Destruction (Sorcery in SCS) magic skill. That's actually it, that is ALL the core file actually does! All the rest just somehow attempts to solve or cover any side effects. If you want to make an SCS compatibility patch for a spell mod, all it takes is identifying the spell's magic effects and associate them with Destruction instead of Alteration, Conjuration, Illusion or Restoration. (Destruction spells are inherently compatible.) SCS will handle the rest.

If you are actually interested in creating your own skill mod and need help, feel free to ask. It's not like I'm an expert but I after creating SCS I have some experience at least. ;-)

CREDITS
Bethesda - for Skyrim and Creation Kit!
Skyrim Nexus - for providing the best place to download and upload Skyrim mods!
The TES5Edit team - for TES5Edit, most of SCS was created with this sweet tool!
Mator - for Automation Tools for TES5Edit, I could never have worked with skill trees the way I did without the script provided there!