Folders:
The process is very simple and do not require a lot of coding skills, if not any skills at all.
Since I am creating custom actor values, you can find the string for them at the end of this Article, under "Possible Values".
Do not copy the examples below, they have some comments in them, which can make your config to not work.
It is better to just copy an existing config.
Do not forget, if you need help, feel free to ask it here. I will see what I can do for you.
Try testing your Race/Birthsign/Class after you are done.
Race
Before we start, all races which are undefined will get everything inside the "custom Race" config, for the specific ActorType.
So you will just need to create your own one, if you do not want to have the "custom Race" values.
The config for the races can be found here: "SKSE\Plugins\StorageUtilData\ESLA\Races"
Each Actor Type has its own sub folder, Humanoid, Animal, Daedra, Dragon, Dwemer, and Creature
The sub folder will automatically be chosen if the game detects a Keyword on the NPC.
The order is, ActorTypeNPC -> ActorTypeAnimal -> ActorTypeDaedra -> ActorTypeDragon -> ActorTypeDwarven, and everything that does not fit into this, will be treated like a Creature (ActorTypeCreature)
The configs need to have the name of the EditorID of the race, these can be found inside Creation Kit or xEdit. For example: The EditorID of the Imperial Race is "ImperialRace", so the config would have the name "ImperialRace.json".
So after all of this, if you want to give the dog race some specific attributes, then you will need to create your config inside the "Animal" sub folder, and name the config "DogRace.json".
If you want to give your custom Player/NPC Race your custom Attributes, then you will place your config inside the "Humanoid" folder, and the name should be the EditorID of the Race, with the ending ".json"
If you choose the Values for your Race, keep in mind that Oblivion had a total starting number of 320 Total Attribute points, including a Luck value of 50 for each race, with which every race will start. I am not supporting any issue that occurs when you are using a lower or higher starting attribute value of 320, and a lower luck value of 50! The mod is coded with luck starting with level 50, if you set it lower, it can mess up some calculations.
Inside the config, you will need to set your custom values. Here is an example shown with the race "Imperial".
{
"int" :
{
"magicka_bonus" : 0 <--- Defines the amount of extra Magicka you will get when selecting this race.
},
"intList" :
{
"attribute_valuesfemale" : <--- These are the Attribute values the race will start, if the Gender is female.
[
40, <--- Strength
40, <--- Intelligence
40, <--- Willpower
30, <--- Agility
30, <--- Speed
40, <--- Endurance
50, <--- Personality
50 <--- Luck
],
"attribute_valuesmale" : <--- These are the Attribute values the race will start, if the Gender is male.
[
40, <--- Strength
40, <--- Intelligence
30, <--- Willpower
30, <--- Agility
40, <--- Speed
40, <--- Endurance
50, <--- Personality
50 <--- Luck
]
},
"string" :
{
"useconfig" : "" <--- If this is defined, then the game will not take this config at all, and will use the defined one instead, the defined config can not have "useconfig" defined as well. Here needs to be the name of the Config you want to use, without any file ending. So if we want to use the config from the Nord, then we need to put in "NordRace", the config should exist in order to work.
}
}
Birthsign
All Birthsigns are located here: "Interface\esla\birthsigns"
If you do not want to define any spells or actor values, then just let the line after the [actorValues], and/or [spells] be empty.
When defining Spells, you will need to put in the EditorID of the spell.
All Actor values can be used, for my custom ones, take a look at the end of this Article, under "Possible Values".
Despite the config comment says, you can also give powers or spells to the player.
Here is an example shown with the Birthsign "Lady".
# The name, Description, and Magicka Boost.
[info]
name=$fta_BS_Lady
description=$fta_BS_LadyDesc
magicka_bonus=0
# The Actor Values this Birthsign will increase.
# Valid are all Actor Values: https://www.creationkit.com/index.php?title=Actor_Value_List
[actorValues] <--- If you do not want to use this, let the next line be empty until the [spells] begin.
fta_Willpower=10 <--- At first, there will be the Actor value String, then a "=", after this the value the Actor Value should be increased.
fta_Endurance=10
# The spells this Birthsign will give.
# You can add any Spell, as long as it is set to Ability and has an constant effect, else it would not make much sense.
[spells] <--- If you do not want to use this, let the next line be empty, or do not have a next line
ftaSPEL_TES4Sys_BirthsignsLadysBlessing01
ftaSPEL_TES4Sys_BirthsignsLadysBlessing02
Class
If you just want to create a class for your Character, then you can do this in game.
But if you want to share your Class, or just want to have some more options, you can create your Classes.
All Classes are located here: "Interface\esla\classes"
The config name can be anything you like, the name is not used to name the class, the config name is taken in the process later to identify the config.
Here is an example shown with the class "Scout".
As you can see, comments are already in the Config.
# The name, Description, and Specialization.
# The Maximum length for the name is 40
# The Maximum length for the description is 250
# All Values for Specialization
; Combat = 0
; Magic = 1
; Stealth = 2
#
[info]
name=$fta_Class_Scout
description=$fta_Class_ScoutDesc
spec=0
# The 2 Attributes
# All Values for Attributes
; Strength = 0
; Intelligence = 1
; Willpower = 2
; Agility = 3
; Speed = 4
; Endurance = 5
; Personality = 6
; Luck = 7
#
[attributes]
attribute01=5
attribute02=4
# The 7 Major skills.
# All Values for Skills
; BLOCK = 0
; HEAVYARMOR = 1
; ONEHANDED = 2
; SMITHING = 3
; TWOHANDED = 4
; ALCHEMY = 5
; ALTERATION = 6
; CONJURATION = 7
; DESTRUCTION = 8
; ENCHANTING = 9
; ILLUSION = 10
; RESTORATION = 11
; LIGHTARMOR = 12
; LOCKPICKING = 13
; MARKSMAN = 14
; PICKPOCKET = 15
; SNEAK = 16
; SPEECHCRAFT = 17
#
[skills]
skill01=16
skill02=5
skill03=3
skill04=14
skill05=2
skill06=0
skill07=12
Possible Values
Possible Actor Values for Attributes:
fta_Intelligence
fta_Willpower
fta_Agility
fta_Speed
fta_Endurance
fta_Personality
fta_Luck
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