using mod as part of Apostasy. Looking to try a Monk build and thought I would get no bonus without resistances, but I still see some fire effect. Can someone breakdown the chances and how exactly the perk works to measure its long term potential? Not seeing this documented anywhere.
Is there a way for us to adjust what armor gets distributed to each class? I use a mod that makes iron equipment have a deleterious effect on mages, and iron armor is distributed to a couple magic builds in your setup. Is there a json file somewhere, or would it require editing a script somehow? I can handle the former, but the latter is outside of my abilities.
it possible to delay when the class selection becomes available? Such as when mq101 or alternative start completes? I use a race menu activator mod for my alternate start when I want to re start without having to start a new game n redo all my MCM settings.
I tried adding conditions to the quest and play round with the quest flags with no luck...
Alternatively attach the scripts to the race menu activator? I also tried that but again, no luck.
edit: removing if APO_IsClassSelected.GetValue() == 0
allows the activator to work in this regard, though I guess that'd mean I'd have to remove all the starting gear stuff, otherwise you could exploit it for all the class gear... and not sure how to remove the class power when switching?
no clue how to delay the firing of the quest/script until after MQ101 or another quest is complete,
I'm going to be honest, in the years I've been around this community and the amount of dumb things I've seen you say, "I use a race menu activator for my alternate start" has to be the dumbest thing I have ever read.
It's useful to start a new character with the same plugin list/mod list without having to configure the MCMs ever time.
I mean you can just pre-set MCM globals via an ESP or use something like MCM recorder (altho a bulk of MCMs these days run off MCM Helper anyways).
Anyways to be nicer, the APO_IsClassSelected global exists so that the class menu doesn't play whenever you enter/exit racemenu. You don't need to remove it from the script, you could just set the global to 0 in console if you want to be prompted with the class menu again. You can't remove gear (or any spells added by class) after rerolling the class, there just isn't a way to do this really.
You could delay the selection, although I don't see why you'd want to do this. It wouldn't be hard but I'm frankly not interested in making this a feature.
Yeah. I suppose thru that method of ‘anytime race menu closes’ you’d need to disable the gear distribution. Guess it makes sense for LAL that starts you in prison and gives you gear based on your alternate start decision.
One would need to include a player.removespell in the script for every opposing class skill to avoid stacking as well on class change?
Those were the two reasons I thought delaying might be an option. Kinda like how Wintersun or Frostfall only fires after Mq101 Unbound completes.
I mean you could code a delay in, but you'd need to remake the whole maintenance script and that would also likely entail redoing some of the alt start compatibility that I have baked into the script.
Ah, the Elden Ring vibes! Just looking at the description, this mod looks amazing. Going to start Apostasy playthrough soon, that's where I came across this mod first. That said, it would be amazing to see all starting spells removed from player on choosing any of the "warrior" classes (except "Crusader" ) or "stealth" classes (except Nightblade). Paired with something like Immersive Spell Learning - DESTified, this would be absolute perfection for a class driven character start.
Edit: My bad. How stupid of me! I was so focused on classes that I entirely ignored "starting equipment" section. This is absolute perfection! Kudos to mod author!!
Hmmm, it seems quite clear that this mod was designed with Adamant + Hand-to-Hand in mind, particularly where classes are concerned. For instance Monk just doesn't make sense if you use a different perk overhaul. Not saying it's a bad thing. Just that it may take tweaking.
Yeah, I know. It's just that some perk overhauls put unarmed related perks into particular trees, like Ordinator/Vokrii into Light Armor or Master of One into One Handed. Then you have the mod Constellations which has its own Hand to Hand skill which someone patched for the Simonrim suite, including Adamant + H2H.
I run a perk overhaul that replaces lockpicking with H2H, I will design my mods around this as a result. I can not account for the decisions of every author who is not myself, nor account for all load orders different from mine.
Awesome mod, loved it on my second playthrough, but wanted to add it to my first playthrough, so I'm just curious if there's any way to select a class in the middle of a playthrough?
Hi! Do you have any idea why True-Unleveled-Skyrim and FusionPatcher synthesis patches error while processing this plugin? Both report:
Spoiler:
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SubrecordException NirnsChosen.esp => APO_ClassMonkPerk01 (000CAB:NirnsChosen.esp<Perk>) => PRKE: PerkEntryPointModifyActorValue did not have expected parameter type flag: 1 Mutagen.Bethesda.Plugins.Exceptions.MalformedDataException: PerkEntryPointModifyActorValue did not have expected parameter type flag: 1
I guess it might be their fault for not handling some edge cases correctly, but I'm not sure yet. If you know any possible solutions, please let me know.
68 comments
using mod as part of Apostasy. Looking to try a Monk build and thought I would get no bonus without resistances, but I still see some fire effect. Can someone breakdown the chances and how exactly the perk works to measure its long term potential? Not seeing this documented anywhere.
I will not say the specific scaling.
I tried adding conditions to the quest and play round with the quest flags with no luck...
Alternatively attach the scripts to the race menu activator? I also tried that but again, no luck.
edit: removing
if APO_IsClassSelected.GetValue() == 0
allows the activator to work in this regard, though I guess that'd mean I'd have to remove all the starting gear stuff, otherwise you could exploit it for all the class gear... and not sure how to remove the class power when switching?
no clue how to delay the firing of the quest/script until after MQ101 or another quest is complete,
Alternate Start Race Menu Activatorhttps://www.nexusmods.com/skyrimspecialedition/mods/22683
it’s useful to start a new character with the same plugin list/mod list without having to configure the MCMs every time.
Anyways to be nicer, the APO_IsClassSelected global exists so that the class menu doesn't play whenever you enter/exit racemenu. You don't need to remove it from the script, you could just set the global to 0 in console if you want to be prompted with the class menu again. You can't remove gear (or any spells added by class) after rerolling the class, there just isn't a way to do this really.
You could delay the selection, although I don't see why you'd want to do this. It wouldn't be hard but I'm frankly not interested in making this a feature.
One would need to include a player.removespell in the script for every opposing class skill to avoid stacking as well on class change?
Those were the two reasons I thought delaying might be an option. Kinda like how Wintersun or Frostfall only fires after Mq101 Unbound completes.
That said, it would be amazing to see all starting spells removed from player on choosing any of the "warrior" classes (except "Crusader" ) or "stealth" classes (except Nightblade). Paired with something like Immersive Spell Learning - DESTified, this would be absolute perfection for a class driven character start.
Edit:
My bad. How stupid of me! I was so focused on classes that I entirely ignored "starting equipment" section. This is absolute perfection! Kudos to mod author!!
Patch permissions are open.
If you mean a generic archery class then shrug, i didn't have any ideas for one that i liked
Since these classes pull from Elder Scrolls lore....
Is it an absolute must? Hell no. Really enjoying this.
Both report:
SubrecordException NirnsChosen.esp => APO_ClassMonkPerk01 (000CAB:NirnsChosen.esp<Perk>) => PRKE: PerkEntryPointModifyActorValue did not have expected parameter type flag: 1 Mutagen.Bethesda.Plugins.Exceptions.MalformedDataException: PerkEntryPointModifyActorValue did not have expected parameter type flag: 1
I guess it might be their fault for not handling some edge cases correctly, but I'm not sure yet. If you know any possible solutions, please let me know.
Please let me know.