Need a compatibility patch with any alternate start mods. The alternate start mods appears to mess with the assignment of properties and perks from this mod during character creation. Or this mod needs to delay assignment of its properties until after Racemenu closes. Changing your race back and forth, for example, will not award you the Inborn Power ability of a High Elf.
Would be possible to get a version that doesn't need perked races? it forces races heavily to a particular class/playstyle, which is barely noticeable just without that mod as we get full freedom to play any race very broadly.
Freyr is pretty robust as it is. I haven’t seen many options that would make it any more interesting, other than basically a complete rewrite of it to include the waxing and waning mechanic of CASSI or the drawbacks from Curse of the Firmament.
My first idea with such a mod was combining fixed standing stones effects from say Andromeda or Mundus with race specific ones from Freyr. But thinking of it, this is kinda already achievable by something like Classic Classes and Birthsigns. But I don't like the way classes are implemented there.
I'd Honestly like for Freyr to just be made an addition to the vanilla standing stone effects, like that the race gets buffed because of what the standing stone represents, but that everyone is granted this one same power (the vanilla one) due to it being a standing stone in Skyrim. Like that it's location is significant to what it grants as well
Hey, I am using Gardden's Perk Trees Merged. There is no patch for it in Perked Races. Is it okay to not use a patch at all, or simply the SPERG patch? Will this break your combo mod entirely, or will it simply not give me the appropriate starting perks? I would be completely fine with the later.
I haven’t used that perk mod. I see that it appears to require a lot of patching for other mods, but I don’t know why. So I can’t answer unfortunately. You should be able to see generally in xedit though.
Is there a way to disable the automatically added perks at a new game? I have the Vokriinator Patch for Perked Races but still don't like them, it looks odd to have some perks unlocked randomly in trees, also I hate how they are listed in active effects. Also the Skill Affinity adjustments are still present as active effects in menu even If I use the static skill leveling patch resulting in unnecessarry menu clutter. I'd really appreciate a version with no Perked Races at all, that would make the mod perfect for me <33
40 comments
Yes
Thanks!
Will this break your combo mod entirely, or will it simply not give me the appropriate starting perks? I would be completely fine with the later.
Artifacts next? :> Artifiquary Black? 🥹
Also there is a Mannaz balance adjustment and Mannaz freyr wintersun patch. Can I use them?
Balance adjustments maybe. You can put it between Mannaz and Mannazinator in your lo. Not sure how impactful it will be.