About this mod
Simple mod to add some character background "flavor" while providing some logical, yet optional, bonuses based on your character's history. This is intended to build your character's backstory, not a class mod (that one will come later).
- Requirements
- Permissions and credits
- Changelogs


What were you before that fateful cart-ride to Helgen, or before waking up next to a Mara statue under mysterious circumstances, or floating over a smoldering town in ruin, or being confronted by a mystical dragon messenger perched in your seedy inn room?

- ESL-Flagged
- MCM: All features can be adjusted/toggled to make your pre-Skyrim origin as useful (or useless) as you would like.
- Skill: Origins are assigned 1 or 2 skills that can receive +0 to +20. Hybrids will receive half to each skill. [Default: 10]
- Learn Rate: These 1 to 2 skills can be learned 0% to 20% faster. Hybrid origins will divide this amount as well. [Default: 10%]
- Perk: Acquire the first perk in the skill tree (not available for hybrid origins for balance). [Default: On]
- Attribute (Requires RoleRim - Attributes): Gain +1 to attributes tied to the origin's skill(s) . [Default: On]
- Gear: Adds the equivalent of 100-200 septims worth of "gear" fitting to your origin. This also includes spells, items, gold, etc. [Default: On]

Ever wonder what the Dragonborn did before becoming the Dragonborn? What is his/her background? His/her backstory? What type of life did he/she live prior to becoming a legendary master of the voice? Well.... this mod doesn't answer that... exactly.
This is just a simple mod that allows you to set an origin via MCM. Upon setting this, the mod will provide the following:
- A one time skill increase based on the selected origin. Hybrid origins get half the amount in two skills. This can be set from 0 to 20.
- Increased learn rate for the selected origin's skill(s) that can be adjusted between 0% (off) and 20%.
- The first perk in the skill tree of the selected skill will be automatically added without using a perk point (except for hybrid origins for balance).
- A +1 bonus to attributes tied to the origin's skill(s). This requires the RoleRim - Attributes mod. Without it, the MCM option will simply be disabled.
There are too many options to include in a quick pop-up at the beginning of the game, therefore I added this via MCM, which only needs to be accessed once and then saved. Beyond that, the MCM serves only as a reference and for adjusting options.
Why? I play with mods (including my own) that set starting skills lower than the base 15. I did not intend for this to be used with vanilla, but rather with overhauls that reduce the starting skill levels. I also feel a straight 0/1/5/10 start across the board did not make sense either (your character did have a life prior to Skyrim, right).

Combat
Bowyer
Skill: Archery
Perk: Overdraw
Attribute: Endurance
Gear: Hunting Bow, Iron Arrows, Steel Arrows
Shieldbearer
Skill: Block
Perk: Shield Wall
Attribute: Fortitude
Gear: Iron Shield, Book: Warrior (+1 Block)
Armorer
Skill: Heavy Armor
Perk: Juggernaut
Attribute: Fortitude
Gear: Iron Armor Set
Fencer
Skill: One-Handed
Perk: Armsman
Attribute: Strength
Gear: Iron Sword (2), Book: Fire and Darkness (+1 One-Handed)
Blacksmith
Skill: Smithing
Perk: Steel Smithing
Attribute: Endurance
Gear: Blacksmith Hammer, Shovel, Iron Ingots, Steel Ingots, Silver Ingot
Laboror
Skill: Two-Handed
Perk: Barbarian
Attribute: Strength
Gear: Pickaxe, Woodcutter's Axe, Iron Battleaxe, Book: Song of Hormir (+1 Two-Handed)
Magic
Diviner
Skill: Alteration
Perk: Novice Alteration
Attribute: Wisdom
Gear: Candlelight, Oakflesh, Magelight Scroll, Stoneflesh Scroll
Medium
Skill: Conjuration
Perk: Novice Conjuration
Attribute: Perception
Gear: Bound Dagger, Raise Zombie, Conjure Familiar
Mancer
Skill: Destruction
Perk: Novice Destruction
Attribute: Intelligence
Gear: Flames, Frostbite, Sparks
Scholar
Skill: Enchanting
Perk: Enchanter
Attribute: Wisdom
Gear: Petty Soul Gems, Lesser Soul Gems
Magician
Skill: Illusion
Perk: Novice Illusion
Attribute: Perception
Gear: Clairvoyance, Courage, Fury
Abjurer
Skill: Restoration
Perk: Novice Restoration
Attribute: Intelligence
Gear: Healing, Lesser Ward, Turn Lesser Undead Scroll
Stealth
Apothecary
Skill: Alchemy
Perk: Alchemist
Attribute: Dexterity
Gear: Ingredients
Tanner
Skill: Light Armor
Perk: Agile Defender
Attribute: Agility
Gear: Hide Armor Set
Locksmith
Skill: Lockpicking
Perk: Novice Locks
Attribute: Dexterity
Gear: Lockpicks, Iron Ingots, Ring of Minor Lockpicking
Urchin
Skill: Pickpocket
Perk: Light Fingers
Attribute: Charisma
Gear: Gold
Smuggler
Skill: Sneak
Perk: Stealth
Attribute: Agility
Gear: Moon Sugar, Skooma
Trader
Skill: Speech
Perk: Haggling
Attribute: Charisma
Gear: Gem, Pelts
Hybrids
Gladiator
Skill: Block & One-Handed
Perk: N/A
Attribute: Fortitude & Strength
Gear: Iron Sword, Iron Shield
Soldier
Skill: Heavy Armor & Two-Handed
Perk: N/A
Attribute: Fortitude & Strength
Gear: Iron Cuirass, Iron Gauntlets, Iron Boots, Iron Battleaxe
Bowman
Skill: Archery & Light Armor
Perk: N/A
Attribute: Endurance & Agility
Gear: Imperial Bow, Hide Boots, Hide Gloves, Hide Armor
Legionnaire
Skill: Block & Heavy Armor
Perk: N/A
Attribute: Fortitude (x2)
Gear: Iron Cuirass, Iron Boots, Steel Shield
Pirate
Skill: One-Handed & Light Armor
Perk: N/A
Attribute: Strength & Agility
Gear: Hide Cuirass, Hide Boots, Iron Sword (2)
Warden
Skill: Archery & Two-Handed
Perk: N/A
Attribute: Endurance & Strength
Gear: Imperial Bow, Iron Warhammer
Shaman
Skill: Alteration & Illusion
Perk: N/A
Attribute: Wisdom & Perception
Gear: Candlelight, Oakflesh, Clairvoyance, Courage
Cultist
Skill: Conjuration & Destruction
Perk: N/A
Attribute: Perception & Intelligence
Gear: Bound Dagger, Raise Zombie, Flames, Sparks
Curate
Skill: Restoration & Alchemy
Perk: N/A
Attribute: Intelligence & Dexterity
Gear: Healing, Lesser Ward, Restore Health Potions
Magus
Skill: Destruction & Enchanting
Perk: N/A
Attribute: Intelligence & Wisdom
Gear: Flames, Frostbite, Soul Gems
Theurgist
Skill: Alteration & Conjuration
Perk: N/A
Attribute: Wisdom & Perception
Gear: Candlelight, Oakflesh, Bound Dagger, Conjure Familiar
Artificer
Skill: Enchanting & Smithing
Perk: Wisdom & Endurance
Attribute: N/A
Gear: Soul Gems, Blacksmith Hammer, Shovel, Iron Ingots
Criminal
Skill: Lockpicking & Pickpocket
Perk: N/A
Attribute: Dexterity & Charisma
Gear: Lockpicks, Gold
Spy
Skill: Sneak & Speech
Perk: N/A
Attribute: Agility & Charisma
Gear: Ring of Minor Sneaking, Amulet of Dibella
Charlatan
Skill: Pickpocket & Illusion
Perk: N/A
Attribute: Charisma & Perception
Gear: Clairvoyance, Courage, Gold
Artisan
Skill: Smithing & Alchemy
Perk: N/A
Attribute: Endurance & Dexterity
Gear: Blacksmith Hammer, Shovel, Iron Ingots, Ingredients
Soothsayer
Skill: Restoration & Speech
Perk: N/A
Attribute: Intelligence & Charisma
Gear: Healing, Lesser Ward, Amulet of Dibella, Book: The Buying Game (+1 Speech)
Looter
Skill: Lockpicking & Sneak
Perk: N/A
Attribute: Dexterity & Agility
Gear: Lockpicks, Gem, Gold

RoleRim - Classic Attributes
Per the individual descriptions, each Origin is provided with a +1 to one or two attributes when using the Classic Attributes mod as well.

This mod does nothing until you make a selection in the MCM and save. It then runs a short script to add the perks. No vanilla records were touched, but many were utilized. Mods that change the weapons, armor, spells, scrolls, books, potions, ingredients, etc. that are added as "gear" may need consideration. This mod simply adds them to inventory, so these should not be an issue.
Mods that change perks may be inconsistent with the perks added. If a perk mod utilizes the first perk in each tree as its first perk in each tree, it should be consistent with the concept.
Otherwise, this should be 100% compatible with any other mod.

ESL Flagged.
Installing mid-game is fine.

Development Mods
Origins: Add some background to your character to provide a more unique start.
Race Overhaul: Race overhaul with subrace selection and completely revamped abilities.
Skill Based Stat Growth: Stats increase based on the skills you use.
Useful MiscStats: The more you craft, the easier it gets. Makes crafting skills less of a grind.
Classic Attributes: Re-introduces previous and other rpg inspired attributes back into TES world.
Standing Stones: Overhaul of the effects of the 13 standing stones.
Immersion Mods
Encounter Zones: Reworked encounter zones for realism and variety.
Evolving Economy: Introduces a working, evolving economy.
Immersive Activators: Change all prompts into more immersive interactions.
Mods In Progress
Classes
Loot
Perks
Magic