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DrPharmDawg

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DrPharmDawg

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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).

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RoleRim Discord


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.
For example if your character was a bowyer before arriving in Skyrim, you get a +0 to +20 skill increase in Archery, learn Archery 0% to 20% faster, and you gain the first level of the Overdraw perk (unless you use a perk mod, in which case whichever perk takes the place of the rank 1 Overdraw perk will be added).
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
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Skill: Archery
Perk: Overdraw
Attribute: Endurance
Gear: Hunting Bow, Iron Arrows, Steel Arrows

Shieldbearer
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Skill: Block
Perk: Shield Wall
Attribute: Fortitude
Gear: Iron Shield, Book: Warrior (+1 Block)

Armorer
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Skill: Heavy Armor
Perk: Juggernaut
Attribute: Fortitude
Gear: Iron Armor Set

Fencer
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Skill: One-Handed
Perk: Armsman
Attribute: Strength
Gear: Iron Sword (2), Book: Fire and Darkness (+1 One-Handed)

Blacksmith
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Skill: Smithing
Perk: Steel Smithing
Attribute: Endurance
Gear: Blacksmith Hammer, Shovel, Iron Ingots, Steel Ingots, Silver Ingot

Laboror
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Skill: Two-Handed
Perk: Barbarian
Attribute: Strength
Gear: Pickaxe, Woodcutter's Axe, Iron Battleaxe, Book: Song of Hormir (+1 Two-Handed)


Magic
Diviner
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Skill: Alteration
Perk: Novice Alteration
Attribute: Wisdom
Gear: Candlelight, Oakflesh, Magelight Scroll, Stoneflesh Scroll

Medium
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Skill: Conjuration
Perk: Novice Conjuration
Attribute: Perception
Gear: Bound Dagger, Raise Zombie, Conjure Familiar

Mancer
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Skill: Destruction
Perk: Novice Destruction
Attribute: Intelligence
Gear: Flames, Frostbite, Sparks

Scholar
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Skill: Enchanting
Perk: Enchanter
Attribute: Wisdom
Gear: Petty Soul Gems, Lesser Soul Gems

Magician
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Skill: Illusion
Perk: Novice Illusion
Attribute: Perception
Gear: Clairvoyance, Courage, Fury

Abjurer
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Skill: Restoration
Perk: Novice Restoration
Attribute: Intelligence
Gear: Healing, Lesser Ward, Turn Lesser Undead Scroll


Stealth
Apothecary
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Skill: Alchemy
Perk: Alchemist
Attribute: Dexterity
Gear: Ingredients

Tanner
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Skill: Light Armor
Perk: Agile Defender
Attribute: Agility
Gear: Hide Armor Set

Locksmith
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Skill: Lockpicking
Perk: Novice Locks
Attribute: Dexterity
Gear: Lockpicks, Iron Ingots, Ring of Minor Lockpicking

Urchin
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Skill: Pickpocket
Perk: Light Fingers
Attribute: Charisma
Gear: Gold

Smuggler
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Skill: Sneak
Perk: Stealth
Attribute: Agility
Gear: Moon Sugar, Skooma

Trader
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Skill: Speech
Perk: Haggling
Attribute: Charisma
Gear: Gem, Pelts


Hybrids
Gladiator
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Skill: Block & One-Handed
Perk: N/A
Attribute: Fortitude & Strength
Gear: Iron Sword, Iron Shield

Soldier
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Skill: Heavy Armor & Two-Handed
Perk: N/A
Attribute: Fortitude & Strength
Gear: Iron Cuirass, Iron Gauntlets, Iron Boots, Iron Battleaxe

Bowman
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Skill: Archery & Light Armor
Perk: N/A
Attribute: Endurance & Agility
Gear: Imperial Bow, Hide Boots, Hide Gloves, Hide Armor

Legionnaire
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Skill: Block & Heavy Armor
Perk: N/A
Attribute: Fortitude (x2)
Gear: Iron Cuirass, Iron Boots, Steel Shield

Pirate
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Skill: One-Handed & Light Armor
Perk: N/A
Attribute: Strength & Agility
Gear: Hide Cuirass, Hide Boots, Iron Sword (2)

Warden
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Skill: Archery & Two-Handed
Perk: N/A
Attribute: Endurance & Strength
Gear: Imperial Bow, Iron Warhammer


Shaman
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Skill: Alteration & Illusion
Perk: N/A
Attribute: Wisdom & Perception
Gear: Candlelight, Oakflesh, Clairvoyance, Courage

Cultist
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Skill: Conjuration & Destruction
Perk: N/A
Attribute: Perception & Intelligence
Gear: Bound Dagger, Raise Zombie, Flames, Sparks

Curate
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Skill: Restoration & Alchemy
Perk: N/A
Attribute: Intelligence & Dexterity
Gear: Healing, Lesser Ward, Restore Health Potions

Magus
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Skill: Destruction & Enchanting
Perk: N/A
Attribute: Intelligence & Wisdom
Gear: Flames, Frostbite, Soul Gems

Theurgist
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Skill: Alteration & Conjuration
Perk: N/A
Attribute: Wisdom & Perception
Gear: Candlelight, Oakflesh, Bound Dagger, Conjure Familiar

Artificer
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Skill: Enchanting & Smithing
Perk: Wisdom & Endurance
Attribute: N/A
Gear: Soul Gems, Blacksmith Hammer, Shovel, Iron Ingots


Criminal
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Skill: Lockpicking & Pickpocket
Perk: N/A
Attribute: Dexterity & Charisma
Gear: Lockpicks, Gold

Spy
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Skill: Sneak & Speech
Perk: N/A
Attribute: Agility & Charisma
Gear: Ring of Minor Sneaking, Amulet of Dibella

Charlatan
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Skill: Pickpocket & Illusion
Perk: N/A
Attribute: Charisma & Perception
Gear: Clairvoyance, Courage, Gold

Artisan
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Skill: Smithing & Alchemy
Perk: N/A
Attribute: Endurance & Dexterity
Gear: Blacksmith Hammer, Shovel, Iron Ingots, Ingredients

Soothsayer
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Skill: Restoration & Speech
Perk: N/A
Attribute: Intelligence & Charisma
Gear: Healing, Lesser Ward, Amulet of Dibella, Book: The Buying Game (+1 Speech)

Looter
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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