Hello there! Nice mod, thank you! But Classic Classes and Birthsigns(reimagined) also edit the 00000007 section, and there is a bit issue with these two together, I will paste here from NetScriptFramework as below ------ PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Prisoner`, FormId: 00000007, File: `Starting Spell Choice.esp <- ClassicClassesReimagined.esm <- Skyrim.esm`))
Fun fact. The scrolls register as conjuration so if you're running Wintersun and choose to worship Stendarr before using them he'll abandon you. And at least one NPC accused me of necromancy?? So that was amusing. Mod works for me most of the time using LAL.
Let us see if I can help clarifiy things on this old mod! I installed it along with a pick your own skills mod and a expanded starting eq mod. It felt a lot like fo3 building. Now then as far as I can tell the scrolls are only added sometime after you leave helgen and before riverwood. I did not get any announcement they were in my inventory. I looked in it immediately at helgen but they were not there until I checked again in riverwood. So run this mod low in your order and give it time. Also it seems not to play nice with things like quick start mods. You might have to wade through the opening movie to get it time to load the script.
My question is probably more to the author of the mod: how to transfer the activation marker for the appearance of scrolls in the inventory to the exit from the cave under Helgen? can this be done in the SSEEditor?
You might be interested in trying Optional Starting Spells which works with LAL and vanill start. I haven't tested it, but I suspect if you use LAL and choose the vanilla start option, you likely find the spell tomes in both the Abandoned Prison Cell and the Helgen Prison Cage.
Mod works fine, it loads properly everytime I make a new character with Live Another Life, but sometimes, way later in the game, I'll get a crash, and NetScriptFramework will tell me it's because of this mod. I assume because it removes the starting race spells, which for whatever reason the game tried to access? Not sure how to fix this.
*steel sword. Mystic Binding perk makes it Daedric, though I admit Mystic binding is available super early. Bound Dagger would be a more balanced option by far.
I'm pretty sure the mod "Spell Shaping" would allow you to adjust this as Spell Shaping allows you to adjust the strength both stronger and weaker. This includes all schools of magic, enchanting, bound weapons and more thru the MCM .
Works so far that I get the scrolls, but doesn't remove the starting spells. Not sure if something has changed in the game, thanks for leaving the source code. :)
If SSCQuest.GetStageDone(20) != 1 ....
Starting a new character in LAL:
sqs SSCQuest Stage 10: 0 Stage 20: 0
Walking up to the statue of Mara gives me the scrolls and
sqs SSCQuest Stage 10: 0 Stage 20: 1
But the Flames and Healing are still there... Will try on a non LAL start.
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Mod works for me most of the time using LAL.
I installed it along with a pick your own skills mod and a expanded starting eq mod. It felt a lot like fo3 building.
Now then as far as I can tell the scrolls are only added sometime after you leave helgen and before riverwood. I did not get any announcement they were in my inventory. I looked in it immediately at helgen but they were not there until I checked again in riverwood. So run this mod low in your order and give it time. Also it seems not to play nice with things like quick start mods. You might have to wade through the opening movie to get it time to load the script.
http://icecream.me/uploads/89c4534f0b06a2133b5c88ab95e72309.png
its the same damage as a daedric sword
If SSCQuest.GetStageDone(20) != 1
....
Starting a new character in LAL:
sqs SSCQuest
Stage 10: 0
Stage 20: 0
Walking up to the statue of Mara gives me the scrolls and
sqs SSCQuest
Stage 10: 0
Stage 20: 1
But the Flames and Healing are still there... Will try on a non LAL start.