Complete re-imagination of Classes for Skyrim. Develop your character via a class system that lets you decide which skill sets to use, abilities to gain, and how to specialize as your character advances.
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Changelogs
Version 5.2.8
Fix: Paladin's Seraphic Refuge did not apply bonus to Akatosh blessing.
Fix: Paladin's Seraphic Refuge had the bonuses for Julianos and Azura switched.
Version 5.2.7
Fix: Reset function fixed to remove Spellsword abilities along with others as intended.
Fix: Corporeal Channel ability will not include enchantments or spells cast on self.
Version 5.2.6
Fix: Templar's Servile Troth requirement will now be met but just having any of the following in your inventory - Azura's Star, Black Star, Skeleton Key, Oghma Infinium
Version 5.2.5
Fix: Ranger will now receive Magic Resistance buff as stated in description / MCM.
Version 5.2.4
Fix: Resetting did not remove all of the previous abilities learned.
Update: Incorporated "hybrid" skills to count towards both paths (example: Archery now counts as both a Combat skill and Stealth skill).
Version 5.2.3
Update: Adjusted the Adept requirements for Magic abilities (to only require 1 school vs 2, which made it too difficult for hybrids).
Version 5.2.2
Fix: Evoker's Zodiac Ascendancy ability for Atronach Stone - text was based on previous version, and calculation was not correct; both fixed.
Version 5.2.1
Fix: Novice Abilities are now properly aligned with the first Skill Level ranking from the MCM.
Balance: Dropped 1 master ability from each progression and incorporated master ability selections for all Master options.
Balance: Reworked ability magnitudes and scaling; expanded novice and adept abilities to have 6 and 4 ranks respectively (were 5 and 3).
Update: Dropped the original Novice abilities (HMS and learn rate bonuses) - many other mods handle these, and ultimately did not feel like the fit in with Cori.
Fix: Various minor fixes (grammatical, incorrect rank assignment for a couple abilities).
Version 5.1.1
Fix: MCM Script fix for the Reset function.
Version 5.1.0
Fix: Specializations with Oath abilities can now still learn via Skill Books (Sorcerer's Oath, Knight's Oath, etc.) I am still working on adapting this to Trainer NPCs.
Fix: Reworked some of the class "path mapping" to work better (should not experience any more empty menus b/c you already selected an ability).
Fix: Ranger's Vigilant Strider was not set correctly (both levels set to Master rank, and none for Legendary rank). These have now been set correctly.
Addition: MCM Menu pages for quick reference on requirements and abilities.
Addition: MCM Menu for Reset allowing you to completely reset Cori. Note that you will have to gain a skill/level between making new selections.
Version 5.0.4
Fix: Sorcerer and Knight did not have all the appropriate properties set to properly add some of the abilities. This has been fixed.
Version 5.0.3
Fix: Nightblade and Ranger class paths fixed.
Fix: Evoker skill requirements fixed.
Version 5.0.2
Fix: Progression notifications and menus will show as intended now.
Version 5.0.1
Fix: Adept to Expert Classes will now follow correct progression (Adept was skipping straight to Legendary)
Fix: Cleaned scripts up some to make them run faster by not processing unnecessary functions your character is not eligible for.
Update: Choose Path power added after gaining first level and no longer disappears; this is done to help with compatibility with mods that alter your leveling (sleeping to level, etc.)
Update: Notifications will now appear when you become eligible for a new progression.
Version 5.0.0
This is a complete Rework.
Update: Classes removed and abilities redistributed/absorbed/omitted.
Update: Paths changed to allow for "purist" builds as well as "hybrid" builds.
Fix: No more Apply Combat Hit spells (not so much a fix, but more to improve compatibility).
Version 4.0
Addition: MCM Menu - Allows you to set the Character Level requirements and the Skill Level requirements for starting and advancing your Class and progression.
Update: Eliminated Message Boxes and switched them to Notifications (no more pop-ups, just messages in the upper left).
Update: Powers will no longer show up until you have met both the character and skill level requirements (no more empty menus causing confusion)
Update: Cleaned up records and scripts.
Version 3.13
Fix: Sorcerer's Grand Enchanter for Heavy Armor was set to temper rather than enchant; fixed.
Version 3.12
Fix: Runesage ability was allowing unlimited rune placement (limitation of CK with this perk); Perk adjusted to compensate and works correctly now.
Version 3.11
Fix: Issue with Adept Acolyte menu (too many characters in Message Menu results in CTD)
Fix: Skill requirements for Adept and Master were not class/specialization specific, causing power to be added premeaturely.
Version 3.1
Fix: Re-mapped menu option of Necromancer ability to correct record (was mapped to Renewed Flesh erroneously).
Fix: Sworn Enemy: Animals was incorrectly connected to Flesh Spell magic effect.
Fix: Few descriptions not showing correctly (Atronach Glyph, Snaresmith).
Fix: Gloom Shade not showing in Active Effects.
Update: Re-balanced several abilities, including Forge Lord, Snaresmith, Hallowed Charge, etc.)
Update: Redid all menus to make them more informative, and fix the issue of too many options showing by numbering options instead in some cases.
Update: Changed Merchant (Stealth Ability) to Haggler - using Merchant in Elsa and want each ability in SkyRem series to be unique.
Update: Adjusted quite a few menu visuals to make them more appropriate.
Update: Adjusted messages/notifications to first person (YOT inspired).
Addition: Beguiler (Stealth Ability) is now active, after much "fixing" of CK on my end and finding a better way to compile scripts without it.
Version 1.2beta
Fix: Script fix for hybrid classes (Battlemage, Nomad, Mystic); was skipping ability selection but is fixed now.
Class Overhaul Re Imagined
A complete overhaul and re-imagination of classes. Develop your character through a "series" of classes, further specializing as you go. The options available depend upon how you play and develop your character. If you want to be the evilest of dark Paladins... play as one and the appropriate powers will become available. Rather adventure as a Bard buffing your allies and debuffing your enemies... so be it.
How does this work [simplified version] Note: The Character Level and Skill Level requirements can be customized in the MCM. The values listed below are the default and recommended for the SkyRem Guide setup. If you play Vanilla (or Vanilla+), balance can be achieved by increasing most of the levels.
Start a game and play.
At level 5 choose your Archetype.
Play some more. At level 10 advance your Archetype (or choose a new one).
Play some more. At level 20 advance your Archetype, or progress to a Class.
Play some more. At level 30 advance your Archetype or Class.
Play some more. At level 45 advance your Archetype, Class, or progress to a Specialization.
Play some more. At level 60 advance your Archetype, Class, or Specialization.
What about the non-simplified version?
Novice:Character Level 5, Skill Level 15
[3 Skills] Choose an Archetype based on the skills you have developed.
Choose a Novice ability for that Archetype.
Apprentice:Character Level 10, Skill Level 30
[3 Skills] Advance your Archetype, and your Novice ability will scale.
Choose a new Archetype, and select a new Novice ability; your previous ability(ies) will no longer scale.
Adept: Character Level 20, Skill Level 45
[3 Skills] Advance your Archetype, and your Novice ability will scale.
Choose a new Archetype, and select a new Novice ability; your previous ability(ies) will no longer scale.
[4 Skills] Progress to a Class, and select an Adeptability.
Expert: Character Level 30, Skill Level 60
[3 Skills] Advance your Archetype, and your Novice ability will scale.
Choose a new Archetype, and select a new Novice ability; your previous ability(ies) will no longer scale.
[4 Skills] Advance your Class, and your Adeptability will scale.
Choose a new Class, and select a new Adept ability; your previous ability(ies) will no longer scale.
Master: Character Level 45, Skill Level 75
[3 Skills] Advance your Archetype, and your Novice ability will scale.
Choose a new Archetype, and select a new Novice ability; your previous ability(ies) will no longer scale.
[4 Skills] Advance your Class, and your Adeptability will scale.
Choose a new Class, and select a new Adept ability; your previous ability(ies) will no longer scale.
[5 Skills] Progress to a Specialization, and gain the appropriate Master ability(ies).
Legendary: Character Level 60, Skill Level 90
[3 Skills] Advance your Archetype, and your Novice ability will scale.
Choose a new Archetype, and select a new Novice ability; your previous ability(ies) will no longer scale.
[4 Skills] Advance your Class, and your Adeptability will scale.
Choose a new Class, and select a new Adept ability; your previous ability(ies) will no longer scale.
[5 Skills] Advance your Specialization, and your Master ability(ies) will scale.
Choose a new Specialization, and gain the appropriate Master ability(ies); your previous ability(ies) will no longer scale.
Notes:
Which skills you choose to develop are irrelevant, only the number of skills in each category.
Some ability options have requirements. You can not choose Archer as a Weapon Focus if you have not developed Archery for example.
Regardless of which path(s) you take, you will only be able to choose your path six times, so choose wisely.
If you choose to reset, the option is there. However you will need to advance in skill and level between each choice.
Hybrid classes/specializations will gain additional abilities (depending on your choices).
Every build has benefits: Legendary Archetypes will max out their Novice Bonus 2-3 times higher than any other path for example.
Although Specializations receive both Master Abilities, they also must adhere to the tenants of that specialization (penalty).
Classes
Archetypes
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Warrior
Requires: 3 Combat Skills (Pure Combat)
Ability: Combat Focus
Available Classes: Champion, Battlemage, Nomad
Mage
Requires: 3 Magic Skills (Pure Magic)
Ability: Magic Focus
Available Classes: Battlemage, Acolyte, Mystic
Thief
Requires: 3 Stealth Skills (Pure Stealth)
Ability: Stealth Focus
Available Classes: Nomad, Mystic, Agent
Classes
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Champion
Requires: 4 Combat (Pure Combat)
Abilities: Combat Focus & Sworn Enemy
Available Specializations: Knight, Paladin, Templar
Battlemage
Requires: 3 Combat & 1 Magic (Hybrid Combat and Magic)
Abilities: Combat Focus & Spell Aptitude
Available Specializations: Paladin, Spellsword, Nightblade
Nomad
Requires: 3 Combat & 1 Stealth (Hybrid Combat and Stealth)
Abilities: Combat Focus & Stealth Talent
Available Specializations: Templar, Nightblade, Ranger
Acolyte
Requires: 4 Magic (Pure Magic)
Abilities: Magic Focus & Spell Aptitude
Available Specializations: Cleric, Sorcerer, Evoker
Battlemage
Requires: 3 Magic & 1 Combat (Hybrid Magic and Combat)
Abilities: Magic Focus & Sworn Enemy
Available Specializations: Spellsword, Cleric, Druid
Mystic
Requires: 3 Magic & 1 Stealth (Hybrid Magic and Stealth)
Abilities: Magic Focus & Stealth Talent
Available Specializations: Druid, Evoker, Shadowcaster
Agent
Requires: 4 Stealth (Pure Stealth)
Abilities: Stealth Focus & Stealth Talent
Available Specializations: Assassin, Monk, Rogue
Nomad
Requires: 3 Stealth & 1 Combat (Hybrid Stealth and Combat)
Abilities: Stealth Focus & Sworn Enemy
Available Specializations: Ranger, Bard, Assassin
Mystic
Requires: 3 Stealth & 1 Magic (Hybrid Stealth and Magic)
Abilities: Stealth Focus & Spell Aptitude
Available Specializations: Bard, Shadowcaster, Monk
Specializations
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Knight
Requires 5 Combat (Pure Combat)
Abilities: Combat Focus & Sworn Enemy
Knight's Oath: No Magic or Stealth skills will advance past 60 by normal means.
Forge Lord: Temper a selected group of items better. [25%] [ 50%]
Order Formations: Give orders to allies to Buff their skills (See Below). [+15] [+30]
In addition, the following skills are now a "hybrid", meaning they count towards multiple categories:
Combat / Magic: Smithing and Enchanting
Magic / Stealth: Illusion and Alchemy
Stealth / Combat: Archery (Marksman) and Light Armor
While I think some are self-explanatory, I did take some liberties with others (for the sake of keeping things balanced).
As with my other SkyRem mods, one of my goals is to ensure maximum compatibility.
Divine Amulets:
A keyword has been added to the Divine Amulets. This is a simple patch fix if you have mod(s) that affect the Armor record for these.
SkyRem Character Series - GRACE Grace: SkyRem Character Series AIO Gabi: Genders Are Boringly Indistinct Rae: Race Abilities Enhanced Rae: Race Abilities Enhanced (Customizable Version) Ava: Attribute Value Application Cori: Class Overhaul Re-Imagined Cori: Class Overhaul Re-Imagined (Custom Skills Framework) Elsa: Early Life Skill Adjustment
SkyRem Immersion Series - EMILI Emili: SkyRem Immersion Series AIO Eve: Evolving Value Economy Mia: More Immersive Activations Inez: Improved NPC Encounter Zones Lora: Loot Overhaul - Rarity & Abundance Iris: Indigent Residents In Skyrim
SkyRem Gameplay Series Misti: Masterly - Intuitive Skill Tree Integration Cassi: Constellations - A Standing Stones Improvement
SkyRem: Skyrim Roleplay Enhancement Mod Guide SkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)