If you are commenting about getting stuck when selecting neutral traits for the 1.4 beta, please read the file description. It is a known issue that the original developer never fixed, nor intends to fix. Skip the traits options.
i just installed a collection called "legacy of the dragonborn vol.1"
i added some minor mods too like point the way, carriages and ferry travel and other stuff like that and i know their are not the origin of my problem. then, i added this mod (CCO) but after leaving the racemenu the mod pops-up normally, beside the fact it only says "change race" and "next". i know it was supposed to appear all info about the race i just chose... so there's got to be anything conflicting here. i've been trying to fix this for days, but have no idea what mod should it be!!
[FE 11B] CCO - Oblivion Carry Weights.esp has errors: MESG > "_sycOblivionCarryWeightsPlaceHolder": Warning: internal file FormID is a HITME: 02000D62 (should be 01000D62 )
[FE 119] CCO - Diverse Races And Genders.esp has errors: MESG > "_sycDiverseRacesAndGendersPlaceHolder": Warning: internal file FormID is a HITME: 02000D62 (should be 01000D62 )
Hey, love the mod, but I was wondering: does the Sorcerer class regenerate Magicka? Because one of the things I was so disappointed with in Morrowind and Oblivion was that they took away the non-regenerating Magicka trait that it had in Arena and Daggerfall, at thing that made the class so unique and added an additional layer of strategy to the gameplay. Sure, one can argue that having the Atronach sign makes this trait redundant, but there's one mod for Oblivion that circumvents this by preventing the player from selecting said sign if they're Sorcerer by class, and the Atronach standing stone giving a unique bonus to Sorcerers instead.
Love this mod! I haven't used it in awhile, but am throwing this in my new LO on Xbox. After testing on AE with 148 plugins (146 enabled), everything seems to be working fine! Thanks for this mod!
I do have a few questions, though. The Xbox version doesn't differentiate between major and minor skills. It simply allows you to select 6 skills at character creation. At least, the version that I'm using is like this. I'm using CCO AiO ported by MeisterB, which states on its Beth page that it's version 4. I'm assuming this is the same as version 1.3.2? Or is it 1.4 without the major/minor skill separation, and no unfinished traits? Not sure if anyone can answer that, but am definitely curious.
Also, when it comes to skill progression, I see on the charts provided that races get bonuses to how fast they learn skills, for example Redguards receive a plus ten to One-Handed and also progress 10% faster at that skill (if I'm understanding that correctly). I see in the update section of the description that in version 1.1 a 20% increase in skill progression was implemented for major skills. So, I'm assuming this means that, for example, a Redguard that choses One-Handed as a skill will gain a total of 30% increase to One-Handed skill progression. If that's true, you could purposefully not choose any of your characters racial skills and end up with more skills having a bit of a boost to progression, just nothing that would be chugging along with a +30% boost. Awesome! Right? I think that's right, lol.
Anyway, love this mod, and anyone looking for a well done character creation overhaul, I'd highly recommend this one. It's an oldie but a goodie!
Is there a console command for bringing up the Character Creation menu ( not race menu ) since the new beginning book doesn't work?
I've been trying to figure it out but so far I've only been able to bring up the initial message. It doesn't run through the whole thing.
Edit: I also tried the newer version overwriting the old, as mentioned a few comments down, and I always get weird movement bugs when running forward 1st or 3rd person. It twitches or turns left. So I'm stuck with 1.3.3 version.
Yes, the other versions are bugged for me. What I wanted to do was create a character save in the Alternate Start dungeon named "new character" and be able to read the book to go through the CCO process.
What I did instead was uninstall the mod then create the new character save with all other mod settings prepared. Now when I load the new save with CCO installed it automatically runs through the process without interfering with anything.
Now I can just load up the save file and create a new character through CCO without having to change all the mod and UI settings everytime I want to test a new build
Just leaving this here in case the idea helps anyone.
510 comments
i added some minor mods too like point the way, carriages and ferry travel and other stuff like that and i know their are not the origin of my problem.
then, i added this mod (CCO) but after leaving the racemenu the mod pops-up normally, beside the fact it only says "change race" and "next". i know it was supposed to appear all info about the race i just chose... so there's got to be anything conflicting here. i've been trying to fix this for days, but have no idea what mod should it be!!
please help me! :'(
Solution is simple enough, just shed some esp's and you should be good to go.
Just love this mod.
MESG > "_sycOblivionCarryWeightsPlaceHolder": Warning: internal file FormID is a HITME: 02000D62 (should be 01000D62 )
[FE 119] CCO - Diverse Races And Genders.esp has errors:
MESG > "_sycDiverseRacesAndGendersPlaceHolder": Warning: internal file FormID is a HITME: 02000D62 (should be 01000D62 )
I do have a few questions, though. The Xbox version doesn't differentiate between major and minor skills. It simply allows you to select 6 skills at character creation. At least, the version that I'm using is like this. I'm using CCO AiO ported by MeisterB, which states on its Beth page that it's version 4. I'm assuming this is the same as version 1.3.2? Or is it 1.4 without the major/minor skill separation, and no unfinished traits? Not sure if anyone can answer that, but am definitely curious.
Also, when it comes to skill progression, I see on the charts provided that races get bonuses to how fast they learn skills, for example Redguards receive a plus ten to One-Handed and also progress 10% faster at that skill (if I'm understanding that correctly). I see in the update section of the description that in version 1.1 a 20% increase in skill progression was implemented for major skills. So, I'm assuming this means that, for example, a Redguard that choses One-Handed as a skill will gain a total of 30% increase to One-Handed skill progression. If that's true, you could purposefully not choose any of your characters racial skills and end up with more skills having a bit of a boost to progression, just nothing that would be chugging along with a +30% boost. Awesome! Right? I think that's right, lol.
Anyway, love this mod, and anyone looking for a well done character creation overhaul, I'd highly recommend this one. It's an oldie but a goodie!
I've been trying to figure it out but so far I've only been able to bring up the initial message. It doesn't run through the whole thing.
Edit: I also tried the newer version overwriting the old, as mentioned a few comments down, and I always get weird movement bugs when running forward 1st or 3rd person. It twitches or turns left. So I'm stuck with 1.3.3 version.
What I did instead was uninstall the mod then create the new character save with all other mod settings prepared. Now when I load the new save with CCO installed it automatically runs through the process without interfering with anything.
Now I can just load up the save file and create a new character through CCO without having to change all the mod and UI settings everytime I want to test a new build
Just leaving this here in case the idea helps anyone.