Changed the main values from 9/18/27% to 4/8/12% since a quick look at Skyrim's XP system reveals it makes a huge difference by the time you reach 100 skill. The new bonuses still beat vanilla considerably (your first 5 or 10 skill points go QUICK), but I wanted it to still be noticeable. The original bonuses are still available to download as old versions.
One nitpick and I'm not sure if this has already been mentioned, but because the skill stat increases are zeroed out on the races, it results in a small nerf to NPCs as many of them derive their skill stats from their race. It also makes enemy races the same, so for example a Nord enemy mage has the same destruction skill as a High Elf mage. Yes, the differences are small, but it exists.
I've kind of worked around this by creating a patch that restores the skill increases to the Races (using Disparity's stat increases) and then using Choose Your Starting Skills which has a script that revert my character skills (and mine only) back to 15 (iAVDSkillStart default) during character creation.
From a RPG element, would love to see a combined Subtle But Classess and Choose Your Starting Skills mod, which lets one choose starting skill offsets AND skill learning rate based on RPG backstory. Not sure if I'll get around to implementing it, but just some thoughts to noodle (pun intended :) ) on.
Hi there! First of all, I really love this mod. I've tried every race mod under the sun and this one is my favorite.
I'm trying to understand how SPID and scripts in general work when dealing with applying perks to npcs; may I ask how this mod applies its perks? I was told that there was no way to directly apply a perk to a race record, so it requires scripting in some way, correct? Does this use a cloak effect to achieve that?
Perk with the actual effects, just uses pre-existing functions Magic Effect that gives you the perk Spell with the magic effect Add the spell to Race under "Actor Effects", set Skill Boosts to 0 and modify Stam/Health/Mag under that
Sorry to randomly return to this, but when I look in the console at a Nord NPC, I see the Nord Affinities MGEF, but not the Nord Affinities perk. Is it not listed for some reason? Or is it more likely it's not actually applying the perk? I'm trying to make my own racials and apply them like yours, but I'm having the same problem where Example Racial MGEF is showing, but not the perk.
Hi thanks for the Aetherius addition! I really like the new changes.
But would it be possible to add the percentages in the race selection like aetherius also did it with the skill level bonuses? Or maybe does somebody know how I can add that with xEdit?
Is there a possibility of a version without the height changes? I already use Diverse Racial Skeletons which changes the height and skeleton of the playable races.
I know this isn't what you asked, but you can easily fix your heights in SSEEdit.
Just load up your two mods -> Expand Subtle but Classless -> Expand Race -> Highlight the first race "ArgonianRace" -> Right-click the right-side of the window and Check the "Hide no conflict and empty rows" option
Close to the top of the window you should find the "Male Height" and "Female Height" Values (In the tree, they are in "DATA - DATA -> Male Height"). You can drag the values from "Diverse Racial Skeletons" over on top of "Subtle but Classless" to make them identical. Then you just do that for the other races.
If "Diverse Racial Skeletons" doesn't change those same values, you could just drag the values from "Update.esm".
Yo thanks for that detailed answer! Not what I asked but you aren't obliged to change stuff for my person mod list. Just thought I'd ask. But yeah that doesn't sound too hard to do, I think I'll try that. Thanks again!
First I want to say that I enjoy this mod and I've endorsed! :)
Second, I think I found an incompatibility and a solution: I have started a new game as a Breton and I had normal starting stats. The mod was still working though as I still got the "Breton Affinities' power. I'm not sure what the conflict was, my guess was that it was this mod ( https://www.nexusmods.com/skyrimspecialedition/mods/23873 ). I fixed the issue by moving the plug after the linked mod, adding the 'Stats' tag to the patch and rebuilding my Bashed Patch.
I hope this information could be useful to you at all.
Does it mean that Nords getting +8% for two handed will result in 0.54 leveling speed if I have set the initial speed to 0.5 via Skyrim Uncapper? Just wanted to make sure the buffs take into account that I halved the progress speed.
I agree with macksfallout in that I'm really interested by this mod, but not about the height changes, just feels like it should be separate to me. I'll be tracking in case you ever follow that line, but the concept is really interesting.
82 comments
The original bonuses are still available to download as old versions.
Corrected USSEP conflicts to fix blackface bug.
One nitpick and I'm not sure if this has already been mentioned, but because the skill stat increases are zeroed out on the races, it results in a small nerf to NPCs as many of them derive their skill stats from their race. It also makes enemy races the same, so for example a Nord enemy mage has the same destruction skill as a High Elf mage. Yes, the differences are small, but it exists.
I've kind of worked around this by creating a patch that restores the skill increases to the Races (using Disparity's stat increases) and then using Choose Your Starting Skills which has a script that revert my character skills (and mine only) back to 15 (iAVDSkillStart default) during character creation.
From a RPG element, would love to see a combined Subtle But Classess and Choose Your Starting Skills mod, which lets one choose starting skill offsets AND skill learning rate based on RPG backstory. Not sure if I'll get around to implementing it, but just some thoughts to noodle (pun intended :) ) on.
Again, great mod!
I'm trying to understand how SPID and scripts in general work when dealing with applying perks to npcs; may I ask how this mod applies its perks? I was told that there was no way to directly apply a perk to a race record, so it requires scripting in some way, correct? Does this use a cloak effect to achieve that?
Apologies for the perhaps stupid questions!
There's no script here, just old school ESP overwrites. It generally only conflicts with race overhauls, hence the optional files.
Lastly, the MGEF archetype is listed as "Script"--is that meaningless in this scenario?
Thanks for the help!
Perk with the actual effects, just uses pre-existing functions
Magic Effect that gives you the perk
Spell with the magic effect
Add the spell to Race under "Actor Effects", set Skill Boosts to 0 and modify Stam/Health/Mag under that
That's pretty much the whole mod!
But would it be possible to add the percentages in the race selection like aetherius also did it with the skill level bonuses? Or maybe does somebody know how I can add that with xEdit?
Just load up your two mods -> Expand Subtle but Classless -> Expand Race -> Highlight the first race "ArgonianRace" -> Right-click the right-side of the window and Check the "Hide no conflict and empty rows" option
Close to the top of the window you should find the "Male Height" and "Female Height" Values (In the tree, they are in "DATA - DATA -> Male Height"). You can drag the values from "Diverse Racial Skeletons" over on top of "Subtle but Classless" to make them identical. Then you just do that for the other races.
If "Diverse Racial Skeletons" doesn't change those same values, you could just drag the values from "Update.esm".
Good luck with your modding!
Second, I think I found an incompatibility and a solution: I have started a new game as a Breton and I had normal starting stats. The mod was still working though as I still got the "Breton Affinities' power. I'm not sure what the conflict was, my guess was that it was this mod ( https://www.nexusmods.com/skyrimspecialedition/mods/23873 ). I fixed the issue by moving the plug after the linked mod, adding the 'Stats' tag to the patch and rebuilding my Bashed Patch.
I hope this information could be useful to you at all.
https://www.nexusmods.com/skyrimspecialedition/mods/8889?tab=posts
I don't know how to see exactly how much XP is gained at a time
I'll be tracking in case you ever follow that line, but the concept is really interesting.