Skyrim Special Edition

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Sohothin

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Sohothin

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70 comments

  1. Maderasnobile
    Maderasnobile
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    anyone know alternate mod i can use instead? this mod seems outdated
    1. PoluXVMII
      PoluXVMII
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      +1
    2. dmostwanted
      dmostwanted
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      Skytweak
  2. Butterwichtel
    Butterwichtel
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    Why does the spells module need to modify the Unbound quest? This makes it not compatible with Alternate Start.
    1. aristotle99
      aristotle99
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      True Start - Spells.esp has been showing up in my .NET Script Framework crash logs too often.  I finally realized this mod is causing a problem.  It might be because the Unbound quest is being modified unnecessarily.  There is an alternative mod:  No Starting Spells, will try it.

      I also use Alternate Start.

      EDIT:  I will post this for the benefit of others.  After testing, I can confirm that True Start - Spells.esp conflicts with Alternate Start, and the two should not be used together.  Instead, use No Starting Spells.  I tried to be clever and deleted the 'Quest' portion of True Start - Spells.esp in xEdit, unsuccessfully.  I use True Start - BaseSkills.esp and True Start - RaceSkills.esp with no problem, together with No Starting Spells and Alternate Start.  Note the I generally pick the vanilla opening from Alternate Start (use it to load all my mods, prevents interference with wagon ride).  True Start - Spells.esp will not work with the vanilla start from Alternate Start.
  3. reinyn
    reinyn
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    Honestly, i would love to see a version that also lowers health, stamina and magicka to 50 at the start.

    With high regards,

    Reinyn
    1. yerahmeel
      yerahmeel
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      Exactly.
      I'm using Remove Player Stat Offsets but the true-start spells overwrite it. :( I hope someone makes a patch.
  4. DanielPerezAlvarez
    DanielPerezAlvarez
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    Does it lowers your health/stanamina/magicka like the rest of the npc have?
  5. aristotle99
    aristotle99
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    Deleted
  6. Captain Radish
    Captain Radish
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    Just FYI, this doesn't play nicely with uncapped. Smithing, alchemy, enchanting, and probably all non-combat skills will never level unless you start on level 1.
    1. VorrAkkagi
      VorrAkkagi
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      TRUTH! I have been pulling my hair out trying this and another set to zero mod. That other I've had work fine in LE, except Pick Pocket, which I never really do anyway. But I like the idea of this mod and hope a quick edit to raise everything to 1 could be had. I'd do it myself if I knew how. The creation kit somehow I assume. I haven't worked with any of them nearly a decade.

      Add edit: I wonder, if Uncapped is uninstalled for a brief bit while getting all those skills leveled up to at least 1, then reinstalling it, would this work? I really don't know how many mods rely on it in 'every day activity' in game.

      Add edit 2: I tried using the consul commandsplayer.AdvSkill sneak <#><--- I tried various values there to get it to budge. Nothing. It's like the value is hardcoded to be 0, nola, zilch, nada, empty space. I also tried SetAdv. Nope. Gonna have to see how to edit an .esp file now =P

      And last edit: I used TES5 SE editor, popped open the skills esp and switched the .AdvSkill option from 0 to 1. All skills are now reduced to 1 instead of 0 and advance normally =)
    2. AgesofShadow
      AgesofShadow
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      I know this is WAYY late, but there is a very easy fix for this.

      1. Open the SkyrimUncapper.ini file (typically located in C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins for those who don't know)

      2. Scroll down until you see this section:
      "#All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on CHARACTER LEVEL, independantly for each skill."

      3. Each of the lines will read something like (skill names will obviously vary):
      [SkillExpGainMults\CharacterLevel\OneHanded]
      1 = 1.00

      4. Change them to the following (for EACH skill):
      [SkillExpGainMults\CharacterLevel\OneHanded]
      0 = 1.00

      And you're all set! This should make it fully compatible with uncapped.


  7. 3Enigma
    3Enigma
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    Does this conflict with Imperious Racials/Ordinator?
    1. boringvlln
      boringvlln
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      With Imperious Racials it sure does, donno about the other.
  8. Soronya
    Soronya
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    So, I'm not entirely sure what happened, I've used this mod before with no problem, but just starting today, it will not let me start a new game while this mod is active. I'm assuming it has to do with updates within the game, but I'm not sure.

    EDIT: I moved the mod and plugin above Alternate Start (there has been a recent update to the mod, so I'm assuming that has something to do with it) and everything works fine. Ignore my above post.
  9. AbdullahNF
    AbdullahNF
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    FYI, this mod conflicts with the mod Skyrim Unbound. Make sure to place True Start above Skyrim Unbound otherwise the game won't start.
  10. Oddity5D
    Oddity5D
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    Just FYI,but your TrueStart - RaceSkills.esp under Race category is overwriting changes made by Update.esm to "Attacks" because you used Skyrim.esm as your base. Anyway, I love your mod. Thank you for your efforts!

    Also, same is not USSEP compatible.
    1. Thierry5821
      Thierry5821
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      • 8 kudos
      I second this.
      You mod is a must-have, no doubt.
      Thank you for that.

      But why didn't you port the USSEP fixes ?
      Maybe you don't use it, but some corrections in the race records coming from update.esm are also not ported/removed.
      I can't believe you would play without the update, would you?