Skyrim Special Edition

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sashton043

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sashton043

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About this mod

Skyrim's lack of real character creation, like in Morrowind and Oblivion, has always bothered me. But after playing with mods that added class creation, I decided to create my own version. There are no preset classes, you get to create your own! Choose your starting stone, create your class, choose your start spells, and go explore Skyrim!

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Skyrim's lack of real character creation, like in Morrowind and Oblivion, has always bothered me. But after playing with mods that added class creation, I decided to create my own version. There are no preset classes, you get to create your own! Choose your starting stone, create your class, choose your start spells, and go explore Skyrim!

Custom Class Creation
Birthsigns - Skills - Specializations - Attributes

Description:

Custom Class Creation was created to allow you to fully create your own custom class, from birthsign, all the way down to the spells you start out with. This mod is compatible with ANY other mod, except for those that change the starting level for skills, like Aetherius. You just have to load my mod after them so my change takes affect properly. It has no scripts that run automatically after you choose your race. Instead, your character starts with the power "Choose Destiny." You cast this power to start your character creation. Time to highlight the character creation process now:

Class Creation:

First and only word of warning with my class creation mod, the starting level for all skills is 5! I originally had it as a script so anyone can use it in the middle of a playthrough, but I decided to make the change because most people will only use a class creation mod on a new save file. So if you have a save file that you use as a base before doing character customisation (like me), this will not take the change into account, so you will have to recreate your base file once my mod is installed.

This is done to put on the effect that your character doesn't know much about skills other than the ones that your race was brought up around and the skills you choose for your class, except that they exist and what they are helpful for.

You can download this without needing Apocalypse or Simple Bound Weapons Expansion.

New in version 1.5, you can now randomize each choice. Perfect if you can't decide, or if you want your character to play as a random class!

The very first step when casting the character creation power is to choose your starting standing stone, or birthsign. If you choose to use this mod on an existing playthrough, it will remove any standing stone you may have, so that you may choose a new one. There are descriptions for each standing stone using the base game's message boxes. What this means to you, is that as long as your preferred Standing Stone Overhaul changes those messages, those correct descriptions will show up when selecting your birthsign. All standing stones are available, as well as a new one called the "Traveler." Those born under the sign of the Traveler move 5% faster and have all their skills fortified by 5 points, and they all increase 5% faster. They can even activate other standing stones without losing their birthsign.

Next step, you choose a specialization group. Choose from Combat, Magic, or Stealth, and skills in that group are increased by 10 and level 10% faster.

Once you select your specialization, you then select a primary attribute, Health, Magicka, or Stamina. The chosen attribute is raised by 20 points.

Here comes the part where you choose all your skills, but I decided to do mine a little differently. The very first thing you choose is your Armor skill, Alteration, Heavy Armor, or Light Armor. The chosen Armor skill is raised by 25 points, and it levels 15% faster.

Next, you choose two Major skills from all the skills except Heavy Armor and Light Armor. Alteration is available as an option if you didn't choose it for your Armor skill. Each of these skills are raised by 20 points, and they level 10% faster.

Finally, you choose three Minor skills, all the skills except for Heavy Armor and Light Armor are available here, too. Again, Alteration is available as an option if you didn't choose it for your Armor skill. Each skill you choose here is raised by 10 points, and they level 5% faster.

Once you finish your selections, you are asked if you are sure with your selections. If you hit no, you will simply return to your last Minor skill selection screen, and you can back as far as you need. Hitting yes will lock in your selections, granting each of them to you.

Once the skill bonuses are granted, you will be prompted with one last message box. It will ask if you want to obtain three perk points to spend as you wish, or if you want to obtain three special abilities (class advantages), based on your armor skill and two major skills. The list of each ability is below. Once you make your selection, the power is then removed, and your class is created.
Spoiler:  
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Spell Selection Add-On:

If you download the Spell Selection add-on, you will also have the "Choose Spells" power. Here is where there are two mod dependencies (technically three), to increase the available spells to choose from. Apocalypse and its optional Waterstride spell add-on is required, as well as 
Simple Bound Weapons Expansion
 (SBWE). I chose to include SBWE for two reasons. One, to increase popularity with it. And two, to increase the amount of bound spells available. I didn't like that the Bound Armory mod available for SSE had you pick your preferred bound weapon in a mod configuration menu, thus why I use SBWE and highly recommend it. The DLC spells you can buy from merchants are included in the spell pools, as well. 

When you cast "Choose Spells," it detects which skill type was chosen for each magic school, and allows you to select your starting spells, in the following order:

Alteration -> Conjuration -> Destruction -> Illusion -> Restoration

New in version 1.5, you can now randomize the spells you obtain for each magic school, to randomize how your mage character plays.

If Alteration was chosen for your armor skill, you automatically get Oakflesh and Ocato's Recital, and Stoneflesh cannot be chosen, but you can pick an extra spell from either the Novice or Apprentice spell pools. For each magic school you choose as a Major skill, you can pick a Novice and an Apprentice spell. If a magic school is a Minor skill, you can pick only a Novice spell. Below are the available spells to pick from for each school of magic:
Spoiler:  
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Known Issues
  • Installing and using on an existing save causes Frostbite to CTD when hitting an NPC with the spell (Fixed)




Credits and Permissions

  • You are free to make your own edits or add-ons to this mod and upload them as you wish, just credit me as the original author of this mod, and a message just letting me know of your mod's existence would be nice so I can check it out :)