This mod will no longer be updated or attended to, as I have honestly found my perfect Skyrim set up without my own mod 😅 I found the E.S.L.A. mod, and I fell in love with its reintroduction of classic attributes and class creation. Thus, I found no need to continue using my own mod, if that makes sense! Thanks to all who enjoyed!
EDIT: For anyone that is still interested in this mod, I will be updating it in the near future to fit a collection I am curating! Most of the features in this mod will be present in the updated version, but will be balanced around a SimonRim feel. I have most of his mods in the collection I am making, BUT with a version of Vokrii that will be fitting to the vision I have for my collection. I do have some other things up next before I work on this, as this will be the final touch I need!
This is my favorite class creation mod, and it's simple to use. It's permanently in my load order. I was just wondering if the heavy armor advantage skill is affected by the heavy armor perks that don't require you to wear a helmet?
I know you have no plans to update this, mostly. But I'm curious on the Spell-add on patch that requires SBWE... With Mysticism now doing all this since 2.x, is it still required? Or would it mess things up now, due to all this?
try out disparity for LE, it's a great character creation mod that i wish was ported over to SE. note, it's not the "disparity and diversity" mod, that's osmething else
I am unsure and also unable to check for myself, I do not have access to my computer and won't be able to for a while still, so you will have to try it out yourself, or see if someone else can confirm it works
Hey, not sure if you're still checking out this page. I have a question / suggestion about how this mod implements the Alteration Armor Skill Advantage, 'Magic Armory,' (flesh spells get 10 min. duration, but costs all magicka to cast). Is this attached to autocasting effects as well, like if a flesh spell were selected for Ocato's Recital? Or would the flesh spell be cast for free but have normal duration in the specific case of autocasting?
I'm also wondering how this plays out in connection with an alteration perk in the Vokriinator or Vokrii perk overhauls. Both of these perk overhauls add a perk to the Alteration tree called "Ocato's Preparation." This perk autocasts the player's strongest flesh spell at the start of combat, at no magicka cost. (It does not change the spell's duration, however.)
So if I run CCCO along with Vokrii, and I take the 'Magic Armory' advantage at creation, I imagine that would override the effect of Ocato's Preparation perk, costing all magicka every time the player entered combat? If so, that seems like a huge disadvantage on balance.
If that's correct, my suggestion would be to consider changing 'Magic Armory' to something simpler with no real downsides to it (e.g., a flat +50 bonus to armor rating) and leaving the duration and casting costs vanilla. After all, the other armor advantages for Heavy Armor and Light Armor don't have any downsides to them... just a thought.
I designed the Magic Armory advantage to work with Ocato's Recital (From Apocalypse), Careful Preparation (From Vokrii), and also the Ocato spell from Odin. Those things cast the spell for free, they are just handlers for when the spell is cast, and will always cast the spell for free because of how the coding works. They will, however, cast the spell with the extended duration of 10 minutes, so that it mimics the other armor skills
First of all I'm not complaining. This is an amazing class creation mod probably in the top 3 of the 10 or so I've seen here on the nexus. 8.5 out of 10 easy. The only problem I personally have is how high it makes the skills after set up. Just an example, I'm starting a paladin build, one handed, block, resto, etc. I use an Imperial because of pure numbers. Once I set up the class his heavy armor was 45! That's way too high for level one in my opinion add to the fact that I play with Ordinator it's harder to balance skill level and perks. I try to picture it like a D&D character at level one he would be half way to mastering an essential skill. But that is the one and only issue I have, I love the fact that skills you pick in the beginning level faster then others and I LOVE the unique bonuses that come with the armor and major skills. So as I said 8.5 out of 10
Well you're in luck, another mod author made a pack combining my mod with some other mods that make the game harder to help make a good balance :) Here is the link for you to try it out, but I can't vouch for the quality, as I have not been able to try it out yet since I do not have my computer set up and probably won't for a while
the optional choose starting spells doesnt work properly, it will ask me to pick a novice destruction spell, and then an apprentice destruction spell, once both are picked, the menu closes and nothing happens. at all. no spells.
Is this mod compatible with Realm of Lorkhan? Your mod seems highly interesting to me but I also like Lorkhan's options to choose how and where you start the game.
Yes, it should be compatible, this simply adds two lesser powers to the player via a quest reference, so no matter where you start (vanilla, alternate start, or realm of lorkhan), or if the player actor is modified from another mod, your character will have the powers from my mod.
I am aware that realm of lorkhan has some abilities that can be obtained, and my mod can give you a couple of abilities if you choose to, so just keep that in mind when picking stuff to balance your character.
Feel free to give it a try, and if you encounter any bugs, let me know!
While the core mod works wonderfully, I've been attempting to use the Spell Selection add-on and currently have all three required mods for it; however, in-game, whenever I attempt to use the power, after selecting my novice and apprentice Alteration spells just fine I move onto Destruction, and after selecting my novice and apprentice spells and confirming them the menu disappears and the spells have not been implemented in my spellbook. The power then once again shows up in my Powers, is reusable, and when reused the menu goes back to the Destruction spells where it left off and the process repeats. Or, sometimes it'll confirm my Destruction choices and allow me to choose my novice restoration, my last group of spells, and after clicking yes on "do you want these spells?" the menu closes but immediately brings back the prompt regarding if I am sure of the chosen spells, I click yes again, the menu closes, but none of my chosen spells for Alteration, Destruction, and Restoration are implemented in my spellbook. Again, the only mod I'm using that could maybe even remotely affect this is Realm of Lorkhan, but I don't see why it would given that this problem existed before I chose any of Lorkhan's additional class options.
I've started a new playthrough, with Destruction and Alteration as major skills again, and attempted to use the custom spells-addon again, and it gives me the same issue as before: it lets me pick my Alteration spells, but when I'm done selecting my novice and apprentice Destruction spells the window closes and the "Choose Spells" power reappears, and I can't get my selected spells to appear. It managed to work after your first fix though? I'm not sure what it could be this time.
im having the same issue as Cybernyde had, i have chosen destruction and restoration as majors and alteration as a minor, the alteration selection works okay but after selecting my 2nd destruction spell it just backs out the menu
91 comments
EDIT:
For anyone that is still interested in this mod, I will be updating it in the near future to fit a collection I am curating! Most of the features in this mod will be present in the updated version, but will be balanced around a SimonRim feel. I have most of his mods in the collection I am making, BUT with a version of Vokrii that will be fitting to the vision I have for my collection. I do have some other things up next before I work on this, as this will be the final touch I need!
Looking forward to your next mod!
I'm also wondering how this plays out in connection with an alteration perk in the Vokriinator or Vokrii perk overhauls. Both of these perk overhauls add a perk to the Alteration tree called "Ocato's Preparation." This perk autocasts the player's strongest flesh spell at the start of combat, at no magicka cost. (It does not change the spell's duration, however.)
So if I run CCCO along with Vokrii, and I take the 'Magic Armory' advantage at creation, I imagine that would override the effect of Ocato's Preparation perk, costing all magicka every time the player entered combat? If so, that seems like a huge disadvantage on balance.
If that's correct, my suggestion would be to consider changing 'Magic Armory' to something simpler with no real downsides to it (e.g., a flat +50 bonus to armor rating) and leaving the duration and casting costs vanilla. After all, the other armor advantages for Heavy Armor and Light Armor don't have any downsides to them... just a thought.
https://www.reddit.com/r/SkyrimModsXbox/comments/phir6n/not_your_fathers_skyrim/?utm_medium=android_app&utm_source=share
Perfect
Thank you for this Mod
Conjuring Specialist Mage
No armor
No Weapons
A monk-style character
Note: Here I am stuck because my hard drive has failed :(
I am aware that realm of lorkhan has some abilities that can be obtained, and my mod can give you a couple of abilities if you choose to, so just keep that in mind when picking stuff to balance your character.
Feel free to give it a try, and if you encounter any bugs, let me know!