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clackie1996

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clackie1996

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  1. clackie1996
    clackie1996
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    Added a SetAV version of the mod in the optional files, as it was requested a few times. Install the main file OR the optional file, not both!

    The SetAV version of this mod works like the old CCaB - it sets your chosen skills to be 20 higher than they were, as if you levelled them to that. This means you can immediately pick the early perks up for your chosen skills.

    EDIT: I've changed the way this works - the SetAV addon now only contains the script files that are different, instead of being a duplicate of the entire mod. This will mean when I update the mod I no longer have to do everything twice (which is very very nice for me), but you'll need to download the main mod AND the optional file now, instead of one or the other.

    SETAV VERSION USERS, MAKE SURE YOU READ THIS COMMENT!
  2. MiTelefonoBroken7
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    An interesting though unmentioned facet of this mod is that it not only sets all the players' skill levels to a base of 5, but also followers and perhaps more. I don't know if it changes the skill levels of static leveled enemies like giants as I have no way to check those. Either way it's definitely an intriguing change and one that really emphasizes NPC classes and race bonuses which I like. Some vanilla followers do suffer from this change like J'zargo whose race doesn't have any bonuses to any school of magic. I guess he's falling a few places on the vanilla follower tier list.
    1. clackie1996
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      It was unmentioned because I wasn't aware of it! That's a pretty far-reaching change, and I think I now understand some more of what the original mod code was doing that I didn't understand at the time. I'm glad you're enjoying it, and I think I'm going to pin your comment because that seems like something people should be aware of.
    2. clackie1996
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      I've now moved this change out from the main file and into an optional file, if this is a turnoff for anyone.
  3. clackie1996
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    Have added an optional addon that changes racial skill bonuses to be an increase to skill levelling speed, rather than the static bonus from the base game (think Subtle but Classless, but without touching any attributes or heights). It's built to be used with Aetherius, but you can use it without that (it does use the racial skills from Aetherius, rather than the base game, so bear that in mind).

    Also doesn't require the base mod, so if you just want to use that on its own you totally can.

    Go check out SimonMagus616, they've got the best V+ mods in my opinion.
  4. AvAllure
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    Is there a way to make the boost be 10 rather than 20? I feel 20 is too much for my custom mod setup. Otherwise, amazing mod. 
    1. Kulharin
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      script edit, yes.  I can do that.

      what were you thinking? Maybe aligned with what aetherius does? would you suggest+5 +10?
    2. AvAllure
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      Sorry I havn't signed on in a little. An option would be great. For my personal setup 10 would be fabulous!
  5. Temeraire20
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    So, having the issue of the bonus being counted when I'm at a trainer. For instance, my Sneak skill is boosted to 50, true value is 30, and the Khajiit Sneak trainer that's with the Khajiit caravan outside Whiterun is counting my Sneak skill to be 50. Does anyone know how one might fix this?
  6. IAMWILLYPETE
    IAMWILLYPETE
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    Skill tree levels are not accurate? For example, destruction shows as 40, but I can't unlock perks that require level 40 or under.

    I am an idiot nvm
  7. Kulharin
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    Would it be possible to get an option to start with but not locked into a standing stone power in place of birth sign?
  8. BurmySanders
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    Hey, quick question to cure my slight paranoia... does the unarmored damage resist perk from this mod go away if I use an armor spell or nah? I assume it just checks for armor pieces you're wearing but the description of the effect is making me second guess myself.
    1. Cyberweasel89
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      Armor Spells like Oakflesh will add on to your Armor Rating and are not affected by armor pieces you wear.

      However, the Mage Armor Perk in the Alteration Tree actively checks for your Armor Rating and will only apply its buff to Oakflesh-type spells when your Armor Rating is a flat 0.

      Thus, if you have the Unarmored damage resist Perk from this mod, you can still use Oakflesh family spells just fine, but it's a waste to invest in the Mage Armor Perk.
  9. QuietEyez
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    How difficult would it be to make a patch for Constellations? Adds 3 new skill trees, Athletics, Sorcerer, and Hand to Hand (unrelated to the Adamant Addon.) 
  10. LazyAltmer
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    This mod seems to work nicely when paired with Adaptive Leveling (Classed); but just be sure to use the SetAV version of this mod for the levelling to work properly. It will seem to level very fast for about the first 3-4 levels, and then will flatten out to a more typical leveling pace. Using the ModAV version will cause leveling to be excruciatingly slow.
  11. MasterAskarus
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    For those who want player skills to be lowered only for the player and only after a class has been selected, there seems to be a reasonably easy solution.
    The _ccmenuscript.psc that is included in the SetAV optional download contains all the code necessarry.

    It all could be handled via the function BuildClass()

    For each skill, there is a code block like the following:
    ;Set the Class Skills
        if player.HasPerk(_CCCustomOneHanded) == True
            player.SetActorValue("OneHanded", player.GetActorValue("OneHanded")+20)
        EndIf
        if player.HasPerk(_CCCustomTwoHanded) == True
            player.SetActorValue("TwoHanded", player.GetActorValue("TwoHanded")+20)
        EndIf


    If we add a simple "else" statement, then we can reduce the value if a perk is not selected.

    if player.HasPerk(_CCCustomOneHanded) == True
            player.SetActorValue("OneHanded", player.GetActorValue("OneHanded")+20)
    else
    player.SetActorValue("OneHanded", player.GetActorValue("OneHanded")-10)
    EndIf

    Something like the above should work (I have only used Papyrus once, so the "else" syntax might not be correct.

    Since Buildclass() gets called generically after class creation, this should also work with custom classes.

    I am not sure if we have everything at hand to compile this script or if some other scripts that this one depends upon are missing.
    If we can compile it, the modification should be super easy and quick.
    Since the script extends "Quest", which most likely is native to Skyrim, and the script looks quite self containing, I do not see any reason why we can not compile it.

    Not sure if I want to mess with CreationKit once again and set this all up. If the author is still around and wants to implement this, I'd be happh about not having to deal with it ;)

    (I am not sure what generates the menus. They are probably part of the esp or bsa, so adding new menus for major and minor clsses is out of my scope currently. It is probably possible quite easily but I do not seel like I want to invest way too much into this. I need to finally play the game ;) )

    How do I need to understand the license of this file? Am I allowed to upload a modified version of that script if I only distribute the script and nothing else?
    The "Permissions" tab says different things than the license in the description. I guess I'm allowed to share a modified script.
    1. MasterAskarus
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      For those of you who are interested, I compiled the script and lowering the skills for the player only is easy.

      Since the whole mod is basically just one huge script that is very easy to understand, I added more stuff.
      Since I basically overhauled the whole feeling of the mod, I'll release it as a new stand alone mod once it's done.

      My final plan is to offload everything you can think off into a settings file, so if you do not like any values, you can tweak them on your own.
      This however requires Papyrus Util unfortunately. So I'll release a first version without, so that those of you who can not use SKSE have a fully working version. This may or may not be ported to console by who ever likes to.
      After that, I'll expand on it and see how how much I can make user configurable :)
      (Well, I can make every aspect of the mod configurable but since Papyrus is quite limited and lacks some functionality I expect from a programming language, I am not sure if I want to go that far. Technically, it is possible if I do not enforce it to be 100% generic).

      Hint: Major/minor skills ;)
  12. MasterAskarus
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    My bad, ignore.
  13. ofek256
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    Heya, has anyone made a plugin that lowers only the players' skill levels to a base of 5 instead of also lowering the NPCs? I'm thinking it might be possible with a short script that automatically runs after character creation that just brute-forces it with SetAV for the player only.

    Cheers!
    1. MasterAskarus
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      I came here just to ask the same.
      Ideally, the non specialized skills only have their value removed when a class was picked.
      This would be ideal, so that the classes remain completely optional