for those of you wanting to change your class. i have figured it out, you first need to get the "spell id" using "/help [classname]" then you can use "addspell [spell id]" to give it to yourself, you could also remove it using the id so this makes it possible to swap classes, though it is a tedious process, had to figure it out because i lost my carry weight that came with the class and some thugs popped up while over encumbered, hope this helps!
I loved the idea!! Maybe I'll change the script a bit to not up FASTER some skills, but to up SLOWER the skills that aren't related to the class. This way, the class will be more consistent without touch the game difficult...
Afteter choosing the mage class, there is no prompt asking if i'm sure, the class is imediately chosen unlike any other class, i also found out that sorcerer's Fortify conjuration doesn't convey any bonus to conjuration skill - if that what was intended.
While some knights did use two-handed weapons historically when on foot, in the lore they are still supposed to me mounted warriors, and you can't use a great sword on horse back. I would think block or one-handed would be a better pick for them. (I know you can't use a shield on a horse but that is a game engine limitation not a physics one, and shields fit with general image of a knight.)
Some more interesting names for the class effects might be nice too e.g.
??Archer: Archery Expertise ??Barbarian: Barbarian's Rage ??Knight: Righteous Will ??Warrior: Warwyrd ??Battlemage: Mystic Might ??Mage: Fay ??Spellsword: Precise Magic ??Sorceror: Wombburned ??Assassin: Lethal Striker ??Nightblade: Night Magic ??Rogue: Rogue's Might ??Thief: Thief Lore ?Just some idea derived from past Elder Scrolls games.
The +100 Magicka on my Battlemage is not there anymore. I'm not sure, but perhaps it disappeared after I prayed at a shrine of Arkay. The console command to "player.addspell classBattlemage" didn't work either.
Edit: Tested it out on a new character, and Praying on a shrine of Arkay (+25 Health) did remove the +100 "Fortify Magicka" spell from my active effects. Not sure about other shrines though.
25% in various other effects? And what would said other effects be? I'd like to see if this is better than https://www.nexusmods.com/skyrimspecialedition/mods/32248.
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The format of the name is "class[Name of Class]". For example, "classArcher"
Just two things I notice:
- While some knights did use two-handed weapons historically when on foot, in the lore they are still supposed to me mounted warriors, and you can't use a great sword on horse back. I would think block or one-handed would be a better pick for them. (I know you can't use a shield on a horse but that is a game engine limitation not a physics one, and shields fit with general image of a knight.)
- Some more interesting names for the class effects might be nice too e.g.
??Archer: Archery Expertise??Barbarian: Barbarian's Rage
??Knight: Righteous Will
??Warrior: Warwyrd
??Battlemage: Mystic Might
??Mage: Fay
??Spellsword: Precise Magic
??Sorceror: Wombburned
??Assassin: Lethal Striker
??Nightblade: Night Magic
??Rogue: Rogue's Might
??Thief: Thief Lore
?Just some idea derived from past Elder Scrolls games.
Edit: Tested it out on a new character, and Praying on a shrine of Arkay (+25 Health) did remove the +100 "Fortify Magicka" spell from my active effects. Not sure about other shrines though.