Skyrim Special Edition

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DrPharmDawg

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  1. DrPharmDawg
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    This is not an updated Cori: It was completely rebuilt with the Custom Skills Framework (and Skill Perk Item Distributor mod for future Perk distribution) in mind. This version will not recognize the original Cori, which has been left up for those that may not want to use the CSF with Perk Tree progression.

    New game is recommended, but this will work if installed mid game. However - you will need to advance a skill (any skill) for the script that determines perk eligibility to run, and you will still only start with 1 point and gain them as usual (levels 5, 10, 15, etc.). There is no mechanism to award points retroactively (at least not yet).

    Yes - I realize classes perk looks intimidating. This was done intentionally, but keep in mind that a normal progression will only use 1 of the 3 branches on the tree (1/3 of the screenshot). Each archetype leads to 3 classes, and each of those 3 classes leads to 3 specializations. Due to not being able to include multiple trees, I went with 3 / tree. This allows you to see all the options of your choice at once before continuing to progress.
  2. xXTheForsakenQueen01Xx
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    Gotta love roleplay mods! Especially when they use the Custom Skill Framework (drastically underused framework IMO). While technically I already use a class mod, I play a very... Special, custom class for my main character and this will help me develop said class much further. Skyrim was sorely lacking in some roleplay elements, I love when the modding community corrects/adds said missing elements. I've seen some people say using mods like these can make your character too OP by endgame, but have these people ever played a tabletop RPG? If you roll good and play right you can become incredibly OP. And the Dragonborn is basically a demigod, so it makes sense lore-wise as well! Anyways, looking forward to trying this out!
  3. dreamer2008
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    Thank you for the rework, looks very interesting. A few questions: I saw in the new Duskmage class "Gloom Surge: Magicka and Stamina regenerate much faster, then much slower" What does that mean exactly? Does it mean that at combat start you get faster regeneration and then it slows down? In the new Dervish class "Warfare Trammel: Heavy Armor and Two-Handed Weapons negate abilities and can cause more stagger when hit." More stagger as opposed to the normal stagger or when they use abilities? 
    Thanks again for the rework, it looks great and I definitely restart the playthrough to enjoy one of the new classes.
    1. DrPharmDawg
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      Gloom Surge: increases regeneration rates for x seconds, then it is slowed for twice that time (2x). For example: regenerate twice as fast for 30 seconds, then half as fast for 60 seconds before returning to normal. This is a once/day power.

      Dervish: you have a higher chance of being staggered if using heavy/2-h equipment. This is independent of the abilities, but using this equipment makes your abilities not work as well.

      Hope that helps clarify.
    2. dreamer2008
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      Yes, much clearer, thank you
  4. Mcusername27
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    I really liked the original version of this mod and a very exited to see this even better remake of it!
  5. Grandiose
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    Nice mod! but... no Bard? why??
    1. DrPharmDawg
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      The short answer is: There are some great bard mods out there that do them more justice than what I can (or am willing to do).

      Also, given bards are so often seen as the "jack of all trades" or not necessarily belonging to any of the 3 basic archetypes, etc... I decided to opt out of including a bard in this one.
  6. Agesil
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    how does the skill go up i dont unstand how it works and i only have archetypes showing
    1. Agesil
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      i firget it out it was not regestion the mage stone
    2. DrPharmDawg
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      From the first paragraph in the Details section: You begin with a single perk point, and gain an additional point every 5 character levels (5, 10, 15 , 20, etc.)
  7. Lordlexx13
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    This actually looks really interesting and certainly breaks the monotony of doing the same skills every time I play. However.. I want to point out that the Orc race is NOT a beast race. It's a Mer race. It's real name is Orsimer, Orc was just a alternate name like High Elf, Wood Elf, ect. The only official beast races are Argonians and Khajiit. Just because it doesn't look as pretty doesn't mean it's a beast race. 
    1. DrPharmDawg
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      Yes - Orcs are actually Mer. I realize it is semantics, but this is why I used "Elf" instead of "Mer", though yes I also used "beast"... again, I know... semantics.

      However, I did this for balance to try and even up the 3 playable race groups (4 human 3 elf and 3 beast rather than 4 human, 4 elf, 2 beast).
  8. dzib
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    If I try to access the tree via the book, nothing happens...
    Does it have something to do with Scrambled Bugs mentionned by Muka16?
    1. DrPharmDawg
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      No - Scrambled Bugs only makes it so multiple perks that use the "Apply Spell" entry points work together.
      You must have the Custom Skills Framework installed to access the perk trees.
    2. dzib
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      It is installed
    3. DrPharmDawg
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      What happens when you activate the book in your inventory?
    4. dzib
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      When I activate the book, the menu appears, asking me if I want to read or go to archetypes.
      Reading's working fine but selecting archetypes shows the book opened, close it then zoom in on the cover... and that's all.
    5. StarPlatinumTheWorld
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      Are you using Skyrim Souls or another unpaused menu mod? I found it was interfering with accessing the custom skill tree. I'm trying to experiment with options in the SS ini to see if I can get it to work.

      Edit: Turns out it's the bBookMenu option in the Skyrim Souls.ini file! Putting it as false then loads the skilltree if you select archetypes. Does the unpaused book menu not allow Cori scripts to fire off properly?
    6. Aenion
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      Having the same issue at the moment and can confirm I'm using Skyrim Souls Re https://www.nexusmods.com/skyrimspecialedition/mods/27859
    7. dzib
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      Unfortunately I'm not using Skyrim Souls
    8. dzib
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      I just realize that I forgot to say that I'm using Grace and not just Cori...
    9. mistergiggles
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      same issue here, and I'm using the new grace version with this mod. I don't have skyrim souls either.

      edit; just using cori works, the problem seems to be with new grace version.
    10. DrPharmDawg
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      I think I know the problem now (with the Grace version). Will have it fixed and re-uploaded soon.
    11. dzib
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      Great ! Thanks a lot :)
    12. mistergiggles
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      great, thanks!
    13. DrPharmDawg
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      Grace version fixed and re-uploaded.
  9. SynnCry
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    can this be installed mid-game?
    1. DrPharmDawg
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      Should be fine - you will need to install and advance a skill (any skill) one time to get one of the scripts to fire, and the perk points will still only be awarded every 5 levels from where you start (so if you are level 23 you will get your next point at 25, but it will only be 1 point).
  10. L3st4t
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    This is something i always wanted to do but never had the patience, great idea and i will track it for now till i am working on my next mod so no time to try this out yet....anyway i have a question, will this affect the npcs or enemies skills too?
    1. DrPharmDawg
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      The original Cori was implemented in a way that even if you applied the perks to NPCs, they would not work appropriately.
      I did this one with the Perk Distributor in mind though... so while I have not done it yet, I plan to include a perk distributor file in the future to allow select NPCs to act as the classes / specializations they should be.

      The CSF took some work, but makes the concept of abilities and perks so much easier to implement IMO. If you decide to use it and have questions, I would be happy to help with any questions you come across.
  11. Muka16
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    About Scrambled Bugs. Which line I have to set exactly to make this work with your mod?
    1. DrPharmDawg
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      It is only needed for a few of the abilities, and then only if you want it them to stack with other mods/abilities that use the "Apply Combat Hit Spell" perks. The feature of Scrambled Bugs that does this is the 

        Apply Spell Perk Entry Points: Multiple Spells

      which is set to disabled by default, so would need to be set to enabled.