About this mod
Emulates classic Elder Scrolls attribute system by changing ActorValues based on skills. All options are customizable through MCM. Works for all NPCs through SPID. Check the mod images for more info.
- Requirements
- Permissions and credits
- Calculate actor base values according to skills.
- Magnitudes of all skills can be adjusted for all actor values.
- All options can toggled.
- Has legendary skill options.
- Has profile support through PapyrusUtil.
- Has NPC support through SPID.
- Even supports creatures (for some reason wolves have a Smithing skill).
- Optional Class System akin to previous Elder Scrolls titles
Class System (Optional)
- Select a Class Specialization: combat, stealth, or magic. Skills in the specialization are increased by 10 and get x1.33 exp.
- Select your 6 Class Skills. Chosen Skills are increased by 20 and get x1.66 exp. If a magic skill is chosen you also receive an apprentice spell from that class.
- Apply Class subtracts all your skills by 10, then applies the above bonuses. The other options will be greyed out until you Revert Class.
Affected actor values
- Health
- magicka
- stamina
- HealRate
- MagickaRate
- StaminaRate
- carryWeight
- SpeedMult
- CritChance
- UnarmedDamage
- mass
- DamageResist
- PoisonResist
- FireResist
- ElectricResist
- FrostResist
- MagicResist
- DiseaseResist
- AbsorbChance
- ShoutRecoveryMult
- MovementNoiseMult
- Blindness
- WeaponSpeedMult
- LeftWeaponSpeedMult
Script frequency
- Runs when the spell is first added to an actor, when the actor is loaded, on skill level up, or MCM settings changed.
- There should be no performance loss.
Uninstall
- Go to an unpopulated cell, set all sliders to 0, set attributes to desired amount, close the MCM menu, wait a couple seconds, and save.
Thanks
- Suzutsuki3 for Skill Based Status, used as a reference.