Classic Classes
and
Birthsigns
Re-creating Character Creation
by: Kearsage
? Latest Version ?
Ver 1.4
- Re-worked the way the mod activates to solve several problems. Now, instead of activating after Race Selection, the Class Selection screen will appear as soon as you equip a weapon or spell.
- Characters no longer start as InvisibleRace and loading a savegame with a level 1 character will no longer set that character’s race to InvisibleRace.
- Removed all references to the main quest, so there should be no more interference with the Helgen sequence.
- Remains (and is hopefully now more) compatible with alternate start mods and custom race mods. However, it is recommended you load Classic Classes *after* any custom race mods, this should ensure that the racial skill bonuses of the custom race are applied correctly to the class skills.
? Downloads ?
http://skyrim.nexusmods.com/downloads/file.php?id=16736
http://steamcommunity.com/sharedfiles/filedetails/?id=70433630
? Overview ?
All Elder Scrolls games prior to Skyrim had character creation begin with selecting a class and choosing your character’s birthsign. In Arena and Daggerfall there were 18 distinct and unique classes to choose from, and in Oblivion and Morrowind they increased that number to 21. Each with different major skills and advantages, and allowed the player to better conceptualize their character as well as provide a different starting experience for each new game played.Characters were also said to be born under a certain sign, and choosing a birthsign at character creation allowed you to customize your starting character even further.
In Skyrim, this option was removed and all characters now start the same. The interesting and unique classes that Bethesda had created and fleshed out across four different games have been removed, and now you must spend your first hours in the game wandering to align with a standing stone to get the starsign you want. This mod changes that.
? Compatibility ?
This mod is safe to use with current characters. It is designed to only activate if the character is level 1; so if you load a savegame with a level 1 char it *will* bring up character selection, but for any character level 2 or higher, nothing will happen.The mod should be fully compatible with the following types of mods:
- Alternate Start mods, such as Live Another Life
- Custom Race and racial ability adjustment mods, such as RaRe and Third Era Attributes
Be sure to load Classic Classes AFTER any mods which alter race stats in the load order! This will not change the racial bonuses those mods apply, but it is required for Classic Classes to properly apply them to your class selection.
If you find a conflict, please let me know and I will work to resolve it! Thanks!
? The Classic Classes ?
Class Selection will begin after you equip a weapon or spell for the first time.Each of the 21 Classic Classes are based on the classes available in Oblivion and Morrowind and are broken down into three specialties: Combat, Stealth and Magic.
Classic Classes characters start with all skills at 5 pts (novice level). Each class has several Major Skills which start at 25 pts (apprentice level) before racial bonuses are applied. This represents your character's profession or skills learned prior to the start of the game.
In general, the Classic Classes adhere as close as possible to the classes' Major Skills from Oblivion. Since several skills from Oblivion were removed from the game, and a couple from Morrowind reinstated, some classes will have +20 to an attribute or other ability as appropriate.
In addition, characters that start with a Major Skill in one of the magical schools will start with one novice and one apprentice spell for that school.
Lastly, if you wish to play Skyrim using the default character progression, no need to uninstall! Simply select "Adventurer" from the main menu and your character will have 15 pts in every skill (before racial bonuses are applied) as well as the default spell loadout. You can still select a birthsign if you choose.
Full class descriptions can be found under the aptly named "Class Descriptions" section of this document, as well as the in-game menus.
? Class Listing ?
Combat specialists focus on melee or ranged weaponry and use armor to protect themselves from harm.Combat specialists gain +20 Stamina.
The combat classes are: Archer, Barbarian, Crusader, Knight, Rogue, Scout, and Warrior.
Stealth specialists focus on avoiding detection and sneak attacks to give them the edge in combat.
Stealth specialists gain +20 Health.
The stealth classes are: Acrobat, Agent, Assassin, Bard, Monk, Pilgrim and Thief.
Magic specialists focus on the arcane arts and spellcasting, sometimes combined with martial skills, to achieve their goals.
Magic specialists gain +20 Magicka.
The magic classes are: Battlemage, Healer, Mage, Nightblade, Sorcerer, Spellsword and Witchhunter.
? The Birthsigns ?
After classes selection, players are given the option of choosing which of the thirteen constellations their character was born under. Each birthsign provides a distinct advantage and applies the same effect as the starsigns' standing stones that are scattered around Skyrim. If you wish, your birthsign can be changed later by discovering and attuning yourself to a new standing stone.If you wish to start with no birthsign, select the wandering star, The Traveler, and your character will start play with no starsign attuned - just as in default play.
A full list of the starsigns and their abilities are available at the http://www.uesp.net/wiki/Skyrim:Standing_Stones, as well as the in-game menu.
? Version History ?
Ver 1.4
- Re-worked the way the mod activates to solve several problems. Now, instead of activating after Race Selection, the Class Selection screen will appear as soon as you equip a weapon or spell.
- Characters no longer start as InvisibleRace and loading a savegame with a level 1 character will no longer set that character’s race to InvisibleRace.
- Removed all references to the main quest, so there should be no more interference with the Helgen sequence.
- Remains (and is hopefully now more) compatible with alternate start mods and custom race mods. However, it is recommended you load Classic Classes *after* any custom race mods, this should ensure that the racial skill bonuses of the custom race are applied correctly to the class skills.
Ver 1.3
- Re-worked the Birthsign Menu so all the options should be visible at different resolutions
- Adjusted script and cleaned up mod to help reduce compatibility issues
Ver 1.2
- Mod should now be compatible with custom races, and racial bonuses should be applied correctly to the class selection
Ver 1.1
- Fixed: Major Skills were not applying correctly when Assassin Class was selected
- In order to further differentiate Archer and Scout classes, removed Archery from Scout and gave +20 Stamina in its place
- Created a BSA for easier Install/Removal. When upgrading, please remove the following files from your ~/skyrim/data/ folder:
~/skyrim/data/scripts/_CCMenuScript.pex
~/skyrim/data/scripts/source/_CCMenuScript.psc
Ver 1.0
- Initial Release
? Install/Remove ?
To Install, simply copy to to your ~/skyrim/data folder and activate the ClassicClasses.esp
To Uninstall, remove the following files:
~/skyrim/data/ClassicClasses.esp
~/skyrim/data/ClassicClasses.bsa
? Known Issues / Notes ?
During race selection, your character will initially appear invisible - simply select a race and the race configuration models will appear.
Classic Classes should be compatible with most alternate start mods as well. I tested with Live Another Life and had no problems.
? Class Descriptions ?
-------------------------------------------------------------------------The Acrobat
Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.
Specialization: Stealth
Major Skills:
Archery | One-handed | Block | Lockpicking | Pickpocket | Sneak | Speech
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The Agent
Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.
Specialization: Stealth
Major Skills:
Archery | Illusion | Light Armor | Pickpocket | Lockpicking | Sneak | Speech
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The Archer
Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.
Specialization: Combat
Major Skills:
Archery | One-handed | Block | Light Armor | Pickpocket | Sneak | Smithing
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The Assassin
Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.
Specialization: Stealth
Major Skills:
Archery | Alchemy | One-handed | Light Armor | Lockpicking | Pickpocket | Sneak
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The Barbarian
Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
Specialization: Combat
Major Skills:
One-handed | Two-handed | Block | Light Armor | Smithing
In addition, Barbarians gain +30 Stamina and +10 to Unarmed Combat damage
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The Bard
Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.
Specialization: Stealth
Major Skills:
Alchemy | Enchanting | One-handed | Block | Illusion | Light Armor | Speech
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The Battlemage
Battlemages are wizard-warriors, able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier, supplementing melee attacks with elemental damage and summoned creatures.
Specialization: Magic
Major Skills:
Alchemy | Enchanting | One-handed | Alteration | Illusion | Conjuration | Destruction
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The Crusader
Any heavily armored warrior with spellcasting powers and a good cause may call himself a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.
Specialization: Combat
Major Skills:
One-handed | Two-handed | Block | Destruction | Restoration | Heavy Armor
In addition, Crusaders gain +20 to Magicka
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The Healer
Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.
Specialization: Magic
Major Skills:
Alchemy | Enchanting | Alteration | Destruction | Illusion | Restoration | Speech
Bonus Spell: Healing Hands
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The Knight
Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, and governed by the codes of chivalry. Knights study the lore of illusion and enchantment to better command the battlefield.
Specialization: Combat
Major Skills:
Enchanting | One-handed | Two-handed | Block | Heavy Armor | Illusion | Speech
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The Mage
Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
Specialization: Magic
Major Skills:
Alchemy | Enchanting | Alteration | Conjuration | Destruction | Illusion | Restoration
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The Monk
Monks are students of the ancient martial arts of hand-to-hand combat and self defense. Monks avoid detection by stealth, mobility, and agility, and prefer to solve conflict by arrow or by fist.
Specialization: Stealth
Major Skills:
Archery | Alteration | Pickpocket | Lockpicking | Sneak
In addition, Monks gain +20 Stamina and +20 to Unarmed Combat damage
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The Nightblade
Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.
Specialization: Magic
Major Skills:
One-handed | Light Armor | Alteration | Illusion | Destruction | Restoration | Sneak
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The Pilgrim
Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.
Specialization: Stealth
Major Skills:
Archery | One-handed | Block | Light Armor | Lockpicking | Speech | Smithing
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The Rogue
Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.
Specialization: Combat
Major Skills:
Alchemy | One-handed | Block | Light Armor | Illusion | Speech
In addition, Rogues gain +20 Stamina
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The Scout
Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.
Specialization: Combat
Major Skills:
Alchemy | One-handed | Block | Light Armor | Sneak | Smithing
In addition, Scouts gain +20 Stamina
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The Sorcerer
Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. Unique to these mages is the bodily stamina to be armed with the thickest armor.
Specialization: Magic
Major Skills:
Alchemy | Enchanting | Alteration | Conjuration | Destruction | Restoration | Heavy Armor
Bonus Spell: Bound Sword
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The Spellsword
Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.
Specialization: Magic
Major Skills:
Enchanting | One-handed | Block | Alteration | Destruction | Restoration | Heavy Armor
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The Thief
Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
Specialization: Stealth
Major Skills:
Archery | One-handed | Light Armor | Pickpocket | Lockpick | Sneak | Speech
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The Warrior
Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of Tamriel, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.
Specialization: Combat
Major Skills:
Archery | One-handed | Two-handed | Block | Heavy Armor | Smithing
In addition, Warriors gain +20 Health
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The Witchhunter
Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for magical and martial combat against vampires, witches, warlocks, and necromancers.
[b]Specialization: Stealth
[b]Major Skills:
Alchemy | Enchanting | Archery | Conjuration | Destruction | Restoration | Lockpicking
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