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I don't know of any, but what you are describing seems unnecessary. These starting skill values simply represent racial aptitudes. Nearly all of the real power in "Skills" stem from their Perks. (Perks number at 0 as a level 1)
Keep in mind, the Elderscrolls series was heavily influenced by table-top rpgs such as Dungeons and Dragons. In such games, the player takes control of a character that has pre-existing aptitudes; and having zeros on all your stats would literally equate to a newborn child. The correlation is not as obvious in Skyrim as it is in previous games, because TES V changed much of the leveling structure when it shed the class system and base attributes.
That is very good logic. In fact, Elderscrolls 3: Morrowind would only give you starting spells based on your chosen major skills (skills that start at a higher point value).
However, Skyrim doesn't have a class system in the character generation. Yor abilities are determined by how you play the game. My mod is designed with that same frame of mind, where each and every character has no class and is an absolute beginner at everything.
I also had to laugh at your 'special note' about the Thieves' Guild questline, because that's actually how I did it the first time I played the game. It didn't enter my mind that I could use a spell or the firebreath shout XD
The only suggestion I can give you is to look inside the file itself using the creation kit. As long as the actor file, Player, has flames and healing removed from its spell list, this mod should remove them from new characters you create. You could also try deleting the file and re-subscribing to see if that fixes it
I use the exact same file that I've uploaded to steam on my own computer, and it works just fine.
1. Is the mod not activated in your load order?
2. Are there any mods loaded below it that modify the actor file, Player?
Either case may be the reason why it doesn't work for you, if the answer is yes.
Gamers get real in depth with thier characters, if they want their barbarian to be true hack and slash and level only their fighting skills without a touch of magic this mod is great for them. gamers like to build thier characters as they wish and will use any tools they can find to help them along thier way.
p.s. If your going to talk about people having lives then you probably shouldn't even be posting about why you don't like a mod for a video game.
p.s. the perfectionists of the gaming community are most likely the perfectionists of real life as well.
I cetainly did...
Since we are on the subject of previous games... Morrowind only started you with spells if you chose a magic school as a major skill; and some, including myself, consider that game more immersive than Oblivion.
Skyrim doesn't have a class system like previous installments, so your character defines his own career and abilities through gameplay now. With this approach inherent to Skyrim, it is ironic that the game forces two spells onto your character.
I simply believe that spells shouldn't be innate, and people who share this sentiment can subscribe. It is as simple as that.
Remember, Oblivion started you with flare and a Heal Minor Wounds, and no one considered that an emersion problem.
You are missing the point of the mod. The orignal intent was not to keep the magic list empty for the entire game. (Though, you could do that with this mod if you wanted.)
I designed this so that magic wasn't just handed to you; it improves the game in a subtle way by forcing the player to obtain his first available spells through actual gameplay. This inherent element of choice concerns both spellcasters and non-spellcasters.
No offense intended, but I think you are the one who needs to re-evalute his priorities; especially if you are attempting to invalidate a form of entertainment that doesn't affect you. Furthermore, it makes you look foolish when you demand others to get a life when you, yourself, have wasted time in posting an irrelevent comment. I will delete any future posts with similar content.
p.s. all u perfectionists out there get a life if u want things to be perfect how about making stuff perfect in real life not in a game...
No really; the mod has its merits and does exactly what it says on the lid.
Maybe this qualifies for the community forum post part of the badge?
That would be great.
1) In Morrowind, you didn't start with spells unless you picked a spell school as a major skill. Didn't major in Destruction? Go home. No magic here.
2) If the people of Skyrim are so opposed to magic, and perhaps you want to be one of those people from Skyrim that are so opposed to magic, it's a bit of an immersion killer to have two obvious spells in your repertoire. Bleck.
In unrelated, hypocritical news... "What a display of color!"
I agree with your point, but I still prefer to use my mod for two reasons.
1. Even for my Spell Casting characters, I do not want to start with any spells. It adds an extra element of progression that I find enjoyable.
2. Even though flames does seem to be that introductory spell, I prefer that I get to experience that moment of introduction.
It is about the immersion, not the self-control.
I just checked your workshop submissions, and your version of the No-Spells start is deeply buried in a bundled mod that has a huge stack of other modifications. I'm not saying that your mod is bad (I haven't even tried it to be honest), but this does bring up some very good reasons why I posted my own.
1. Yours is very easy to miss, since it is in a bundle. (I did not see it when I searched, and I was fairly thorough.)
2. Some people may not want the other modifications that go with your no-spell start.
Thank you!
P.S. Do not listen to the criticism and do not delete this mod, good luck.
This mod changes the amount of spells your New Character knows to zero.
It removes Healing, Flames, Sparks, Fury, and Conjure Familiar from any new character.
And yes, it does this for all ten standard races.
This mod is now fully compatible with Live Another Life (by Arthmoor). After you finish the character generation in his Game Start, disregard the spell-added notification that may appear at the top-left corner of your screen. My mod will promptly remove that spell if it is either Sparks, Fury, or Conjure Familiar. Healing and Flames are removed on all races as well.