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AlexGH91

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  1. DraskirOndaar
    DraskirOndaar
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    Would it be possible to extend this to classes as well? Maybe make it that class skills start around 15 instead of above 30? Just for a real kick in the teeth.
    1. AlexGH91
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      You mean custom classes?
  2. WaffleCheesebread
    WaffleCheesebread
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    Is this retroactive? Will it work in existing saves? Are the racial stats "in there" somewhere and being adjusted after the fact, i.e. "base racial + level ups" and this lowers "base racial" so it'll work on saves? It's unclear.

    And if the mod is removed do they boost back up?
    1. NoireFlamme
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      Wondering the same
    2. AlexGH91
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      It doesn’t work on existing save. If you remove the mod mid game doesn’t change anything, the stats should stay the same.
  3. Darkaxt
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    I have just created a new game with a Khajit and the skill values are properly applied, but the character sheet shows the race attributes of AltarESPMain.esp instead of Humble Beginnings.esp

    Update: My bad, I was missled by the need of TES4REdit to use the * to enable the mods.
  4. VanityStorms
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    Is the class supposed to be increasing major skills by 20? Because that's what it seems to be doing.
    1. AdjutantXReflex
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      Yeah I was thinking the same thing but I think it's supposed to only edit the racial attribute and skill bonuses, while the class major skills still get a +20 bonus
    2. VanityStorms
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      I was under the impression that Major and Minor skills was only determined by the class. And this mod is supposed to adjust Major skills (+3) and Minor skills (+1).
    3. AdjutantXReflex
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      Races also have "major" and "minor" skill bonuses, their bonuses being a lot smaller than class bonuses. It's why some skills start higher than others before you choose your class.
  5. kennn97
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    Will this end up making you level a lot faster in the beginning since you start with lower skills?
    1. AlexGH91
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      slower
    2. kennn97
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      Don't your skills level faster the lower they are? That would make you level up faster since you just have to level any skill(s) 10 times to level.
    3. AlexGH91
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      I understood what you mean now. Yes, if you don t use any mod that edit skill exp rate , probably it may seems to level up faster, because you level is low but a good combination with this mod would be a slower skill exp rate.You may want to have a look at this, Faster (And Slower) Levelling
    4. kennn97
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      Yea I decided to tweak the starting values to be slightly higher, and then edited the exp rate. Character comes out weak after being imprisoned in the beginning, but allows for a nice steady initial power up after a few hours. Then it levels off as it takes longer to level at higher levels with the reduced exp rates. Gave me a satisfying struggle in the early game, but also allowed me to get my basic character build going a bit earlier. Then the reduced rates kept me from getting too powerful after that initial jump.   
    5. Mangosauce101
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      Yea this is a big deal as if you level up faster than you can gear up you will find yourself fighting enemies that are significantly stronger than you. Its a somewhat annoying thing about the game. I would tell users that in your description. Thx for the mod!
  6. pnldr194
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    • Attributes rebalanced on a 13-15 scale (from original 30-50) You wrote. I'm honestly confused what this means could you please explain? Thanks = )
    1. Guitarsolo
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      simple example:
      strength vanilla - 40
      strenght with mod - 13
      one handed vanilla - 30
      one handed with mod - 5

      --this mod nerfs the player, so the game becomes considerable harder and you must level up your skills before being a capable warrior.
      in vanilla your good to go from the beginning, youre a mediocre veteran good at everything, but perfect at nothing...
      if you use this mod, youll suck at everything, Kingdom Come Deliverance style...you must start a new game with this tho, as these settings only apply when you create a character, then the game registers them from there further on as you level them up, 

      and with the major stats nerfed, it increases the games max level i think. so this is a very nice "side effect" as well.
    2. AlexGH91
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      Exactly. At the beginning I wanted to set all the skills to 1-3 but the character was too weak, so Instead of changing other things I preferred just to scale 30-50 to 13-15.
    3. VanityStorms
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      That might have been exacerbated by your catching Luck in the same system. Leaving it at 50 would represent "neutral" luck, and not further penalize the lower stats.
  7. Crezzor
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    Is it possible to make a version where luck is unaffected, doesnt luck under 50 make the outcomes worse for the character , aka make your skills even worse? And as it is really costly to put points into luck and you would proably hit 30-40 before you get a neutral luck stat if you invest every lvl.

    If luck works the same as in original oblivion a luck stat under 20 would make you skills get a negative bonnus of -12 i think.
    1. Guitarsolo
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      it is very possible, its just the matter of editing a line in xedit...but where the freck is xedit for the remaster ?????????????????? how are all these people even making these mods without it ???? mysteries of the universe are inscrutable...OR ITS MAGIC...i think its magic..the game just came out...its not even made in the good old moddable bethesda engine..its an unreal 5 game...and yet...people are already modding the sh1t out of it skyrim style...its definitely magic...and these people are incredibly awesome
    2. AlexGH91
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      I can make a version leaving luck unchanged.
      I didn t play much Oblivion in the past, so I don't know all these little features yet. I usually make mods for skyrim.
    3. AlexGH91
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      You can install the original oblivion, take all the esps/bsa from the remastered and replace them to the old oblivion data folder, then  you need to create an instance in mo2 , after that  you can use Tes4edit or TESConstructionSet.exe . 
    4. Crezzor
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      That would be awesome! thanks!:D
    5. Guitarsolo
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      i have oblivion and morrowind in their original physical cd format or what is that disc,,dvd,,,morrowind is on cd thats 100% ...i lost half my life to modding the s#*! out of these 2 games,,i think im done with that...i think....im only keeping this digital version and those are on the shelf as great good old games good to have but im done with them..openmorrowind modded to hell,,and this remastered oblivion is the one i plan to play, the others are just memories...unless...skyblivion will be better than this,,then ill dump this one then....i like to have only one version of Cyrodil and one Vvanderfell..and i try to have the best version.
      ---but literally a new mod comes out for this remastered game every few minutes...so at this rate, skyblivion doesnt stand a chance to be better....but im following the skyblivion progress for years now, its definitely gonna be great, i cant believe this...bethesda remade oblivion completely, and even released it before skyblivion, and skyblivion is almost ready, its like at 99.99%...the skyblivion guys also must have their luck at 15...out of 100.

      ill wait for xedit skyrim style..in one click i can edit about everything in that game..leveled lists, starting character stats, the color of npc pubic hairs...i maybe got lazy as i grew older..i dont wanna install good old oblivion...and if i think about it..the CLASSIC OBLIVION became Oldblivion..there used to be a real Oldblivion, a tweaked version able to run on a microwave oven of a potato freezing calculator...and now this is the real Oblivion..and it looks this incredible...and it came out of nowhere...( for me at least )....this is so epic.

      Bethesda pulled another 2011.11.11 with this Oblivion Remaster if you ask me. This is a pure example that Bethesda still got this, they are still the masters of these games. Also this Remaster is a hint that TES6 is probably much much closer than we expect.

      --i also wouldnt mind a version that doesnt touches luck to be honest, but im no picky, i can use this version too, i like if the game is harder, theres no shame in running to live to fight another day,,,in my opinion

      15 luck is kinda like me in real life, i can relate...15 out of 10000
    6. AlexGH91
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      They are working on it, I thik there is an early version on their discord if I m not wrong.

      Anyway If you know which script gives you +20 attributes when creating a custom class, I can edit that as well. I haven't been able to find it yet
    7. Guitarsolo
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      Honestly i dont know much about this unreal engine version of oblivion...i saw it on steam totally randomly the other day..and i had to sit down and to process it..it hit me out of nowhere...like wtf is this..how,,when,,why...., i only know that it still has that old oblivion in there and a compatibility layer between unreal engine and the bethesda files,,,,as they are still there...but probably heavily tweaked. in the xedit editor i used to write in the search field the thing i wanted to mess with, and it usually gave a bunch of editor ids and i was using those as reference and searching around those etc. i tried to get into that discord, but it asked me to register etc, as i dont have a profile on discord,,,,,never bothered,,,and...i kinda gave up after that..ill wait for a released version here on nexus. Its also probably a good idea to play the game before i mod this one too into ctd fest every 5 seconds like i used to lol.
    8. Crezzor
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      That was fast! Thanks again!:D
  8. alanakai
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    I really like this idea, thank you for contributing to the mod options for this game so quickly! It looks like the skills still range from 5-15 when it's installed, though the attributes are also in the <15 range which is great. Here are some screenshots from a fresh character still in his prison cell. I've also included the contents of my Plugins.txt below.

    The skills are supposed to be lower as well, right? Is there something I've done wrong here (probably yes)?

    ETA: I did install the mod before starting the character.

    Oblivion.esm
    DLCBattlehornCastle.esp
    DLCFrostcrag.esp
    DLCHorseArmor.esp
    DLCMehrunesRazor.esp
    DLCOrrery.esp
    DLCShiveringIsles.esp
    DLCSpellTomes.esp
    DLCThievesDen.esp
    DLCVileLair.esp
    Knights.esp
    AltarESPMain.esp
    AltarDeluxe.esp
    AltarESPLocal.esp
    Humble Beginning.esp
    1. Adrob77
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      I'm starting a new Character.....let you know in 5
    2. alanakai
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      Thank you for your reply! Do you mean the Plugins.txt file in the data directory? If so, yes, I added the final line. The contents of the file are in my post above. I also put the esp file in the data directory.
    3. AlexGH91
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      Breton stats were reverted to vanilla somehow. Fixed . All races should work as intended now
    4. Adrob77
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      Ah!  That explains it- I loaded in a Breton save and it changed nothing, then I started a new character (just randomly chose Dunmer) and it worked. I was going to say, only works on new character builds but...now see it was a Breton race glitch!  Great stuff!
    5. alanakai
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      Ah, wonderful, thank you so much for looking at it so quickly! I'll look forward to starting a new character with it tomorrow.
    6. alanakai
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      I've tried this now and it's working nicely on a new Breton character. Thank you very much again!
  9. march1984
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    Not working for my wood elf. Fresh start and Attributes are in the 13-15 range and Minor skills in the 5-8 range.

    Don't mind me, i clearly cant read, mod working as described!
  10. AdjutantXReflex
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    Hey I really love the idea for this mod but I wanted to let you know that I created a Dunmer and while the attributes all start low like your mod says, the major and minor skills seem to still be in the default range. I made a custom class if that might have anything to do with it.

    Edit: nvm I just realized this only edits the racial bonuses not class bonuses, my B. Anyway love the mod lmao