Is there really any point in using rags no more mod ? Its worth it ? Like you really want to add one mod so you could discard rags sooner and not one minute after ?
I can confirm this works with AE 1.6.640. I think it will continue to be compatible with future versions because It is a very simple mod. It contains: 1. A simple edit of the player's record in skyrim.esm (removes the 2 starting spells), 2. A script that runs a hidden quest once per character to remove the vanilla race-specific spells (sparks, conjure familiar, etc), 3. Some records that place a few vanilla objects in Helgen Keep and the Alternate Start prison cell.
I installed it in my 700 mod load order, and the only compatibility problem I found was that it overwrote some lighting changes in Helgen Keep and the Alternate Start cell. Simply loading this mod above your lighting mods (or making your own patch in xEdit) will solve that issue completely.
The only thing I didn't like was the addition of the mage corpse in the Alternate Start cell, and the chicken corpses in the Alternate Start and Helgen Keep cells, so I made a patch that removes those placed objects from the game. You can download my patch here: https://www.nexusmods.com/skyrimspecialedition/mods/102792
I'm using this with Alternate Start and it works very well. I also like that if you don't want magic at all you have the option to just not know any spells. Of course you can just not use magic, but I like the immersion of this.
Hello there! Nice mod, thank you! But Classic Classes and Birthsigns(reimagined) also edit the 00000007 section, and there is a bit issue with these two together, I will paste here from NetScriptFramework as below ------ PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Prisoner`, FormId: 00000007, File: `Starting Spell Choice.esp <- ClassicClassesReimagined.esm <- Skyrim.esm`))
Perfect, simple solution to the problem of letting the player choose their starting spells. Why use a script or create an MCM when you can just drop all the books in the starting cell?
I personally like the idea of having every new character choose 2 spells to start with, maybe 3 for elves or the more magic-friendly. Reminds me of old RPGs when picking your spells was just another part of character creation, and I like the challenge of trying to make it through the first few levels without being able to spam healing.
Plus it gives an option to start gaining skill points for any school of magic you want, no more scouring Skyrim for an Illusion book at the start of the game.
If I use an alternate start like Realm of Lorkhan, will I be able to access the spells? Will tomes be placed near me in that starting scenario, or will I have to go looking for them?
I realize this is over a year late, & it's entirely a guess to boot, but I would presume that only the cell in Helgen Keep & the bookshelf in the Abandoned Prison get the books.
As such you'd probably want to warp to Riverwood, pop up to Helgen for those copies (I didn't recognize any of the RoL starting points as being near the Abandoned Prison), & then pop back to the RoL from Riverwood (or High Hrothgar) if you wanted to do your "real start" from somewhere else.
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It contains:
1. A simple edit of the player's record in skyrim.esm (removes the 2 starting spells),
2. A script that runs a hidden quest once per character to remove the vanilla race-specific spells (sparks, conjure familiar, etc),
3. Some records that place a few vanilla objects in Helgen Keep and the Alternate Start prison cell.
I installed it in my 700 mod load order, and the only compatibility problem I found was that it overwrote some lighting changes in Helgen Keep and the Alternate Start cell. Simply loading this mod above your lighting mods (or making your own patch in xEdit) will solve that issue completely.
The only thing I didn't like was the addition of the mage corpse in the Alternate Start cell, and the chicken corpses in the Alternate Start and Helgen Keep cells, so I made a patch that removes those placed objects from the game.
You can download my patch here: https://www.nexusmods.com/skyrimspecialedition/mods/102792
Possible relevant objects (4)
{
[ 5] TESObjectLIGH(Name: `Torch`, FormId: 0001D4EC, File: `ENB Light.esp <- Luminosity Lighting Overhaul.esp <- Lux Orbis.esp <- Obsidian Weathers.esp <- Skyrim.esm`)
[ 5] TESObjectREFR(FormId: BD089062, File: `Alternate Start - Live Another Life.esp`, BaseForm: TESObjectLIGH(Name: `Torch`, FormId: 0001D4EC, File: `ENB Light.esp <- Luminosity Lighting Overhaul.esp <- Lux Orbis.esp <- Obsidian Weathers.esp <- Skyrim.esm`))
[ 23] TESNPC(Name: `Alessa`, FormId: 00000007, File: `Optional Starting Spells.esp <- Skyrim.esm`)
[ 23] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Alessa`, FormId: 00000007, File: `Optional Starting Spells.esp <- Skyrim.esm`))
Possible relevant objects (5)
{
[ 1] ShadowSceneNode(Name: `shadow scene node`)
[ 1] BGSLocation(Name: `Lakeview Manor`, FormId: 03003092, File: `LKVM Main House.esp <- HearthFires.esm`)
[ 1] TESObjectCELL(Name: BYOHHouse1Falkreath `Lakeview Manor`, FormId: 03002FEC, File: `LKVM Main House.esp <- Alternate Start - Live Another Life.esp <- Weapons Armor Clothing & Clutter Fixes.esp <- Unofficial Skyrim Special Edition Patch.esp <- HearthFires.esm`)
[ 16] TESNPC(Name: `Lilliya`, FormId: 00000007, File: `Optional Starting Spells.esp <- Skyrim.esm`)
[ 16] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Lilliya`, FormId: 00000007, File: `Optional Starting Spells.esp <- Skyrim.esm`))
I personally like the idea of having every new character choose 2 spells to start with, maybe 3 for elves or the more magic-friendly. Reminds me of old RPGs when picking your spells was just another part of character creation, and I like the challenge of trying to make it through the first few levels without being able to spam healing.
Plus it gives an option to start gaining skill points for any school of magic you want, no more scouring Skyrim for an Illusion book at the start of the game.
As such you'd probably want to warp to Riverwood, pop up to Helgen for those copies (I didn't recognize any of the RoL starting points as being near the Abandoned Prison), & then pop back to the RoL from Riverwood (or High Hrothgar) if you wanted to do your "real start" from somewhere else.