The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Optimized Starting Experience
   
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Category: Gameplay
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1.170 MB
26 Aug, 2012 @ 5:52am
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Optimized Starting Experience

Description
The aim of Optimized Starting Expericenc (OSE) is to give the player further options to customize the character at the beginning of the game.

What does OSE provide?

1. Set the Basic Value of all your Skills to 5, 10, 15 or 20

2. Choose if you want to use the Initial Skill Bonuses from Skyrim, Oblivion, Morrowind or even no Bonuses

3. Set a multiplier for Health, Magicka and Stamina, either 0.50, 0.75, 1.00, 1.25 or 1.50

4. Choose if you like to use Health, Magicka and Stamina either from Skyrim or Morrowind/Oblivion
(the values are based upon the attributes and then were then projected to reach 300 together)

5. Use the Racial Abilities of either Skyrim or Morrowind/Oblivion

6. The option to use Starting Spells for Classes like in Morrowind

7. Choose 1 of 21 Classes or no class if you like
(each class give a bonus of 5 to 6 Skills and therefore reduce 6 other Skills by 5)

How does OSE work?

OSE is made in a way that it shouldn't conflict with ANY other mod that you may use. To achieve this all the options aren't provided directly at character creation.
You have to use a Book called "The Origin of Races" to start the customiation.
Said book can be found in two Locations in Skyrim, first it is located in the Helgen Dungeon in the Room where you engage in your first fight.
Another copy can be found in Riverwood near the Sleeping Giant Inn, just to the left of the stairs on a barrel.
Just read the Book and a dialogue will pop up and ask you if you want to Determine Starting Characteristics, just set the Race Bonuses or do nothing.
The first option provides all the 7 steps discussed above and should only be used at the start of the game because it will set all your skills to a relative low value!
The second option only let you set your Racial Abilities to Skyrim or Morrowind/Oblivion settings, you can use this option even at higher levels to switch your Racial Abilities.

Details about the Options:
All changes can also be found detailed in the Book. I won't post the Classes here because they would take to much space, you can read everything in the Book.

Initial Bonuses are always a total of 35 Skillpoints
Health, Magicka and Stamina are always 100,100,100 for Skyrim settings. ( x your choosen multiplier)

Altmer:
Health 81, Magicka 127, Fatigue 92
Abilities:
Resist Disease - 75% Resistance
Highborn - 150 more Magicka
Highborn Weakness - 25% Weakness against Fire, Frost, Shock, Magic
Morrowind +8 on Alchemy, Enchanting, Destruction; +4 on Illusion, Alteration; +3 on Conjuration
Oblivion +10 on Destruction, Alteration; +5 on Illusion, Conjuration, Alchemy
Skyrim +10 on Illusion; +5 on Alteration, Conjuration, Destruction, Enchanting, Restoration

Argonian:
Health 91, Magicka 116, Fatigue 93
Abilities:
Resist Disease - 75% Resistance
Poison Immunity - 100% Resistance
Morrowind +15 on LightArmor; +5 on Alchemy, Alteration, TwoHanded, Illusion
Oblivion +8 on LightArmor, Lockpicking, OneHanded; +4 on Alchemy, Illusion; +3 on Alteration
Skyrim +10 on Lockpicking; +5 on Alteration, LightArmor, Pickpocket, Sneak, Restoration

Bosmer:
Health 86, Magicka 114, Fatigue 100
Abilities:
Resist Disease - 75% Resistance
Morrowind +15 on Marksman; +8 on LightArmor, Sneak; +4 on Alchemy
Oblivion +9 on Marksman, Alchemy, Sneak; +4 on LightArmor, Alteration
Skyrim +10 on Marksman; +5 on LightArmor, Lockpicking, Pickpocket, Sneak, Alchemy

Breton:
Health 81, Magicka 127, Fatigue 92
Abilities:
Resist Magicka - 50% Resistance
Enhanced Magicka - 50 more Magicka
Morrowind +11 on Alteration; +8 on Conjuration, Restoration;+4 on Alchemy, Illusion
Oblivion +9 on Alteration, Conjuration, Restoration; +4 on Alchemy, Illusion
Skyrim +10 on Conjuration; +5 on Alteration, Alchemy, Illusion, Speechcraft, Restoration

Dunmer:
Health 99, Magicka 105, Fatigue 96
Abilities:
Resist Fire - 75% Resistance
Morrowind +10 on Destruction, OneHanded; +5 on LightArmor, Marksman, Alteration
Oblivion +8 on Destruction; +7 on OneHanded; +5 on Alteration, Marksman, LightArmor, TwoHanded
Skyrim +10 on Destruction; +5 on Alteration, Alchemy, LightArmor, Sneak, Illusion

Imperial:
Health 103, Magicka 103, Fatigue 94
Morrowind +15 on Speechcraft; +8 on OneHanded; +7 on TwoHanded; +5 on LightArmor
Oblivion +15 on Speechcraft; +10 on HeavyArmor; +5 on OneHanded, TwoHanded
Skyrim +10 on Restoration; +5 on Block, Destruction, Enchanting, HeavyArmor, OneHanded

Khajiit:
Health 94, Magicka 107, Fatigue 99
Morrowind +10 on LightArmor, OneHanded; +5 on Sneak, Pickpocket, Lockpicking
Oblivion +15 on LightArmor; +10 on OneHanded; +5 on Lockpicking, Sneak
Skyrim +10 on Sneak; +5 on Lockpicking, Alchemy, Marksman, Pickpocket, OneHanded

Nord:
Health 119, Magicka 75, Fatigue 106
Abilities:
Resist Frost - 75% Resistance
Morrowind +10 on TwoHanded, OneHanded, HeavyArmor; +5 on LightArmor
Oblivion +8 on OneHanded, TwoHanded, HeavyArmor; +4 on Block, Smithing; +3 on Restoration
Skyrim +10 on TwoHanded; +5 on Speechcraft, Block, Smithing, OneHanded, LightArmor

Orsimer:
Health 113, Magicka 83, Fatigue 104
Abilities:
Resist Magic - 25% Resistance
Morrowind +15 on HeavyArmor; +10 on Smithing; +5 on TwoHanded, Block
Oblivion +8 on Block, Smithing, HeavyArmor; +7 on TwoHanded; +4 on OneHanded
Skyrim +10 on HeavyArmor; +5 on OneHanded, TwoHanded, Smithing, Block, Enchanting

Redguard:
Health 120, Magicka 76, Fatigue 104
Abilities:
Resist Disease - 75% Resistance
Resist Poison - 75% Resistance
Morrowind +15 on OneHanded; +10 on LightArmor; +5 on TwoHanded, HeavyArmor
Oblivion +9 on OneHanded, TwoHanded, LightArmor; +4 on Heavy Armor, Speechcraft
Skyrim +10 on OneHanded; +5 on Alteration, Smithing, Marksman, Block, Destruction

What OSE doesn't do?

There is no options for the Morrowind/Oblivion Powers because it is not possible to remove those powers from characters through scripts, the only way is to change the race and in order to be not conflicting with anything else I didn't do this.
The same goes for the Spells, I would have liked an option to remove the starting spells (heal, flames ...) but this is not possible with scripts.

Other things:

I would appreciate constructive criticism.

Plans for further improvment: Include the Skyrim Birthsigns and Morrowind, Oblivion Birthsigns; Maybe Starting Perks
6 Comments
The Dark Ranger 28 Aug, 2012 @ 1:30pm 
ok il download it when i make a new guy
Trelares  [author] 27 Aug, 2012 @ 8:55pm 
No you can choose if you want the old or the new racial abilities
The Dark Ranger 27 Aug, 2012 @ 4:28pm 
Ok a second question do I have to get the old racial traits I noticed they were recorded I do not want a altmer who is weak to magic.
Trelares  [author] 26 Aug, 2012 @ 8:53pm 
The Class system is just rudimentary, you only get +5 to some skills and loose 5 points from other skills.
The Dark Ranger 26 Aug, 2012 @ 5:03pm 
Will they be like in oblivion where only the class skills will lvl me up?
The Dark Ranger 26 Aug, 2012 @ 1:45pm 
Does the classes affect my lvling up at all?