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Nirn's Chosen is a complete overhaul of Skyrim's race system and adds custom classes to further enhance your character building opportunities.

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Nirn's Chosen - Enhanced Races and Classes

Nirn's Chosen is a complete overhaul of Skyrim's 10 vanilla races and adds 16 new classes to the game, inspired by TES Lore and other games, to further enhance your character building opportunities. Nirn's Chosen separates starting skill bonuses from the player's racial choice and provides unique bonuses for both Race and Class, allowing you to better customize your character and their background.

Nirn's Chosen is meant to be used alongside my Standing Stone mod, Stones of Sacrifice, but should work with all other mods that do not edit the exact same things.

Races
Racial bonuses in Nirn's Chosen were designed to be broad, in order to allow your racial choice to work for a wide variety of builds. Greater powers were removed as they were an undesirable mechanic.

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Argonian
Hardened Scales: Your Armor Rating is increased by 100.
Amphibious: You are able to breathe underwater and swim 50% faster.

Breton
Gift of Magnus: Your Magic Resistance is increased by 25%.

Dark Elf
Ashborn: Your Fire Resistance is increased by 50%.

High Elf
Highborn: Your Magicka is increased by 50.

Imperial
Red Diamond: You receive 10% better prices, and you find extra gold in your travels.
Star of the West: You start with 1 additional Perk point.

Khajiit
Lunar Blessings: You move 10% faster, and take 50% less damage from falling.
Night Eye: You can see in the dark. Cast this power again to cancel its effects.

Nord
Atmoran Roots: Your Frost Resistance is increased by 50%.

Orc
Pariah Folk: Your Health is increased by 50.

Redguard
Yokudan Heritage: Your Stamina is increased by 50.

Wood Elf
Y'ffre's Endurance: Your Disease and Poison Resistance is increased by 50%.


Classes
Classes provide the bulk of the player power in Nirn's Chosen, as they determine starting skills, starting equipment, and a unique buff to further enhance your character's abilities. Classes are split in three categories Combat, Magic, and Stealth, each with five classes to choose from. Nirn's Chosen also adds one Unaligned class that can be chosen instead, suited towards people who do not want a class bonus.

Class Choice is permanent and can not be changed.

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Barbarian
Major Skill: Light Armor
Minor Skill: Archery, Block, Hand to Hand (Lockpicking), Smithing, Two-Handed
Berserker's Frenzy: You spend 20% less Stamina when power attacking or drawing a bow.
Crusader
Major Skill: Restoration
Minor Skill: Block, Destruction, Heavy Armor, One-Handed, Smithing
Aura of Protection: You and nearby allies resist 10% of incoming weapon and spell damage.
Hero
Major Skill: Heavy Armor
Minor Skill: Alchemy, Block, Smithing, Speech, Two-Handed
Himmel's Resolve: You resist 25% of incoming poise damage and deal 25% more poise damage.
Soldier
Major Skill: Block
Minor Skill: Archery, Heavy Armor, One-Handed, Smithing, Two-Handed
Martial Training: Your Health and Stamina Regeneration is increased by 50%.
Vagabond
Major Skill: Two-Handed
Minor Skill: Archery, Block, Heavy Armor, Security (Pickpocket), Smithing
Seasoned Veteran: You resist 25% of incoming weapon and spell damage when power attacking, drawing a bow, or blocking.

Battlemage
Major Skill: Alteration
Minor Skill: Conjuration, Destruction, Enchanting, Heavy Armor, One-Handed
Magicka Battery: Your melee attacks restore Magicka while under the effects of an armor spell.
Mage
Major Skill: Destruction
Minor Skill: Alteration, Conjuration, Enchanting, Illusion, Restoration
Arcane Affinity: Your spells cost 10% less, and your Magicka Regeneration is increased by 50%.
Nightblade
Major Skill: Illusion
Minor Skill: Alchemy, Destruction, Light Armor, One-Handed, Sneak
Veil Touched: You move 20% faster while sneaking and deal 25% extra damage with Sneak attacks.
Sorcerer
Major Skill: Enchanting
Minor Skill: Alteration, Conjuration, Destruction, Heavy Armor, Restoration
Artificer: Your enchantments cost 25% less, and you find uncommon scrolls much more often.
Summoner
Major Skill: Conjuration
Minor Skill: Alchemy, Alteration, Destruction, Restoration, Sneak
Binding Vow: You can summon or reanimate 1 additional minion.

Assassin
Major Skill: Alchemy
Minor Skill: Archery, Light Armor, One-Handed, Security (Pickpocket), Sneak
Brotherhood Tactics: Your poisons last for 2 additional hits, and poisons delivered by sneak attacks are twice as strong.
Bard
Major Skill: Speech
Minor Skill: Alchemy, Illusion, Light Armor, One-Handed, Security (Pickpocket)
Bardic Inspiration: Nearby allies have their Health, Magicka, and Stamina increased by 50.
Monk
Major Skill: Hand to Hand (Lockpicking)
Minor Skill: Alteration, Archery, Restoration, Security (Pickpocket), Sneak
Attenuation: Your unarmed attacks have a chance to deal additional elemental damage based on your resistances.
Rogue
Major Skill: One-Handed
Minor Skill: Block, Light Armor, Security (Pickpocket), Sneak, Speech
Opportunist: You have a chance to become intangible for 3 seconds during incoming melee attacks. You deal 50% more damage while intangible.
Witch Hunter
Major Skill: Archery
Minor Skill: Alchemy, Conjuration, Enchanting, Sneak, Two-Handed
Perfect Preparation: Your potions last 50% longer, and you have a 10% chance to absorb the Magicka from incoming spells.

Prisoner
Major Skill: None
Minor Skill: None
Manifest Destiny: You start with 1 additional Perk point.

*The base skill level in Nirn's Chosen is 10, meaning Major Skills will start at 20 and Minor Skills will start at 15.
**Base Skill (default: 10), Minor Skill (default: 5), and Major Skill (default :10) level are all controlled by a global value. Each can be customized in xedit BEFORE starting a new character. Just keep in mind that the script is ADDING the Major/Minor Skill value to the Base Skill value for any class.

***Hero uses Mod Incoming Stagger and Mod Target Stagger entry points, it's designed for a Poise mod such as Chocolate Poise or Maxsu Poise which reuse these entries, however it will work in a vanilla-style setup as well, reducing incoming stagger and increasing outgoing stagger.


Starting Equipment
Nirn's Chosen also adds Starting Equipment and spells based on your Class choice. Additionally, all classes start with some gold and potions.

However, for compatibility reasons vanilla starting spells will not be removed if you use Alternate Start - Live Another Life or Skyrim Unbound Reborn. As I am currently using Alternate Perspective, I have done my best to build in compatibility by default, but I do not have time to test every possible mod combination. Please let me know if there is an issue with this system and I will try my best to resolve it.

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Barbarian
Starting Armor: Fur Armor
Starting Weapon(s): Iron Warhammer
Starting Spell(s): None
Crusader
Starting Armor: Iron Armor
Starting Weapon(s): Iron Mace
Starting Spell(s): Flames, Healing
Hero
Starting Armor: Iron Armor, Iron Shield
Starting Weapon(s): Iron Greatsword, Iron Sword
Starting Spell(s): None
Soldier
Starting Armor: Iron Armor, Iron Shield
Starting Weapon(s): Iron War Axe, Long Bow
Starting Spell(s): None
Vagabond
Starting Armor: Iron Armor
Starting Weapon(s): Iron Battleaxe, Long Bow
Starting Spell(s): None

Battlemage
Starting Armor: Iron Armor, Novice Hood
Starting Weapon(s): Iron War Axe
Starting Spell(s): Flames, Healing, Oakflesh, Soul Trap
Mage
Starting Armor: Hooded Blue Robes
Starting Weapon(s): None
Starting Spell(s): Flames, Healing, Oakflesh, Fury, Conjure Familiar
Nightblade
Starting Armor: Hide Armor, Novice Hood
Starting Weapon(s): Iron Dagger
Starting Spell(s): Flames, Calm
Sorcerer
Starting Armor: Iron Armor, Novice Hood
Starting Weapon(s): Staff of Flames
Starting Spell(s): Healing, Soul Trap
Summoner
Starting Armor: Hooded Black Robes
Starting Weapon(s): None
Starting Spell(s): Flames, Healing, Raise Zombie, Conjure Familiar

Assassin
Starting Armor: Hide Armor
Starting Weapon(s): Iron Dagger, Long Bow
Starting Spell(s): Frostbite Venom (poisons)
Bard
Starting Armor: Hide Armor (no helmet)
Starting Weapon(s): Iron Sword
Starting Spell(s): Healing, Calm
Monk
Starting Armor: Hooded Brown Robes
Starting Weapon(s): Long Bow
Starting Spell(s): Healing, Oakflesh
Rogue
Starting Armor: Hide Armor
Starting Weapon(s): Iron Sword
Starting Spell(s): None
Witch Hunter
Starting Armor: Hooded Black Robes
Starting Weapon(s): Iron Greatsword, Long Bow
Starting Spell(s): Conjure Familiar

Prisoner
Starting Armor: Ragged Trousers
Starting Weapon(s): Rusted Iron Mace
Starting Spell(s): Flames, Healing


Requirements
powerofthree's Papyrus Extender: Used for RemoveBaseSpells() function.
Backported Extended ESL Support: If using a game version prior to 1.6.1130.
(OPTIONAL) Inventory Interface Information Injector: gives class magic effects their own unique icons in the Active Effects menu.

Compatibility
Compatible with all Standing Stones mods, unless they require their own Race mod.
Compatible with Racial Abilities - I4 icons and the same icons added in The Handy Icon Collection Collective.
Patches included for Unofficial Modder's Patch, High Poly Head, UBE and CotR.
Should be Compatible with all Alternate Start mods.
Should be Compatible with SimonRim's Race Tracker feature in Manbeast and Scion.
Potentially Compatible with Elder Scrolls Levelling and Attributes, but may need a patch to work properly if there is feature overlap.
Incompatible with any mods that overhaul or edit Races.
Incompatible with ParadigmAptitude, or any other mod that introduces starting classes.

FAQ
Q: I like the new class system, but I want to keep using my own Race mod. Will you make the class system separate?
A: Use my mod Aptitude - A Minimalistic Class Overhaul if you just want to add a new class system to Skyrim. It's less "in-depth" than Nirn's Chosen's system (doesn't do starting gear or stats) but has many similar bonuses.

Known Issues
Racial Starting skills are still shown in Race Menu selection. While this could be fixed by just removing starting skills from races, I decided to not do this because it can cause potential issues and I did not feel like troubleshooting all of these potential issues.

Credits
This mod includes the MAG_RaceMonitor_Script and Race Monitoring feature from Aetherius by SimonMagus to try and improve compatibility with the SimonRim Suite.
The APO_AddPerkPoints_Script was inspired by EnaiSiaion's implementation of a similar mechanic in Mannaz.
The APO_ClassesQuest_Script is a heavily modified version of the APT_MenuScript from Aptitude, which was originally inspired by Classic Classes and Birthsigns by Kearsage.
The I4 icons were originally made by komegaki for Aptitude and I repurposed them here.
UESP Lore pages which I used as a reference for writing racial descriptions.
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