[RELz] The Versatile Adventurer

Post » Wed Sep 01, 2010 10:03 pm

http://www.tesnexus.com/downloads/file.php?id=36349
Req. OBSE v0020+

Through the marvels of OBSE, your character is no longer pigeonholed into one rigid class for an entire career! With Anyclass active, your character class automatically changes to match your current highest skills. In a nutshell, your seven highest skills will always be your class skills; the most common category among the your major skills will always be your class specialization; and your two class attributes reflect your strongest skills. (If you have Luck as a class attribute, it is never replaced.) An exhaustive system of tiebreakers ensures sensible results. Normally your skills are checked every 5 seconds, but no changes will ever be made while you are in combat.

What's the point? Characters evolve over time, and sometimes your initial class concept does not reflect your skills at level 10 or 20. However, those original skill selections still affect you: class and specialization skills increase faster than others. Anyclass allows your character to completely adapt, and get better at increasing the skills you've actually been increasing! Certain other mods also react to your class, and Anyclass ensures they get accurate info on who your character really is, regardless of who he may have been a lifetime ago in a prison cell. (In fact, the changes to your class attributes have no effect except to provide information to other mods.)
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Joe Bonney
 
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Post » Wed Sep 01, 2010 10:43 am

Love this idea Tejon. Downloading now. :thumbsup:
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RaeAnne
 
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Post » Wed Sep 01, 2010 8:34 pm

Someone's on a roll ...

:thumbsup:
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K J S
 
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Post » Wed Sep 01, 2010 3:40 pm

Absolutely.

Insta-DL! :foodndrink:
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Sunnii Bebiieh
 
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Post » Wed Sep 01, 2010 6:26 pm

Does the class name change too - can you choose the name of the class?
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Ezekiel Macallister
 
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Post » Thu Sep 02, 2010 2:14 am

Actually, the class name is integral to the workings of the mod... it's activated by giving your custom class a name with a space at the end. There's a built-in tool to retrofit an existing character, which will also convert a prebuilt class to a custom class; but it doesn't pop up a genuine rename dialog, just pads your existing class name with spaces at both ends. I thought about it, but it seemed a little too clunky in general.

Hum. Does Wrye Bash have a function to rename a custom class? If not, a utility script to do that would be simple enough.
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Sweets Sweets
 
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Post » Wed Sep 01, 2010 11:28 am

Irresistible!

As is typical of your work. :biggrin:
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katie TWAVA
 
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Post » Wed Sep 01, 2010 9:33 pm

Sounds excellent, downloading. :thumbsup:
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Tinkerbells
 
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Post » Wed Sep 01, 2010 12:12 pm

No I don't think Wrye bash has that option - though it does have the option to import a class from another save (as well as stats and face, etc).

I just thought it would be changing your class name between the, I think, 30 or so that are vanilla as your skills and attributes change. I would not be that picky about the class name anyway - just curious.

Probably I will not use this till I make a new character - thought it does sound interesting.
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Jordyn Youngman
 
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Post » Wed Sep 01, 2010 2:09 pm

I just thought it would be changing your class name between the, I think, 30 or so that are vanilla as your skills and attributes change.

I thought about that too, but it would be more work than the rest of the mod, several times over. ;) There are over 58.6 million class skill combinations (never mind specialization) and only 21 built-in classes. The matchmaking logic required would be orders of magnitude more complex (and resource-draining) than the rank-sorting used to figure out what your class skills should be. And on top of that, there would also need to be an invisible and character-specific way to keep a custom class name.

So I totally agree that it would be awesome, but it's not gonna happen unless someone else does it.
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Courtney Foren
 
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Post » Wed Sep 01, 2010 4:27 pm

I thought about that too, but it would be more work than the rest of the mod, several times over. ;) There are over 58.6 million class skill combinations (never mind specialization) and only 21 built-in classes. The matchmaking logic required would be orders of magnitude more complex (and resource-draining) than the rank-sorting used to figure out what your class skills should be. And on top of that, there would also need to be an invisible and character-specific way to keep a custom class name.

So I totally agree that it would be awesome, but it's not gonna happen unless someone else does it.


If you leave out Luck, there is a standard class for every combination of attributes. Now you only need a way to make up a name for characters with luck as a major attribute, and a way to change the class name :P

This looks like (yet again) a great mod, btw. I'm surely gonna use it in my upcoming playthrough.
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Damien Mulvenna
 
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Post » Wed Sep 01, 2010 4:30 pm

This is exactly what I've felt was lacking since I tend to change my mind about what I want to play alot. Huge thanks, great way to end the year!
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Shirley BEltran
 
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Post » Wed Sep 01, 2010 8:02 pm

If you leave out Luck, there is a standard class for every combination of attributes.

Unfortunately you're off by 100%... there are 7x6 = 42 combinations excluding Luck, and 8x7 = 56 when Luck is included.

On the upside, that's a pretty good way of handling it and I'd only need to come up with 31 class names. :D No promises. ;)
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Shiarra Curtis
 
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Post » Thu Sep 02, 2010 12:27 am

Unfortunately you're off by 100%... there are 7x6 = 42 combinations excluding Luck, and 8x7 = 56 when Luck is included.

On the upside, that's a pretty good way of handling it and I'd only need to come up with 31 class names. :D No promises. ;)


No, you're wrong on this one. You're counting every possible combination, including double ones. So you're counting both Strength + Endurance and Endurance + Strength. The amount is 7x6/2=21 classes that are actually different from each other. So you'll have to come up with 56/2-21=7 more class names. That sounds doable to me.
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Milad Hajipour
 
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Post » Wed Sep 01, 2010 6:49 pm

Well, I'll be demonstrably incorrect.

Still no promises. ;)
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~Sylvia~
 
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Post » Wed Sep 01, 2010 5:11 pm

Well, I'll be demonstrably incorrect.

Still no promises. ;)


You could ask for suggestions on classnames, making it easier on yourself. :) Don't look at me though. :/
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John N
 
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Post » Thu Sep 02, 2010 1:16 am

Wow, very cool idea.
:thumbsup:
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Doniesha World
 
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Post » Wed Sep 01, 2010 11:50 pm

Well another issue of having shifting classes is that there are mods that change what attribute/skills are required for the vanilla classes. Also that math may not be correct once you take specialization of the vanilla classes into account.

More of a compatibility concern but if it is added (and again not really something I'm feeling the need for - but I know you like challenge) then perhaps this could be done in such a way that if a mod changes those things it could be taken into account.

I don't use them and the main one I'm thinking of is in RBP and it is 100% optional. I think many don't use such mods because custom classes are much easier to create
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LittleMiss
 
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Post » Wed Sep 01, 2010 6:35 pm

Thanks a lot for this tejón - I was on my way to create a new character too :D

Awesome way to end the year imho. And start anew :celebration:

As for the custom classes, I'm with Psymon - it is generaly a better idea to create a custom class, I bet almost all people do it anyway.
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Alexis Estrada
 
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