1.Im not a power gamer and im not a stick roleplayer. So all options are open. I just want to have a well rounded character without having a lot of redundant/not useful skill choices.
2. I have installed a bunch of mods
a.Morrowind code patch
b.BTB's Game improvements
c.Herbalism for purists
d.Morrowind patch project
e.HotFusion's Economy Adjuster
f.Talrivian's State-Based Hit Points
g.Morrowind advanced
h.Cliff racer mod
j.Enchanted arrows(does this solve the marksmen vs destruction question??)
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i.Yet another level system mod(description below)
This mod is meant to improve the game immersion hiding the level system details; making the initial decision less important and removing caps to Skill and Abilities.
How it is obtained? All the Skills are equally difficult to increase; there is no bonus to Primaries or malus to Misc.
So you won't be punished if you put the wrong Skill in the wrong section.
Increasing Skills (any Skill) seamlessly increase the Attributes. So you won't need to worry to get the mythical 5x.
All Skill counts for Level-up, but Levels count only for random encounters and treasures as the Health is only based on the Attributes.
No cap to Skill or Attributes. After a while they become harder to increase, but they have no limits. The character development won't be hindered by silly limitations.
Just a note to the above: I have no idea how this will effect my other mods! But in character creation my MAJOR and MINOR skills were significantly higher so initial selection is very important, hence this post.
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3. I like to sneak but im not opposed to using magic. I realize a lot of thief skills can be also found in magic. But I also like the smoothness of using non magic. I also know my magic pool might not be big enough for all these magic schools. My current char started out with 140 magic pool fyi.
4. It should be noted that all the characters stats start off the same(at 10) with these mods so race is totally taken out of the question to a degree.
Ok so thats out of the way. I have been updating my list of skills, I know this looks really messy but bear with me.
Sneak(MAJOR-slow to lvl but useful off the bat?)(im a thieving bastard)
Security or Alteration? or both?(magic pool requirements??)(overlap?)
Illusion? Major-->high off the bat?(many many useful spells)
longblade(minor or misc? too easy to lvl?)
marksmen or destruction?(again magic pool question, more options with destruction though, but i have enchanted arrows, and later in the game physical damage from my arrows could be really nice where destruction fails)
Block(in conjunction with longblade so major? off the bat protection?)
Alchemy(mods make my potions worth zero to merchants)(in battle) or Restoration(out of battle) or both, ? Both seem very useful! Minors??
light armor(MAJOR, cut and dry, but im using a mod that lowers the durability
of glass armor, hmmm)
speechcraft(useful off the bat?? Im asking, i dont think so though)
merchantile(useful off the bat)(im using mods to make this skill act. needed)
MISC:
Acrobatics/Athletics(too easy to lvl, not essential off the bat)
Unarmored(with glass armor kinda nerfed is this a possible good skill now? I also like a Khajits immune to paralyze)
Med/Hvy Armor
Axe/polearm/blunt(im not a warrior)
Armorer(really slow to lvl)(weight of repair tools)
Enchant(extremely slow to lvl)(I can always make a practice spell)
Hand-to-hand(easy leveling)
Mysticism(too small a magic pool)(practice spells)
Short blade(easy to lvl on starting wild creatures)
As you all can see im all over the place.