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I'm a Hero, Not a Businessman
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0.019 MB
Apr 8, 2013 @ 1:33pm
May 16, 2013 @ 9:25am
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Description
Tired of crafting iron daggers, disenchanting everything, and training your foes by picking locks? This mod places the game's focus back on exploration and combat by minimizing the roles of non-combat skills.

IMPORTANT: This mod is for new characters only. There's no good way to make old characters compatible. Also, if you use "Alchemy Refinements", "Simpler Fortify Crafting", or "Top-Level Perks at 90", put them above this in the load order.

The changes made by this mod affect six skills: Alchemy, Enchanting, Lockpicking, Pickpocket, Smithing, and Speech. These changes are as follows:
- Perks for these skills have been reduced to three each, with no minimum skill prerequisites.
- These skills don't advance with usage and can't be trained, though you can increase them a limited amount with skill books and quest-specific boosts.
- The Warrior and Mage stones benefit slightly different sets of skills, while the Thief stone improves bartering and lockpicking.
- Talking your way into the College of Winterhold is slightly easier.

This mod can also be found on Skyrim Nexus at http://skyrim.nexusmods.com/mods/35547.

If you find any bugs or issues, please note them in the comments so I can promptly address them.

Perks

Alchemy
- Concentrated Poison: Poisons applied to weapons last for twice as many hits.
- Experimenter: Eating an ingredient reveals all of its effects.
- Alchemist (requires Concentrated Poison or Experimenter): Potions and poisons you make are twice as strong.

Enchanting
- Soul Squeezer: Soul gems provide extra magicka for recharging.
- Extra Effect (requires Soul Squeezer): Can put two enchantments on the same item.
- Enchanter (requires Soul Squeezer): New enchantments are twice as strong.

Lockpicking
- Quick Hands: Able to pick locks without being noticed.
- Locksmith (requires Quick Hands): Pick starts close to the lock opening position.
- Treasure Hunter (requires Locksmith): 50% greater chance of finding special treasure.

Pickpocket
- Light Fingers: Pickpocketing bonus of 100%. Item weight and value reduce pickpocketing odds.
- Misdirection (requires Light Fingers): Can pickpocket equipped weapons.
- Poisoned (requires Light Fingers): Silently harm enemies by placing poisons in their pockets.

Smithing
- Basic Smithing: Can craft Steel armor and weapons, and can improve them significantly more.*
- Advanced Smithing (requires Basic Smithing): Can craft Scaled and Plate armor, and can improve all armor and weapons significantly more.*
- Arcane Blacksmith (requires Basic Smithing): You can improve magical weapons and armor.

* Basic Smithing and Advanced Smithing always let you at least temper Superior gear. The best attainable grade is Flawless.

Speech
- Capitalist: Every merchant gains 1000 gold for bartering, and you can invest with most merchants to further increase their available gold.
- Fence (requires Capitalist): Can barter stolen goods with any merchant you have invested in.
- Silver Tongue (requires Capitalist): Can bribe guards to ignore crimes, and persuasion attempts are 30% easier.
13 Comments
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dj Mar 3 @ 11:43am 
This is probably the worst idea for skyrim. Because lots of people I know actually need this stuff. HOW ARE YOU GOING TO SMITH DEADRIC IF THERES ONLY 3 PERKS, LIKE 15 DIFFERENT STANDARD ARMOR AND WEAPON STYLES?!?!?!?!? T_T*******
WishSeeker Feb 26 @ 12:33am 
to each their own :) in some ways this is a interesting mod but not to personal playing style, good work none the less Sid
nightingale Oct 14, 2013 @ 7:48am 
atleast add unbreakable to lockpicking so if we have to we only need one
David Sid  [author] Aug 11, 2013 @ 11:53am 
Little typo there: meant to say "predecessors" in the second paragraph. (I know we haven't had mutually exclusive guilds since Morrowind.)
David Sid  [author] Aug 11, 2013 @ 11:52am 
Qiiliitiila: I was bored with grinding out Alchemy, Enchanting, Lockpicking, and Smithing levels, and it seemed like Pickpocket and Speech were a bit pointless even without any grinding. This helps make it so I can only play the interesting parts of the game. It's not for everyone, and it's not even something I use on every one of my characters.

I couldn't agree more about Skyrim having too many options removed compared to its predecessor--but I'm concerned about the loss of actual interesting mechanics like mutually exclusive guilds or in-game spellmaking. I don't see the menu-based skills streamlined by this mod as strong options that the game is better for having.
The Jolly Fatso Aug 10, 2013 @ 7:32pm 
You didn't add anything to combat. You just took away perks for no reason.
Quiiliitiila Aug 10, 2013 @ 12:57pm 
It's sad that there's an interest or even a market for mods that simplify the game. C'mon! Compared to Morrowind and in some respects even Oblivion, Skyrim is a game for children. I didn't think there was a way to dumb it down even more than what Bethesda did to the series, but here it is...

Much of what the older fans loved about TES games (the pinnacle being Morrowind) WAS the complexity and the ability to hand craft almost every facet of your character. Classes only made it to Oblivion and then apparently that was too complex, next to go were plentiful and in-depth guilds with ranks and prestige. WTF? Where'd my guilds go? Oh, they were scrapped because back in the days of old, your choices of alliegence actually had an impact on whether people liked you or would even talk to you. God forbid you limit the choices of some of the kids playing these days..

I digress though... May I ask the reason you felt these skills were in need of being heavily gimped?
Locklave Apr 16, 2013 @ 7:47pm 
rofl, I love the idea but this seems a giant leap rather then a few steps off the path.
David Sid  [author] Apr 11, 2013 @ 5:47pm 
No problem, just wanted to make sure it wasn't a bug.
Sinonyx Apr 11, 2013 @ 4:39pm 
huh... misread the first one on pickpocket i think..