The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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No Starting Spells (All Races)
   
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Jul 11, 2013 @ 5:23pm
Jul 14, 2013 @ 3:54am
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No Starting Spells (All Races)

Description
What it Does:

When beginning a New Game, your character will not know the spells Healing or Flames. It also removes Sparks, Fury, and Conjure Familiar from their respective races as well. All ten races start with no spells.

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It is fully automated and does not require you to use any kind of menus, user interface, or any other mod.

The spells will only be removed from your character on a "New" game; it will NOT affect any characters that were created before installing and using this mod.

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Version Update 1.1 - Compatible with the mod, Live Another Life (By Arthmoor)

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Why this mod was created:

I made this mod, because it is something I use myself (and I wanted it done right). I like the notion that each of my characters need to find their first spell tome before they can use magic.

I uploaded this, because similar mods on Steam failed to remove the race-dependent spells like sparks, even if the author claimed that their mod would.

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Extra Information:

This mod will ensure that your initial "Spells Learned" count is zero; this stat is found under General Stats in the player's menu.
(Special Note: Do not worry if it is reading as a one during Alduin's attack on Helgen. My mod is still working, and the stat will properly set to zero when your prisoner cuffs are removed.

This mod will NOT remove Racial Powers (Powers are not to be confused with spells even though they may be like spells); see the screenshots above.

If you still want to use any of the starting novice spells, then have your character find and read the appropriate Spell Tome through normal playing.
(Special Note: If you want to learn Healing, Flames, or even Frostbite in the beginning at Helgen Keep, then use my Add-on for this mod. With that installed, these tomes will be found in the same room where Sparks is located.)


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Requirements:

Requires latest version of Skyrim; that is all.

(Does NOT require Hearthfire, Dawnguard, or Dragonborn)


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How to Download:

1. Subscribe using the button above and wait for the download to finish. (It is a very small file.)

2. Access your Skyrim Launcher and let it finish synchronizing; make sure it is in your load order.


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Compatibility and Technical Information:

~ Dawnguard, Hearthfire, and Dragonborn - Are compatible and will work with my mod.

~ "Live Another Life" - Is compatible and will work with my mod.

~ "Character Creation Overhaul" - Is compatible and will work with my mod.

~ "Skyrim Unbound" - Already includes an option to start with no spells.
(You don't need my mod, if you are using "Skyrim Unbound".)

My mod may or may not conflict with other Alternate Start mods.

I designed this for the ten standard races. If you are using anything that adds a race whom have preset spells, my mod may not remove all of their starting spells. You are welcome to try it out though; at the very least, it could remove healing and flames.

Special Notes for "Live Another Life (by Arthmoor)":
- After you finish the character generation in this Game Start, disregard the spell-added notification that may appear at the top-left corner of your screen. My mod will promptly remove that spell if it is either Sparks, Fury, or Conjure Familiar. (See screenshots above.)
- "Live Another Life" allows you to choose a Vampire Start in its options, so you will know Vampiric Drain if you decide to start as one; my mod will NOT remove it, nor will I change it to do so in the future. (As a vampire, it will be your only starting spell.)


This mod may conflict with others that modify the Actor file, Player. This particular file must be modified in order to remove Healing and Flames. This is because Healing and Flames cannot be removed by either console commands or even scripts. Believe me, others and myself have tried.

If you load a pre-existing save with this mod, it will not remove Healing and Flames; the game has already attached those spells to your character, and my mod cannot remove them at that point (it can only keep them from being a preset spell on a "New" game).


Files in this Mod:
- The only file that is modified is the Actor file, Player; this is required to remove healing and flames.
- I do add a single file to the Quest section that holds the ReferenceAlias containing my Script; it is required to remove the race-dependent spells. (I do not modify any existing Quest or Main Quest file. My ReferenceAlias runs separately from them.)


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SPECIAL NOTE ! (with Minor Spoilers)

Thieves Guild - During a certain quest from this faction, your character must set some objects on fire. To complete the objective, you can use a Torch; stand right up against the targets with your torch out and it will light automatically. It has always been like this in the game since its release. (You do NOT need the Flames spell.)

- I am including this information on the description page since many do not seem to know about it.


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Credits:

Author - Lancifer (myself)

Special Thanks goes out to these bethesda community forum members for giving advice on how to refine my scripts and mod design:
- Mojo22
- Thingy Person
44 Comments
Noltunorx Jun 20, 2018 @ 11:09am 
Funziona! Finalmente mi sono potuto liberare delle magie iniziali!
ABC Sep 20, 2017 @ 8:34am 
nice!
Jackie Daytona Feb 28, 2017 @ 3:34pm 
I felt this mod was lame when I first saw it. After some thought, I decided this is actually really cool. I've always wanted to attempt a playthrough without magic. Now I can!
a moth of the starry heart May 12, 2016 @ 8:19am 
I always found it strange that to learn any spells(Speaking in terms of lore) you had to study and practice, yet you learn healing and flames automatically.
Two-Ton Kid Mar 15, 2016 @ 9:43pm 
Great idea. No doubt it'll give me a shock when my new character's in deep s**t, and will have to face giant spiders up close [yee-ech], but even fantasy realms like Skyrim are all the better for realism.
Desk Gargoyle Dec 28, 2015 @ 4:28am 
thank you for this mod i hated having something i never used in my inventory :)
Lancifer  [author] May 3, 2015 @ 9:09am 
No, I have taken a break from modding Skyrim. I'm really busy as well.
malachigordon01 Apr 28, 2015 @ 2:40am 
think you could make a now starting powers mod for all races
Lancifer  [author] Mar 7, 2015 @ 7:35pm 
@andrewec1996
I don't know of any, but what you are describing seems unnecessary. These starting skill values simply represent racial aptitudes. Nearly all of the real power in "Skills" stem from their Perks. (Perks number at 0 as a level 1)

Keep in mind, the Elderscrolls series was heavily influenced by table-top rpgs such as Dungeons and Dragons. In such games, the player takes control of a character that has pre-existing aptitudes; and having zeros on all your stats would literally equate to a newborn child. The correlation is not as obvious in Skyrim as it is in previous games, because TES V changed much of the leveling structure when it shed the class system and base attributes.
76561198061564001 Mar 1, 2015 @ 11:20pm 
is there a mod that does this AND sets all skills to start at 0 or 1? I would perfer to know nothing at the start.