COCC - Classes
🟠 Updated over a year agoPreview

🔍 Analysis
- 🏆 #58 of 62 Races, Classes and Birthsigns mods in this game by downloads
📋 About This Mod
Completely Overhauled Character Creation REMASTERED - Part 3, changes to standard classes.
People have kindly requested before to donate, so I have a Ko-Fi link for all you lovely people who want to show their support (and can afford to)
https://ko-fi.com/mrcrumbs
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[]Levelling has changed in Remastered, and so has my approach
[
]Many classes fundamentally changed, to fix Bethesda's poor porting of their Morrowind classes[]Major skills reworked for less redundancy and weapon-skill bloat
[]All vanilla assets preserved, and nothing added on top
- NPC spell levelled lists updated for the new magic skills they might now specialize in
Overview
Simply put, the preset classes offered in vanilla are mostly dogshit. Major skills that don't match the class attributes, many feel too similar to each other, and a lot of them have too many god-damn weapons skills. A lot of people just opt for a custom class that offers a better focus on their playstyle or makes min-maxing easier. This mod probably won't be of interest to min-maxers, but seeing as this is a role-playing game, I thought it'd be nice if the roles you could choose to play via picking one of the standard classes were more fun and effective to play. You get to have the class description on your stats screen as a badge of honour, without gimping the viability of your character.
1. Remastered gutted the governing attributes system, and I took advantage of it. This a welcome change to the old system, as now the skills you level don't determine the points you can invest in your attributes every level. This essentially disconnects the specialised attributes for a class from it's major skills, making it much less restrictive what skills you can choose (and means you don't need to have multiple weapon skills on a class just to justify assigning it strength, for example). HOWEVER I cannot change the specializations for classes without breaking the new UI, so I had to account for that in my changes from the old version of this mod. Magic classes will have to stay magic, as do combat classes, etc.
2. Class attributes and playstyles are reworked for sanity and variety. Another problem Bethesda clearly ran into when porting over the attribute and class system from Morrowind is that, with a lot of skills and mechanics changed and gone, the classes as they were fit poorly into Oblivion. Did they make changes to these classes? Did they reassign attributes to better fit the changed mechanics and skills, or rethink the playstyles of the classes to better suit the game? Lmao no, they just straight up ported them and filled in the gaps where axed skills were. This ended up with many of the classes having attributes that didn't fit their advertised playstyle, and with many of them feeling pretty same-y. I rearranged the a
📊 Mod Details
- Game
- Oblivionremastered Mods
- Author
- Mr Crumbs
- Version
- 1.1
- Downloads
- 360
- Endorsements
- 13
- Category
- Races, Classes and Birthsigns
- Created
- 7/10/2025
- Updated
- 7/15/2025
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