Ahead of the class makes many vanilla and TR classes playable and adds many new classes. All these classes get a specific set of items and/or spells and powers. The items are class-specific and the spell crafted with role-play in mind. Loadouts include vanilla, TR, OAAB and, depending on your modlist, items from your mods. Custom classes also get starting loadout. I LOVE LOVE LOVE creating a new character. I've been using a bunch of mods that are the direct inspiration for this one. So if Ahead of the Classes is not your cup of tea, please take a look at the Credits section where you'll find similar mods (including non-MWSE mods). FEATURES CLASSES 35 vanilla NPC classes made playable: Alchemist, Apothecary, Bookseller, Buoyant Armiger, Caretaker, Champion, Clothier, Commoner, Dreamers, Enchanter, Enforcer, Farmer, Gardener, Guard, Healer, Herder, Hunter, Journalist, King, Mabrigash, Merchant, Miner, Necromancer, Noble, Ordinator, Pauper, Pawnbroker, Publican, Shaman, Sharpshooter, Slave, Smith, Smuggler, Trader, Wise Woman 10 Tamriel Rebuilt NPC classes made playable Baker, Banker, Cat-catcher, Courtesan, Dockworker, Fisherman, Jarl, Ore Mine,r Sailor, Scribe 39 new classes Arcanist, Archeologist, Artificer, Artisan, Beastmaste,r Bounty Hunter, Diresinger, Druid, Duelist, Gambler, Gladiator, Hermit, Hood, Jester, Juggler, Marauder, Mercenary, Ninja, Paladin, Pearl Diver, Pirates, Poache,r Poet, Pugilist, Pyromancer, Queen, Ranger, Sage, Scavenger, Shadow, Shadowdancer, Skald, Spearman, Stormcaller, Summoner, Thaumaturge, Vestal, Veteran, Warlord Note: I only came up with a dozen of classes, ~20 come from Pianobadgers' Class mod, others are I saw in other mods like Stripe's Moar Classes but made my own class. STARTING LOADOUTS All of these classes will get items and spells on character creation. The items are vanilla, TR and OAAB. Additionally, Ahead of The Classes will recognise some 20+ from your modlist and will use their items as well when appropriate. Mods recognised by Ahead of the Classes: A Bard's Life, An Issue of Thrust Apoapse's Alchemy, Ashfall, Blasphemous Revenants, Booze for Purists, Calling Cards, Demon of Knowledge, Denina's Hot Beverages, Go Fletch, Imperial Factions, Illy's Oh My Goddess, Jokes of Daggerfall, Killing Spree, Lich Robes, Lucky Coins, Olaf's Hoods, Potted Plants, Shinies, Taddeus' Foods of Tamriel, Tamrielic Tomahawks, The Chalk mod, The Guar Whisperer, The Way of the Necromancer, Treasure Maps, Wands. A few things I did when making the loadouts: I took into account all 10 skills unless some skills felt like a "filler": many classes are given athletics for example when the class is not particularly athletic For working classes, I often gave them a tool as a weapon. The farmer for example has blunt skill and gets a shovel which is a blunt weapon. When a class is particularly wealthy or a great specialist, I gave them a better quality item. For example, the Knight gets a steel long sword, while other classes get an iron sabre. I gave a little bit of clutter for some classes: the publican starts with a few bottles, the pawnbroker with bowls and cups, etc. I aimed for items and spells worth 300 septims. You make easily that much raiding the Census Office and collecting the freebies (tree stumps!) Bethesda left for you. The goal for me is to be able to start playing my class straight away without having to steal (or being tempted to) a limeware platter. I won't lists the 100+ loadouts here because it would massively clutter the page, but I am adding it as an article. PERKSAs you level up, you can talk to npcs about your abilities and get a new perk, power or ability. This is directly imported from Balathustrius' Class Abilities. Perls can be abilities (resiances and buffs) or powers. INSTALLATION Simply use your preferred mod manager or drop into your Data Files folder Compatible with Any chargen mod Compatible with any class mods (some classes will be treated as custom classes if I didn't include them) Vituvian Guar's Class Starting Spells Not recommended (though compatible) Tizzo's Useful Starting Spells > you might end up with many spells, a lot of them not tailored to your class. Merlord's Starting gear > you would end up with many items, many doubled because both mods look at your skills to determine your items. CREDITS Merlord for letting me borrow the code from Starting Equipment. Aurel for modifying Merlord's code so that spells can be added as well. Pianobadger for his Class mod, I borrowed a lot of classes with his permission. Balathustrius' Class Abilities for the "ability" topic and the new perks Atrayonis' Playable NPC classes, was the first to make TR classes playable, I just followed suit. Stripes' Moar Classes that gave me ideas as well. Not really a credit but worth a mention: Spuzzum's Starting Equipment, an older mod I liked as well. It gave the player modified vanilla gear to be of lower quality so it is balanced but you had to start the game in Seyda Neen. I took nothing from this mod, but it is a good non-MWSE option for starting gear. Tizzo's Useful Starting Spells. I've played with this mod for years, great non-MWSE option.