MORROWIND
Races Are More Fun RAMF by Alaisiagae
Morrowind » Races, Classes and Birthsigns
Added: 09/01/2009 - 02:03AM
Updated: 12/12/2009 - 08:45PM

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0.5 Latest version

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Uploaded by Alaisiagae

Description

Last updated at 20:45, 12 Dec 2009 Uploaded at 2:03, 9 Jan 2009

Name: Races Are More Fun - RAMF
Version: 0.5
Date: 1/8/2009
Category: Races, Classes and Birthsigns
Author: Alaisiagae


Description
===========
A lore-friendly mod that changes the Races's attributes, skill bonuses, powers, abilities, and spells to be more true to lore - and more fun.


Details
=======
I wanted to make the races more fun and balanced. Some attributes have been modified to reflect what is said in the race descriptions in the TES games. Some skill bonuses have also been modified to take into account the race descriptions. Abilities, Powers, and Spells have been extensively rebalanced to make all the races unique.

+ I've drawn deep into TES Lore when I modified and created the new powers, spells, and abilities. If you are hesitant that these changes seem wacky, you can be rest assured that they are deeply rooted in the Lore of the Elder Scrolls games.

!!! THIS WILL NOT WORK WITH PREVIOUS SAVE GAMES! I'm sorry, but the way Morrowind does stuff, these changes will probably not take effect completely if you attempt to use this mod on a save game. You will have to roll a new character. While you are at it, why not pick up my Birthsigns mod? !!!

+ I have reproduced all the new changes here for you to view, as well as providing explanations behind my changes. When I refer to the TES race descriptions, direct yourself over to the Imperial Library to see them for yourself (as they are too large to reproduce here): http://www.imperial-library.info/races/index.shtml

+ One feature to point out is that Night Eye and Argonian Water Breathing are now toggle spells - you can turn them on and off.

+ I have included several iterations of this mod.
++ One of these takes inspiration from Knef's "Power to the People" mod ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037 ). This makes all racial powers and spells that had a zero cost into a 1 magicka cost. Now you will see NPCs using racial powers and spells.
++ The other type renames the three elven races to use their Meric names - High Elf = Altmer, Dark Elf = Dunmer, and Wood Elf = Bosmer.
++ The third type is a combination of the two versions I just described.


+++++++++++++++++++
[High Elf (Altmer)]
+++++++++++++++++++
Atr. M | F
STR 30 | -
INT 50 | -
WIL 45 | -
AGI 45 | -
SPD 30 | 40
END 40 | 30
PER 40 | -
LUC 40 | -

Skill Bonus
Destruction +10
Enchant +10
Alchemy +10
Alteration +5
Conjuration +5
Illusion +5

* Ability: Sundered from Anui-El - Weakness to Shock 25%, Weakness to Frost 25%, Weakness to Fire 25%, Weakness to Magicka 50%
* Ability: Auri-El's Lineage - Fortify Maximum Magicka 1.5x INT (150% more Magicka), Resist Paralyzation 100%, Resist Common Disease 75%
* Power: Mystic Blood - Restore Magicka 3-6pts for 60sec on Self

++ Increase in WIL and AGI - see Arena, Daggerfall, Battlespire descriptions
++ From TIL, on Auri-El: "Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity."
+++ Mystic Blood, from Shadowkey: "Their Mystic Blood advantage increase maximum Magicka and Magicka recovery." I felt that max magicka is taken care of by another ability, so only stuck "Restore Magicka" to the new power.

+++++++++++++++++++
[Dark Elf (Dunmer)]
+++++++++++++++++++
Atr. M | F
STR 45 | 40
INT 40 | 45
WIL 30 | -
AGI 40 | -
SPD 50 | -
END 40 | -
PER 30 | -
LUC 40 | -

Destruction +10
Marksman +10
Short Blade +10
Long Blade +5
Light Armor +5
Block +5
Mysticism +5

* Power: Ancestor Guardian - Sanctuary 50pts for 60sec on self
* Ability: Resist Fire - Resist Fire 75%
* Spell: Shadowed Path - Fortify Stealth 10pts for 45 secs on Self, Fortify Attack 5pts for 45 secs on Self; Cost 5

++ Increase in INT and AGI - see Arena, Daggerfall, Battlespire descriptions. Split between male and female for balance.
++ Increase in Marksman - see Arena, Daggerfall, Battlespire descriptions.
++ Replace Athletics with Block - Arena description: "They are adept in any art involving the blade and shield combined with the arcane arts."
++ Shadowed Path - from Shadowkey: "Their Shadowed Path advantage increases their stealth and gives a small benefit to attacking." Small benefits made this spell-quality, rather than a once-per-day power.

+++++++++++++++++++
[Wood Elf (Bosmer)]
+++++++++++++++++++
Atr. M | F
STR 30 | -
INT 40 | -
WIL 30 | -
AGI 50 | -
SPD 50 | -
END 35 | 30
PER 35 | 40
LUC 40 | -

Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5

* Power: Beast Tongue - Command Creature 5-25pts for 600sec
* Ability: Resist Common Disease - Resist Common Disease: 75%
* Power: Nature's Grace -
----Fortify Restoration 10pts for 120sec on Self
----Restore Health 1-5pts for 120sec on Self
* Power: Ius' Mirth -
----Frenzy Creature 20-50pts in 15ft for 20-30sec on Target
----Frenzy Humanoid 20-50pts in 15ft for 20-30sec on Target

++ Increase in Male END - they "weigh" more in the CS, despite being smaller than females. Also, this is to offset the decrease to PER, because the other races perceive Bosmer males as particularly annoying (TES IV dialog, Fargoth and Gaenor).
++ Beast Tongue magnitude increased - to be more useful at higher levels.
++ Nature's Grace, from Shadowkey: "Nature's Grace lets them recover Damage quicker while being more effective at casting healing and restoring spells."
++ Ius' Mirth, from the Bosmer Animal god Ius. Refer to "Ius, Animal God" literature.

++++++++
[Breton]
++++++++
Atr. M | F
STR 40 | 30
INT 50 | -
WIL 50 | -
AGI 30 | -
SPD 30 | 40
END 30 | -
PER 45 | 45
LUC 40 | -

Conjuration +10
Mysticism +10
Restoration +10
Alchemy +5
Alteration +5
Illusion +5

* Power: Dragon Skin - Shield 50pts for 60sec on Self
* Ability: Weaned on Magicka - Resist Magicka 50%
* Ability: Meric Ancestry - Fortify Maximum Magicka 0.5x INT (50% more Magicka)
* Power: Breton Hardiness - Restore Health 2-8pts for 30sec on Self, Restore Fatigue 4-12pts for 30 secs on Self

++ Increased PER - they are quite personable ingame.
++ Renamed Resist Magicka to "Weaned on Magicka" from Arena description "It is said that Bretons are weaned on magic, for it seems to suffuse their very being."
++ Renamed Fortify Max Magicka to "Meric Ancestry." Lots of lore for that, but the Shadowkey description sums it up nicely: "Intermingling with Elven blood has given Bretons an affinity for magic..."
++ Breton Hardiness from Shadowkey: "Breton Hardiness quickens the pace at which Fatigue and Health are recovered."

++++++++++
[Imperial]
++++++++++
Atr. M | F
STR 45 | 40
INT 40 | 45
WIL 30 | 40
AGI 40 | -
SPD 40 | 30
END 45 | -
PER 50 | -
LUC 40 | -

Skill Bonus
Speechcraft +10
Mercantile +10
Long Blade +10
Blunt Weapon +5
Heavy Armor +5
Medium Armor +5

* Power: Voice of the Emperor - Charm 25-50 pts for 15sec on target
* Power: Star of Colovia - Resist Frost 50% on Self for 60 sec, Fortify Attack 20pts on Self for 60sec
* Power: Star of the Niben - Fortify Personality 10pts on Self for 60sec, Spell Absorption 25pts on Self for 60sec.

++ Increase in STR (male), INT (female), AGI (both) - they are both shrewd and militant. NOw they won't be poor choices for melee-oriented classes.
++ Replace Light Armor and Hand-to-Hand with Heavy Armor and Medium Armor - didn't make sense why they have a boost to Light Armor when most Imperial-style Armors are Heavy and Medium. Removed H2H because it didn't really make sense, replaced it with a bonus to Medium Armor.
++ Star of Colovia - Colovia is one of the two major parts that make up Cyrodiil. The Colovian based power reflects the Colovian martial attitude and Nordic descent of Colovia's inhabitants.
++ Star of Niben - Reflects the more diplomatic, magic-using peoples from the Niben region of Cyrodiil.

+++++
[Orc]
+++++
Atr. M | F
STR 45 | -
INT 30 | 40
WIL 50 | 45
AGI 35 | -
SPD 30 | -
END 50 | -
PER 30 | 25
LUC 40 | -

Armorer +10
Block +10
Heavy Armor +10
Medium Armor +10
Axe +5

* Ability: Orsimer - Resist Magicka 25%
* Power: Berserk -
----- Fortify Health Fortify Health 500pts for 60sec on Self
-----Fortify Fatigue Fortify Fatigue 200pts for 60sec on Self
-----Fortify Attack Fortify Attack 100pts for 60sec on Self
-----Drain Agility Drain Agility 100 pts for 60sec on Self
* Power: Trinimac's Might - Fortify Strength 10-20pts for 60secs on Self

++ Renamed "Resist Magicka" to Orsimer. I presume their resistance could be meric in origin. Orsimer is the old, little-used elvish name for the Orcs. Orsimer used to be Aldmer that followed the Aldmer god Trinimac; they were changed into Orcs when Boethiah corrupted Trinimac into Malacath (also called Malauch).
++ Trinimac's Might - Trinimac was the Aldmeri god of strength. I didn't want to name it "Malacath's Might" because Malacath is a Daedric Prince, and I don't want an Orc character who joined the Tribunal Temple to feel conflicted about using a power from one of the "Bad Daedra."

++++++++++
[Redguard]
++++++++++
Atr. M | F
STR 50 | 40
INT 30 | -
WIL 30 | -
AGI 40 | -
SPD 45 | -
END 50 | -
PER 30 | 40
LUC 40 | -

Long Blade +15
Athletics +5
Axe +5
Blunt Weapon +5
Heavy Armor +5
Medium Armor +5
Short Blade +5

* Power: Adrenaline Rush -
-----Fortify Agility 50pts for 60sec on Self
-----Fortify Endurance 50pts for 60sec on Self
-----Fortify Speed 50pts for 60sec on Self
-----Fortify Strength 50pts for 60sec on Self
-----Fortify Health 25pts for 60sec on Self
* Ability: Hardy Constitution - Resist Poison 75%, Resist Common Disease 50%
* Power: Ra'Gada Spirit - Resist Magicka 15% for 120sec on Self

++ Reduced Resistance to Common Disease. Called it "Hardy Constition," a phrase mentioned in the Daggerfall and Battlespire descriptions.
++ Ra'Gada Spirit - from the Shadowkey Description: "Ra'Gada Spirit reduces damage from a magical attack."

++++++
[Nord]
++++++
Atr. M | F
STR 50 | -
INT 30 | -
WIL 40 | 50
AGI 30 | -
SPD 40 | -
END 50 | 40
PER 30 | -
LUC 40 | -

Axe +10
Medium Armor +10
Heavy Armor +5
Blunt Weapon +5
Long Blade +5
Block +5
Spear +5

* Power: Child of the Sky -
-----Sound 30-50pts for 60sec on Target
-----Demoralize Humanoid 10-70pts for 60sec on Target
-----Demoralize Creature 10-70pts for 60sec on Target
* Ability: Resist Frost - Resist Frost 100%
* Power: Nord Resilience - Resist Normal Weapons 10-20% for 120sec on Self, Shield 15pts for 120sec on Self

++ Reduced Blunt Weapon bonus by 5, added the Block bonus. From the Arena description: "They are excellent in all arts concerning the blade and shield."
++ Child of the Sky - based on the Nordic Thu'um (Storm Voice). Very toned down and changed from what Thu'um can do, as it was decided that, while all Nords have the inherent ability to use thu'um, they must be particularly trained in it to achieve fantastic effects. Now it is just a really shout. Perhaps someone will add a quest where you can hone your latent thu'um.
++ Removed Shock Resist - didn't make sense, there was no mention of this in the Lore anywhere.
++ Removed Woad, slightly combined it with a new power.
++ Removed Thunder Fist - you get the Child of the Sky power instead.
++ Nord Resilience - from the Shadowkey description: "Nord Resilience lowers physical damage done when an enemy lands a blow." Added a shield effect to make up for taking Woad away - it is less shield, but longer duration.

+++++++++
[Khajiit]
+++++++++
Atr. M | F
STR 40 | 30
INT 40 | 45
WIL 30 | -
AGI 50 | -
SPD 45 | 40
END 30 | 40
PER 40 | -
LUC 40 | -

Acrobatics +15
Athletics +5
Hand-to-hand +10
Light Armor +5
Security +5
Short Blade +5
Sneak +5

* Spell (Toggles): Eye of Night - Night Eye 40pts on Self; cost 0
* Power: Eye of Fear - Demoralize Humanoid 100pts for 30sec on Target
* Spell: Cat Quick - Sanctuary 10pts for 30sec on Self; Cost 5

++ Increased INT (female) and SPD (male) - See Arena, Daggerfall, Morrowind, and Oblivion descriptions. I take "quick" to mean "Speedy."
++ Increase H2H - See Morrowind description: "Many Khajiit disdain weapons in favor of their natural claws."
++ Eye of Night now a toggle spell. Thanks to Taehl for the scripts in the "Khajiit Eye of Night Toggle" mod ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4912 ).
++ Cat Quick - see Shadowkey description: "The Khajiit Cat Quick advantage allows them to avoid blows which would otherwise hit." Decided to make it a short-duration spell to simulate intense focus for cat-like reflexes.

++++++++++
[Argonian]
++++++++++
Atr. M | F
STR 40 | -
INT 40 | 50
WIL 30 | 40
AGI 50 | 40
SPD 50 | 40
END 30 | -
PER 30 | -
LUC 40 | -

Athletics +15
Alchemy +5
Illusion +5
Mysticism +5
Security +5
Spear +5
Unarmored +10

* Spell (Toggles): Argonian Morphology - Water Breathing on Self, Swift Swim* 45pts on Self, Cost: 0pts
* Ability: Natural Resistances - Resist Poison 100%, Resist Common Disease 75%
* Spell: Merchant Sense - Fortify Merchantile 10-20pts for 30sec on Self; Cost 5

++ Changed Medium Armor to Security - see Arena, Daggerfall, Morrowind description.
++ Lumped their resistances into a single ability.
++ Increased Unarmored by 5 - they have scales, after all.
++ Made Water Breathing toggle. Added Swift-swim bonus, as per Arena and Daggerfall descriptions. Thanks to Taehl for the toggle script in the KEoNT mod, which I copied and modified to work with Argonians.
++ Merchant Sense - see Shadowkey description: "Argonians also have Merchant Sense; they buy goods lower and sell higher than other races."


===================
Downloading the Mod
===================
All downloads include a readme.

+ RAMF_regular: the normal .esp. Download this if you don't want any bells and whistles.

+ RAMF_Mer: changes the elf names to mer names.

+ RAMF_regular_NPCs: doesn't change elf names. Will make it so that NPCs can use their racial powers and spells.

+ RAMF_Mer_NPCs: Changes elf names to mer names. Will make it so that NPCs can use their racial powers and spells.


Upgrade
=======
1. Uninstall the old mod.
2. Install the new mod.
3. Start Morrowind and play. There will probably be a negative effect on saved games. In other words, you'll probably want to roll a new character. I'll let you know in the next readme.


Incompatibility
===============
This mod will conflict with a mod that alters the Races. This mod will conflict with another mod that modifies the original races' powers, abilities, or spells (well, some of them). You won't need Taehl's Khajiit Eye of Night Toggle mod anymore. Make sure to save your game with Night-eye turned off. Then you can deactivate the mod. Refer to Taehl's instructions in the KEoNT readme.


Known Issues or Bugs
====================
Probably won't work with your savegame. Don't say I didn't warn you.


History
=======
0.5, 2009/9/06 - Readme contains a few typos. Argonian AGI stats should be M50 and F40, NOT M40 and F50. Download description has been updated, but not the readme's. There is no need to re-download the mod again.
0.5, 2009/1/08 - Initial release.


Contact
=======
You can find me on the official Elder Scrolls forums as 'Alaisiagae'
You can find me on TESNexus as 'Alaisiagae'


Credits
=======
Thanks to Taehl for the "Khajiit Eye of Night Toggle" mod. ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4912 )
Thanks to Knef for the "Power to the People" mod. ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037 ).
Thanks to the folks on the Bethesda forums for their input and support while making this mod.
Thanks to Bethesda for creating Morrowind, Tribunal, and Bloodmoon.
Thanks to TESNexus.com for the one-stop-shop resource for authors and players.
Thanks to Planet Elder Scrolls for hosting so many mods.
Thanks to ElricM for hosting mods.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to ghostwheel for making TESTool, with which this mod was cleaned.


Tools Used
==========
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp


Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod.