Skyrim

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Camiongrenouille

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Race Abilities and Skills Redone V 1.2






-------------------------------------------------- DESCRITION --------------------------------------------------------------------------------

I was a little disapointed by the way all the races have been poorly differentiated through their respective abilities.
And especially at high level they tend to be standardized (even with the lvl 81 restriction).
This mod will give better and more racial abilities as well as redistribute their respective skills,
in the aim each race fit a little more with the background.
Also it will replace the previous ones, even if I don't think it'll be a great loss...
Don't hesitate to discuss about next balancing for this mod,
or even to endorse me if you are fully satisfied by this one (its optimization above all),
it'll keep me motivated to create other plug-ins. Thank you by advance.

-------------------------------------------------- INSTALLATION ------------------------------------------------------------------------------

Simply extract the archive in the File "Data" of tour "Skyrim" main folder: C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data
Otherwise use the Nexus Mod Manager.

WARNING: I strongly advise you to start a new game while using this mod.
Because the only other way to activate this mod, is using the console command "showracemenu", but their is probabilities the
new abilities will be added to the previous ones instead overwrite them... I didn't find any way to fix that.
So we'll have to deal with it.

---------------------------------------------------- DETAILS ---------------------------------------------------------------------------------


ARGONIAN: Reptilian blood and Waterbreathing

- resist diseases 50%
- magicka rate +25% faster
- heal rate +25% faster
- stamina rate +25% faster

- Waterbreathing

- restoration +10
- Pickpocket, illusion, light armor, alteration, alchemy +5

(argonian are intelligent, athletics and have a high constitution, through natural regenerative capacities)

BRETON: Manmer

- magic resist +25%
- magicka +50

- magicka regen increased by 1 and stamina regen decreased by 1.

- Conjuration +10
- Illusion, restoration, speech, alchemy, alteration +5

(why did they retire the magicka bonus?... Are they not half human half aldmer?)

DUNMER: Gift of the Tribunal

- magicka +50
- stamina +25
- melee weapons 25% faster
- draw bow 60% faster(25% from previous melee bonus +35% specific to the archery)

- destruction +10
- alteration, archery, sneak, light armor, one handed +5

(I removed the fire resist cause I think it is too high and limits the potential of this race in relation to his background.
Dunmer are stealth, athletics, versatile and intelligent, I hope these bonus will fit correctly with this description...)

ALTMER: Highborn

- magicka +100
- magicka rate +25% faster
- resist diseases +50%

- magicka regen increased by 2 and stamina regen decreased by 2

- Alteration +10
- Illusion, conjuration, destruction, restoration, enchanting +5

(no need to explain about the extra magicka, concerning the resist disease bonus, it has always been here, why not in Skyrim?)

IMPERIAL: Blessing of the Nine Divines and Talos' Coin

- magicka +25
- stamina +25
- health +25
- unarmed damages +5

- Carry Weight +100
- Imperial Luck (more coins found)


- Speech +10
- Restoration, enchanting, one handed, smithing, heavy armor +5

(versatile race is versatile, the unarmed damages bonus is nostalgy with regard to the previous episodes.
Plus some bonus for thief/mercantile characters.)

KHAJIIT: Feline attributes and Rajhin's Coin

- unarmed damages +10
- stamina rate +50% faster
- magicka +25

- Carry Weight +100
- Imperial Luck (more coins found)

- magicka regen decreased by 1 and stamina regen increased by 1

- Sneak +10
- Lockpicking, pickpocket, light armor, one handed, speech +5

(Khajiit are rather intelligent, that explains the magicka bonus.
Concerning the other ones, It's to encourage a stealth and above all thief gameplay)

NORD: Sons of Ysgramor

- resist frost +50%
- health +75
- melee weapons and draw bow 13% faster

- magicka regen decreased by 2 and stamina regen increased by 2

- Two handed +10
- One handed, Block, smithing, heavy armor, light armor +5

( A warrior, what else?)

ORSIMER: Willpower of Malacath

- Magic resist +12,5%
- health +50
- stamina +50

- magicka regen decreased by 2 and stamina regen increased by 2

- Heavy armor, smithing +10
- One-handed, two handed, block +5

(credited for their endurance and willpower, I think these skills and abilities will fit with this race)

REDGUARD: Yokudan Heritage

- poison resist +50%
- health +25
- stamina +25
- melee weapons and draw bow 38% faster

- magicka regen decreased by 2 and stamina regen increased by 2

- One handed +10
- Archery, block, speech, heavy armor, light armor +5

(A warrior/Scout with a good endurance and, above all, the best offensive skills of all Tamriel.
The poison resist fit with their homeland desertic environments)

BOSMER: Wild Lore and Aldmeri Heritage

- Draw bow twice faster
- Stamina rate +33% faster
- resist disease +25%
- resist poison +25%

- magicka +25

- magicka regen decreased by 1 and stamina regen increased by 1

- Archery +10
- Sneak, lockpicking, pickpocket, light armor, alchemy +5

(Magicka bonus for aldmeri blood, resist disease and poison because they are familiar to wild environments.
Given that they are best archers in all Tamriel, this bonus to the draw bow speed seems adapted IMO.
The stamina rate bonus is for stealth gameplay.).

----------------------------------------------------------- CREDITS --------------------------------------------------------------------------

Camiongrenouille

You can modify and use fonction of this mod, but I would be most grateful if you could credit me for the original ressources of this one,
thank you by advance.