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sulmithgreysin

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sulmithgreysin

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21 comments

  1. Vinterdimma
    Vinterdimma
    • supporter
    • 2 kudos
    Would be absolute great if you could list all the changes on the front page. It's not wise to have to force us to download the mod to be able to read the readme just to find out what it does. It's better to list it on the front page so we know before we download, or decide not to download. Cheers.
    1. Lotus97
      Lotus97
      • member
      • 6 kudos
      You don't have to download to read the readme, but I do agree it would be best to list in description.
  2. austinhs2002
    austinhs2002
    • member
    • 0 kudos
    thanks
  3. dainsgames
    dainsgames
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    • 5 kudos
    Been playing this and I think it's a great improvement. But...I agree with some of the OP comments, and need to add my own about Khajiit Stealth. As an Invisibility power, it's way OP, allowing me to disappear right in front of something I just smacked in the face. So I can basically break combat anytime, sneak out of the way, and re-initiate at will, allowing me to wear down opponents that I shouldn't be able to beat (L6-8 Draug Wight at L2, for example).

    Also, if you're a mage char like me, casting Muffle and using Khajiit Stealth lets you run around at full speed nearly immune to detection. So travel isn't dangerous at all anymore, and if by chance you run right into something, you can just sprint a bit and hit Sneak and you're safe again.

    Allow me to suggest that this power be a 25% combined Sneak and Muffle buff instead, and that it only apply when actually sneaking? That'd still be very useful, but only in context.

    Thanks for making this mod!

    Edit - an idea for a different set of Khajiit powers, both automatic on sneaking.

    1. Khajiit Stealth. Replace the Invis with 25% Muffle boost when sneaking.
    2. Khajiit Senses. Basically you get an increased range on hearing the sound enemies make when you're sneaking. 50% might be good. The reason is that often you turn a corner and HEY THERE'S AN ENEMY RIGHT THERE LOOKING AT ME lol. The range on hearing is short enough so that happens often, so boosting hearing range will help Khajiits sneak around a lot better that other races.

    Just wanted to put this idea in
  4. niclasil
    niclasil
    • member
    • 0 kudos
    My Nord has a 10% weakness to frost listed under his Active Effects. Should be weakness to fire I think?
  5. streetmonkey247
    streetmonkey247
    • member
    • 0 kudos
    tbh this isn't that lore-friendly, alot of the abilities are almost the same thing with a different name. They're abit too overpowered too. One ability I did like was 'Locus Swarm' for the Wood Elves, it was unique and suited the race it was attached to, more unique and less Imma-crush-anything-I-see racial powers would be appreciated. Also I agree about races needing to have different regeneration rates and stats in health, stamina and magicka, but the stats are again over powered in some cases (Such as the health rates on Orcs and Nords). The stats are quite far apart from eachother, so maybe it would be a good idea to keep some integrity of the vanilla races and just tweak them slightly?
  6. Jasonb8060
    Jasonb8060
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    • 0 kudos
    Would be helpful if you could state what the changes are. So I can decide if I want to download, surprised this hasn't already been raised.

    I know you have the text file but that means I have to download first. I think you will get a bigger response if people could see it first.
  7. sulmithgreysin
    sulmithgreysin
    • BANNED
    • 0 kudos
    2.2 is out and adjusts the stats of NPC races/creatures

    planning on adding world bosses/sea monsters/customNPCs in 3.0 and every update from now until then will only be fixes

    should play well with mods like WiS, Deadly Dragons, vampire/werewolf mods, etc

  8. sulmithgreysin
    sulmithgreysin
    • BANNED
    • 0 kudos
    not gonna be able to upload custom races until i can do them right. i'm not releasing what everyone else has, a broken face morph that is wonky and not exactly what it should be. may have to wait for a CK update, i can't figure it out after 20 hours on it, everything ends up the same as the other custom races or worse
  9. sulmithgreysin
    sulmithgreysin
    • BANNED
    • 0 kudos
    ok, i was planning on having the new playable races as a separate esp but after some reading on custom races and buggy vampire/werewolf scripts, i'm gonna make a fresh esm and include them while using expired's racial compatibility mod

    problem is that i can't add his mod (that fixes all the bugs associated with custom races, the CK not copying everything like it should and transformation scripts) to what i already have since the CK tries to open skyrim.esm and update.esm twice and it won't load them all together.

    but since i'm an insomniac, i'm just gonna start fresh with his mod built in from the start and redo it all tonight. nothing will copy over so i'm probably gonna tweak a few spells (i don't particularly think the aoe fusrodah spell is interesting so i want to improve it)

    i'm going to release 3.0 sometime tomorrow as 2.0 + new playable races + more tweaks and maybe some new monsters

    instead of making it modular/multiple esp i'm just gonna put everything in one esp that should work perfectly with less chance for conflict
  10. sulmithgreysin
    sulmithgreysin
    • BANNED
    • 0 kudos
    2.0 is done

    all playable races have been modified and balanced, breakdown of the races is in the readme