Race Revamp
Skyrim » Races, classes and birthsigns
Skyrim » Races, classes and birthsigns
Added: 27/03/2012 - 08:43PM
Updated: 10/04/2012 - 05:36AM
Description
Last updated at 5:36, 10 Apr 2012 Uploaded at 20:43, 27 Mar 2012
If you have played Morrowind or Oblivion, you might have been surprised to find out that some of the racial traits and bonuses are quite different in Skyrim. This mod is an effort to make the races more consistent with both Oblivion and Morrowind.
What this mod does...
Adjusts Skills bonuses to be consistent with Oblivion, Morrowind and descriptions
Adjusts Racial Resistances & Traits to be identical to Oblivion
Vampire versions of races changed also so that changes will remain upon contracting Vampirism.
this mod does NOT...
Add to or change vanilla Skyrim "Powers"
Change Racial Heights
New Racial Skill Bonuses, Resistances & Traits (See key below)
Altmer (High Elf)
+10 Destruction+
+5 Illusion- Conjuration Alteration Enchanting Alchemy+
Restoration
+100 Magicka^
75% Disease^
25% Elemental Weakness (Fire, Frost & Shock)^
Argonian
+10 llusion++
+5 Alteration Restoration Alchemy+ Lockpicking- Sneak
Light Pickpocket
75% Disease^
100% Poison^
Waterbreathing
Bosmer (Wood Elf)
+10 Archery Sneak+
+5 Pickpocket, Alchemy, Light
Lockpicking
75% Disease^
50% Poison
Breton
+10 Conjuration Restoration+
+5 Alchemy Alteration Illusion
Speech
+50 Magicka^
50% Magic
Dunmer (Dark Elf)
+10 Destruction One-Handed++
+5 Light Sneak Archery+
Alchemy Alteration Illusion
75% Fire^
Imperial
+10 Restoration Speech++
+5 Heavy One-Handed Enchanting
Block Destruction
Imperial Luck
Khajiit
+10 Sneak Pickpocket+
+5 Lockpicking One-Handed Light+
Alchemy Archery
Claw Attacks
Nord
+10 Heavy++
+5 Two-Handed- One-Handed Block Smithing Restoration+
Light Speech
50% Frost
Orc (Orsimer)
+10 Heavy Smithing+
+5 Block One-Handed Two-Handed
Enchanting
25% Magic^
Redguard
+10 One-Handed
+5 Destruction Two-Handed+ Heavy+ Speech+ Light+
Alteration Archery Block Smithing
75% Disease^
75% Poison^
Key
Text:
Red - Skill Bonus was +10 or higher in BOTH Oblivion and Morrowind
Aqua - Skill first received bonus in vanilla Skyrim and is left in place by this mod
Plain - Skill bonus was +5 or higher in either Oblivion or Morrowind
strikethrough - Vanilla bonus removed because skill/trait was not boosted in Oblivion or Morrowind
Notations:
++ added 10 points to skill bonus
+ added 5 points to skill bonus
- subtracted 5 points from skill bonus
^ Racial Resistances/Traits changed to match Oblivion
Version History
1.1
Adjusted Argonian skill bonuses to be more fitting and balanced.
1.0
Adjusted skills bonuses to be consistent with both Oblivion and Morrowind
Adjusted racial resistances and traits to be identical to Oblivion
Applied changes to vampire and child versions of races
Methodology & Rationale Used
My Other Mod....
Open and Lock Spells
This was my first mod. Comments, Feedback and Suggestions are welcome.
Thanks,
Enlil
What this mod does...
Adjusts Skills bonuses to be consistent with Oblivion, Morrowind and descriptions
Adjusts Racial Resistances & Traits to be identical to Oblivion
Vampire versions of races changed also so that changes will remain upon contracting Vampirism.
this mod does NOT...
Add to or change vanilla Skyrim "Powers"
Change Racial Heights
New Racial Skill Bonuses, Resistances & Traits (See key below)
Altmer (High Elf)
+10 Destruction+
+5 Illusion- Conjuration Alteration Enchanting Alchemy+
+100 Magicka^
75% Disease^
25% Elemental Weakness (Fire, Frost & Shock)^
Argonian
+10 llusion++
+5 Alteration Restoration Alchemy+ Lockpicking- Sneak
75% Disease^
100% Poison^
Waterbreathing
Bosmer (Wood Elf)
+10 Archery Sneak+
+5 Pickpocket, Alchemy, Light
75% Disease^
Breton
+10 Conjuration Restoration+
+5 Alchemy Alteration Illusion
+50 Magicka^
50% Magic
Dunmer (Dark Elf)
+10 Destruction One-Handed++
+5 Light Sneak Archery+
75% Fire^
Imperial
+10 Restoration Speech++
+5 Heavy One-Handed Enchanting
Imperial Luck
Khajiit
+10 Sneak Pickpocket+
+5 Lockpicking One-Handed Light+
Claw Attacks
Nord
+10 Heavy++
+5 Two-Handed- One-Handed Block Smithing Restoration+
50% Frost
Orc (Orsimer)
+10 Heavy Smithing+
+5 Block One-Handed Two-Handed
25% Magic^
Redguard
+10 One-Handed
+5 Destruction Two-Handed+ Heavy+ Speech+ Light+
75% Disease^
75% Poison^
Key
Text:
Red - Skill Bonus was +10 or higher in BOTH Oblivion and Morrowind
Aqua - Skill first received bonus in vanilla Skyrim and is left in place by this mod
Plain - Skill bonus was +5 or higher in either Oblivion or Morrowind
Notations:
++ added 10 points to skill bonus
+ added 5 points to skill bonus
- subtracted 5 points from skill bonus
^ Racial Resistances/Traits changed to match Oblivion
Version History
1.1
Adjusted Argonian skill bonuses to be more fitting and balanced.
1.0
Adjusted skills bonuses to be consistent with both Oblivion and Morrowind
Adjusted racial resistances and traits to be identical to Oblivion
Applied changes to vampire and child versions of races
Methodology & Rationale Used
- Skills that received +10 or higher bonuses is BOTH Morrowind and Oblivion were changed to +10.
- Skills that received at least +5 in BOTH Morrowind and Obliion were changed to +5.
- Skills that has not received bonuses at all in previous games were removed with a few exceptions as explained below.
- Pickpocket was not previously as standalone skill but was incorporated into Sneak and was only given to the two races that have consistently been described as thieves.
- Argonian female phase has been described as "highly intelligent, and gifted in the magical arts" with males having the "traits of the hunter". Illusion was boosted in both games previously so They were +10 Illusion which complements stealth.
- Dunmer had not previously received a bonus to stealth until vanilla Skyrim. I left the Stealth bonus in place as the description had been changed to explicitly say they are noted for stealth and because they are typically regarded as an assassin archetype.
- Imperials had several skills boosted in prior games that were consolidated. Their speech bonus was restored and the vanilla bonuses to Restoration and Enchant were left in place.
- Redguards also had many of their previously boosted skills consolidated and after matching them up with previous games there was still room so the vanilla bonus to destruction was left in place in keeping with an offensive orientation.
- All resistances and innate characteristics were made idential to Oblivion because genetic changes seem highly unlikely in the small span of time between Oblivion and Skyrim.
My Other Mod....
Open and Lock Spells
This was my first mod. Comments, Feedback and Suggestions are welcome.
Thanks,
Enlil
