I have found these racial adjustments a welcome change to what we originally had to work with. I confess, there have even been times when I added other racial abilities to my own characters, because races naturally intermingle. Currently I am happily playing as a Redguard, enjoying the realism of her racial perks and how they benefit her. I feel no need to expand on her racial traits. But the ability to do so at will now exists- a fact that was fiction, before you came along! Thanks!!!
Actually when Megatron took the golden throne from King Picard in the Third Era he decreed all Orcs were separated forever from the Elf kingdoms, so technically after the Orcs found the ancient Dwarven ruins and built space craft of their own it makes perfect sense they joined the 40k ORKS and everyone lived happily ever after.
I think Sylvanborn should also include a 10%-25% damage reduction from creatures since they are attune with nature. Orcs should also gain a buff to items they create (+15% quality of smithed items)
That mod seems to work quite well for the races I tested, and seems to work on existing characters. I like the idea of bonuses instead of one daily powers.
love the mod but i have a suggestion maybe give orcs, nords and argonians all 15+ unarmed e.g orcish and nordic strength and Reptilian ability just a suggestion.
if you start a brawl as a khajit, the enemies start to fighting you to death instead of normally. i suggest reducing the extra damage from unnarmed, its not really important anyway, the good thing you've made is the speed and silence buff.
As an Imperial, if my heavy armor and light armor receive 10% bonus, then starting values should be 22 and 16, respectively. Instead, I'm getting 30 and 25. Is this behaviour wrong?
just what I was looking for... the other "better races" mods all do it all wrong. your bonuses are significant, but small enough to not be stupidly overpowered. really well done!
my only suggestion so far (before playtesting the mod) is to make the Breton's conjured weapons (and summoned creatures if possible) deal 10% more damage, instead of conjurations lasting longer. many of the other races get some sort of damage or power bonus, so only duration is slightly underwhelming in comparison. Khajit could use a similar bonus (unarmed combat rarely comes up). not a huge deal, great job again.
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my only suggestion so far (before playtesting the mod) is to make the Breton's conjured weapons (and summoned creatures if possible) deal 10% more damage, instead of conjurations lasting longer. many of the other races get some sort of damage or power bonus, so only duration is slightly underwhelming in comparison. Khajit could use a similar bonus (unarmed combat rarely comes up). not a huge deal, great job again.