Skyrim

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Talyn82

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Talyn82

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180 comments

  1. VoIitio
    VoIitio
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    Cool mod, a bit overpowered, I think, but I liked it.
    It makes the race you chose more significant, and with better powers/weakness.
    1. WhiteBlaze
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      naw. its not over powered considering that some of these skills gap in the 80s and there are always players who have legendary edition. meaning those said players are working with a level 80-ish capped skill when the the player could be as high as 200 and on legendary mode. Perhaps if the greater powers were to become lesser powers then one could agree on this statement. its well balanced... tho i think the Argonian kiss would work better as a lesser power with a 2 or 3 min cool down time instead of being a once a day power, but that's just my option.
  2. EatsCookies
    EatsCookies
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    FYI- War Cry for NORD fears only 1 person and will fear your follower if you have one. 

    I disable and went back to Battle cry. Hope you can fix this soon. 
  3. tuttifrutti93
    tuttifrutti93
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    Ehm....Orc bandits does not take any damage at all.......This happened when I installed this mod.
  4. Enkedu
    Enkedu
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    I love this mod!
    I've only had one reoccurring issue and that's with the sword singer power clashing with the conjuration tree. If I take any perks that affect bound weapons, I can no longer summon the shehai. Wondering if that's just for balance. Even if it's not, I'm somewhat at peace with it since it only means that my Ansei doesn't wish to commune with Oblivion and her shehai is from a different source altogether.
  5. obdown666
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    Talyn82, Ive been watching this mod for a while. Most of these changes are very good and well thought out and I like the built in skill rate increase a lot. You must have spent a lot of time scripting all these so thanks.

    not really crazy about the paralyzing eye and hand of frost types of powers. this type of mod is really best if it applies to all npcs. this is key for immersion. it would be wierd if every nord was freezing you. Plus if you walked into a khajit camp I guess prepare to be stunlocked into submission. the abilities like a temp physical or frost damage reduction for the nords and a temp speed or jump boost for the khajits are believealbe and lore friendly and very strategic. I play a dunmer and the summons is not that great becuase you have to make it weak at low levels and at hight levels it is not terribly helpful. It would be my thinking to give them a massive increase in "camouflage" (sneak) for 60 seconds to add strategic play options instead of just another summon which as conjureres they already have tons. dont like the burst into flames thing either so glad you didnt go that route. the vanilla fear and calm powers for nords and imperials are also just silly. are nords really that scary?
    1. Talyn82
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      This mod just gives back the powers each race had in previous tes games, with a twist. For example: In Morrowind and Oblivion, a Dunmer can summon an ancestor ghost. Ancestor Worship is a key factor in Dunmeri religion. In Oblivion Nords had the Nordic Frost power, Nords haven't always been anti-magic. Miraak and the other Dragon Priests are all ancient Nords from Atmora. In Morrowind there was a Nord necromancer. I just created the powers and made them scale along with the player. So that they're still useable at later levels. I don't understand what you mean by that the summons are not helpful later on. They all increase in power as you level up. The last summons for the Dunmer is a beast in battle.

      In closing all powers and abilities were approved by the lore purists on the official forums.
    2. obdown666
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      Thanks for taking the time to explain that and the scaling.I'm liking the idea of using this with a dark elf now.Probably shouldnt use the word lore when what I mean is believable and able to be used often by NPCs. Besides it seems you really nailed the lore.
    3. Talyn82
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      No problem, I apologize if I sounded harsh.
    4. agnosticnixie
      agnosticnixie
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      The Khajiit racial in morrowind was fear, not paralysis (and I'll note none of these existed in the original games, they were only added by Morrowind and Oblivion).
  6. GioGr
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    this is a hidden gem glad i found it

    edit:
    bosmer get all their summons 3min maybe last one permanent?

    redguard sword counts for bound?( for the scaling etc)

    thanks

  7. ShinyApocalypse
    ShinyApocalypse
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    Nice mod makes it so much more fun to use different races no. I was just wondering you dont have some active abilities scale well others do?
  8. Lord of the Forsaken
    Lord of the Forsaken
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    The Breton Spell Absorption isn't working. I checked the CK, and the ability only has Resist Magicka.
    1. Talyn82
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      Uploaded a fix. Thanks for the heads up.
  9. Alstroemeria799
    Alstroemeria799
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    Its seems only Altmers have weaknesses...
    I don't think it would hurt if you put some weaknesses in other races too...
    1. Talyn82
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      The weakness are based on previous game lore. Altmer are weak against all forms of elemental magic. But the weakness is optional, just use the No weakness esp.
  10. kemott11
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    Hey, got a question.

    In vanilla game, Berserker Rage didn't reduce magic damage received, only weapons. Did you fix it?

    Also, I think that Nordic Frost should be a power, so it would be better to use on a Nord warrior.