Ankhs Racial Tweaks by AnkhAscendant
Skyrim » Races, classes and birthsigns
Added: 05/10/2012 - 08:12PM
Updated: 05/02/2014 - 07:21AM

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Uploaded by AnkhAscendant


Last updated at 7:21, 5 Feb 2014 Uploaded at 20:12, 5 Oct 2012

----New: Standalone Falmer Only and No Falmer versions because of the animation issues with the Falmer/Hagravens, or alternatively in case you want the Falmer/Hagraven/Giant changes without the conflicts with other race mods.

Also I've now edited Hagravens like Falmer.

Vampires and Khajiit have had their powers modified.----


The Inspiration
Perhaps I'm unobservant, but most of the inhabitants of Skyrim look very similar. I can't tell a difference between Bretons an Imperials, or dark-haired Nords and Imperials, or even light-skinned Redguards and Imperials or Bretons. Some of the Dunmer are so light-skinned they might be Bosmer and the Bosmer are so tall I thought they were all Altmer until I was level 10.

That's not all, either. The giants aren't impressive after you've been around for a while; sure, they're big, but they're not that big. Children only half-exist and are more like scenery. Falmer, for some reason, are "creatures" instead of people, and I'm almost personally offended by that fact.

Aside from the racial powers, which are rarely very useful, they are completely interchangeable. I don't think that they should be the same thing with different skins.

I have uploaded a picture of a spreadsheet. Go check it out. It lists all of the base stats of all the races, and their vampire versions. See something wrong? Yes, every single one of them is exactly the same. I had thought that there were small, very mild differences, which I was planning to exaggerate, but no, every race is the same in every meaningful way. Only racial powers and the beast races' greater unarmed damage separate them. If you don't see that as a problem, I completely understand, but this mod is not for you.

The Goals
I have made this mod to implement some changes in my game, and variation between the races. I'd like to be able to look at someone and know what race they are without having to check their eye color or wait for their voice. I'd also like them to feel more realistic.

These are all changes that make sense to me. I think they're "lore-friendly", because they don't directly go against what we've been told. "Lore-adherent" they are not. If you want pure lore, for which I would not blame you, I suggest Height Adjusted Races with True Giants. It's what I used until I made this for myself.

The current version (v .8) has more-or-less finalized cosmetic changes and implemented a complicated tweaking of all base stats (health, health regen, magicka, magicka regen, stamina, stamina regen, and carry weight) of all playable races, as well as all playable vampire races. There is now more you have to consider when you want to play against type than how attractive your Altmer character is going to be in heavy armor. There are now consequences and benefits to becoming a vampire aside from glowing eyes and a resistance to disease.

All changes are designed to be unobtrusive - not only unobtrusive, but to make your race less obtrusive than in vanilla, since my goal is to remove almost all active powers and leave passive changes that become a part of you. (Most changes to powers and abilities have not been implemented yet, with the exception of Argonians.) You don't have to do anything special, you don't have to become a new race, a special kind of vampire, or use any console commands. It doesn't add a class or birthsign feature that you have to choose from. Just activate it and forget it - you and every other person in Skyrim will automatically reflect your race's true abilities.

I'm open to suggestions, but I will only end up implementing changes that I think are realistic and are what I would want. Ideas for racial powers will be carefully considered since I haven't thought that much about them at this point.

The Implementation
--note: see the picture of a spreadsheet for a more easy-to-read list of all changes to base stats and heights all in one place. This list is divided by race.
  • Magicka regen in combat is raised from 33% to 50%.
  • -The reason for this will become apparent if you look at the changed stats for most races. Suffice it so say, if left normal, an Imperial mage would die very quickly.
  • I have unchecked "no combat in water" under all NPC races, yet for some reason you still can't fight in the water. It doesn't seem to hurt anything, it just doesn't work. Will keep thinking about that.

  • Can now be pick-pocketed and fed on by vampires.
  • No longer ticked as 'children', which makes them killable.
  • -These changes affect all pre-existing child races (Nord, Breton, Redguard, Imperial) as well as Babette but won't have any effect if someone makes a Khajiit or Argonian or Mer or any new child race that copies the vanillla settings.

  • Changed the racial text to display "Altmer" as the name and "high elves" as the variation.
  • Mer call themselves Mer. The racial menus calling them "high elves" (not even capitalized names) makes them seem lesser than all the properly-named variations of human and beast races. It's written from a very human, I might even say Imperial, perspective. Why not call them what they call themselves?
  • Changed the base height to 1.1 male, 1.125 female.
  • Stat changes:
  • -Base Health: 30
    -Health Regen: .6
    -Magicka: 100
    -Magicka Regen: 5
    -Stamina: 30
    -Stamina Regen: 2.5
    -Carry Weight: 175

  • Changed heights from 1.01 and 1.0 to 1.05 and 1.025, weights to .75, and mass to 1.25.
  • Added a Tough Hide racial ability that resists 10% of physical damage.
  • Removed the 1/day Histskin power.
  • Changed health regen to 1.0 (up from .7) and allowed HP regen in combat.
  • The only other race to have HP regen in combat is trolls; Argonians are special. This is to simulate their Hist connection in a much more immersive way than using a power.
  • Stat changes:
  • -Base Health: 80
    -Health Regen: 1
    -Magicka: 60
    -Magicka Regen: 1
    -Stamina: 60
    -Stamina Regen: 5
    -Carry Weight: 350

  • Changed the racial text to display "Bosmer" as the name and "wood elves" as the variation.
  • Base height for males is now .86, females .83, with weights and mass reduced to .8 and .75.
  • I have a clear memory of playing Morrowind and selecting Bosmer for my race, and my view dropping down a foot. Maybe it's been heightened by nostalgia, but it's what I want to see. Remember what Bosmer said in Morrowind? "We're not polite, but we don't have to be, because we're fast." Somehow they've lost that between then and now.
  • Stat changes:
  • -Base Health: 60
    -Health Regen: .9
    -Magicka: 65
    -Magicka Regen: 3
    -Stamina: 40
    -Stamina Regen: 5
    -Carry Weight: 150

  • Base height is now .95 for males and .925 for females, with weights and mass reduced to .9.
  • The reasons for this are because Bretons have elf blood, which makes them more delicate than most humans, and personal, because I usually play a Breton and I wanted them smaller and slighter.
  • Stat changes:
  • -Base Health: 40
    -Health Regen: .6
    -Magicka: 80
    -Magicka Regen: 4
    -Stamina: 40
    -Stamina Regen: 3
    -Carry Weight: 250

  • Changed the racial text to display "Dunmer" as the name and "dark elves" as the variation.
  • Changed female height from 1.0 to .97, weights to .9 & .8, and mass to 1.1.
  • Stat changes:
  • -Base Health: 60
    -Health Regen: .8
    -Magicka: 60
    -Magicka Regen: 3
    -Stamina: 50
    -Stamina Regen: 5
    -Carry Weight: 300

  • Changed them from keyword "creature" to "NPC". They will now inhabit black soulgems and can be fed on by vampires, werewolves, and cannibals. (Beware animation issues. See below.)
  • Made them pickpocket-able.
  • Allowed player dialogue; you can now try to speak to them. Not that they'll have much to say, of course.
  • Gave them the ability to dual-wield.
  • Allowed them to use all equip types.
  • Edited their racial ability "blindness" effect, from magnitude 80 to 90. (Not that it does much good.)
  • Falmer are not animals. Falmer are elves - barbarian, feral elves, but still people. I can't stress that enough. I'm so disappointed at them for making them 'creatures', and arbitrarily limiting their ability to use weapons. They have hands and brains, I'm pretty sure they can figure out how to use a mace (and yes, 'mace' was one of the equip types limited from them).

  • Changed their base height to 5.0.
  • They can now be pickpocketed.
  • Changed the giant the Companions kill outside Whiterun, which was a separate race.
  • I resisted changing them to "NPCs", even though they should be, because of the animation issues. The last thing you want to do is trigger a harmless killmove on something that can use you as a baseball.

  • Changed them from keyword "creature" to "NPC". They will now inhabit black soulgems and can be fed on by vampires, werewolves, and cannibals. (Beware animation issues. See below.)
  • They can now be pickpocketed and you can attempt to speak to them, for all the good it will do.
  • I gave them the ability to pick up and use all weapons and dual wield. They probably won't use it, but as thinking beings they should have the opportunity to pick up a sword and bash you with it to try to preserve their lives.
  • I considered checking the box that would allow them to fly, but they don't have the animations and that would look silly. If anyone can make it happen though, I'm all ears.

  • No change to height/weight/mass - all is 1.0 for both genders. Imperials are boring.
  • Stat changes:
  • -Base Health: 50
    -Health Regen: .5
    -Magicka: 60
    -Magicka Regen: 1
    -Stamina: 40
    -Stamina Regen: 5
    -Carry Weight: 300

  • Changed height from 1.0 & .95 to .97 & .95, weight from .5 & 1.0 to 1.0 & .95, mass from 1.0 to 1.5.
  • Night Eye is now toggleable and lasts for 1 day instead of 1 minute.
  • Unarmed damage increased slightly, from 12 to 15.
  • Stat changes:
  • -Base Health: 60
    -Health Regen: .8
    -Magicka: 50
    -Magicka Regen: 1
    -Stamina: 60
    -Stamina Regen: 6
    -Carry Weight: 250

  • Changed base height to 3.0.

  • Changed height from 1.03 to 1.035 & 1.025 (male & female), weight to 1.25 (both).
  • Stat changes:
  • -Base Health: 70
    -Health Regen: .8
    -Magicka: 30
    -Magicka Regen: 1
    -Stamina: 50
    -Stamina Regen: 7
    -Carry Weight: 400

  • Base mass, both genders, is now 1.5. Height changed from 1.045 to 1.075 & 1.065, weight to 1.5 & 1.25.
  • Increased unarmed damage from 4 (base of all non-beast races) to 7. (Beast races have 10.)
  • Stat changes:
  • -Base Health: 70
    -Health Regen: .7
    -Magicka: 40
    -Magicka Regen: 2
    -Stamina: 60
    -Stamina Regen: 9
    -Carry Weight: 450
    I didn't change their racial names to "Orsimer" because Orcs don't identify themselves as Mer.

  • Height from 1.005 & 1.0 to 1.02 & 1.015, mass to 1.1.
  • Stat changes:
  • -Base Health: 70
    -Health Regen: .7
    -Magicka: 30
    -Magicka Regen: 1
    -Stamina: 50
    -Stamina Regen: 8
    -Carry Weight: 350

Werewolf beast form:
  • Changed unarmed damage from 20 to 30 (due to the fact that beast race vampires now have 20).

  • Height/weight/mass is exactly the same as the non-vampire race (Altmer, Khajiit, Imperial, etc.)
  • Can now equip crossbows, which were for some reason denied to them. Seems contrived.
  • Doubled the unarmed damage of non-Vampire counterpart to reflect superhuman strength.
  • Night Eye is now toggleable and lasts for 1 day instead of 1 minute.
  • Permanent waterbreathing added to the Vampirism effect.
  • Stat changes, based on normal race's stats:
  • -Base Health: +25
    -Health Regen: no change
    -Magicka: no change
    -Magicka Regen: +2
    -Stamina: -10
    -Stamina Regen: cut in half
    -Carry Weight: +100
    These changes are because I felt there should actually be some sort of benefit and price for being a vampire. Vampires are a little harder to kill, and have super strength and are very in touch with magicka, but they are undead so their body is weak and their stamina regenerates very, very poorly. They are no longer physically inclined creatures.
    There is an issue with this and PCs. See below.

The Future
===Planned changes===
  • Add a Waterbreathing ability to all Vampire races. Undead don't breathe. Done in v.9
  • Turn all Night Eye and other enhanced-senses lesser power into toggle-able abilities (need to find out what all of these powers are)
  • Remove all 1/day Powers and transform them into passive abilities, with the exception of Orc Berserk (need to see what all of the racial abilities are)
  • Modify human-form werewolf stats to increase stamina and carry weight
  • Any other suggestions..?

The Limitations
===Known Issues===
  • Falmer and Hagravens, being marked as NPCs, can trigger killmoves, but they don't appear in the animation and they aren't harmed by it. I'm not even much of a CK-er, and definitely not an animator, so... the best advice I can give is to hope killmoves don't happen. (This is why there is now a no-creatures version.)
  • There's a similar issue with the vampire feeding. Again they don't appear in the animation, and there's a delay before they're harmed.
  • The size of the very tall and very short means that some animations don't play just right, because the animations are set up for Imperial-sized people. Even vanilla Altmer have some problems with holding things above where they are, and vanilla Bosmer sometimes smith things inside the anvil instead of on it. That's going to be significantly worse now, I imagine. Animation issues frankly don't bother me, though, especially when the only way to stop them is to have everyone 1.0-sized.
  • No one has mentioned this, but I've noticed: Vampire stat changes have no effect whatsoever on the player. The game doesn't recalculate your stats when you're infected or cured, so at best it affects NPCs and maybe if you start as a vampire via Live Another Life - but probably not even then.
  • The stat changes don't affect preexisting characters because the game doesn't recalculate your stats.