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AnkhAscendant

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AnkhAscendant

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19 comments

  1. brakesbrakesbrakes
    brakesbrakesbrakes
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    Everyone looks great --Even the not-quite-as-tall-as-a-dog Bosmer women-- and I like the balance of abilities you have here too. It is a shame the engine makes all animations look so bad when the height is changed though, I feel like she is always sitting through things.
  2. Zaerosz
    Zaerosz
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    Just gonna point out that instead of directing your Falmer-based rage/offense at the game, you should direct it at the Dwemer - whatever they did to the Falmer warped them so much it *changed the colour of their souls* from black (humanoid) to white (animal). Man, the Dwemer were assholes.
  3. Cetacean1
    Cetacean1
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    I am glad you are working on this mod again. The changes to the argonians are nice. Could a 50% resistance to poison be added to argonians as well?

    A mod you may want to look at for ideas on passive abilities in place of racial powers is http://skyrim.nexusmods.com/mods/29166//? as they had some good ideas for khajiit and used basic changes in health, stamina, or magica recovery as part of the replacement of daily powers for races, which you already have. I would say that Altmer likely do not need much other than the boosts you have already given them. As a vampire their magica recovers like stamina-fast enough to face off boosted dragons. The cushioned effect used in the mod I put the link to would be good for khajiit and fit the lore.

    I am glad there is a no creature version as I had to stop using an earlier version due to kill move bugs with the falmer. A mod that can be used to adjust that is The Dance of Death http://skyrim.nexusmods.com/mods/10906//? provided you have SKSE and SkyUI. I like to increase the chance of kill moves myself.
  4. scorpiongod
    scorpiongod
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    Are you still planning on removing all actives and replacing them with something like you did with the argonians?
  5. Lycaninja
    Lycaninja
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    Can you make a no-racial abilities version? I like the stats and height differences and stuff, but I really want to use Races Reviewed by Theme http://skyrim.nexusmods.com/mods/19298 instead. I think it would work the way I wanted to do if I load this before it, but I haven't tested it yet. Also can you make the Falmer part a standalone option as it seems nobody else has done what you have here and this mod conflicts with other mods, but the Falmer part won't.
    1. AnkhAscendant
      AnkhAscendant
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      I was looking at Races Reviewed and the author said they didn't change the races, only modified the abilities, so in theory they should work together, as long as I don't take the racial abilities off; the only one I did that with so far is the Argonians. Did you test your load order out and see how they worked? (Yeah, I know, I'm a month late. ^^; )

      Oh, and the standalone Falmer and no-falmer versions was a good idea, and I've done that.
  6. Baeowulf
    Baeowulf
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    Suggestion to add: playable Falmer. The Falmer are an incredibly cool looking race with an interesting background, and it would be really cool to be able to play as one.
    1. AnkhAscendant
      AnkhAscendant
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      I want playable Falmer very badly myself. Unfortunately, when I tried that, it just doesn't work. I think it has something to do with the Falmer using a different skeleton from normal humanoids and it doesn't have any sort of camera bone like I think the others do. I'm not qualified to fix that. ^^;
  7. BUBBLESTHEMUNKI
    BUBBLESTHEMUNKI
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    I think that falmer, being corrupted for centuries by Snow Elf vampire-overlord must have not the true blindness but rather heat-sight or infrared and be very light sensitive rather than truly blind.
  8. BUBBLESTHEMUNKI
    BUBBLESTHEMUNKI
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    I feel offended that berserk power belongs to Orks and not Nords. It is traditionally norse lore thing. Orks however need something similar...may be called Orsimer Fury or Gift of Molag
  9. Cetacean1
    Cetacean1
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    @AnkhAscendant:

    I found a bug with the Falmer playing as a werewolf. Since the Falmer are now considered NPCs the character can trigger a kill move against them as a werewolf. However the Falmer are not only not present in the kill animation, but also completely unharmed by the kill move. This is likely due to the Falmer not originally being programmed as NPCs and therefore not connected to the werewolf kill moves which only impact NPCs.

    With the children no longer being labeled essential you may want to contact the author of Killable Lootable Children http://skyrim.nexusmods.com/mods/17849 as they have a means of protecting children important to quests until the quest is complete.

    I like the idea of Falmer being NPCs, and one of my interests was the hope that I could now hunt them as a werewolf better. The feeding works like an NPC, but the problems with the kill moves has been making fighting the Falmer as a werewolf problematic.

    Sneak feeding with Better Vampires works a little better, but not as good as with a vanilla NPC. The Falmer are not part of the animation, and there is a few second delay (long enough for them to run or attack) after feeding before any harm shows up.

    A mod author that may be able to give you advice on the missing animations would be AzerelHrafin (The Dance of Death) http://skyrim.nexusmods.com/mods/10906 and Arthmoor (unofficial patches/Open Cities) may be able to give advice on fixing the bugs with the falmer not taking harm from the kill move. I don't know enough to help with that myself.

    As far as inspiration on replacing the daily powers you could look at Racest - Reasonable and Immersive Racials http://skyrim.nexusmods.com/mods/29166 or Races Reviewed by Theme http://skyrim.nexusmods.com/mods/19298 for ideas on different aspects that could be altered to replace them. The Altmer are probably good without any more boosting. I have an Altmer Vampire spell caster and they never need to wait long to cast the next spell, just remove the Highborn daily power, or give them a slight bonus to a school of magic instead.

    I like the changes you made for the argonains, and the idea of switching daily powers to passive abilities. I agree that Falmer should be NPCs as they came from elves. Don't give up.

    Update: I noticed that the kill moves against Falmer were not working with my character in human (khajiit, one handed sword) form either.
  10. slainia
    slainia
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    just endorsed this after downloading it the other day.
    gotta say, i'm surprised you haven't gotten more of them.
    Anyway - don't know if anyone else's noticed this, but guess what it fixes for me?

    The stupid first person skeleton height issue. I'm not staring at peoples crotches anymore, b/c they're not all giants! Ty. (l'm playing a breton atm btw.)

    Anyway, I really love all the changes you've made to this, they make sense and work very well imo. Good job.