Skyrim

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Qwesar

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Qwesar

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9 comments

  1. walterfierce
    walterfierce
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    Really? +10 stamina or +5 health? In a game where one can easily have 300 in every stat? That is horrible design. You can negate difference by ONE levelup. Yeah, some resistances... let it be ten levelups to make them unimportant (change difficulty level from adept to expert and voi-la, you just reduced your resistances whithout any mod). Hardcore, roleplay, balance? Tiny bosmer has the same amount of HP as mighty orc or redguard? To make it work you should not only add stats to some races, but also subtract some (like hp from bosmer) AND make it like... raise only 1 or 2 points per levelup to make it count.
  2. Basileus127
    Basileus127
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    I'm all for hardcore mods, but you missed the most important part...

    Crippling weaknesses to compensate for powerful strengths.

    Instead of very small numbers that lack impact and only improve things a tiny bit, give the races a big bonus to something that defines them...and then counterbalance it with a huge disadvantage. Each strength and weakness should be something to base a game out of, like Orcs having access to the Orc strongholds changes how you would play that playthrough.

    Something like:

    Nords:
    - 50% frost resistance and +10% damage with one-handed and two-handed weapons (not bows)
    - Halved magicka and magicka per level (only 5 if they choose to level it)

    This completely changes how you would go about being a Nord mage (I figure magicka-stacking enchantments instead of magicka regen). It'd make a hell of an early game challenge too.
    1. AndersonPaschoalon
      AndersonPaschoalon
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      • 8 kudos
      wow, your idea is just perfect!!
      It would be amazing
  3. Darthsith
    Darthsith
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    • 27 kudos
    This does not have the changes from the Update.esm, thus it overwrites some fixes implemented in official patches.
  4. zaeqon
    zaeqon
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    • 1 kudos
    While I like the idea, Valkasha puts it well; The passives have little impact.

    Every race in Skyrim is viable, but if you want to balance them better don't effectively remove the passives that we have. Instead change them and buff them to be good. These are the kinds of passives you'd see in an mmo; pure numbers, little effect. Instead of 1% melee damage for redgaurd, make it 25-50. Instead of +10 magicka, make it 100. You see what I'm saying? These changes are so small that I would feel LESS powerful for installing the mod, and that's the worst thing you can have. This isn't an mmo, you don't need to restrict the player.
    1. aemaethcold
      aemaethcold
      • member
      • 3 kudos
      True. I agree with the idea though : in the vanilla game, one can overcome the race's lack of potential in any skill in a few minutes, so why even bother, since the only difference is the skin of the character ? One exception : Orcs are welcome into Orc strongholds anytime, and that has nothing to do with stats or special abilities.

      As for the the abilities themselves, the Greater powers are unbalanced, more than passives. So either balance them or make them a clue to choosing your character.
    2. Valkasha
      Valkasha
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      • 16 kudos
      Greater powers can be used only once a day, so of course they're strong.
  5. aemaethcold
    aemaethcold
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    Nice idea. How about a Smithing passive for the Orc race ? Lore friendly and balanced, don't you agree ?
  6. Valkasha
    Valkasha
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    • 16 kudos
    The passives are of so little impact tho.. Every race is viable..