This mod seeks to re-balance the races by improving every race by adding lore friendly abilities. Race will matter more, but it won't disqualify you from playing any style with any race.
Permissions and credits
Author's instructions
File credits
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Donation Points system
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Changelogs
Version 0.20
Argonian. Instead of damage resistance, argonians gain poison resistance and a 20% bonus to sneak.
Breton. No change.
Dark Elf. No change.
High Elf. No change.
Imperial. No change.
Khajiit. Khajiit gain a 10% bonus to sneak.
Nord. Nords gain 5% bonus damage with 2 handed weapons. Thu'um raised to 10%
Orc. No change.
Redguard. Gained 5% bonus damage with 1 handed weapons.
Wood Elf. Bonus archery damage down to 10%. Base draw speed 2 instead of 1.
Version 0.5
Modified the text of several races.
Argonian: Sneak improvement reduced to 15%
Breton: Fixed bug with dragonskin. Reduced time of magicka regen back to 60 was 600 (oops)
Dark Elf: Fixed bug. Destruction bonus was not appearing.
High Elf: Reduced spell cost reduction from 15% to 10%. Magic resistance penalty reduced from 25% to 10%. I don't want to force the lord stone on the race, and the damage from magic attacks was just a bit too great. Reduced magnitude of Highborn Power magicka regeneration. Was a bit too fast.
Imperial: No changes
Nord: Fixed bug with shout time reduction. Magnitude acutally reduced the shouts by 1000%. Apparently the people at Bethesda though it was a brilliant idea to have just this enchantment use a decimal value for fortifying realistically.
Orc: No changes
Redguard: Reduced magnitude of adrenaline rush.
Wood Elf: No changes
Skyrim races needed a rework in order to give a compelling case to play them all. Breton's were just the best. This mod seeks to add lore friendly bonuses to give each race their niche with relatively equal power in each. This mod avoids nerfing, in fact there is only 1.
Note: Some have reported this mod making vampire faces darker. They fixed it by moving this mod higher in the load order.