Does this just affect your character, or are npcs subject to these changes as well? It would be nice to make use of enemy racial weaknesses. Well. Assuming you can tell their race
I'd really love it if you made the same mod but with no Ability Modifiers, and rather some creative additions to the classes more similar to the Khajiit climbing one.
For instance, High Elf destruction spells do more damage. Wood Elves have a better Sneak modifier. Deeper code dynamics, since we can edit lots of abilities and advantages ourselves using Unity anyway.
How does this mod affect leveling up after character creation? Because when you create a custom class, some of the skills are shown to have a specific value in the summary at the final page, but after you start the game, and this mod applies the multipliers, all the skill values change depending on your race. So does this change which ones are the skills that determine your level ups?
For example, creating a custom character with Destruction as a Major Skill, resulted in the skill at 21% at the end of character creation summary. Right after the game begins, I get a notification that Races Redone has recalculated my skills, and because my character is a Dunmer, I get a decrease in Willpower. Checking my skills, my Destruction skill immediately got changed to 27%. Does this alter how my character levels up throughout the game then?
EDIT: Nevermind, I tested it out in classic and Unity, and figured it out. Added the info to the UESP wiki.
Turned out yes, as long as this mod is placed below Physical Combat in the mod list. I'm planning to release an update today that adds code to check for this.
I think on my argonian character, the water breathing bar just stays constantly visible on the right side of the screen, is there anyway to disable this?
I tested this the last time it was reported and could not reproduce it. Did you do something to make this happen the first time? Is it after being under water?
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The author has locked this comment topic for the time beingyou can just use this link https://en.uesp.net/wiki/Daggerfall:Races
As in, am I going to end up with a wildly different leveling rate than what I intended?
Oh, and does the high elf magic bonus stack with custom advantages +spell points?
Just curious, great mod, thanks.
And the high elf / breton magica bonus stacks with other effects.
Thanks :)
For instance, High Elf destruction spells do more damage. Wood Elves have a better Sneak modifier. Deeper code dynamics, since we can edit lots of abilities and advantages ourselves using Unity anyway.
EDIT: Nevermind, I tested it out in classic and Unity, and figured it out. Added the info to the UESP wiki.
It isn't showing up in mod list in 0.11.2 for me.Never mind it definitely is showing up.I'm planning to release an update today that adds code to check for this.