I'm having a small issue with Bretons and Argonians constantly having the shield Visual constantly over them, I'm quite new to the game and only have bare minimum mods. I hope I can fix it somehow. if someone dose find out how it happens. it'd be nice to know
Changing magicka multiplier to x2 int is such a great idea. Keeps Altmers' and Bretons' edge while giving other races a shot at wizardry without breaking balance. Well thought!
If any races you'd like to play don't feel worth playing, or you have some other feedback, please let me hear it! I would like to make every option to feel distinct AND useful, so please let me know if anything isn't living up to that.
Balance suggestion: no immunities for any race. Nordic frost resistance and Argonian poison resistance should be no higher than Dunmer flame resistance. That way elemental creatures like Frost Atronachs are no longer completely helpless; plus it's not too difficult to raise it from 75% to full immunity with some enchantment effort.
I would also give Argonians a moderate weakness to frost (being reptiles and all) with an equal degree of flame resistance (because of their scales), and the opposite for Khajiits: frost resistance from their fur, with equal flame weakness since hair is flammable.
Thank you for your feedback! I agree with your statement about residtances. Really, I would like to go no higher than 50% on a race, and maybe move some resistances to birthsigns. I like the idea of frost weakness on argonians. For khajiit, while fur would make them more resistant to frost and less to fire, they also live in a desert, which would do the opposite.
Agreed; 50% is the perfect maximum for any resistance.
As for Khajiits, deserts are known to get freezing cold at night, and fur always has insulating properties (with cooling accomplished through panting and such).
Some other general race suggestions, with changes in bold and additions in italics:
Spoiler:
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Argonian Swamp Dweller: Resist Common Disease 7550, Resist Poison 10050 Aquatic AdaptationAquatic Grace: Water Breathing, Swift Swim 10 Scaley Hide: Shield 15, Resist Fire 25 Reptilian Physiology: Weakness to Frost 25
High Elf Sublime Nature: Resist Common Disease 7550, Resist Blight Disease 25 Magicka BonusArcane Culture: Fortify Maximum Magicka 1.0, Reflect 5 Weakness to Elements Mortal Bane: Weakness to Fire, Frost, Shock, Poison & Magicka 25
Imperial Star of the West: Restore Fatigue 1 Voice of the Emperor (Spell): Charm 101-15 points on Touch for 6015 seconds at a cost of 15 magicka (always succeeds) Imperial Conditioning: Sanctuary 15
Khajiit Eye of Night: Night Eye 1525-50 (Toggled) Cat FeetFeline Grace: Jump 5, Slowfall 15 Feline Coat: Resist Frost 50, Weakness to Fire 25 Sharp Claws (Spell): Damage Health 1-10 points on Touch, Damage Fatigue 15-30 points on Self at a cost of 0 magicka (always succeeds)
Nord Child of Skyrim: Resist Frost 10050 Rugged: Shield 10, Resist Normal Weapons 10, Resist Shock 15 Headbutt (Power): Damage Health 25 points on Touch, Drain Fatigue 300-600 points for 5 seconds on Touch
Love the idea. But also I'm actually kinda sad to see the weaknesses for being an Altmer or being born under the sign of the Apprentice reduced so much. Playing a glass cannon Altmer-Apprentice mage is one of my favorite builds in this game. The overall power level of such a character is actually increased with this mod, but what made it so unique is lost. I dunno, I just like having characters with serious weaknesses as well as strengths, and I like playing mages. Maybe if you added the paralysis immunity Altmer have in Daggerfall, it would seem justified to have the 50% weakness to Magicka return? The Atronach sign should probably also come with some further drawbacks if you ask me. It actually makes it easier to restore your magicka if you're trying to roleplay and not just resting for 36 hours at a time after every fight that drains your magicka. And maybe make Beast Tongue usable on higher level creatures. It's pretty useless later in the game when it only hits level 5. Everything else is great.
Thank you for spending your time to give feedback! I agree that the Altmer-Apprentice combination has lost some uniqueness. It loses a point in max magicka overall, but that still leaves plenty enough magicka. The main reason I opted to not increase the weaknesses is that they can be completely overcome by reflect or absorption, and it makes npc altmer easier to kill without giving them something meaningful as a replacement. I do like giving them resistance to paralysis. I would like to add a drain endurance effect to the apprentice to make the player easier to kill by everyone, but I'm not sure what to give in return. Perhaps an increase to the destruction skill? As to the Atronach, I reduced the magicka bonus because it is one of the more powerful birthsigns in vanilla. I'm tempted to reduce the spell absorption somewhat. I would like for beast tongue to get stronger as the character levels up, but preferrably it should only affect animals, not daedra or undead. For now, it's mostly there for flavor, and I don't really consider it when figuring out power balance.
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Thank you for reading my comment
I would also give Argonians a moderate weakness to frost (being reptiles and all) with an equal degree of flame resistance (because of their scales), and the opposite for Khajiits: frost resistance from their fur, with equal flame weakness since hair is flammable.
I agree with your statement about residtances. Really, I would like to go no higher than 50% on a race, and maybe move some resistances to birthsigns.
I like the idea of frost weakness on argonians. For khajiit, while fur would make them more resistant to frost and less to fire, they also live in a desert, which would do the opposite.
As for Khajiits, deserts are known to get freezing cold at night, and fur always has insulating properties (with cooling accomplished through panting and such).
Some other general race suggestions, with changes in bold and additions in italics:
Swamp Dweller: Resist Common Disease
7550, Resist Poison10050Aquatic AdaptationAquatic Grace: Water Breathing, Swift Swim 10Scaley Hide: Shield 15, Resist Fire 25
Reptilian Physiology: Weakness to Frost 25
Breton
Resist Magicka 50
Dragon Skin: Shield 10Arcane Hunger: Spell Absorption 10
Elven Ancestry: Fortify Maximum Magicka 0.5, Weakness to Poison & Shock 25
Dark Elf
Ashborn: Resist Fire
7550, Resist Blight Disease 50Ancestor's GuidanceAncestral Guidance: Sanctuary 10, Fortify Attack 5,Resist Magicka 10
High ElfSublime Nature: Resist Common Disease
7550, Resist Blight Disease 25Magicka BonusArcane Culture: Fortify Maximum Magicka 1.0, Reflect 5Weakness to ElementsMortal Bane: Weakness to Fire, Frost, Shock, Poison & Magicka 25Imperial
Star of the West: Restore Fatigue 1
Voice of the Emperor (Spell): Charm
101-15 points on Touch for6015 seconds at a cost of 15 magicka (always succeeds)Imperial Conditioning: Sanctuary 15
Khajiit
Eye of Night: Night Eye
1525-50 (Toggled)Cat FeetFeline Grace: Jump 5, Slowfall15Feline Coat: Resist Frost 50, Weakness to Fire 25
Sharp Claws (Spell): Damage Health 1-10 points on Touch, Damage Fatigue 15-30 points on Self at a cost of 0 magicka (always succeeds)
Nord
Child of Skyrim: Resist Frost
10050Rugged:
Shield 10, Resist Normal Weapons 10, Resist Shock 15Headbutt (Power): Damage Health 25 points on Touch, Drain Fatigue 300-600 points for 5 seconds on Touch
Orc
Orcish Will: Resist Magicka 25, Resist Paralysis 50
BerserkerBerserker Rage: Fortify Attack 10, Weakness to Normal Weapons 10, Fortify Fatigue 50Redguard
Desert Life: Resist Poison, Common Disease & Fire
7525AdrenalineAdrenaline Rush: Restore Fatigue 1, Fortify Attack 5, Fortify Health 10Wood Elf
Woodlander: Resist Common Disease
7550Beast Tongue (Power): Command Creature
525 points for6000100 secondsTree Dweller: Slowfall
13Supreme Hunter: Detect Creature
150200Beast races have it a bit better than others, but it's a good counterbalance to their inability to wear shoes, boots and masked helms.
I agree that the Altmer-Apprentice combination has lost some uniqueness. It loses a point in max magicka overall, but that still leaves plenty enough magicka. The main reason I opted to not increase the weaknesses is that they can be completely overcome by reflect or absorption, and it makes npc altmer easier to kill without giving them something meaningful as a replacement. I do like giving them resistance to paralysis. I would like to add a drain endurance effect to the apprentice to make the player easier to kill by everyone, but I'm not sure what to give in return. Perhaps an increase to the destruction skill?
As to the Atronach, I reduced the magicka bonus because it is one of the more powerful birthsigns in vanilla. I'm tempted to reduce the spell absorption somewhat.
I would like for beast tongue to get stronger as the character levels up, but preferrably it should only affect animals, not daedra or undead. For now, it's mostly there for flavor, and I don't really consider it when figuring out power balance.