I tried this mod out last night and although I like the eye colorations, 1 thing I like to have is a functional racial ability, even if it is just a small passive, constant effect. The 30 second night eye racial with this mod just simply doesn't cut it for 'functional'. Even a +3-5 to armorer would be more useful than 30 seconds use of a vision mode, once per 24 hours. I am rather bummed that I installed 2 other mods just to try this 1 only to not end up using this 1. Hoping I find another mod or 2 that make use of the dependancies from this 1.
this mod is really cool, but it kinda sucks that you have to go with default skin color or the hands get screwed up. i made spent some time making the character look like the blue version of the dwemer, and it actually looked pretty good. i was bummed when i exited the creation to find his hands were still default colored. cool mod but i wished the hands changed color.
OMG. FINALLY. A DWEMER RACE MODS THAT DOESN'T MAKES THEM DWARVES. Thank you for this, really. I had been looking for a mod like this longer than I'd like to imagine.
Nice work on the hairstyles. I'll skip the lore debate about whether or not any dwemer still exist -- each player can decide for themselves whether or not to install the mod. :-)
That being said, I do suggest that you might want to have some negative to their stats to balance the positives. The vanilla races each have pluses and minuses. Maybe if they are resistant to shock, they might be vulnerable to something else, for example. To offset the night eye, perhaps they have a fairly significant penalty to agility? Dwemer have some similarity to dwarf races in other RPGs, and those are not exactly noted for their agility and acrobatics. You might also hit them with a penalty to personality to offset the disease resistance and to reflect that other surface-dwelling races might view the dwemer with suspicion.
The negative of the Dwemer's abilities is that they're kind of dumbed down. They have 75+ magicka vs. the Altmer's 100. They have 50% shock resistance vs the Dunmer's 75% fire resistance.
14 comments
Thank you for this, really. I had been looking for a mod like this longer than I'd like to imagine.
That being said, I do suggest that you might want to have some negative to their stats to balance the positives. The vanilla races each have pluses and minuses. Maybe if they are resistant to shock, they might be vulnerable to something else, for example. To offset the night eye, perhaps they have a fairly significant penalty to agility? Dwemer have some similarity to dwarf races in other RPGs, and those are not exactly noted for their agility and acrobatics. You might also hit them with a penalty to personality to offset the disease resistance and to reflect that other surface-dwelling races might view the dwemer with suspicion.
Just my two centiseptims. :-)