I'm fairly certain Fortify Skill Abilities count as actual Skill, so they can't be used to push a Skill past 100, unless added afterward. This prevents using them to level up and gain Attribute points. Thus, if Khajiit Fortify Acrobatics and Athletics are Abilities, they are early-game power at the expense of late-game.
In my experience, Night-Eye is only useful if using a Darker Dungeon/Nights type mod. Things don't get dark enough for it to matter, otherwise. Personally, I made it a toggle. The scripting is very simple. IIRC, you can get around the Script Icon issue by also adding a 1 second Night-Eye effect. Or maybe my monitor is too bright.
Fortify Skill works in Birthsigns, but not as Racial ability as Class selection overrides it at beginning. Or at least I couldn't get it working, thus this edits Khajiits Racial skills directly. The notification of Fortify Skill is just for info. This isn't really optimal, because I wanted it to scale over 100. So I may figure something else at some point.
Toggle probably makes more sense, does it still get skill xp using it?
(Greater & Lesser) Powers don't grant XP. They also aren't affected by Armor.
Here's an idea: non-playable 'clothing' with no assigned slot with Fortify as an Enchantment. Add and equip to the Player with a Quest*. Non-playable items are not removed with the 'RemoveAllItems' command, so it should be safe for certain quests. The only issue is that it's possible to change Race just before exiting the Sewer, so you might want to add it after. Or have a check for if the player is still a Khajiit, then stop the Quest after exiting the Sewer. *Player.EquipItem KhajiitBonusItemName 1 *The 1 makes it impossible to un-equip, although that might cause a crash if a mod tries to unequip it anyway. *I think you can do this without OBSE.
Hmm yeah that might work. I wonder if I could just add Fortify Skill after the sewers if you're a Khajiit, or does lv up mess that up? I'll look into it in next week.
I like your birth sign mod, because you took out the overpowering stuff. But this race mod is not my taste, that just makes all but Bretons overpowered. I would prefer a version were only the most overpowered powers or ability are toned down. I do not want to rush through the game. I even play with a slower leveling mod already.
This had slightly different goal, because it was inspired of me always choosing a Breton, to get to that sweet 100% constant Magic Resistance. That and I've always wanted Argonians to be immune to disease. But I still wanted Breton 100% Magic Resistance to be an option, so the only other way of making other races more interesting was to make them more powerful. This is still wip so there will probably be updates.
I like the idea, but I think this needs a bit of re-balance. Dunmer get 100% fire resistance? That's just not lore-accurate. At all. Altmer don't have elemental resistance? Aren't they supposed to be the most susceptible to magic damage, and by extension to shock damage, since shock magic depletes the Magicka pool? Argonians are 100% immune to disease AND poison? Again, doesn't sound right.
Like I've said, the idea to bring the other races on par with the Bretons is commendable, but the execution requires some rethinking. At least if you're aiming at lore-accuracy (which you technically never claimed to, but still).
Tbh if you read them individually and based on lore it feels overpower and wrong.
But the moment you place them next the Breton racial it all seems rather fair in terms of balance, except for Khajiit which still feels extremely weak in comparison.
Lore accuracy is always going to be pretty hard in race overhauls like this, it's just how far are you going to tweak it. How much you tweak, add or remove. Tbh Dunmer fire immunity was the one I was kind of fence of, so I might take it back, adding something else at some point. The other was Khajiits. I first wanted to give them Fortify Acrobatics and Athletics 20 so it would eventually scale over 100 and Khajiits would always be more quick and agile than others. But I couldn't get it to work that way as character creation overrides the Fortify Skill abilities at the beginning.
The Argonian disease immunity has always been in my want list in every game, it has always felt for me they should be immune to it also. 75% disease resistance is pretty pointless as you're still going to be bothered about it. Immunity makes Argonians feel truly different. In later games I've also always wanted Nord frost immunity. I mean how in earth did Bethesda go from naked hardcore Morrowind Nords to bunch of softies in a game about Nords?
In defense on that Nord part and I'm sorry to bring up some real life reference to this topic of RPG Fantasy, but more than often coldness isn't really something to be shrugged off against, especially being born in a cold tundra region and their ancestry up north on Atmora. To give some real life reference it's pretty much the same as being born somewhere in the Antarctic, since there are current records of people living there that have a certain degree of tolerance to the cold.
Though I do agree that Bethesda practically retconned the Nords in the later games from their usual hardcoreness but the nerf, or at least a re-balance of Frost Resistance is rather logical imo, though maybe a bit more of a nudge than what was needed but it's still forgiving. Since hypothermia isn't something to be easily chalked out and challenged even when you're born in the tundra region, anything living's gotta need it's temperature balance to keep on living. And seeing how spells can literally freeze you frozen to a block of ice till you shatter seems more than just a case of hypothermia.
We can honestly chalk this out with the simple "magic" argument, and I'm quite fine with that tbh, but personally it's more fun to search some reference or take points on certain real life elements to brainstorm something that can be familiar or unfamiliar in a fantasy world. Because having things being a little too-realistic or the latter can be in a way both over or underwhelming at times.
I might've went overboard-ish with this tangent but my point still stands either way, I just found this topic rather interesting and wanted to give my thoughts about this.
Yeah Bethesda is known of retconning their lore, and for me it always feels like weak writing, like they're not going to bother with it that much, "it's just magic". Wasn't a lot of TES lore written by community, as in books for Daggerfall, that Bethesda then included in their later games? I seem to recall reading that somewhere. In that sense there's always going to be something they want to change. And Skyrim was really streamlined in every sense, so it isn't really surprise that every race got deflated to more even ground, to make them more "accessible" for wider audience I guess. Although I do like how they introduced Battle Cry for Nords in Skyrim, as in every Nord has some leftovers from the Voice.
I think for power gamers, like me, the core of Bretons has always been little magicka, and the massive magic resistance. The magic resistance, that you can eventually get constant 100 and trivialize magic combat. In that sense Dragon Skin haven't felt like it mattered that much, you can get 20% shield easily in other means. If you still want Dragon Skin, you can give it back quite easily in CS, just drag the spell back to Breton spell list.
I think in Oblivion NPC's have the same race, gender and class abilities as the player, so it should affect those. Probably only way around that would be to create custom races.
20 comments
In my experience, Night-Eye is only useful if using a Darker Dungeon/Nights type mod. Things don't get dark enough for it to matter, otherwise. Personally, I made it a toggle. The scripting is very simple. IIRC, you can get around the Script Icon issue by also adding a 1 second Night-Eye effect.
Or maybe my monitor is too bright.
Toggle probably makes more sense, does it still get skill xp using it?
Here's an idea: non-playable 'clothing' with no assigned slot with Fortify as an Enchantment. Add and equip to the Player with a Quest*. Non-playable items are not removed with the 'RemoveAllItems' command, so it should be safe for certain quests. The only issue is that it's possible to change Race just before exiting the Sewer, so you might want to add it after. Or have a check for if the player is still a Khajiit, then stop the Quest after exiting the Sewer.
*Player.EquipItem KhajiitBonusItemName 1
*The 1 makes it impossible to un-equip, although that might cause a crash if a mod tries to unequip it anyway.
*I think you can do this without OBSE.
Altmer don't have elemental resistance? Aren't they supposed to be the most susceptible to magic damage, and by extension to shock damage, since shock magic depletes the Magicka pool?
Argonians are 100% immune to disease AND poison? Again, doesn't sound right.
Like I've said, the idea to bring the other races on par with the Bretons is commendable, but the execution requires some rethinking. At least if you're aiming at lore-accuracy (which you technically never claimed to, but still).
But the moment you place them next the Breton racial it all seems rather fair in terms of balance, except for Khajiit which still feels extremely weak in comparison.
The Argonian disease immunity has always been in my want list in every game, it has always felt for me they should be immune to it also. 75% disease resistance is pretty pointless as you're still going to be bothered about it. Immunity makes Argonians feel truly different. In later games I've also always wanted Nord frost immunity. I mean how in earth did Bethesda go from naked hardcore Morrowind Nords to bunch of softies in a game about Nords?
Though I do agree that Bethesda practically retconned the Nords in the later games from their usual hardcoreness but the nerf, or at least a re-balance of Frost Resistance is rather logical imo, though maybe a bit more of a nudge than what was needed but it's still forgiving. Since hypothermia isn't something to be easily chalked out and challenged even when you're born in the tundra region, anything living's gotta need it's temperature balance to keep on living. And seeing how spells can literally freeze you frozen to a block of ice till you shatter seems more than just a case of hypothermia.
We can honestly chalk this out with the simple "magic" argument, and I'm quite fine with that tbh, but personally it's more fun to search some reference or take points on certain real life elements to brainstorm something that can be familiar or unfamiliar in a fantasy world. Because having things being a little too-realistic or the latter can be in a way both over or underwhelming at times.
I might've went overboard-ish with this tangent but my point still stands either way, I just found this topic rather interesting and wanted to give my thoughts about this.