Could not get it to work. It's in the data folder, made sure to type the .exp in the plug-ins. It's at the bottom of my load order. No other mods that conflict with races.
That's usually for disease or poison and if changed were not changes that much. Example in vanilla redguard's already resist 75% to both. Other changes were like to orcs where instead of 25% flat magic resist to all schools of magic i just changed to 75% shock and removed frost/fire resistance.
What Zack said. Also to elaborate on it, in Vanilla many races have a variety of weakness/resistances, several of which are 75%+, with two separate races getting a massive 50% resistance to all magic regardless of element.
Vanilla Racial Resistances:
High Elves: 75% Disease Resistance. 25% Weakness to Fire, Frost, and Shock. Argonians: 75% Disease Resistance. 100% Poison Resistance (Immunity!!). Wood Elves: 75% Disease Resistance. Breton: 50% Magic Resistance (50% chance to ignore all magic effects!). Dark Elves: 75% Fire Resistance. Nord: 50% Frost Resistance. Orc: 50% Magic Resistance (50% chance to ignore all magic effects!). Reduard: 75% Disease Resistance. 75% Poison Resistance.
This mod revamps and gives many resistances as well, but actually generally gives lower percentages than the base game, in favor of a larger pool of abilities to each. Many races that also previously did not have weaknesses now do (such as Dunmer getting weakness to Frost, and Nord's Weakness to Fire). Both Orcs and Breton's also got their magic resistance nerfed from 50% to 25%, while the 90% you were questioning is actually a nerf to Argonian's original 100% resistance to poison.
Note that with the newest update, the origin options have been replaced with new effects that reduce the starting attributes (one starting at 10+ racial bonuses, and the other at 30+ racial bonuses).
If you believe the racial powers and abilities are overly strong, I recommend using the origin option that starts at 10 in each attribute. It significantly ups the difficulty of the game, especially in the early game.
Magic resistance is a flat reduction of damage, not a chance to ignore magic. Orcs only have 25% Immunity to poison is something you won't ever notice, because dremora only start using them at high level but use the default non-alchemized poisons that suck.
I stand corrected on the 50% chance to resist all damage, you are correct that it's a reduction effect instead, although my point still stands lol. The only 90% resistance is still the original poison effect reduced from 100 to 90 lol. The magic resist also effects all magic, not just damage, and therefor a 50% resistance also reduces the duration of weakness effects, paralysis, ect. Orc's also do have 50% resistance to magic vanilla, not 25%. Unless the wiki is wrong, which may be possible. I do not feel inclined to uninstall the mod to check that to see if they changed it for the remaster lol.
Poison not being that useful is kinda real though. I notice bandits occasionally using it, but it's rather rare to encounter otherwise. I would like to see it used more.
good stuff, i especially appreciate the fortify skill buffs since most similar mods don't go that far. makes imperial actually feel worthwhile, which is rare. are bosmer supposed to have extra magicka, though? feels like fatigue would be more their style but maybe there's a lore reason i'm missing.
also, purely for my own personal preference, i'd love to have one of the races have a small (2 or 1/s is fine) restore magicka passive. i can live without it of course, it's just a nice bonus for a spellcaster.
It's something to consider forsure however the only race that would make sense would be high elf and maybe Breton, but that would make Breton too strong considering the magic resist.
- Fixed Bosmer command creature power to work on lvl 25 instead of 50.
- Fixed Nord's Demoralize to work on lvl 25 instead of 50.
- Removed Feather passive from Imperial due to it having to be a disease and contracting to players when fighting other Imperials. Replaced with +25 Fatigue.
lmao? Thanks for pointing it out, we are looking into it. I know Feather is a somewhat bugged feature in the remaster. We were unable to set it up as a passive, so Zack set it up as a disease that would be given to Imperials as part of their racial features. Did not expect it to be spreadable though.
Thanks for the input. I think all of the races are quite strong in their own aspects, but we are still balancing out the different abilities. Currently we are trying to get the bugs with max hp bonus and feather ironed out, then will finalize the rest after playtesting.
Note that this may only work if used before showracemenu is used. It may not be possible to have it restore your skills, but you can use console commands to reset them if you remember what they were before. Per google's AI Search:
In Oblivion Remastered, you can use the console command player.advskill [SkillName] [#] to increase a skill's level by a specific amount. To open the console, press the tilde key (~). For example, player.advskill Acrobatics 100 would increase Acrobatics by 100 levels. You can also use player.setav [AttributeName] [#] to directly set an attribute, like health or stamina, to a specific value.
Did you edit the character's height or camera in the first person? It definitely seems like it's been raised. I even disabled the mod to check, and there's a huge difference. Might not seem like a big thing, but for example, when entering the sewer tunnel to exit the tutorial, if I were to jump, I'd see on top of the sewer tunnel, and my head (line of sight) would clip through. Also, there are some issues already in the game with character height (being unable to walk up some areas) and I dunno if this would add to those issues.
Also, if you were to switch from first to third person, the obvious difference between where your eye should be looking and where the first-person character camera is placed is kinda jarring.
I noticed this. I'm currently investigating. It happens for me when I pick the left origin. Not sure if it has to do with the origins using the old male/female system in the remaster.
So I solved it by saving it at the sewer, restarting and loading the game without your race and birthsign overhaul mod. Then I saved it again, restarted with the mods installed, then used the sewer to first reselect my origin, birthsign and class. Now everything's working alright.
42 comments
Vanilla Racial Resistances:
High Elves: 75% Disease Resistance. 25% Weakness to Fire, Frost, and Shock.
Argonians: 75% Disease Resistance. 100% Poison Resistance (Immunity!!).
Wood Elves: 75% Disease Resistance.
Breton: 50% Magic Resistance (50% chance to ignore all magic effects!).
Dark Elves: 75% Fire Resistance.
Nord: 50% Frost Resistance.
Orc: 50% Magic Resistance (50% chance to ignore all magic effects!).
Reduard: 75% Disease Resistance. 75% Poison Resistance.
This mod revamps and gives many resistances as well, but actually generally gives lower percentages than the base game, in favor of a larger pool of abilities to each. Many races that also previously did not have weaknesses now do (such as Dunmer getting weakness to Frost, and Nord's Weakness to Fire). Both Orcs and Breton's also got their magic resistance nerfed from 50% to 25%, while the 90% you were questioning is actually a nerf to Argonian's original 100% resistance to poison.
Note that with the newest update, the origin options have been replaced with new effects that reduce the starting attributes (one starting at 10+ racial bonuses, and the other at 30+ racial bonuses).
If you believe the racial powers and abilities are overly strong, I recommend using the origin option that starts at 10 in each attribute. It significantly ups the difficulty of the game, especially in the early game.
Orcs only have 25%
Immunity to poison is something you won't ever notice, because dremora only start using them at high level but use the default non-alchemized poisons that suck.
Poison not being that useful is kinda real though. I notice bandits occasionally using it, but it's rather rare to encounter otherwise. I would like to see it used more.
Anyone know a way to fix this?
also, purely for my own personal preference, i'd love to have one of the races have a small (2 or 1/s is fine) restore magicka passive. i can live without it of course, it's just a nice bonus for a spellcaster.
- Nerfed Argonian Health Regen from 3 to 1.
- Nerfed Bosmer Fatigue Regen from 5 to 3.
- Fixed Bosmer command creature power to work on lvl 25 instead of 50.
- Fixed Nord's Demoralize to work on lvl 25 instead of 50.
- Removed Feather passive from Imperial due to it having to be a disease and contracting to players when fighting other Imperials. Replaced with +25 Fatigue.
- Fixed other various bugs.
Considering that's a spell added by this mod I'm not sure how any others I'm using could be doing it.
Edit: Looking at the mod in xEdit, it's specifically the "ABRaceImperialTrainingDis" I'm getting, because it's only the Feather effect.
In Oblivion Remastered, you can use the console command
player.advskill [SkillName] [#]
to increase a skill's level by a specific amount. To open the console, press the tilde key (~). For example,player.advskill Acrobatics 100
would increase Acrobatics by 100 levels. You can also useplayer.setav [AttributeName] [#]
to directly set an attribute, like health or stamina, to a specific value.Also, if you were to switch from first to third person, the obvious difference between where your eye should be looking and where the first-person character camera is placed is kinda jarring.