Skyrim
0 of 0

File information

Last updated

Original upload

Created by

Detsella Morningdew

Uploaded by

DetsellaMorningdew

Virus scan

Safe to use

Tags for this mod

About this mod

Makes life just a bit worse. An overall overhaul of the custom race provided in Crimes Against Nature for Prequel fans. (Lowers base skills, reduces certain skill bonuses, makes NPCs view you as a Khajiit despite being a custom race, and adds an Oblivion-style Atronach effect that cuts off Magicka regen entirely, but gives more of a reserve.)

Requirements
Permissions and credits
First, this mod (optionally) reduces the base skills to 5. Or rather, specifically for the Unfortunate Khajiit race, since the limited skill bonuses are included. It's a clumsy bat command (bat katia). Yeah, I know, it stinks, and I don't like using bat commands either, but there isn't anything I can tweak with my limited knowledge of modding to make it happen without that extra step. At least nothing in the base game, and I don't want to add any unnecessary or obscure mod requirements for something this minor.

Second, this reduces some of the skill bonuses the race had in the Crimes Against Nature base mod. (This happens regardless of whether you decide to execute the bat command, btw.) The unfortunate Khajiit named Katia Managan was not necessarily accomplished at sneaking or picking locks, despite her race, did not have any weapon skills or trade skills to speak of, and even in the schools of magic that she eventually learned, she still had to work from the ground up. So she has a 5 point bonus to Destruction and Alteration (due to the telekinesis thing), and that's it.

Third, I modified the Atronach effect, gave it Oblivion stats, and gave it to the race by default. It does NOT replace the regular Atronach Stone in-game. If you want that as a separate mod, I can do that. (Please note that for some reason, I cannot manage to get Magicka Regen added by enchantments/other effects to actually stop working on you. Without removing them for everyone, that is. A 100% increase of no regen should still equal no regen, but Skyrim doesn't seem to get the memo. You will have to manually refrain from using said enchantments, and I recommend getting some mod that includes mage robes that are not enchanted. At the same time, their effects are greatly reduced, so it isn't terribly overpowered.)

The final small tweak requires RaceCompatibility (which you should have anyway), and on its own is completely harmless and does literally nothing, but if you also install RaceCompatibility - Dialog Changes, it will make the rest of Skyrim actually recognize the custom race as Khajiit.

(If you don't care about the rest of the changes, and just want people to treat this race as Khajiit, download this. It does the same thing without the additions.)