File information

Last updated

Original upload

Created by

Shade

Uploaded by

Shadedness

Virus scan

Safe to use

Tags for this mod

About this mod

Imperious is probably the best racial ability overhaul - the unique abilities added to the races are immersive, lore friendly, and fun.
This mod enables you to use Imperious with any vanilla or custom race, with a lot of flexibility.
You can use mods like Morningstar and Imperious together!
Unlock additional abilities too!!

Requirements
Permissions and credits
Changelogs
Donations
Visit Shade on Patreon!

My mods are completely free for use, but if you like you can donate via:
  • Patreon
  • Paypal donations here!
  • Bitcoin - 1J3sQqcUXLFEmzgLvxmbM5Wp429eHjwe5X
  • Dash - XvUnmGyvLN9gbSpyXBeZtMRmEFkaRoefn3
  • Ethereum - 0xb41c3d263f05e70550d028f5fa8f913ad1c369d6
  • Litecoin - LSwBAkzxVQZzKGhgrNE1tz41ixA2a7Qp1g
  • Zcash - t1L5TAWHGxPNQCuPGshzovX7NaMUgxtSooU

Skyrim Special Edition - Click Here!

Oldrim/Skyrim Original/Legendary - Click Here!


Video Showcase

Description

Key info is in the YouTube video above - just watch that if you don't want to read all this... 

Imperious - Races of Skyrim is probably the best racial ability overhaul in existence. The unique abilities added to the races are immersive, lore friendly, and fun.
This mod enables you to use Imperious with any vanilla or custom race, with a lot of flexibility.
You can use mods like Morningstar - Minimalistic Races of Skyrim and Imperious together! Unlock additional abilities spending Dragon Souls.

Please endorse if you like or use this mod!
Please endorse Imperious - Races of Skyrim!

Main Features
  • Pick & choose the racial abilities from Imperious - Races of Skyrim - just activate a Standing Stone whilst sneaking - be sure to remove the Aetherial Crown if you're wearing it
  • Compatible with any vanilla or custom race
  • Enables compatibility with other racial mods - allowing you to use Imperious and other race-changing mods together
  • All starting racial traits and stats are imported from Imperious, however the vanilla racial abilities are in-place and you'll need to add the Imperious abilities from the menu if you want them
  • Unlock additional abilities as your power grows by spending Dragon Souls
  • NPCs no longer have Imperious abilities by default, but this can be activated in the main menu of the mod - this will add the relevant abilities to NPCs when you're near them


Ability Clashes & Choices
Since we're re-enabling the default racial abilities in addition to Imperious - Races of Skyrim, there are a few known clashes with Vanilla / Morningstar abilities.
I'll try to explain, but if it's too confusing - just try it in game and you'll see what it in action...

The following abilities can be chosen, but will override/disable the similar Vanilla / Morningstar ability, but will not cost you any points as you are overriding a similar ability:
  • Breton - Choosing Spell Mantle will disable/override the racial magic resistance from default/Vanilla/Morningstar, but will not cost you any points if you are a Breton.
  • Dark Elf - Choosing Ashborn will disable/override the racial fire resistance from default/Vanilla/Morningstar, but will not cost you any points if you are a Dark Elf.
  • Nord - Choosing Son/Daughter of Skyrim will disable/override the racial frost resistance from default/Vanilla/Morningstar, but will not cost you any points if you are a Nord.
  • Orc - Choosing Berserk will disable/override the racial Berserker Rage from default/Vanilla, but will not cost you any points if you are an Orc.


The following abilities cannot be chosen, as I have not yet found a universally safe way to prevent the effects from stacking similar abilities in Vanilla / Morningstar.
  • Argonian - Imperious Marsh Dweller swim speed clashes with the swim speed from Morningstar Marsh Dweller ability and thus you cannot choose this if you're Argonian and using the Morningstar mod
  • High Elf - Imperious Gold & Glass magicka regeneration clashes with the magicka regeneration from the Highborn ability in Vanilla and Morningstar thus you cannot choose this if you're a High Elf
  • Khajiit - Imperious Rawlith Khaj bonus unarmed damaged clashes with the bonus unarmed damage from Claws in in Vanilla and Morningstar thus you cannot choose this if you're a Khajiit


The Morningstar abilities are similar to Imperious anyway, so I'd suggest just to use those, but I'll explain the reasons I do all this in the FAQ below...

Requirements & Compatibility


Mod Issues & Limitations
  • Don't merge Imperious - Races of Skyrim plugin with others, or convert to ESL as this may cause issues
  • If you have "The Human Spirit" Imperial racial ability and are over level 10 - you can never remove it again
  • Quests to unlock abilities may not activate straight away - give them a few mins and they should eventually show up in your Journal and start working
  • Wearing the Aetherial Crowl will activate the Standing Stone when access my menu - just take it off first
  • There may be issues trying to use the standing stones from the cheat room mod


FAQ/How to use this mod

Q. How do I start using the mod?
A. Just install it and activate a Standing Stone whilst sneaking - be sure to remove the Aetherial Crown if you're wearing it

Q. Can I use Imperious and other racial mods together?
A. Yes - just load them after Imperious and this patch

Q. Why did you just leave the Imperious abilities on the existing races, and enabled them for custom races?
A. Whilst this would work fine for the vanilla races, mods like Growl - Werebeasts of Skyrim, The Path of Transcendence - Lichdom, and True Hybrid - Tainted Blood of the Dragonborn introduce a variant of each race (such as a Nord with Lich appearance) that you can become during your play-through.
This would mean that if you become these variants during your play-through, you'd end up with the clashing abilities since they all use the default racial abilities and I'd have to make another patch for every mod that did this.
I've been able to make a few changes to enable compatibility, as listed above, but don't have solutions for all as yet.
If I just change all the default abilities themselves - this mod would break Morningstar if you used it.

If no-one really uses Morningstar with this... then maybe I should just make this change anyway... I'm open to your feedback and suggestions on this.

Q. What about the racial abilities in  Sacrosanct - Vampires of Skyrim and Growl - Werebeasts of Skyrim?
A. Check out my mod Unleashed Sacrosanct and Growl Racial Abilities


Change Log
version numbering = <major feature set release / code change> . <features added since major release> . <bug fixes since major release>

v1.0.0
  • Initial Release


v1.3.3
  • Imported base stats from Imperious - all racial stats, tints, paints, and attack data is now preserved from Imperious
  • Imported racial heights from Racial Body Morphs mod - I recommend the mod, just load AFTER this mod which is AFTER Imperious - no other patch needed
  • Added the option to choose between the Imperious and Vanilla/Morningstar clashing abilities for Breton, Dark Elf, Nord, and Orc. Choosing the overriding Imperious ability will disable the Vanilla / Morningstar ability, but will not cost any points.
    NOTE: this may not function correctly if using a mod that modifies the default racial abilities (Morningstar is fully compatible though). So far I'm unable to find a solution for the Argonian, High Elf, and Khajiit clashes and the menu will still block the relevant combinations. The Morningstar abilities are generally better anyway.
  • Fixed Orc abilities not functioning for non-Orc races: Shockwave, Berserk auto-trigger, Bloodlust, Strength of Steel
  • Fixed some Dark Elf abilities not costing any Dragon souls to refund
  • Fixed missing mod info from the book displayed from the main menu