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avocadoninja

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22 comments

  1. Socratatus
    Socratatus
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    You should do one with gender differences too, ie, with females being generally weaker and less able to wield heavy weapons as well as men, etc. men are also faster too, check the stats of male athletes vs female. However, a level 20 warrior woman would still be a better fighter than say a level 5 warrior male, simply due to her previous experience and training... Maybe. There was a case where a professional woman`s football team was beaten by a bunch of 12 year old school boys.

    I know some people will have a heart attack but I like realism. Call it, "It`s not sexist if it`s true."
  2. Cetacean1
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    I noticed a little bit of an issue with the health boosts being enchantments. I noticed that the bandit that set off the trap in Bleak Falls Barrow was not killed, or showing any health drop from the poison darts, and that is more than +15 health should do. It does seem to add more of a buffer than it should.

    The ideas for replacing the daily powers are good. Would it be possible to create a version that alters the starting values rather than adding an enchantment? That would get rid of the initial "invincibility" appearance as well. The only downside would be that existing characters would not get the added health, but if they are far enough along that someone does not want to replace them, they usually have enough.

    Update: I can also confirm that the reduction in shout cool down on imperials is over 100%, not 10%. I had a cd of -138 (with a 20% cd reduction from a talos shrine) on the first part of unrelenting force on a character I created to test.
  3. Sompari
    Sompari
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    I hate active racials. I will try these if these are passive I will give my endorsement.
    1. acidfan
      acidfan
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      well... are they all passive?
  4. oolongdao
    oolongdao
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    wood elfs and redguards seem underpowered compared to the other races. animal damage doesn't level and redguards are virtually the same if not weaker than vanilla.

    nords by comparison are op depending on your play style due to their +5% damage increase that makes them a better choice at everything than the two above. I suggest swapping the redguards stamina for nords damage increase due to redguards being the people who beat the empire and the dominion and nords being on home turf. the wood elfs should get a increase to potion and poison healing and damage being forced herbivores in their homeland.
  5. Cetacean1
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    @avocadoninja:

    I have read about a similar issue with the damage not showing up when the health is added as an enchantment to the NPCs such as with Races Reviewed by Theme http://skyrim.nexusmods.com/mods/19298 where the note at the top of the of the description page mentions that it will not show until the extra health is negated. I don't think that Ankhs Racial Tweaks http://skyrim.nexusmods.com/mods/25048 has that issue because the stat and regeneration are achieved by altering the base values for the races. I did notice that the base stat increase (ART) did not grant a bonus to existing characters health, stamina or magica- just the rate they recovered, while the enchantment system you use appears to.

    When I tested this with an Argonian character I noticed there was no Histskin under active effects, but the health regeneration did seem boosted. Also it might be good to split the Lizardskin into two parts, giving the frost vulnerability it's own, but putting the same description on both. Right now waterbreathing and damage resistance are labeled as a weakness (red) because of the frost vulnerability paired with them.

    Also in the edited description for Argonians it says their "cold-blooded nature leaves them especially resistant to frost." Susceptible, sensitive, or weak would be appropriate instead of resistant.

    The changes make sense for the suggested characteristics of the races, and are still relatively well balanced.
  6. Barlot
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    Just a thought, but I think that the NPCs ARE taking damage, but their health bar doesn't go down because of the added health. So it just takes more hits to move the health bar. I say this because it seems to only happen to "men" and orcs, animals don't seem to be affected. I haven't noticed if it affects elves or not, but it shouldn't. Just a thought.
  7. maddbomber83
    maddbomber83
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    I'm also having that NPC problem where they don't take any damage at first. Any fixes?
  8. Mayfly53
    Mayfly53
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    I've been using this mod for a while, but only now narrowed a problem down to this file. When the .esp for this mod is ticked in the load order, the first hit to any npc enemy does not do any damage. It's really such a pity because I like what you've done with the races.
  9. THBL2001
    THBL2001
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    hello avocado,
    Nice mod, smart and reasonable,
    but i have a problem with imperial voice on shout, i have 1000% reduction .
    exemple : first shout at -275sec. for -10 % you must choose 0.1 in magnitude not 10.00 in CK.
    Sorry for my terrible english.
    Thanks for you're great work
  10. e39042
    e39042
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    @Sheaffey
    That's not how cold-bloodedness works. Cold blooded animals cannot regulate their body temperature internally (shivering and sweating are examples of internal temperature regulation), meaning that they rely on external heat sources such as the sun to increase their body temperature. This would make cold spells extremely dangerous to reptiles and other cold-blooded animals.