Skyrim

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burakcanaksit

Uploaded by

bican203

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About this mod

This mod gives more depth to the vanilla races of Skyrim. It changes their descriptions, names & stats for a more immersive experience. Now, the race that you have chosen will have a much more effect in your gameplay.

Permissions and credits
[size=12]Description[/size]
I've created this mod for my own use but decided to share after my friends demand. Feel free to give it a try.

I think it is not logical nor immersive that every race in Skyrim has the knowledge of every skill at similar levels. Also, some of them look WAY more different than others & they still don't have any interesting properties.

***** Some of the changes might upset some fans, such as Nords having a better one handed skill(25) than two handed(15) & specializing in blocking (35), but they are for creating unique races with differentiated characteristics. *****

***** You need to start a new game in order to see all of the changes, PERIOD. *****

You can find the changes down below, but please go easy on me. It's my first mod, so I don't even know if I've uploaded it the right way. Feedback is highly appretiated.

[size=12]Changes[/size]
-All race descriptions & properties have been altered (from multiple sources) to reflect the new attributes.
-Races have correct names.
-Regeneration speed has significantly been reduced, forcing the player to drink potions.
-Almost all races have a very slow health regeneration even in combat.
-Carryweight is significantly reduced, forcing player to use bags & plan their equipment.
-Magic is mostly used by the races which favor it.
-Races & skills have much more impact on gameplay, but it doesn’t forbid players to pursue their own paths.
-Every race has 7 boosted skills, other skills start from 0.
-Some of the racial powers have been removed; most of them are replaced by racial stats.
-Vampires have the same skills and stats with their races with +50 additional carry weight & +50 stamina.
-Children are killable and pickpocketable. With 1.2, they are only pickpocketable.
-Changes affect the NPCs as well as the player.

This mod changes playable races, vampires & children.

[size=12]Change Log[/size]

1.2
- Changed Altmer & Dunmer descriptions to fit the lore better.
- Children are no more killable as I found it out Racist 1.1 may lead to stretching kids. But they are still pickpocketable. Killable children will be back if I could find a way without any issues.
- I've noticed that I've uploaded the wrong file to Nexus. 1.1 races have more skills & more health than in the description. It is now fixed (Sorry for the inconvenience).

***Starting a new game with 1.2 will be much more better. Otherwise it may lead to saved game issues (Sorry for the inconvenience again).

[size=12]Detailed List[/size]
Argonian
Argonians are a race of reptilian people, native to the swamp land known as Black Marsh or “Argonia” as they call. They can breathe underwater & are immune to diseases. They usually train in magical arts, stealth & one handed weapons. There is also a common misperception that they are born with lock picks. Argonians have a very thick skin. They regenerate health & stamina very quickly & favor the light armor.

Starting Health: Changed from 100 to 150 >>>>>
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: No Change
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 1.000 >>>>>
Magicka Regen: Changed from 3.0000 to 1.0000 <<<<<
Stamina Regen: Changed from 5.0000 to 8.0000 >>>>>
Specials: Histskin is removed X
Skills: Changed from;
-Lockpicking, 25
-Pickpocket, 20 X
-Sneak, 20 >>>>>
-Light Armor, 20 <<<<<
-Alteration, 20 <<<<<
-Restoration, 20 >>>>>

Changed to;
-Lockpicking, 25
-Destruction, 15 NEW
-Sneak, 25
-Light Armor, 15
-Alteration, 15
-Restoration, 25
-One Handed, 15 NEW
Total Skills: 135

Breton
During the beginnings of the first era, when Altmers and Nords arrived to Tamriel, cultures mingled & the result was half elf, half human Breton race. They are intelligent, creative & well trained in speechcraft & the art of magic. Their home is on High Rock, North West of Tamriel, along with the Orsimmer. Even the humblest Bretons have resistance to magic & they can absorb spells. Over the last decade, they proved to be good alchemists too.

Starting Health: No change
Starting Magicka: Changed from 100 to 200 >>>>>
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: No change
Stamina Regen: Changed from 5.0000 to 3.0000 <<<<<
Specials: No change
Skills: Changed from;
-Conjuration, 25
-Illusion, 20 <<<<<
-Restoration, 20 >>>>>
-Speech, 20 >>>>>
-Alchemy, 20 <<<<<
-Alteration, 20 <<<<<

Changed to;
-Conjuration, 25
-Illusion, 15
-Restoration, 25
-Speech, 25
-Alchemy, 15
-Alteration, 15
-Destruction, 15 NEW
Total Skills: 135

Dunmer
Dunmer, also known as "Dark Elves", are a sect of Altmer. Their worship to the daedra forced them to leave Summerset Isle so they made their home in Morrowind. When they started worshipping the Tribunal, Azura cursed them which led to their deformed skin & eyes. Following the eruption of the Red Mountain, the ones which survived gained the ability to resist fire. It is known they have balanced skills in one-handed weapons, archery & destruction magic. They usually prefer light armor.

Starting Health: No change
Starting Magicka: Changed from 100 to 150 >>>>>
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 4.0000 >>>>>
Stamina Regen: Changed from 5.0000 to 2.0000 <<<<<
Specials: Removed ancestor’s wrath X
Skills: Changed from;
-Destruction, 25
-Alteration, 20 <<<<<
-Illusion, 20 <<<<<
-Sneak, 20 <<<<<
-Light Armor, 20 >>>>>
-Alchemy, 20 X

Changed to;
-Destruction, 25
-Alteration, 15
-Illusion, 15
-Sneak, 15
-Light Armor, 25
-One Handed, 25 NEW
-Archery, 25 NEW
Total Skills: 145

Altmer
From Summerset Isles, “High Elves” or Altmer are the most strongly gifted race in the art of magic. They consider themselves to be descended in an unbroken line from the divines who created Nirn. Thus, they are referred as racists quite often. They are skilled warriors but even better sorcerers. They can gather magicka from the environment if they somehow manage to drain their huge pool of it. They are also trained in light armor & one-handed weapons.

Starting Health: No change
Starting Magicka: Changed from 100 to 200 >>>>>
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 4.0000 >>>>>
Stamina Regen: Changed from 5.0000 to 2.0000 <<<<<
Specials: Removed Extra 50 magica spell X
Skills: Changed from;
-Illusion, 25 >>>>>
-Alteration, 20 <<<<<
-Conjuration, 20 X
-Destruction, 20 >>>>>
-Restoration, 20 <<<<<
-Enchanting, 20 <<<<<

Changed to;
-Illusion, 35
-Alteration, 15
-One Handed 15 NEW
-Destruction, 35
-Restoration, 15
-Enchanting, 15
-Light Armor, 15 NEW
Total Skills: 145

Imperial
Imperials are natives of the capital of Tamriel, Cyrodiil. They are the most educated and civilized people in Tamriel. However, they have forgotten their racial abilities due to the linear education system. They have proved to be good diplomats, traders & capable warriors since the first era. They are trained to learn both restoration and alchemy skills to heal themselves and their companions. They are skilled archers & infantry, especially when wearing a heavy armor.

Starting Health: No change
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 80 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 0.5000 <<<<<
Stamina Regen: Changed from 5.0000 to 4.0000 <<<<<
Specials: Removed all special abilities. X
Skills: Changed from;
-Restoration, 25
-Destruction, 20 X
-Enchanting, 20 X
-One Handed, 20 <<<<<
-Block, 20 >>>>>
-Heavy Armor, 20 <<<<<

Changed to;
-Restoration, 25
-Archery, 25 NEW
-Speech, 25 NEW
-One Handed, 15
-Block, 25
-Heavy Armor, 15
-Alchemy, 15 NEW
Total Skills: 145

Khajiit
Hailing from Elsweyr, Khajiit are the feline people of Tamriel. Although they know how to use a bow, they are better at one-handed weapons & usually prefer light armor to be faster in combat & stealthier in shadows. All Khajiit have sharp claws & tongue, long lasting endurance & the ability to see in dark. They have a bad public image because of their excellence in stealth & pickpocketing. Also some of the folk find it rather arrogant to talk in third person.

Starting Health: No change
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: Changed from 100 to 300 >>>>>
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 0.0100 <<<<<
Stamina Regen: Changed from 5.0000 to 3.000 <<<<<
Specials: No change
Skills: Changed from;
-Sneak, 25 >>>>>
-Lockpicking, 20 <<<<<
-Pickpocket, 20 >>>>>
-Alchemy, 20 X
-One Handed, 20 <<<<<
-Archery, 20 <<<<<

Changed to;
-Sneak, 35
-Lockpicking, 10
-Pickpocket, 40
-Light Armor, 25 NEW
-One Handed, 15
-Archery, 10
-Speech, 15 NEW
Total Skills: 150

Nord
Nords are the natives of Skyrim. They are tall, strong, hardy & mostly fair-haired people. Excellent with all types of weapons and armor, they have given Tamriel some of her most renowned soldiers in history & bards to speak about them. Nords are mostly known for their resistance to cold & their talent with a shield. Their culture centers on the quest for honor & glory, with an emphasis also on the family values.

Starting Health: Changed from 100 to 120 >>>>>
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 90 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 0.0100 <<<<<
Stamina Regen: No change
Specials: Battlecry is removed X
Skills: Changed from;
-Two Handed, 25 <<<<<
-One Handed, 20 >>>>>
-Block, 20 >>>>>
-Smithing, 20 X
-Speech, 20 <<<<<
-Light Armor, 20 <<<<<

Changed to;
-Two Handed, 15
-One Handed, 25
-Block, 35
-Archery, 15 NEW
-Speech, 15
-Light Armor, 15
-Heavy Armor, 25 NEW
Total Skills: 145

Orsimmer
Natives of Orsinium, Orsimmer, or commonly known as Orcs, have a twisted and tragic tale of daedric manipulation that turned an entire sect of Altmer into a new race. Orc troops in Heavy Armor are among the most intimidating forces on the battlefield. They are tolerant to pain, skilled in every combat style & devastating when swinging a two-handed weapon. With their excellence in strength, they can craft strong weapons & carry the heaviest ones.
Starting Health: Changed from 100 to 180 >>>>>
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 120 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 0.0100 <<<<<
Stamina Regen: Changed from 5.0000 to 3.0000 <<<<<
Specials: Removed Berserk Rage X
Skills: Changed from;
-Heavy Armor, 25
-Smithing, 20 >>>>>
-One Handed, 20
-Two Handed, 20 >>>>>
-Block, 20 <<<<<
-Enchanting, 20 X

Changed to;
-Heavy Armor, 25
-Smithing, 25
-One Handed, 20
-Two Handed, 30
-Block, 15
-Archery, 10 NEW
-Light Armor, 10 NEW
Total Skills: 135

Redguard
Redguards are natives of Hammerfell & have a natural resistance to poison. It is said when they sense danger, their adrenaline increases significantly, making them able to fight for days. In their homeland, they practice all types of weapons starting at a young age, but they have a disdain and a suspicion for magic & for those who use it. Learning to fight usually with curved swords & light armor, Redguards have devastating skills in one-handed weapons & blocking.

Starting Health: Changed from 100 to 110 >>>>>
Starting Magicka: Changed from 100 to 50 <<<<<
Starting Stamina: Changed from 100 to 200 >>>>>
Base Carry Weight: Changed from 300 to 80 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: Changed from 3.0000 to 0.0000 X
Stamina Regen: Changed from 5.0000 to 4.0000 <<<<<
Specials: No change
Skills: Changed from;
-One Handed, 25 >>>>>
-Archery, 20 <<<<<
-Block, 20 >>>>>
-Smithing, 20 <<<<<
-Destruction, 20 X
-Alteration, 20 X

Changed to;
-One Handed, 30
-Archery, 15
-Block, 35
-Smithing, 10
-Light Armor, 25 NEW
-Heavy Armor, 15 NEW
-Two Handed, 15 NEW
Total Skills: 145

Bosmer
Bosmer or "Wood Elves" are natives of Valenwood. They are actually Altmer which realized, nature in Tamriel is too harsh to be tamed. Thus, they have adapted over time & now have distinguished facial & racial features such as resistance to both poison & disease, which help them in alchemy. Animals protect them for their friendly attitude. Aside from their sneaking & magical abilities, they are considered the best archers in Tamriel.

Starting Health: No change
Starting Magicka: Changed from 100 to 150 >>>>>
Starting Stamina: Changed from 100 to 250 >>>>>
Base Carry Weight: Changed from 300 to 70 <<<<<
Health Regen: Changed from 0.7000 to 0.0100 <<<<<
Magicka Regen: No change
Stamina Regen: Changed from 5.0000 to 3.0000 <<<<<
Specials: No change
Skills: Changed from;
-Archery, 25 >>>>>
-Sneak, 20 >>>>>
-Lockpicking, 20 X
-Pickpocket, 20 X
-Light Armor, 20 <<<<<
-Alchemy, 20 <<<<<

Changed to;
-Archery, 35
-Sneak, 25
-One Handed, 10 NEW
-Restoration, 25 NEW
-Light Armor, 15
-Alchemy, 15
-Illusion, 15 NEW
Total Skills: 140

[size=12]Installation[/size]
Just drag & drop it to the data folder or simply install it with NMM.
No other mods are required for this mod to work.

[size=12]Compatibility[/size]
It is compatible with every mod which doesn't change the races' skills.
It is also compatible with mods which change races's skills (basically it will overwrite) if you load Racist.esp last. I use it with Requiem & have no problems.

[size=12]Load Order[/size]
You should load it after the mods which change races, skills & character creation. Loading Racist.esp last will be much easier & more safe.