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Created by

Madcow and lofgren

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madcow12

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About this mod

Each race has additional abilities affected either by weather, spells, type of enemy, or faction relation

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Permissions and credits
[size=7]Madcow's Race Overhaul[/size]
by Madcow and lofgren

Version :1.3
Date :5/28/2014
Category:Gameplay Effects and Changes

Description

Ever wondered why Khajiit always talk about Skyrim being so cold, but still are able to move around as if it's their home? Or how Nords don't really seem to have any advantage in fighting in their homeland? Well now that's gonna change.

This mod adds additional racial abilities so that - wait for it - weather, spells, and faction relationships now affect health, stamina, and magicka. So for instance, if you attack a Dunmer with Fire spells, you will ACTUALLY HEAL him. Same goes for Nords; attack them with Frost spells and you will HEAL him. Imperials get a bonus for joining the legion, Khajiits need to stay on warmer sands, Argonians are stronger in the rain, and so on.

I tried to make it as lore-, biology- and history friendly as possible. If you feel anything is OP, UP, or needs to be changed to a more lore friendly version, I am always open to suggestions. All healing rates apply to during combat as well.

The aim is to create a more in depth range of strengths and weaknesses so that it's almost better to have a counter for each race you encounter

Detail

Redguard -
Freezing Feet - Stamina Regen 10%/20% slower when it is raining/snowing
Desert People - stamina regen +10% when clear weather
Desert Men - fire resistance 30%, frost resistance 15%

Nord
Fire vs Ice - 10% Weaker against Fire
Winter Warrior - 25% faster heal rate when snowing
Snowman in Ice - Stamina regen 10% slower when it's clear weather
Winter Warrior 2 - frost attacks heal you 25hp per hit
Disdain for Magic - 20 less starting magicka
Night of Tears - +10 damage when fighting elves

Khajiit
Bathing in the Sun - 25% faster heal rate when clear weather
Cat in the Water - Stamina regen 25% slower when raining
Brittle Whiskers - Health damaged 1hp/s when snowing
Night Hunters - +10 damage between 8PM and 6AM, +20 Health and Stamina when full moon

Dunmer
Fire Healing - Attack by fire damage heals 25hp per hit by Firespell.
Fire vs Ice - 10% weaker against Frost
Don't Get Wet - Stamina Regen 10%/20% slower when it is raining/snowing

Imperial
Vini Vidi Vici - 25% faster health regen if player joins the Legion
Roma Invicta - +25 armor rating if player joins the legion
Intelligent and Shrewd - +10 to Speechcraft (Not base value, fortify enchantment)
Remarkable Light Infantry - Light Armor skill fortified by 10 points when wearing 2 or more light armor (100% Lore friendly. I did my study :) )

Orc
Tamriel Powerhouse -Increase Carry weight 100
Bloodlust - +20 to melee damage but -2 hp/s when in combat or attacking
In the Face of Adversity - +20 to melee damage when attacking something with bigger mass (Mass >1.00; Orc base mass is 1) or more
health (Health>100);in short, something stronger

Breton
Magic Resistance boosted to 50%
Magically Talented - 25% Resistance to fire, frost, and shock
Magically Sensitive - 25% faster Magicka Regeneration
Start with 10 less Health and Stamina (Base stat adjustment)


Bosmer
Reach full speed 50% faster (Base stat adjustment)
Lighter Mass (Base stat adjustment)
Huntsmen of the Woods- Move 50% faster
Archers of Tamriel - Shoot bows 20% faster
The Green Pact - Basically a weaker version of Namira. Need to console in the "Ring of Green Pact" for now in the test version.

Argonian
At home with water - 25% Heal rate when it is raining
Cold Blood - -1 Stamina/second when it is cloudy
Dehydration - 10% Weaker against Fire
Argonians in a blizzard - move speed cut by 25% in cold areas and by 50% when it is snowing

Altmer
Masters of Magic - Absorb 50% of magicka from hostile spells (kinda like breton dragonskin)
Mastery over Magicka - Magicka regen boosted by 50%
Starts with 20 less Health and Stamina (Starting stat adjustment)
Proficient Magic Users - Mage skills increase 20% faster (Mage stone effect)
Abuse of magic: Altmer are more susceptible to shock and magic (25%)

History

v1.1 Change log
Tamriel Powerhouse - Changed to increase carry weight 100
Fixed attack speed multiplier error for 'Archers of Tamriel'
Bosmer Debuff: Cold Regions or harsh weather negate movement and attack speed (Locations with Pale, Winterhold, Windhelm, Dawnstar keyword; basically anywhere where you might get bounty for those respective regions)
Modified Huntsmen of the Woods: Movement speed faster only in Falkreath, Markarth, and Riften areas
High Elf "Masters of Magic" has been changed to a lesser power to counter the conjuration bug
High Elf Debuff - Weakness to shock and magic has been added to balance the increased seemingly infinite magicka

A version that boosts Nord and Dunmer Frost and Fire resistance to 75% instead of being healed when attacked by either spells and one that decreases the healing effect by half has been added

v1.2
Heal rates have been fixed to 25

Nords
-Disdain for magic: Starting magicka decreased by 20

Redguard:
Removed "Bitter Cold"
Fire Resistance decreased to 30%
Frost resistance (15%) introduced because desert nights can get just as cold

Argonians
-Moves slower in colder regions and during snow (Dawnstar, Windhelm, Winterhold, Pale)


1.3
Nord - Night of Tears - +10 damage when fighting Elves
Breton - Base Mass adjusted to 0.85 (More stagger)
Talos heart Red Legion -> Changed to "Intelligent and Shrewd" Speech fortified by 10 points
New Imperial Buff - Remarkable Light Infantry: Light Armor fortified by 10 points when wearing 2 or more light armor
New Khajiit Buff - Night Hunters: +10 Melee damage between 8PM to 6AM and +20 to Health and Stamina only when it is full moon.

WIP: Trying to figure out how to make it so that until The Rift has been secured by Imperial forces either by CW or Season Unending Imperials are somewhat demoralized, reducing Stamina by 10 (Or other debuff)
The perpetual problem of underwater combat...I'm trying to see if I can make a dirty workaround by having Argonians transform into a slaughterfish

Known issues and bugs

Worked ok for me. I double checked to make sure all of them appear in the HUD but please let me know if you only don't see any of the ones mentioned.

Q. Does this work with existing saves?
A. No. Try it out on your next new playthrough unless you want to risk that level 80 character you have. Regardless of whether it actually might or not work, I will insist on the same principles of my mod testing: Never install or remove a mod mid gameplay ,or skyrim sorcery will get to you. But upgrading should be fine.

Incompatibilities

Load it after ACE
If you are using SkyRe, do not load the race modules and load this after SkyRe.

Credits

Major thanks to lofgren for creating the essential spell effect of healing when under fire. Get it?

Manual Installation

Unzip to Skyrim/Data

Mod Dependencies

This mod requires USKP to work!

Future Plans

Figuring out new ideas is hard...

Recommended Mods

Try out my other mods
Helmless Warrior Reworked (http://www.nexusmods.com/skyrim/mods/54371/?)

Convert Your Armor - Balanced Transmogrification (http://www.nexusmods.com/skyrim/mods/54277/?)

Legal and licensing

Please do not use the custom effects without permission

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