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Madcow and lofgren

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madcow12

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46 comments

  1. madcow12
    madcow12
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    Don't forget to endorse if you like it!
  2. madcow12
    madcow12
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    Thank you all for the valuable criticisms and suggestions for this mod. Please bear with me as I am learning new things about the CK everyday and I do personally favor some factors of what I have made so I may find it hard to or may not implement every idea suggested. Nevertheless I am willing to learn and take new ideas to improve this mod so that it can better contribute to your Skyrim experience.

    Planned:
    Civil Strife - Debuff for Nords until CW Quest is finished
    Disconnection Anxiety - Debuff for Imperials until they take control of Riften
    Fish Power - Ability for Argonians to turn into slaughterfish so they can attack underwater (very tricky...)
    The Green Pact - Eat what you kill. Perhaps I can condition it so you have to do it within 3 days of killing. And make you lose health if you eat vegetables.

  3. Zenahk
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    The balance between races seems wildly inconsistent. Some races are given powerful buffs and no debuffs (Brenton) and others are given debuffs with nothing to show for it (argonians).
  4. JabbaTheHut476
    JabbaTheHut476
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    Instead of Argonians in a blizzard, it should be
    lizard in a blizzard
  5. deleted11591588
    deleted11591588
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    You should add something positive to the argonians, right now they have one positive buff and three debuffs, and Argonians in a Blizzard is particularly harsh considering there are multiple areas in the game where it is snowing all the time. Great mod though.
  6. SecretzRUs
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    This sounds quite interesting...any chance this might be compatible with the Resplendent Racials mod? I ask because while I'd like to try this, I'd hate to get rid of RR. I'm post game and stacked with difficulty enhancing mods, so I doubt running both would be over powered for my game....I'm barely surviving as is.
    1. madcow12
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      I haven't tried RR but I believe you can override the base stat changes made in mine by loading this one before RR. The passives will most likely carry over since they don't alter existing ones if you use the healing version. The other one increases base resistance to 75%, which may be overriden if loaded before RR
  7. crazyrazor23
    crazyrazor23
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    been watching this mod and its making me want to play as a wood elf again been playing as a nord for some time now will keep track its looking good madcow
    1. madcow12
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      Thank you! I'll work hard to have it ready for your next playthrough
    2. crazyrazor23
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      from what i have been reading the bosmer are cannibals is there anyway u can put that into them? be cool
    3. madcow12
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      of course! i'm figuring out a way to make it into a power. studying the effects related to namira's ring currently
    4. crazyrazor23
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      that would make me start a wood elf charcter lol and i like the speed boost idea u done already
  8. livipup
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    meh
    1. madcow12
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      meh too. thanks though.
  9. Nuzzleskatev
    Nuzzleskatev
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    All I can say, is as an avid Bosmer player, I hope you'll add some interaction with the Namira's Ring cannibalism option, Bosmeri practically only live off meat in Valenwood, and they are known to eat pretty much anything they kill, so some sort of bonus here would be splendid
    1. madcow12
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      thanks for the suggestion. i will look in to it
    2. Nuzzleskatev
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      Sounds great! - I'll be sure to endorse your mod and try it out in-game meanwhile

      Also, some information on the description page about whether or not the different effects work on an existing save would be a godsend as well^^
  10. Xalberrious
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    Just put it in MCM and make the values adjustable so everyone will be happy.
    1. Seasicktaters
      Seasicktaters
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      Agreed. Although I love a vast majority of the changes in this mod, there were a few that were simply dealbreakers for me and made me not want the mod anymore. I'm sure everyone would be pleased if they were able to change some variables to their liking.

      I'll keep track of this mod. the concept's really nifty and I do hope this expands and improves more in the future.
    2. madcow12
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      I will do my job to study on how to make an MCM
      in the mean time, any feedbacks on the existing traits that seem OP/lore-unfriendly/out-of line would be greatly appreciated

      although MCM is highly user friendly, the scripting process is still a bit daunting to a noob modder like me. i am working hard to study it so as to deliver a better mod. in the mean time please bear with me while options are unflexible. but i am willing to put out different editions for major factors or major dealbreakers that come up
  11. PaulMcGann
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    Hey! Awesome idea! I love this. Couple questions, though:

    First, is this compatible with mods that change your perk trees? (Like ACE, for example? Or even SkyRe?)

    Second, I saw in your description that fire heals Dunmer and Frost heals Nords. This is just my opinion, but I feel like those things would still definitely hurt anyone, just not as much in each case. I mean, Nords still bundle up in the cold and Dunmer don't hang out in their cook-fires. Could we have an option where those effects aren't there?

    But beside that, this is incredibly clever and creative. Well done! I'm tracking now, and will keep checking back on it.
    1. Elysiummm
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      I can confirm it works with SkyRe if you don't use the races module. I haven't tried with it, but I think they would overwrite one another.
      For ACE, I think the small skill buffs would still work, but you should load this one after if you want all the racials.
    2. madcow12
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      Thank you for your interest! I will work hard to improve this
    3. PaulMcGann
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      Awesome! And thanks for the reply. I'm waiting on that version where Nords don't get healed by frost that I saw you mention in an above post. After that, this will be one of my must-use mods.
    4. madcow12
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      A no heal version that boosts resistance to 75% has been uploaded
  12. Blaxidus
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    Should Nords/Dunmer ABSORB Ice/Fire respectively? That.......seems off.

    I understand your line of thinking, but I would recommend a VERY high resistance instead. A big boost in that regard, like 80% resist to their specific element. For Nords, that would work well with Frostfall/WetAndCold, where you have the option of making them not even wear cloaks and hoods in the snow.

    --

    I'm also on board with not really feeling the Orc "non-overencumberment." Again, go HIGH, as in a bonus +150 carry capacity. @SpartanSpud's argument for the combat issue is also a very good point. Perhaps they, instead, cannot regenerate health in combat?

    --

    @Elysiummm's suggestion for Breton mages staggering more to physical harm seems like a nice idea too.

    --

    That "Talos heart Red Legions - Shout time reduced by 25%" power feels like it should be a Nord power. They're more likely to be devout in Talos worship. And perhaps a slight nerf to +15% instead of +25%.

    --

    How about for Bosmer, that Reach Full Speed ability be defined as a small surge of sprinting speed. So, for example, when a bosmer sprints, they sprint nearly two times faster than any other race, but at the cost of draining much more stamina than other races. In essence, a short burst of heightened speed---suitable for surgical strikes where you need to get in/get out.

    --

    Lastly, the penalty for Redguards in weather seem off to me as well. Again, I completely understand your thinking. However, they are masters of combat and desert warfare.Deserts are pretty damn cold at night because for the sand not retaining the heat of the day. So NO 10% weaker to Frost, however the stamina penalties in rain and snow are a fine balance. I think the boost against fire is too high, however. 15-20% might be a better fit. They can take the heat, but fire still burns, after all.

    In fact, I think it would mean that in perfect clear weather, they'd actually have HIGHER stamina regen boost---> +25%.I find that this would be balanced if you use a mod like climates of tamriel, which seems to limit the amount of clear days you get. With that mod, you are far more likely to have partly cloudy, overcast days. Also, don't forget to include the poison resistance.

    --

    Final note---> would you consider making this compatible with "Resplendent Racials" mod?

    http://www.nexusmods.com/skyrim/mods/44684/?

    I think that mod has the BEST racial powers, but I really like how your mod is more about passives in regards to the climate. Would love to use both in tandem for more balanced play.


    Really liking the thought behind this. Nice work
    1. madcow12
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      Is the absorbing thing really a putoff? I was considering that the most creative feature of this one. But if opinions tell otherwise, I will completely remove it. For now I wish to maintain it along with versions without it in memory of the long time i spend researching and asking lol

      Orc non encumberment has been changed as of 1.1. The Breton debuff will be implemented shortly in the future, along with changes in the buffs, especially the shout reduction for Imperials.

      A surge..kinda like the green hornet moments? (sorry this is the last thing i watched yesterday so it's still on my mind) this sounds valid i will look into it.

      Why not? it would be great to have people use this along with others as it can provide a better depth to gameplay. i will see if we can arrange a cooperation or sth or sth
    2. Phaydren
      Phaydren
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      Wow, great ideas! I agree with/second all of this! I would also especially recommend removing the absorbing feature, sorry : The fact that Nords for ex. gain 50hp/s seems a little OP. Loving all the other features you put in though! Good Job Madcow12!!! Keep it up!
    3. madcow12
      madcow12
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      thank you for your support!