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chinagreenelvis

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  1. chinagreenelvis
    chinagreenelvis
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    IF YOU EXPERIENCE ANY ISSUES with this mod, please make sure you have followed standard troubleshooting procedures for Skyrim before asking for help. I cannot promise support for any of my mods unless you BEGIN A BUG REPORT in the "bugs" tab of this page.

    If you submit a report, please explain the issue as carefully as possible, and provide exact steps required - preferably from the start of a new game - to reliably reproduce the issue. If I'm unable to reproduce the problem, it's less likely that I will be able to help solve it.

    ALL OF MY MODS are dedicated to the PUBLIC DOMAIN. This means that NO PERMISSION IS NECESSARY to reproduce them all or in part in any way you wish. Keep in mind that some mods that include content by other authors may or may not require their permission. Also consider that uploading new versions of any mod will probably imbue you with plenty of support requests from the community, and handling them can be a large responsibility.

    My activity as a Skyrim mod author has decreased greatly over the months and years, and it is unlikely that new features will be added to any of them, so if you are interested in officially taking over authorship of this or any of my projects, feel free to contact me.
  2. pxtplink98
    pxtplink98
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    i dont see any race change in my game
  3. shreddit13
    shreddit13
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    This mod doesn't have nearly enough downloads. It's perfect. My only suggestion is to disable user saves so we're forced to use your autosave system.

    Meh321 includes source code here that might help
    http://www.nexusmods.com/skyrim/mods/70760/?

    It only autosaves on sleeping though :-(


    I'm putting together a gameplay overhaul guide and I plan on including skyrim reborne in it!
    1. chinagreenelvis
      chinagreenelvis
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      Thanks for the compliment.

      There's no reason to disable user saves. In fact, even with the autosave system, I use manual saves when I'm quitting a game session (or troubleshooting a mod).
  4. AsatorThundrGod
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    Seconding the request for standalone autosaves (and shrines)! Your autosave system looks awesome and way better than any other save overhaul I've found so far.

    Alternatively, I may just try isolating those features myself with xEdit, I know you're a busy man!

    In any case, thanks for the mod (and the rest of your mods), your hard work adds so much to my game! =)

    EDIT: So it was actually not difficult at all to isolate whichever features I wanted in xEdit! Thanks again!
  5. DonProtein
    DonProtein
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    Thanks for awesome work!
    I don't know why I've missed your works before, really

    I have a small question though.

    Isn't some bonuses are overpowered a bit?

    Like 300 HP bonus from Arkay (you're 80 hp at lvl 1 and become 380 hp ) or the Shadow Stone bonus - just an unlimited invisibility (if I understood the description correctly) etc. I got that this mod is mostly was done to play with game difficulty increasment mods like CE/ROTE etc, and I have all these mods together (OBIS+CE+Ultimate Comat+ROTE etc), but this is still a bit overpowered.

    I would defenitely use your mod, because the changes and new racial bonuses are really interesting, but on the other hand some of them are overpowered. Or maybe any chance for some "nerfed" version of mod?

    Thanks in advance!
    1. chinagreenelvis
      chinagreenelvis
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      It may seem overpowered in theory, but blessing statues are pretty rare in Skyrim and if you play with mods that make it necessary to sleep, the effect periods can wind up limited. Playing without fast travel also makes it a real treat to come across a statue.

      Things like invisibility are not nearly as OP as they could be, especially at low skill levels, so making it virtually unlimited (with cooldown periods) only acts as a playstyle enhancement and really shouldn't make the game "easier" per se.

      Trust me, once you start playing with it, you'll see that it's still pretty balanced - especially with combat overhauls. Having health buffers can be absolutely necessary in some situations, which is what the potions have become, and blessings like Arkay merely save you the trouble of having to drink them while you have it active.

      The idea is to be able to play the game in a fast-paced, almost hazardously care-free way while avoiding the constant interruption of combat that comes with drinking potions to recover health or invoking the menu to save the game.
    2. DonProtein
      DonProtein
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      I see your point, it sounds absolutely soundly.
      Thanks for the reply, trying it now.

      Great work once again! Keep this up!
    3. chinagreenelvis
      chinagreenelvis
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      Let me know what you think after playing with it. I can probably make a less powerful version if you still find that the bonuses are too high.
  6. qwertypol012
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    Wow, finally you're back after a couple of months
    Now we'll see if there'll be an update for Immersive Amazing Follower Tweaks
  7. pajry
    pajry
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    Is there any chance that this mod alone can cause Dawnguard DLC to bug out after freeing Serana from stone monolith(not start Bloodline quest)?
    1. chinagreenelvis
      chinagreenelvis
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      There shouldn't be.
    2. pajry
      pajry
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      In that case there was compatibility issue with some mod in my load order. When i disable Skyrim Reborne it works fine. Other than that it's really nice overhaul.
    3. pajry
      pajry
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      Update: I did some further testing this morning with bare minimum of mods active:
      Skyrim(1.9.32.0.8 )
      SKSE(1.7.3 rel 48 )
      SkyUI(v5.1)
      OneTweak(v2.0.1.3)
      Racemenu(v3.4.5)
      ShowRaceMenu PreCache Killer(v1.3)
      Improved Novice Spells - INS - FULL(v1.0.1)
      Live Another Life(v3.0.7)
      Skyrim Reborne(v2.02)

      Tested on fresh instal, TES5Edit cleaned instal and at the end with my full load order. Every time there was same results:
      - When played without SkyReb, there was not problem with Bloodline quest.
      - When played with SkyReb from start, Bloodline quest didn't start.
      - When SkyReb enabled after leaving Live another Life dungeon, Bloodline quest started without problem.

      Also it seems that some generic vampires happens to have displaced face textures( http://imgur.com/793v6jF ) when SkyReb active and i wasn't able to find any problem when disabled in my test session.
    4. chinagreenelvis
      chinagreenelvis
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      Hm. I appreciate your thorough testing.

      I did find the source of the problem you're having with the face textures and I'll be uploading that fix soon.

      As for the rest, I can't find any reason why this should have any affect on quests, but there is another method of testing if you're willing to do it (I don't use LAL and I'm unfamiliar with the quest you're referring to):

      In TES5Edit, you can eliminate parts of the mod by simply deleting them. Remove them one by one and test after each deletion. If eventually you find that the quest begins after deleting one section of the mod, then the conflict has something to do with that particular section.
    5. pajry
      pajry
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      Bloodline is second(or third, if you wait until lvl 10) main quest of Dawnguard DLC( http://elderscrolls.wikia.com/wiki/Bloodline ).

      I'll try testing it further, but i'm afraid it'll take some time to get to it.
  8. qwertypol012
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    Any chance to get modular version of these features?
    For example: racial overhaul (include race tweaks+fighting styles+carry weight), blessings, standing stones, potion overhaul, and autosaving tweaks
    1. chinagreenelvis
      chinagreenelvis
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      Well, each component is designed to work because of all of the other components. Is there one in particular you want by itself? The only one I've considered making standalone is the autosave feature.
    2. qwertypol012
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      Yes, i'd like to have blessings and autosave module, if it's possible. And making it customizable via MCM menu will be great
    3. chinagreenelvis
      chinagreenelvis
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      Definitely planning to add an MCM, which would be included with a standalone. Blessings shouldn't be too hard to make modular, I'll see what I can do.
    4. qwertypol012
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      Thanks. I'll wait for it. Been tracking this since couple days ago.
  9. NaughtyColt
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    Also while doing a check for errors through tes5edit it seems like the wood elf racial ability has a null value on the cooldown parameter. Is this expected or should it have been populated with something?
    1. chinagreenelvis
      chinagreenelvis
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      Which racial ability? Under Magic Effects or Spells? And what parameter exactly? I have a cooldown effect that is applied along with certain powers but I don't know of any "cooldown" parameters.
    2. NaughtyColt
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      [00:00] Checking for Errors in [04] Skyrim Reborne.esp
      [00:00] xxxRACWoodElfWildCompanionEffect "Wild Companion" [MGEF:04053910]
      [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04053912] < Error: Could not be resolved >
      [00:01] All Done!

      That's the message. Then looking into the magic effect it looks like xxxRACWoodElfWildCompanionCooldownEffect is pointed to [04053912] < Error: Could not be resolved > so seems like something is missing.
    3. chinagreenelvis
      chinagreenelvis
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      I see now. It's an unused script property, either something I removed or just left over from Skyrim Redone's races module. It's harmless, but I'll get rid of the declaration next time I do an update. Thanks!
  10. NaughtyColt
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    What changed in the latest release? I didn't see any notes in there and in light of the recent issues with fallout mods I didn't want to update till it's clear what the changes are.
    1. chinagreenelvis
      chinagreenelvis
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      Changelog added.
  11. QuerciaX
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    need to start as a unarmed khajiit...is it viable?
    1. TheCatman232
      TheCatman232
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      I've been wondering as well.

      Looks like this is much better than vanilla as a bonus. Rather than a static +12, you get +2 per 10 Stamina above 100; Because the Khajit's base Stamina in this mod is 150 you start at +10 but will be able to increase it as much as you can upgrade your Stamina.

      I can only assume that this also works for other means of boosting Stamina, but the ability probably has a limit to how much buff you can gain though.

      Noteworthy for this effect is the Blessing and Amulet of Arkay which boost Stamina by 300 and 100 respectively. That's +60 or +20, and +80 with both! The Steed Stone is also worth looking into as it adds another 50 to your Stamina (That's +10 to Unarmed) as well as making your armour weightless - A must have for a Fists of Steel centric Heavy Armour user.

      Edit: Looks like it might actually be putting the new effect on top of the vanilla Claws buff. I just started a new game and have 32 Unarmed Damage...
    2. chinagreenelvis
      chinagreenelvis
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      Since this is something that was ported over from SkyRe and then tweaked, I had to take a closer look at it. I need to re-word it.

      It's +10 stamina and then +2 per every 10 over 100 up to 300, so you actually start with +20 unarmed attack, and it goes up to a possible +58, I think. On top of that, if you use Skyrim Redone, the unarmed attack tree grants you additional possible bonuses.
    3. TheCatman232
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      I'm looking at it in CK now. So the bonus starts at +12, making the true first bonus value +22. That makes sense I guess though it is a little powerful. I'm also saddened that it doesn't run on the full modified Stamina value instead of the base Stamina AV... I think I might tweak that to suit my tastes :3
    4. chinagreenelvis
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      If you do, feel free to send me a copy of the file so I can take a look at it and possibly incorporate that change.
    5. TheCatman232
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      I personally think it's a bit too extreme of a change to be limited to just one race's ability. It would make a good light Unarmed gameplay overhaul I reckon. (If this does happen, it would make sense to make it its own effect instead of replacing Claws so using Khajit is still worth it for the extra +12). If you don't mind I'll look into making this a thing, using a quest to add the power to players (Assuming that's possible) rather than editing the races themselves to avoid incompatibilities, I'll credit you and anyone else who had a part in the base form of this too.

      The gist of what I've done is:
      - All magnitudes have been reduced by 2, >300 Stamina now gives +50 UnarmedDamage.
      - All conditions run on GetActorValue Stamina (As opposed to GetActorBaseValue Stamina). A Level 1 Khajit would only need an Amulet of Kynareth and the Steed Stone's blessing to max out the bonus' potential. (That's going by Reborne's values)
      - Extra conditions have been added for <100 down to 60 where the bonus becomes 0 any lower than that. (100-110 = +10; 90-100 = +8 etc)

      This means that punching a lot in quick succession will lower your damage output as if you were becoming tired and unable to use full force, this puts more emphasis on boosting Stamina so you can punch more often before your damage output lowers.

      The biggest thing this can do is make all races viable for Unarmed runs, as you'd no longer need to be a Khajit to have a buff to your damage output. In fact I could see many Redguards making use of this with their extremely strong Stamina regen power in vanilla Skyrim.
    6. chinagreenelvis
      chinagreenelvis
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      Not bad for a standalone unarmed mod, but as I pointed out, SkyRe has its own unarmed perk tree, which I think is a better solution for a general fighting style. My goal with Reborne was to make the races as unique as possible, so nerfing the Khajiit's unarmed attacks isn't exactly the way I'd handle it myself.
    7. TheCatman232
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      Yeah, and I think my tweak and SkyRe (Or anything else really) would be pretty overpowered to say the least. My tweak allows you to reach 60 at level 1, without anything else.

      (I spent a very unhealthy amount of time looking up and writing about Vanilla and SkyRe stuff to see how long it would take to get to this level of Unarmed Damage. Basically it would take a long time; 15 levels all going into Stamina are needed for Reborne's bonus to reach +52 (62 total) and to get more in SkyRe you have to spend perk points for very small extra bonuses. Vanilla is completely out of the question requiring multiple maxed stats to make use of the enchant to reach around 70-78 )
    8. chinagreenelvis
      chinagreenelvis
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      So would you say that Reborne has a decent balance as it stands? Or do you think I should adjust it some more/add more levels/etc?
    9. TheCatman232
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      I think the way the player is required to level up to increase base Stamina and thereby increase the bonus is a good way of dealing with it. And the maxed out bonus after 15 levels is certainly decent.

      The only other thing I would do if this were my own mod is make UnarmedDamage unique for each race, like in Disparity. Favouring the beast races (Probably having the same base as Imperials and Nords, but having Claws boost them to the top tier) and Orcs, then the human races (Imperials > Nords > Bretons), and finally the elves. Actually thinking of that I'd also want to tie it to weight heh. I really should just go and make my own mod at this point haha
    10. chinagreenelvis
      chinagreenelvis
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      I'm pretty sure modifying the unarmed damage for each race would not be hard. A single ability would do the trick, I think. I'll consider that.