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Enai Siaion

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EnaiSiaion

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  1. EnaiSiaion
    EnaiSiaion
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    Due to the large volume of comments on my mods and the time investment to keep up with them, this comments thread is currently closed.

    For feedback and discussion of this mod, head over to one of these:
    If you are experiencing an issue:

    • Consult the documentation. Read the FAQ (if there is one) and compatibility notes in the mod description, as well as the readme (Docs tab) and the bug list (for LE mods, the bug list is on the corresponding SSE page to reduce duplication).
    • Install the correct version. Make sure you download the LE version (/skyrim/) if you are using LE, and the SSE version (/skyrimspecialedition/) if you are using SSE. If the other version is available, the mod page contains a link to it. Not all mods are available for both versions.
    • Check for conflicts. Check if there is another mod loaded after this mod that may override it and revert its changes. Some mods come with loose files that end up in your data folder, override other mods regardless of what order they are in, and may stick around after you uninstall them.
    • Make sure you have the latest version. Please do not report bugs that are already fixed.
    Empirically, the above is more likely than not to solve your issue. Keep in mind that this mod is used by thousands of players without major issues, so if "the mod doesn't work" or "the mod is completely broken", the issue would likely be on your end and not actually a bug with the mod.

    Validated bug reports and feedback are welcome on the above subreddit.

    Thanks for playing! <3
  2. sbq92
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    So I'm running this mod alongside Disparity and after doing some fixing up of some mod conflicts to get the races working correctly with Disparity, I've discovered my Dunmer has two instances of the +50% fire resistance effect. I don't know if it's specifically because of this mod or not, but I didn't have two instances before fixing the race records to allow Disparity to work properly. I know this mod doesn't change the race records, but it does alter some vanilla records, doesn't it?
    1. EnaiSiaion
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      This mod does not add (or remove) racial abilities or change the race records, it just replaces those that already exist.

      Why use two racial mods and then break something in xEdit? If you want Disparity, use Disparity. :)
    2. sbq92
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      I hoped I could use both, since I do like the racial bonus changes of this mod. However, I definitely like the class-building and racial/gender differences Disparity offers. I guess I will have to choose one or the other.
    3. EnaiSiaion
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      So use Disparity?
    4. Firestorm422
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      So does that mean that this is incompatible with disparity or what
    5. EnaiSiaion
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      I'm just saying why would you use two racial attribute mods. Pick one?
    6. HDMFanatic
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      Perhaps you can use Character Creation Overhaul instead of Disparity for your class stuff? I dunno.
      By the way, kryptopyr has made a guide for making a Disparity compatibility patch for any race mod. Look in the "Forums" section of the Disparity page. You having two instances of fire resistance on your Dunmer is likely because you didn't follow that guide.
  3. lotuscentre
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    What's the weather and enb setup you have in the screenshot? Thanks!
    1. EnaiSiaion
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      Bleak ENB and no idea about the weather, that install doesn't exist anymore.
  4. LorisNexus
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    I have two questions about the Dunmer passive bonus, Spite.

    Does it also improve Bound weapons damage? Does it improve elemental damage from any source? (Taking the description literally I'd say yes to both, but Bethesda teached me to don't trust descriptions)
    1. EnaiSiaion
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      Bound weapons are weapons, yes. Elemental damage includes all elemental damage.

      That's a good lesson to learn in the vanilla game.
  5. swiggitywashere
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    Awesome, I had a weird crash with imperious that came up due to the quests and for the life of me couldn't figure it out. I wanted the racial bonuses but couldn't figure out what was causing that issue. Now thanks to this, I don't have to worry! Thanks a ton dude. Also, still uber excited to playtest Vokrii!
    1. EnaiSiaion
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      Imperious quests don't cause crashes.
    2. swiggitywashere
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      Oh sorry if that came off as rude, I know Imperious quests don't on their own, it's just an issue with my load order that I'm personally too dim to understand. The last thing I recall happening was installing imperious, getting the quest, and then shortly after, the game crashed. Again, I'm not blaming Imperious, I'm blaming my own shoddy ability to figure out what is and isn't conflicting.
    3. dresden69
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      Are you using this and imperious? If so, there's your problem. You can't use two mods that do the exact same thing (even if in different capacity) and expect them to work nicely together.
  6. TheFarticleParticle
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    Just checked out Vokrii and am now checking out your other mods. I really like your "Minimalistic" series and Wintersun. You're on a roll with your more recent mods.
    1. EnaiSiaion
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      :)
    2. TheFarticleParticle
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      I was thinking maybe night eye for khajiit would make more sense as a toggle? instead of activating it every 60 seconds?
  7. taoxue
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    just wondering if it's compatible with character creation overhaul?
    1. EnaiSiaion
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      yes
  8. ka1zyGONEcrazy
    ka1zyGONEcrazy
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    Great mod. Endorsed.

    Any chance you could make the passive racial bonuses appear at the text where you read about the race you choose when you're creating a character?
    1. EnaiSiaion
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      No, because that means changing the races themselves, causing a compatibility conflict with EVERY mod that modifies races or their visuals.
  9. high_elf143
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    I absolutely adore this mod. Simple, but deeply effective. The races feel unique again. This adds some fun to theorycrafting my builds :3
  10. banjo2E
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    This looks like an excellent mod. I don't think I'll use it personally, since I'm already using Thats Racist and prefer the way that mod uses active powers, but I can certainly see the value in switching everyone to passive bonuses, and the passives do look fairly well balanced in most cases.

    The main exception I can see is the Argonians, who seem to get the short end of the stick. Most people will probably acquire 100% disease immunity via becoming a werewolf/vampire fairly early on, and their only other benefits only apply when swimming, which is highly situational and doesn't allow you to participate in combat other than strafing to try and avoid enemy ranged attacks. This makes Argonians the one race which effectively has no combat-applicable bonuses at all. Even Imperials can spend their free perks on early boosts to fighting skills.

    Of course, Argonians in vanilla have basically the same problem, and the only major difference is that they don't have the swim speed or swimming regen and instead have a racial power which is basically free healing potions. So I can understand that you're making the best of a bad hand.
    1. EnaiSiaion
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      Most people will probably acquire 100% disease immunity via becoming a werewolf/vampire fairly early on
      This shortly after someone claimed redguards are overpowered because they have 75!! poison resistance.

      Anyway, argonians canonically have disease resistance and waterbreathing and nothing else. Histskin is new in Skyrim, but the problem with Histskin is that the obvious step of converting it to a passive allows you to basically cheat at survival mode. While it wouldn't technically be OP given that argonians are the only race to get a drawback instead of a bonus in survival mode, it would look OP, like the redguard's unlimited sprint out of combat in Imperious, and therefore out of place in a vanilla-plus mod. Moreover, an amount of health regen that is significant enough to make a difference in lethal combat would make them impossible to defeat in brawls. So health regen is not viable.

      So what are they good at? In Skyrim, they canonically suck. They are out of their element, far from the marshes and out of range of the Hist's hivemind. They may or may not even be able to lay eggs in the cold. They are the only race that gets penalised in survival mode. What kind of combat buff would they even be eligible for?

      Luckily, not every race needs a combat bonus. Altmer, imperials, bosmer and redguards don't have one either. Combat bonuses in this mod are actually really weak because they tend to become the only viable choice if they are more significant, as demonstrated by your suggestion that argonians are useless because they don't have a combat bonus.

      What the swim speed bonus accomplishes is that it is faster to go from A to B along the river than in a straight line. This is a popular and immersive thing argonians could do in Imperious, and sufficiently low power for a vanilla-plus race overhaul.

      Don't forget that half of the races in vanilla have essentially no relevant bonuses at all depending on your build, so having any racial bonuses is already a power boost. The highest acceptable power level is breton magic resistance, which is a nice bonus against a small number of enemies and not overwhelmingly strong. (Orcs are technically ludicrously good, but no one likes 1/day powers.) Conditional faster travel, along with the ability to resist the dangerous survival mode diseases, is about on par.
  11. thalion740
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    I assume this mod is incompatible with Imperious... for obvious reasons
    1. Saturn04
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      You assume correctly. :)