Skyrim Special Edition

I just wanted to give some insight and background behind the changes I made and why I made them. I originally was going to edit the race heights but decided against it I made a patch for FK's Racial Diverse Skeletons that will change height. I originally set the starting skills to level 5 but changed my mind so others won't feel it's taking too long to perk skills whether they are using a perk overhaul mod or not. Plus there are plenty of other mods out there that will do that if you want that so I thought it was redundant for me to have it in my mod. I also originally had no static skill bonuses but decided to include them because static skill bonuses ultimately means nothing in the end, but I still wanted for each race to be naturally talented in those skills so I made the same static skill bonuses level faster than normal.

The resistances for the races I took from Morrowind and cut them by 25 to get a bit of balanced feel between Morrowind and Skyrim. The Altmer and Bretons magicka bonus is also taken from Morrowind based on how that magicka multiplier bonus is calculated. Altmer and vampires were originally going to be immune to paralysis but decided against it to avoid any possible conflicts. I also wanted to give passives that can emulate what their racial powers were in Skyrim and past games like the Altmer having faster magicka regen to emulate Highborn and Nords' damage resistance to emulate Woad. I also wanted all elves to have a talent for some type of magic since elves in general have an affinity for magic of some sort, hence why Bosmer and Orcs have a bonus in at least one magic skill. Here's more detail into what I wanted to accomplish for each race:

Altmer: The most talent magic users in Tamriel and I wanted to make sure they live up to it with them having higher magicka, faster magicka regen and enchanted items they use being more effective but keeping past effects like being weak to magic. Now when fighting Altmer you'll want to interrupt their spellcasting and or use their magic weakness against them.

Argonians: I wanted to make them more of an thief mage/assassin type of race compared to Bosmer and Khajiit. For Histskin I wanted to make it seem like the Hist helps them recover health faster and make potions more effective on them. I got rid of the unarmored bonus because I didn't want to force people to not wear armor and keep the damage resistance exclusive to Nords. I ch

Bosmer: The best archers in Tamriel and are described as nimble-bodied and quick so I wanted to show case that with reduced fall damage and increased speed. I wanted them to be a ranged thief type of race that's more inclined to attack from a distance and try to stay out of sight. The resist animal damage comes from them having an affinity for the wild and dealing with animals.

Breton: Arguably the 2nd best magic users in Tamriel though some may argue Dunmer instead. They are known for living by the "ArchDruid" and I wanted to show that with the longer summon duration for communing with spirits and stuff. I debated for a while about spell absorption or some type of physical damage resistance while casting spells and settled on spell absorption below a certain percent of magicka similar to Imperious. That way it should avoid as much spell absorption randomly happening due to other mods' improper cloaks and stuff. Also they have a bit extra magicka and I got rid of the reduced spell cost because it seemed kind of redundant with a magicka bonus.

Dunmer: The real "Jack of All Trades" in my opinion as in past games they were good at all types of offensive skills so I wanted that to show in their talents for those skills as well as showing they do have an affinity for magic with them having a slightly faster magicka regen. Avoiding melee damage was in past games as Ancestral Guardian so I wanted to include that in a way as well and now just about any battle with a Dunmer has the chance go differently.

Imperial: Also considered a "Jack of All Trades," I wanted to focus on them being good at speechcraft as they are known for it. Imperials' "luck" will actually mean something in combat now with the critical hit chance, which will impact every fight differently now vs finding 2-10 extra pieces of gold.

Khajiit: I wanted to give them have a different feel of thief vs the Bosmer. I wanted to make them the more aggressive type of thief that is not afraid to get up in someone's face to rob them. They are also known to be fierce warriors too unlike the Bosmer. With Khajiit being known as the best thieves and cat reflexes, I wanted that to show that with them moving quieter, taking less fall damage, and sneaking faster as well. I debated about increased movement speed in general, but sneaking faster is a unique effect and feel for them and puts more focus on how good at sneaking, moving silent, and how light-footed they are like how cats are. Their talent for speech comes them being known for being good merchants and the caravans across Skyrim are making their living as merchants (albeit selling illegal things).

Nords: They are known are a strong and hardy warrior race and I wanted to show that with them resisting stagger and damage resistance. The two things I debated about with Nords was a reduced shout cooldown and bonus to light armor instead of heavy armor. I opted to not go with a reduced shout cooldown because plenty of other mods has ways to reduce shout cooldowns in general and I wanted to boost power attacks instead to show their strength. I went with heavy armor over light armor because Redguards are going to have that same bonus and most of the Nordic and Ancient Nordic armors are heavy armors. Plus to me it seems to fit better that they have that bonus in heavy armor instead since Nords love iron and steel so much in Skyrim.

Orcs: Like Nords they are known to be strong and hardy and I wanted to show that in the extra heatlh. In vanilla Skyrim Orcs had no passives so I gave them the least amount of effects in their passives but they are very effective to make up for it. I always liked the idea of Orcs doing more damage as they get weaker to show that they are going into a rage and subsides when they are at higher health. I gave them a bonus in archery instead of one-handed to differentiate them more from Nords and it gives them a weird but unique pairing of archery and heavy armor bonuses.

Redguards: The most naturally talented warriors in Tamriel and now it will show. In this mod, this race has the potential to be the most dangerous race in the game in my opinion depending on how you play. With them swinging weapons faster, sprinting faster and having faster stamina regen and combine that with combat mods that allow you to sprint in any direction like True Directional Movement, they can be really dangerous and fun to use in combat.

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NobleFonz

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