Skyrim Special Edition
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Haxop

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deleted189096441

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About this mod

A total remake of my previous race mod with bug fixes, integration of new mechanics and increased compatibility with modern Gameplay mods.

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If you have ever played the previous version of the mod, then the essence of this mod has probably become clear to you: to make races more playable for RPGs, to bring back more Lore from previous parts of the game and not to fall into “banalism” like - Orcs get plus 50 points of Health or Altmers +50 points to Magicka, which makes races ineffective at higher levels of the game. So I decided to dig up my old mod and remake it in a new way.

As in the previous version, the mod changes vanilla (and similar) races, adding individuality to each of them. Here are the past changes:

  • All original skills have been reduced to 5 like Oblivion and Morrowind.
  • - Elemental resistance has been reduced to 25% for all races, but the player's maximum resistance has been increased from 85 to 100%.
  • All races now have one distinctive skill and two supporting ones. The other three are minor as in the original.
  • Starting characteristics, their speed of regeneration and carried weight are now individual for each individual race.
  • Child races now also have all parenting abilities, and children themselves are now mortal.
  • Many races that have some relation to the original game ones also receive abilities added by the mod.
  • Bare-handed damage and distance have been changed to be more realistic.
  • All vampire races acquire immunity to the paralysis that they had in previous games in the series.
  • All vampires acquire claws and fight like beast races. Claw models and the idea itself are taken from the Vampires Fight With Claws mod.

Here are the changes in the new version:
  • Fixed a bug with the addition of the Ancestor's Wrath shout for Dunmer NPCs, which led to game crashes.
  • Ancestor's Wrath ability now has the effect of reflecting physical and magical damage, and also consumes not only Magicka, but also Stamina. But as long as the player or Dunmer NPC has Magicka or Stamina left, the effect will remain.
  • Reduced the Dunmer and Bosmer's ability to deal increased damage with Destruction and Archery spells from 50% to 25% respectively, as some complained that the value was too high.
  • Changed secondary skills for some races. So, for example, for the Argonians, Alchemy now becomes an important skill and Restoration is among the secondary ones for better roleplaying of the Poisonous Mage, or adding the Lockpicking Skill for the Khajiit to the number of important ones, which can turn into a Hand to Hand skill if you play with the appropriate mod.
  • Now all vampire races, in addition to claws and the corresponding impact effects, also receive a +5 point bonus to damage dealt while unarmed.
  • Added a Keyword to define the Beastmaster ability, like the command spell from the Mysticism mod. The mod itself is not needed for this.
  • Other minor improvements and fixes.

Description of races and their abilities:

Altmer
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Main skill: Illusion
Supporting skills: Destruction, Enchanting
Minor skills: Alchemy, Alteration, Restoration
Starting Health: 40, Starting Magicka: 70, Starting Stamina: 40
Health Regen: 0.5, Magicka Regen: 3.75, Stamina Regen: 4.25
Base Carry Weight: 150, Unarmed Damage: 4
Abilities
Highborn: Your Altmer blood gives you 50% resistance to Disease. All your magical skills are 10% more effective and require less Magicka.
Excellence: Your extraordinary intelligence allows you to learn all magical skills 20% faster.


Argonian
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Main skill: Light Armor
Supporting skills: Alchemy, Sneak
Minor skills: One-handed, Restoration, Illusion
Starting Health: 50, Starting Magicka: 45, Starting Stamina: 55
Health Regen: 1, Magicka Regen: 2.5, Stamina Regen: 5.5
Base Carry Weight: 200, Unarmed Damage: 10
Abilities
Histskin: Your Argonian blood gives you 50% resistance to Disease and Poison. The lower your Health level, the faster it recovers.
Amphibian: Your lungs allow you to breathe underwater.


Bosmer
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Main skill: Marksman
Supporting skills: Sneak, Light Armor
Minor skills: Alchemy, Illusion, Lockpicking
Starting Health: 45, Starting Magicka: 50, Starting Stamina: 55
Health Regen: 0.5, Magicka Regen: 3.25, Stamina Regen: 4.75
Base Carry Weight: 175, Unarmed Damage: 4
Abilities
Alone With Nature: Your Bosmer Blood gives you 25% resistance to Disease and Poison. You are 25% more efficient with bows and crossbows and are 20% more quick to use them.
Beastmaster: With your connection to the wild world, you can make one of their representatives your ally for 5 minutes.


Breton
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Main skill: Conjuration
Supporting skills: Alteration, Restoration
Minor skills: Enchanting, Speechcraft, Alchemy
Starting Health: 45, Starting Magicka: 65, Starting Stamina: 40
Health Regen: 0.5, Magicka Regen: 4, Stamina Regen: 4
Base Carry Weight: 175, Unarmed Damage: 5
Abilities
Willpower: Your Breton blood grants you 15% Magic resistance and your Magicka recovers 50% faster in combat.
Dragonskin: You absorb up to 25% of Magicka from spells hitting you.


Dunmer
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Main skill: Destruction
Supporting skills: One-handed, Conjuration
Minor skills: Light Armor, Marksman, Sneak
Starting Health: 45, Starting Magicka: 60, Starting Stamina: 45
Health Regen: 0.5, Magicka Regen: 3.5, Stamina Regen: 4.5
Base Carry Weight: 200, Unarmed Damage: 5
Abilities
Ash Affinity: Your Dunmer Blood grants you 25% Fire resistance. Your Destruction spells are 25% more effective and require that much less Magicka.
You can summon the spirits of your Ancestors, who will reflect the Physical and Magical damage inflicted on you. The ability will last as long as you have Magicka or Stamina remaining(This ability can be used multiple times and NPC-Dunmers now also know how to use it).


Imperial
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Main skill: Speechcraft
Supporting skills: Heavy Armor, Block
Minor skills: One-handed, Light Armor, Smithing
Starting Health: 50, Starting Magicka: 50, Starting Stamina: 50
Health Regen: 0.5, Magicka Regen: 3, Stamina Regen: 5
Base Carry Weight: 225, Unarmed Damage: 6
Abilities
Discipline: You block hits 25% more effectively and your Stamina recovers 50% faster in combat.
Emperor`s Legacy: Your Imperial Blood gives you 10% better prices when buying and selling.


Khajiit
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Main skill: Sneak
Supporting skills: Pickpocket, Lockpicking
Minor skills: Light Armor, One-handed, Marksman
Starting Health: 40, Starting Magicka: 40, Starting Stamina: 70
Health Regen: 0.5, Magicka Regen: 2, Stamina Regen: 6
Base Carry Weight: 175, Unarmed Damage: 15
Abilities
Cat Walk: Your Khajiit blood increases your movement speed by 20% and you make 50% less noise while moving.
Night Eye: You have the ability to see in the dark (Duration increased to a day. NPC-Khajiits also receive this ability, which increases their chance of detecting an enemy).


Nord
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Main skill: Two-handed
Supporting skills: Light Armor, Block
Minor skills: One-handed, Smithing, Speechcraft
Starting Health: 60, Starting Magicka: 30, Starting Stamina: 60
Health Regen: 0.75, Magicka Regen: 2.5, Stamina Regen: 5.25
Base Carry Weight: 275, Unarmed Damage: 8
Abilities
Fortitude: Your Nord blood grants you 25% resistance to Frost(and 50 points of Warmth) and 50 points of resistance to Physical damage.
Hero's Spirit: In combat you restore Stamina by 2 points faster for each enemy that is nearby.


Orsimer
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Main skill: Heavy Armor
Supporting skills: Two-handed, Smithing
Minor skills: One-handed, Block, Light Armor
Starting Health: 70, Starting Magicka: 20, Starting Stamina: 60
Health Regen: 0.75, Magicka Regen: 2, Stamina Regen: 5.5
Base Carry Weight: 300, Unarmed Damage: 9
Abilities
Berserker: Your Orc blood gives you 25% Shock resistance. The lower your Health level, the higher the damage you deal, as well as the greater the resistance to damage taken by you(This ability is also effectively used by Orc NPCs).


Redguard
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Main skill: One-handed
Supporting skills: Light Armor, Block
Minor skills: Marksman, Two-handed, Heavy Armor
Starting Health: 50, Starting Magicka: 30, Starting Stamina: 70
Health Regen: 0.5, Magicka Regen: 2.25, Stamina Regen: 5.75
Base Carry Weight: 250, Unarmed Damage: 7
Abilities
Desert Blood: Your Redguard Blood grants you <25>% resistance to Poison. Melee hit speed is increased by <15>%.
Rashness: By killing an enemy in melee, you restore Stamina depending on the level of the enemy.


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