Skyrim Special Edition

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Jelidity

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Jelidity

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About this mod

Simple tweak to race abilities to remove Greater Powers in favour of similar functioning Abilities.

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Translations
  • Portuguese
Changelogs
What does this change for each race?

My main aim here was to make something simple, that aimed to convert greater powers (which I never use) into passive abilities that do a similar sort of effect where possible. Where I felt like something needed an explanation as to why I did something, I have added a note to explain my reasoning.

Argonian
  • Removed the greater power - Histskin: Recover health 10x faster for 60 seconds, once per day
  • Added new ability - Histskin: Health regenerates 4x faster while below 50% health.

Breton
  • Removed greater power - Dragonskin: Absorb 50% of the magicka from hostile spells for 60 seconds, once per day
  • Added new ability - Dragonskin: Absorb 10% of the magicka from hostile spells when below 50% health

Dark Elf
  • Removed greater power - Ancestor's Wrath: Opponents getting too close take 8 points of fire damage per second for 60 seconds, once per day
  • Added new ability - Ancestor's Wrath: Flame Spells are 25% more stronger.
NOTE: This was changed because the original was just Flame Cloak and wasn't transferable to an ability in a satisfying way. The new effect was chosen as something thematic, but a bit more unique.

High Elf
  • Removed greater power - Highborn: Regenerate magicka 25x faster for 60 seconds, once per day
  • Added new ability - Magicka Font: Magicka regenerates 8x faster while below 50% magicka.
NOTE: The ability was renamed because the passive magicka increase that Altmer have was also called Highborn.

Imperial
  • Removed greater power - Voice of the Emperor: Calms nearby people for 60 seconds, once per day
  • Added new ability - Adaptability: +20 Health, Magicka and Stamina (Optionally, this can be swapped out for +10 Speech bonus using the optional file)
NOTE: This was changed because the original was just Calm and wasn't transferable to an ability in a satisfying way. The new bonus was chosen to set Imperials as the more versatile option as a starting choice, at the expense of not having something "special".

Khajiit
  • Added new ability - Agility: +50 Stamina
NOTE: Khajiit previously only had their bonus to unarmed and the Night Eye lesser power, this levels the playing field a bit.

Nord
  • Removed greater power - Battle Cry: Targets flee for 30 seconds, once per day
  • Added new ability - Battle Fury: Power attacks do 25% more damage
NOTE: This was changed because the original was just Fear and wasn't transferable to an ability in a satisfying way. The new effect was chosen as something thematic, but a bit more unique.

Orc
  • Removed greater power - Berserker Rage: You take half damage and do double damage for 60 seconds, once per day
  • Added new ability - Berserker Rage: You take 25% less damage and do 50% extra damage while below 50% health

Redguard
  • Removed greater power - Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds, once per day
  • Added new ability - Adrenaline Rush: Stamina regenerates 8x faster while below 50% stamina.

Wood Elf

  • Removed greater power - Command Animal: Make an animal an ally for 60 seconds, once per day
  • Added new ability - Natural Instincts: Damage from animals is reduced by 25%
NOTE: This was changed because the original wasn't possible to translate to a passive in a satisfying manner. The new effect was chosen as something thematic in its stead.

If you wish to use any of Lost Races of Aetherius' playable race disablers, load them after this patch.

Deep Elf
Split Spark of Creativity into two parts for consistency with other races but is otherwise the same:
  • Spark of Creativity: You receive 10% more experience, and an additional 15% more experience in crafting skills.
  • Artificer's Salvage: You can find crafting materials on fallen enemies.

Heartland Elf
  • Removed existing ability - Dawn's Ancestor: Your Magicka is increased by 50, and when you fall below half Magicka, Magicka Regeneration is increased by 100%.
  • Added new ability - Wild Heart: Magicka regenerates 8x faster while below 50% Health.
  • Added new ability - Dawn's Ancestor: Ayleids are born with 50 extra Health.

Sea Elf
  • Removed existing ability - Spirit of the Sea: Your Shock Resistance is increased by 50%, and you deal 25% more damage against opponents power attacking, drawing a bow, or casting a spell. You can also breathe underwater.
  • Added new ability - Fury from the Deep: Shock spells do 25% more damage.
  • Added new ability - Waterbreathing: Your Maormer lungs can breath underwater.
  • Added new ability - Resist Shock: Your Maormer blood gives you 50% resistance to shock.

Snow Elf
  • Removed existing ability - The Frozen North: Your Frost Resistance is increased by 50%, and when you fall below half Health, Health Regeneration is increased by 100%.
  • Added new ability - The Frozen North: Frost spells do 25% more damage.
  • Added new ability - Resist Frost: Your Snow Elf blood gives you 50% resistance to frost.

Tsaesci
  • No Changes. This has been left intentionally different to the other races for thematic reasons.

Compatibility

Whil
e I have tried my best to touch as little as possible, changing power functionality required an update to race descriptions, which may need compatibility patches for things that edit races, like vampire overhauls. I don't personally use any of these, so won't be offering the patches here, but anyone is free to make and release them, no need to ask for permission.

Credits

Tha
nks to TateTaylorOH for being a sounding board for the changes I was making, its always nice to bounce ideas around a bit and see what sticks. Also for the images on the modpage.