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CallMeMast

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Simple Race Overhaul adds 3 unique passive abilities to each of the playable races (which are also given to NPCs). It also customizes the starting skills and base stats of each race to make them feel more unique. There is a no stat changes version for anyone who would prefer the vanilla starting stats. This mod is script-free.

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Simple Race Overhaul (SRO)

Simple Race Overhaul adds 3 unique passive racial abilities to each race with the goal of making gameplay more interesting without feeling too extreme or inconvenient to use. Every ability is passive (no powers), which means you don't have to worry about activating them or juggling their cooldowns. It also gives each race a new unique set of starting stats to match their playstyle and slightly tweaks their starting skills.

- Video Showcase -


This mod comes in 3 versions:
The standard version (recommended) - This version includes everything (new base stats, tweaked starting skills and new passive abilities). It's important to note that the changes to base stats will apply to NPCs as well. Any health changes made in the standard version are much more noticeable on level 1 enemies because their starting health is so low to begin with. This changes by the next rank of bandit (bandit outlaw) because they start with HP similar to that of the player.

The no stat changes version - This version is available for anyone who would prefer the vanilla starting stats for the player and NPCs. You'll still receive the tweaked starting skills and new passive abilities but the player will start with 100 of each stat, no matter their race, just like in vanilla Skyrim. Similarly, NPCs will start with their vanilla stats as well (level 1 bandit will always have 35 hp, level 5 bandit outlaw will always have 109 hp, etc.)

The MastRim no offsets version
 - This version is technically usable as is but I wouldn't recommend using it for now. It's intended for use alongside a group of mods that I'll be working on next. These mods will rebalance the other NPC races (draugr, animals, etc), as well as damage, armor and NPC scaling. The goal is to essentially create an overhaul similar to Requiem but less extreme and without deleveling the world. At a technical level, every race in vanilla Skyrim starts with 50 of each stat and the player gains a +50 offset to reach their starting stats of 100 each. NPCs receive various offsets as well, such as level 1 bandits receiving a -15 offset to reach their starting 35 hp. This version of the mod is similar to the standard version but it also removes the offsets from the player file and instead boosts the starting stats of every race by 50 to make up for it. The player starts with the same stats as the standard version but NPCs will all start with a +50 boost, making low level enemies like level 1 bandits feel closer in strength to that of the player (the vanilla gap of 100 player hp vs 35 bandit hp is absurd). For now, if you want to try this version, I would recommend using a mod such as Wildcat, Simply Balanced, etc. to increase your player damage (at least in the early game).

- Races -

Argonian

Argonians start with 5 racial abilities rather than the 3 of the other races. Their first two abilities mostly exist for immersion so I gave them 3 more in order for them to feel as strong as the other races.

Starting stats: 100 health, 105 magicka, 110 stamina.

Major Skill: Light Armor
Minor Skills: Archery, Lockpicking, One-Handed, Pickpocket, Sneak

- Abilities -

Histborn - 100% resistance to disease and poisons. (this is still restricted to the vanilla cap of 85% but can reach 100% with mods that change the cap)
Amphibious - Can breathe underwater and swim 50% faster.
Tough Skin - Armor rating is increased by 100.
Lurker - Sneaking is 15% better and sneak attacks deal 25% more damage.
Histskin - Health regeneration is increased by 1% of max HP per second (2% when swimming).

    Note: Argonians deal 10 unarmed damage rather than the typical 4. This is a hidden vanilla stat that I have not modified.

Breton

Starting stats: 95 health, 125 magicka, 95 stamina.

Major Skill: Alteration
Minor Skills: Alchemy, Conjuration, Destruction, Illusion, Restoration

- Abilities -

Elemental Resilience - Magic resistance is increased by 20%.
Elven Remnants - Magicka regeneration is increased by 50%.
Magical Instincts - Spell costs are reduced by 10%.


Dark Elf

Starting stats: 90 health, 115 magicka, 110 stamina.

Major Skill: Destruction
Minor Skills: Alteration, Conjuration, Enchanting, Illusion, One-Handed

- Abilities - 


Ashborn - Fire resistance is increased by 30% and fire damage is increased by 15%.
Enchanter - Enchanting is 15% more effective.
Child of Azura - Attacks and spells are 10% more powerful between 9 pm and 5 am (from dusk until dawn)


High Elf

Starting stats: 90 health, 130 magicka, 95 stamina.

Major Skill: Conjuration
Minor Skills: Alteration, Destruction, Enchanting, Illusion, Restoration.


- Abilities -

Ancient Reserves - Magicka is increased by 50.
Arcane Wisdom - Spells are 10% more powerful and last 20% longer.
Gifted Reader - Receive 1 extra skill level when reading a skill book.


Imperial

Starting stats: 105 health, 105 magicka, 105 stamina.

Major Skill: Speech
Minor Skills: Alchemy, Enchanting, Illusion, Restoration, Smithing


- Abilities -

Versatile - Health, Magicka, and Stamina are increased by 15.
Likeable - Speechcraft is increased by 10 and bribes are 50% cheaper.
Haggling - Buying prices are 10% lower and selling prices are 10% higher.

Khajiit

Starting stats: 100 hp, 85 magicka, 130 stamina.

Major Skill: Sneak
Minor Skills: Archery, Lockpicking, One-Handed, Pickpocket, Two-Handed

- Abilities - 


Padded Feet - Movement is silent.
Agile - Movement speed is increased by 10%.
Balanced - Stamina is increased by 30 and power attack costs are reduced by 20%.
(Vanilla Power) Night Eye - Toggleable power that allows you to see in the dark.


    Note: Khajiit deal 10 unarmed damage rather than the typical 4. This is a hidden vanilla stat that I have not modified.

Nord

Starting stats: 120 health, 85 magicka, 110 stamina.

Major Skill: Two-Handed
Minor Skills: Block, Heavy Armor, Light Armor, One-Handed, Speech

- Abilities -


Warm Blooded - Frost resistance is increased by 30%.
Muscular - Power attacks are 25% stronger and carry weight is increased by 50.
Call of the Voice - Shout cooldowns are reduced by 20%.

Orc

Starting stats: 110 health, 90 magicka, 115 stamina.

Major Skill: Smithing
Minor Skills: Block, Heavy Armor, Light Armor, One-Handed, Two-Handed

- Abilities -

Frenzy - Deal 3% more weapon damage for every 10% of missing health (stacks 9 times).
Bloodsoaked - When in combat, regenerate 0.5% of your max HP per second for every 20% of missing health (stacks 4 times).
Craftsman - Weapon and armor tempering is 15% more effective.

Redguard

Starting stats: 105 health, 95 magicka, 115 stamina.

Major Skill: One-Handed
Minor Skills: Archery, Alteration, Block, Destruction, Light Armor

- Abilities - 

Endurance - Your stamina regeneration is increased by 50%.
Fortitude - Blocking is 15% more effective and bashing does 50% more damage.
Soldier - You deal 5% more damage with attacks and your armor rating is increased by 10%.


Wood Elf

Starting stats: 85 health, 110 magicka, 120 stamina.

Major Skill: Archery
Minor Skills: Alchemy, Alteration, Conjuration, Illusion, Sneak

- Abilities - 

Hunter - While outdoors, sneak 30% more effectively and deal 50% more damage with sneak attacks.
Nimble - Attack speed is increased by 10% (includes bows).
Alchemist - Alchemy is 15% more effective.

- Compatibility -

This mod is compatible with both Skyrim Special Edition and Skyrim Anniversary Edition. Comprehensive Attack Rate Patch - SKSE (or a similar attack speed fix mod) is required for the Wood Elf attack speed ability to work properly. SRO shouldn't conflict with any other mods so long as they don't alter race records (other race overhauls such as Aetherius and Imperious will conflict). If you do have a mod that alters race records, load this mod after it to overwrite.

- Installation / Uninstallation -

I recommend installing this mod on a new save. If you install mid-save, you will get the new changes but you may keep some of your previous racial effects from vanilla / whichever mod you were using. Uninstalling this mod mid-save will leave any actor value changes (such as magic resist) on your character, although you can fix these yourself afterwards through console commands. The mod is script-free, so I believe it should otherwise be safe to uninstall (not cause save issues / crashes).