Skyrim Special Edition

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Zebsi

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Zebsi

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About this mod

Zebsirious introduces 7 new playable races to Skyrim, bringing the total to 17!

Requirements
Permissions and credits
Changelogs
LE version available here

Shout out to Sinitar Gaming for showcasing the mod <3


Features

  • 7 new playable races
  • Imperious formatting (3 passive abilities and a quest-unlocked power for each race)
  • Configuration Options and Morningstar patch available via Zebsirious MCM if SkyUI is installed

Racial Bonuses

Dwemer

Health: 105
Magicka: 90
Stamina: 105
Health regeneration: 0.75%
Magicka regeneration: 2.875%
Stamina regeneration: 5.0%
Carry Weight: 275

  • Logic and Reason: Crafting skills are 15% more effective, but shrine blessings are 15% weaker.
  • Mind Over Matter: Dwemer blood grants a 10% resistance to all sources of damage.
  • Scholarly Heritage: Skill books grant an additional skill point when read.

Quest reward - Read 15 skill books to unlock...
Rewire: 1/day - Turn a hostile Dwarven animunculus into a permanent ally.

Kothringi 

Health: 105
Magicka: 95
Stamina: 100
Health regeneration: 0.5%
Magicka regeneration: 3.125%
Stamina regeneration: 5.25%
Carry Weight: 300

  • Cohesion: Bolster your skin with ores to gain temporary buffs.
  • Conductive: Incoming spells are 15% more effective.
  • Metallic: Kothringi skin is 15% resistant to weapon damage, and 50% resistant to poison.

Quest reward - Cohere to minerals and ores 15 times to unlock...
Solidify1/day - Recome invulnerable for 20 seconds.

Lilmothiit


Health: 85
Magicka: 100
Stamina: 115
Health regeneration: 0.75%
Magicka regeneration: 3.125%
Stamina regeneration: 5.5%
Carry Weight: 275

  • Cunning: Prices are 15% better, and persuasion attempts are easier.
  • Flight Instinct: Regenerate up to 15% of total Stamina per second, based on missing Health.
  • Limber: Incoming melee attacks have a small chance of automatically being dodged.

Quest reward - Discover 30 locations to unlock...
Nomadic Sprint1/day - Move at a greatly enhanced speed for 60 seconds.

Maormer

Health: 90
Magicka: 100
Stamina: 110
Health regeneration: 0.75%
Magicka regeneration: 3.125%
Stamina regeneration: 4.875%
Carry Weight: 300

  • Protean: Gain a 20% resistance to the magical element last struck by.
  • Tempest: Shock spells and effects are 15% more effective.
  • Water of Life: Breathe underwater, and regenerate 10% of max Magicka and Stamina per second while swimming.

Quest reward - Perform 25 sneak attacks to unlock...
ColorlessAt will - Become partially invisible.

Orma

Health: 105
Magicka: 100
Stamina: 95
Health regeneration: 0.75%
Magicka regeneration: 3.25%
Stamina regeneration: 4.875%
Carry Weight: 275

  • Extrasensory: See the world in a different light.
  • Foresight: Once per battle, activate an enemy to foresee and better react to their attacks.
  • Inner Focus: Never suffer critical damage; critical strike chance is increased by 10%.

Quest reward - Foresee attacks 20 times to unlock...
Third EyeAt will - See through the eye of another for 15 seconds. Unsheathe to dispel.

Sinistral Mer

Health: 90
Magicka: 110
Stamina: 100
Health regeneration: 0.75%
Magicka regeneration: 3.25%
Stamina regeneration: 4.75%
Carry Weight: 275

  • Cheap Shot: Weapons and spells are 15% more effective against targets that are mid-attack or staggered.
  • Merciless: Do 15% more damage with any effect that an opponent is weak to.
  • Mirage: See illusory structures that others cannot; activate them for a perk point.

Quest reward - Activate 5 mirages to unlock...
Sand PhantomAt will - Temporarily expend some Health to create a Sand Phantom.

Snow Elf

Health: 100
Magicka: 105
Stamina: 95
Health regeneration: 0.75%
Magicka regeneration: 3.125%
Stamina regeneration: 4.875%
Carry Weight: 275

  • Blood and Snow: Attack damage, critical damage, and spell effectiveness are increased by 20% during snowfall.
  • Frostborn: Snow Elven blood grants 50% Frost resistance and a 15% bonus to Frost spells and enchantments.
  • Permafrost: Your icy skin freezes the air around you, draining 10 Stamina per second from enemies in melee range.

Quest reward - Kill 25 enemies during snowfall to unlock...
Touch of Winter1/day - Encase surrounding enemies in ice for 20 seconds. Frozen enemies take reduced damage.

Check the documentation for details on necessary abilities and powers.

Requirements



Compatibility

• Zebsirious is obviously not compatible with the individual mods. But for those of you upgrading from them, you MIGHT be fine. Don't quote me on it though.

• A Sacrosanct patch is available for download under Optional Files. Keep in mind that the patch requires Imperious, in addition to Zebsirious and Sacrosanct. 

• A Morningstar patch is available for download under Optional Files. This patch only requires Zebsirious.

• A patch for Requiem can be found here (May need to be ported).

• Mods that edit human and elf races will affect Zebsirious' added humans and elves as well, not that that's necessarily a bad thing.

• Wintersun users can use the Wintersun MCM to disable race requirements to allow Zebsirious' races to worship.

Permissions

I used several assets from other authors, so you must get their permission before using any of their assets.

But as long as I am credited and notified, you may, without my permission:
  • Upload translations of this mod
  • Make compatibility patches for this mod (as long as it isn't a waifu or body mod being made compatible)

If you'd like to use assets of this mod for any other reason, you must get my permission first. 
Permission to make a waifu using any of my races will be denied, so don't bother asking.

FAQ
Will you make x race?
If it's from the lore, there's a pretty good chance I already plan on making it, eventually.

Will you make a patch to give x custom race mod Imperious abilities?

Hard pass.

Extrasensory's novelty wore off and now the effect is kinda annoying.
Use the MCM to remove the ability. The effect can be restored at any time.

Extrasensory stopped working.
Use the MCM to remove and readd the ability. You may need to do this a couple times to make the ability take effect again.

Nirnmagnetic Alignment isn't taking effect.
Due to the way the game is designed, north on your compass isn't always north in your current location. It's stupid, I know, but it's not fixable as far as I know. However, this only applies to certain interiors; exteriors and some locations are fine.

Why'd you remove the Dwarven Staves/Snow elf temple and robes?
The staves forced the player into a playstyle utilizing them to get the fully benefits of the Dwemer race, and that kinda bothered me. As for the Snow Elf stuff, I just found it all redundant since there's an actual racial quest for the Falmer now.

What happened to the Giant Snakes?
I never really cared for the way I implemented them; having to kill them to "tame" them, and then accessing them through a summon spell just feels shoddy to me. They may return in a future mod, though, with better mechanics.

Credits

EnaiSiaion for inspiration and a few scripts 
expired6978 for RacialCompatibility
TMPhoenix for RaceCompatibility for Skyrim and Dawnguard
Dreamcuphk for Lilmothiit Bodies
Bad Dog for Lilmothiit textures
Blazze69 for Lilmothiit textures