Skyrim Special Edition
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DrPharmDawg

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DrPharmDawg

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About this mod

Enhancement designed to make Races more unique than ever, without disrupting race "playability". No powers, only passives that stay relevant throughout the game. Minor one-time skill boosts, but also learn those skills faster. A "blood" ability (resistance) and a "flaw" (weakness). Any race can still do anything, but some are truly more inclined.

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Race Abilities Enhanced

The goal of this mod is to make the abilities more useful and relevant throughout the game, not just at the beginning. All race abilities have been converted to passives. I never used the daily powers past level 10 anyway (and in some cases never used them... Imperial... Nord...) In addition, a few tweaks have been made to each race to make them more unique, including starting stats and regeneration rates.

Each race now has the following:
  • One 'Proficiency' ability: Instead of only receiving one time skill boosts, you learn them faster as well.
  • One 'Blood' ability: a resistance to something (such as disease, poison, fire, frost, magic)
  • One 'Flaw': generally a weakness to something (fire, frost) or difficulty in certain tasks (harder to pick locks, cast spells, etc.)
  • Two 'Passive' abilities: based on Vanilla abilities and lore that scale with you.


Tweaks
  • Skills start at 1 (instead of 15). Primary, Secondary, and Tertiary skills receive a +9/+6/+3 and are learned 30%/20%/10% faster.
  • Carry Weight changed to 200 across the board.
  • Powers removed... completely. Some converted to passive abilities.
  • Changed elf names: High Elf shows as Altmer, Wood Elf shows as Bosmer, and Dark Elf as Dunmer.
  • Starting spells removed, but Altmer (Fury), Breton (Conjure Familiar), Dunmer (Flames), and Imperial (Healing) get their appropriate spells.

Scaling: For most of the scaling abilities, you receive an additional bonus every 20 levels. For example: Arcane Channeling provides +10% Magicka Regeneration and scales 10%. At level 20, your Magicka regenerates 120% of the base. At level 40, 130%; level 60 140%; level 80> at 150% the base.

One exception: Highborn - This scales based on your skill levels in the magic schools. +50 Magicka to start, then at level 25 of any school, you gain an additional 5... for an additional increase of 100 Magicka at level 100 in each school, or a total of +150 Magicka.

Now for the Races.
For reference, Vanilla starts H/M/S each at 100, with a 0.70, 3.00, and 5.00 regeneration rate respectively.

Altmer
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Argonian
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Bosmer
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Breton
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Dunmer
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Imperial
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Khajiit
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Nord
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Orc
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Redguard
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Rae is incompatible with any mods that alter player race records without a patch. This includes other race overhauls. The upside to this is that NPCs of the same race gain the same abilities and tweaks. I have decided this outweighs compatibility with mods that alter race records (this is not intended to work with other race overhauls, as this is a race overhaul). Patches are easy to do for this - If there is a request, I will do my best to get a patch done ASAP, but keep in mind that there are many ways to patch two race overhauls (Keep part W of mod X, but also keep part Y of mod Z) - meaning there is no one way to patch multiple overhauls.

The MQ101 quest is also slightly altered to remove the addition of spells based on race, therefore anything altering this script may conflict, but is not game-breaking. Worse case you get the starting spells, which is not intended with this overhaul.



SkyRem Character Series - GRACE
Grace: SkyRem Series AIO.
Gabi: Genders Are Boringly Indistinct.
Rae: Race Abilities Enhanced
Ava: Attribute Value Application
Cori: Class Overhaul Re-Imagined
Elsa: Early Life Skill Adjustment

SkyRem Immersion Series - EMILY
Eve: Evolving Value Economy
Mia: More Immersive Activations
Inez: Improved NPC Encounter Zones
Lora: Loot Overhaul - Rarity & Abundance
Yara: WIP

SkyRem: Skyrim Roleplay Enhancement Mod Guide
SkyRem Guide: A guide based on the SkyRem concept (Roleplay Enhancement Modding)