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, without disrupting race "playability". No powers, only passives that grow with your character. Starting 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

Rae's goal is to make the decision of race much more important, and relevant through the entire game.
To accomplish this the following changes have been made:
  • HMS and Regeneration Tweaks (more unique)
  • Initial skill boost, but you learn the skill at faster rates as well (more relevant)
  • Powers have been converted to passives (more rational, so NPCs will have the same access to these abilities).
  • Many abilities improve over time as you become more experienced (more useful).
  • A flaw to consider (more realistic).

Each race is different in how they start, how fast their stats heal, and how quickly they learn particular skills. In terms of abilities, each race gains:
  • 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': 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 improve over time (scale).


Tweaks
  • Skills start at 1 (instead of 15). Primary, Secondary, and Tertiary skills receive a +9/+6/+3 and are learned 15%/10%/5% faster.
  • Health, Magicka, and Stamina (as well as their regeneration rates) are all adjusted based on the races natural abilities.
  • Starting Carry Weight has been changed to be a function of starting Health and Stamina.
  • Once-a-day powers removed, or converted to passive abilities, allowing NPCs access to the same benefits.
  • Changed elf names: High Elf shows as Altmer, Wood Elf shows as Bosmer, and Dark Elf as Dunmer.
  • Starting spells removed, except Altmer, Breton, Dunmer, and Imperial.

Starting Spells: Altmer and Dunmer receive two starting spells (Calm and Fury, and Flames and Sparks respectively). Bretons, given their prowess in Conjuration, receive the Conjure Familiar spell to start, and Imperials receive Healing as the most gifted in Restoration.

Scaling: Most abilities will scale 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> 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.

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 itself).



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)