I"m installing this as instructed and it's erasing Imperious abilities and modifications. I went into SSEDIT and it overlaps imperious replacing it's abilities with empty lines?
Could you please also add compatibility with "Racial Body Morphs SE - Imperious Version"? Would be awesome, because this overrides the mod and makes skeletons grow and shrink and creep me out
I am not set up to mod Skyrim right now, sorry about that. But this may be the time to start doing a little modding yourself! Seriously, this is the most simple edit ever, just open up your racial body morphs mod with TESEdit and find the Race forms and make sure that the base HP for each race is above 50. That should do it, be sure to re-run any patches you have made. You can even upload your altered file here on Nexus as a patch.
Thank you, indeed I have actually learned how to make patches for mods pretty much after writing this message. Might even get around to upload the patch, thanks for the heads up
It seems you gave the Redguard race 10 magicka bonus instead of health, is there any reason for this? Or is this an oversight?(Not that it will cause any trouble since imperious redguard have 50 starting health in SSEedit which probably won't result in negative Health.)
Thanks for this! A couple quick suggestions: You don't need the tga file. Also, the plugin can be safely esl-flagged, which would free up an esp slot for those with large load orders.
So...this basically removes a lot of the health disparity that used to be present in Imperious? Because looking at SSEEdit and the character creator, it seems that way. I understand the intent of the mod but I wonder if there isn't some way to apply this to only NPCs and not your character. Kind of pulls away from Imperious when everyone's only around 5-10 health difference.
I just made an edit to all the races under the Imperious mod and added +10 to their starting health. This kept the disparity that you mention while also fixing the bug with Interesting NPCs. I guess it makes all the races slightly more tanky but I am OK with it and seems to work just fine in my game.
it is *STARTING* health. your actual max health doesn't scale proportionally to starting health, it just adds a static number of health points on top of your starting health each time you level up. then modify that by whatever perks and magic effects you have applied at any given time. so if you play a race that starts with 25 more health than mine, and we both level up to level 50, investing in the same attributes with each level, you will end up still having just 25 more health than me. a pretty much negligible amount by that point in the game. that's how the engine works, there isn't any way to make playable races' stats scale differently, that can only be changed in the attribute weights or the NPC's non-auto-calc stats records, which don't apply to the player character. in other words, there is effectively no racial stat disparity in anyone's game, ever, regardless of mods. imperious doesn't fix this so this mod doesn't un-fix it.
the way I prefer to deal with this issue (it's not really an issue, just typical bethesda lameness) is with the npc stat rescaler, which can also solve the problem this mod is intended to fix. it will allow you to give races an attribute regen bonus. not quite the same as giving orcs extra health or stamina and giving high elves extra magicka, but it's better than nothing.
e: you can also ask enai siaion about this, he made a post on his subreddit acknowledging that the racial stat differences in his race mods make virtually no difference and are really just there to support the illusion of diversity. the only stat in imperious that actually has noticeable disparity between races is carry weight. the real heavy lifting in imperious is from the racial abilities. that's how all the interesting effects are applied, so it's good that imperious adds way more of them than vanilla.
I guess it's silly because the race differences get totally diluted by leveling, but I wanted to keep the racial stat differences so I used npc stat rescaler (the UPF patcher) to just proportionally scale down all the negative health offsets in my entire load order. I guess that's arguably more hamfisted than editing the races just due to the sheer number of overrides, but I noticed it has another benefit, in fixing this same bug sometimes when it's caused not by the racial starting health but by perks/magic effects/cloaks etc. I think maybe it could also be fixed without changing any stats by using a quest that assigns persistence to NPCs within the large references grid or something. I don't know if that would cause a significant script load though and the health offset scaling method works well enough that I don't think I'll bother trying to write it
28 comments
Also in Dinger's version
RedguardRace added +10 Magicka (instead of Health)
ReguardRaceVampire +10 Magicka (instead of health)
Love this mod! thanks for sharing your bugfix! this for sure prevented alot of headaches! xD
Skyrim NPC's Imperious Patch at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Parche imperioso de NPC interesante en Skyrim Special Edition Nexus - Mods y comunidad (nexusmods.com)
the way I prefer to deal with this issue (it's not really an issue, just typical bethesda lameness) is with the npc stat rescaler, which can also solve the problem this mod is intended to fix. it will allow you to give races an attribute regen bonus. not quite the same as giving orcs extra health or stamina and giving high elves extra magicka, but it's better than nothing.
e: you can also ask enai siaion about this, he made a post on his subreddit acknowledging that the racial stat differences in his race mods make virtually no difference and are really just there to support the illusion of diversity. the only stat in imperious that actually has noticeable disparity between races is carry weight. the real heavy lifting in imperious is from the racial abilities. that's how all the interesting effects are applied, so it's good that imperious adds way more of them than vanilla.