Skyrim Special Edition
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Fr

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fr15827

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About this mod

Skyrace is a race mod which attempts to make the playable races more realistic. Great for roleplaying, immersion and survival.

Permissions and credits
NOTICE: After reports of CTDs occurring, downloads on this mod have been restricted. For the time being, only download this mod for testing or experimental purposes.




If you like race mods that add mesmerizing new abilities and extreme magical features, then this is probably not for you. However, if you like tough challenges, harsh survival gameplay and a more realistic approach to Skyrim overall, then this might very well be a mod suited for your taste.

This mod is essentially Skyrace II, with many improved features and an overall cleaner performance and compatibility compared to its previous installment.


General features include that...

  • Different races regenerate different stats at different rates.
  • Health regeneration for all races has been drastically decreased.
  • Upon starting the game, you don't know any magic spells, regardless of your race.
  • Each time you gain more carry weight, you will now receive one point, unlike in the vanilla game, where you would receive five points.
  • If you wear clothes or armour in the water, you will be encumbered while swimming.
  • You can spend half as much time submerged under water before you start drowning, compared to the vanilla game.





NORD

Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors, particularly with two-handed weapons.

Starting Health: 120
Regeneration: 0.1

Starting Magicka: 50
Regeneration: 0.5

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 70

Unarmed Damage: 8


IMPERIAL

Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 80
Regeneration: 1.0

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 50

Unarmed Damage: 4


REDGUARD

The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have a hardy constitution and a natural resistance to poison.

Starting Health: 110
Regeneration: 0.1

Starting Magicka: 50
Regeneration: 0.5

Starting Stamina: 140
Regeneration: 7.0

Base Carry Weight: 60

Unarmed Damage: 6


BRETON

In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 120
Regeneration: 2.0

Starting Stamina: 80
Regeneration: 4.0

Base Carry Weight: 50

Unarmed Damage: 4


HIGH ELF

Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate magicka quickly.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 120
Regeneration: 4.0

Starting Stamina: 110
Regeneration: 7.0

Base Carry Weight: 50

Unarmed Damage: 4


WOOD ELF

Also known as "Bosmer", the clanfolk of the Western Valenwood forests, wood elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can command animals to fight for them.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 90
Regeneration: 2.0

Starting Stamina: 140
Regeneration: 8.0

Base Carry Weight: 50

Unarmed Damage: 4


DARK ELF

Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are also naturally resistant to fire.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 110
Regeneration: 2.0

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 50

Unarmed Damage: 4


ORC

The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their Berserker Rage.

Starting Health: 150
Regeneration: 0.2

Starting Magicka: 50
Regeneration: 0.1

Starting Stamina: 120
Regeneration: 6.0

Base Carry Weight: 100

Unarmed Damage: 10


KHAJIIT

Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 70
Regeneration: 1.0

Starting Stamina: 140
Regeneration: 7.0

Base Carry Weight: 50

Unarmed Damage: 10 (+ claw ability)


ARGONIAN

This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.

Starting Health: 100
Regeneration: 0.4

Starting Magicka: 70
Regeneration: 1.0

Starting Stamina: 110
Regeneration: 6.0

Base Carry Weight: 50

Unarmed Damage: 10


Things to be aware of

  • Most of the human races have had their more extreme magical racial abilities removed in favour of making them feel more like generic humans. On the other hand, the majority of the elven and beast races have retained their standard set of abilities, with the exception of the dark elves' Ancestor's Wrath ability.

  • Starting stats listed above are based on the player's interpretation of what a "starting stat" would be. People who are familiar with mod development themselves will probably be aware of stat offsets, but bringing up those in the main part of the description would just be confusing for most users. So, if it says that a race has a starting health of 100, they will have 100 health when they start a character of said race.

  • High elves no longer have a special ability that gives them 50 extra magicka. However, a part of this is compensated for by increased base stats compared to how they were implemented in the vanilla game.


Do NOT download this mod if...

  • You already find the vanilla game to be quite difficult.
  • You mainly want to play the game for story-based purposes.
  • You want to play as "the strong hero" who saves the world.
  • You want to see and use more magic in the game.


Installation

Using Vortex is the recommended method.

SEE ABOVE


Requirements

All you need is SEE, but you are highly recommended to also have the Unofficial Skyrim Special Edition Patch installed.


Compatibility

Skyrace should be compatible with most mods as long as they don't affect the playable races.

It is not necessary, but it can be convenient to start a new character for using this mod.




Check out our other mods

Skytoxin - Poisons are extremely potent and dangerous.

Skyrim Belongs to the Nords - Adds almost 500 new generic NPCs to the cities and villages of Skyrim.

Skyrim Belongs to the Nords - Bandit Edition - Bandit groups will be much more realistic and not use magic.

Gravity of Nirn - Fall damage is at truly realistic levels.

Skywild - The wildlife of Skyrim is actually dangerous.