v0.3.0 is released! If updating from v0.2.0 or earlier, you should do it in a room where no NPCs are loaded. If the popup menu to choose your effects is appearing too soon, use the optional patch to disable it. You can still choose your effects through the MCM.
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Hello. Is there a way we can set your mod to default to the race selected in racemenu, instead of the popup? My skills do not extend that far, but I could probably figure it out if someone offered some instruction.
It would take a bit of work, basically just some scripting, you'd want to edit the initialization script to just give the player the right perk instead of having the popup. You could also use the optional file to disable the popup, but you'd still need to use the MCM to pick your perk.
I like bretons a bunch. Legacy's effects make them great mages, just not destruction mages. High or dark elves make better destruction mages, meanwhile bretons are great battle-mages, conjurers, enchanters etc. basically they are good at any magical build that doesn't involve charging into battle spamming elemental spells.
If their penalties were just in destruction magic maybe, but even that makes little sense. why is a magic forward race the worst at spamming the only magic that gets spammed in the game. More costly conjuration, whatever I cast it once and regen my magic while its still active. But destruction is the only one you need to cast over and over again for which they have a massive penalty and then whenever their magicka is low they are worse at all magic, And this effects the spell that brought them there so pretty much every spell they ever cast for a large part of the game. The overall penalties to magic are greater than the overall benefits they gain to magic, and Bretons are supposed to be good at magic. Basically they should be the 2nd best mage race in the game, a relatively close 2nd to the Altmer. They aren't even close to that.
Every other race seems to fit their lore. Which is why overall this is a good mod. Bretons, not so much.
If you don't like the design you are welcome to tweak it, or to just play as a breton with the high/dark elf effects. That said, I continue to really like it, I just think we have different goals in mind.
> why is a magic forward race the worst at spamming the only magic that gets spammed in the game. But this is exactly it. If you want to spam destruction spells, pick the high or dark elf effects. With bretons I deliberately wanted to make effects that buffed magic but encourage a playstyle different from "spam destruction". So yes, bretons are poor at spamming destruction spells, but they're amazing at basically everything else magical. They are the best enchanters, the best conjurers, the best "alterationists", and the best battlemages. Unlike high elves they are magically tanky, not frail. If this is not how you want your breton to play, thats fine, just pick different effects (and if you want a high elf battlemage consider picking the breton effects).
Question about Altmer's "Master of the Arcane." I found the phrasing a little bit confusing. Is the 20% reduction to spell cost always active, or only when the target has less than 50 Magicka? I'm pretty sure it's the first, because otherwise you'd only be getting a cost reduction applied to things like Alteration and Restoration that are targeting you when you have low Magicka. Unless you're somehow using the crosshairs to determine that the player is 'targeting' a character/creature low Magicka when they cast.
Thanks so much for your speedy answer, and thank you for making this awesome mod!
It feels great to be able to separate racial bonuses from the race I want to play, as I found that link pretty bioessentialist and uncomfortable in vanilla. It also feels great for Frost Magic to suddenly be viable. Yours is my favorite mod for the game.
Thanks for the kind words! And yeah, I agree the bioessentialism of fantasy races has aged poorly, particularly given they're clearly partially inspired by human ethno-racial groups.
Do you use Starfrost, per chance? I'm trying to track down an incompatibility. The Hunger status from Starfrost reduces stamina regen by a percentage (xEdit shows it puts a 0.75 multiplier on your regen, for example). Legacy, on the other hand, applies a 50 point damage stamina regeneration to Orcs above 67% health.
Because I saw my Orc character get his stamina regen boosted to the heavens when Hungry due to Starfrost. I've also played around having different birthsigns from Curse Of The Firmament (Lord, Steed, and such) but no matter what the regeneration is actually increased.
This sounds very weird. If you're getting it regardless of which race effects you are choosing this probably has nothing to do with Legacy. Does it still happen if you uninstall legacy entirely? Or if you use the MCM to select no racial effects at all?
I'm not sure if I understand the balance decisions here. The perks seem a bit too focused on magic, and those changes are also very one-dimensional and force the player into a specific kind of build, instead of offering a wider range of possibilities. I was really expecting a lot about the drawbacks, but it seems a bit arbitrary and/or underwhelming. Small gains and small losses instead of this kind of on-the-nose-you-will-have-to-build-your-character-this-way kind of deal. Probably not going to use this one.
No problem, not every mod is for everyone. I will say that no matter how constraining you think the effects are, they don't constrain the player at all as you are free to pick your effects separate from your race.
Hey! I really love your mod, but i also misses Requiem's starting level, which at 5, so, would it be possible to edit Legacy.esp to make the starting skill levels to 0?
This is such an awesome race overhaul i'm really enjoying it combined with your standing stone overhaul!
Do you think it would be possible to add descriptions of what each race bonus is to the pop up and the mcm? In my opinion it just breaks up the flow abit if i can't remember what each race bonus is at the time and have to pull up the mod page to decide what race i want to play. Other than that this is exactly what i was looking for in a race overhaul.
242 comments
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Every other race seems to fit their lore. Which is why overall this is a good mod. Bretons, not so much.
> why is a magic forward race the worst at spamming the only magic that gets spammed in the game.
But this is exactly it. If you want to spam destruction spells, pick the high or dark elf effects. With bretons I deliberately wanted to make effects that buffed magic but encourage a playstyle different from "spam destruction". So yes, bretons are poor at spamming destruction spells, but they're amazing at basically everything else magical. They are the best enchanters, the best conjurers, the best "alterationists", and the best battlemages. Unlike high elves they are magically tanky, not frail. If this is not how you want your breton to play, thats fine, just pick different effects (and if you want a high elf battlemage consider picking the breton effects).
It feels great to be able to separate racial bonuses from the race I want to play, as I found that link pretty bioessentialist and uncomfortable in vanilla. It also feels great for Frost Magic to suddenly be viable. Yours is my favorite mod for the game.
Because I saw my Orc character get his stamina regen boosted to the heavens when Hungry due to Starfrost. I've also played around having different birthsigns from Curse Of The Firmament (Lord, Steed, and such) but no matter what the regeneration is actually increased.
Could they be interacting in a funky way?
The perks seem a bit too focused on magic, and those changes are also very one-dimensional and force the player into a specific kind of build, instead of offering a wider range of possibilities.
I was really expecting a lot about the drawbacks, but it seems a bit arbitrary and/or underwhelming.
Small gains and small losses instead of this kind of on-the-nose-you-will-have-to-build-your-character-this-way kind of deal.
Probably not going to use this one.
Do you think it would be possible to add descriptions of what each race bonus is to the pop up and the mcm? In my opinion it just breaks up the flow abit if i can't remember what each race bonus is at the time and have to pull up the mod page to decide what race i want to play. Other than that this is exactly what i was looking for in a race overhaul.
I can definitely add some info to the MCM. The initial pop-up screen probably won't work due to space issues, but I can look into it.