Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

cthunsthrall

Uploaded by

cthunsthrall

Virus scan

Safe to use

Tags for this mod

About this mod

2 different things: an xEdit script to automate the process of picking plugins to load in zEdit when patching for Legacy (the new race overhaul). If you have more than 254 plugins, you can use this to generate a plugin which adds all the necessary plugins as masters. And a separate patch to eliminate any inconsistencies between Legacy & Imperio

Requirements
Permissions and credits
Changelogs
To install Legacy, the new race overhaul by tjhm4, you'll need to run a zEdit patcher to distribute the racials to every NPC in your load order. Unfortunately, as of this writing, zEdit does not support loading more than 254 plugins at a time. So if you have more than 254 plugins (including vanilla masters) you may waste a lot of time trying to figure out which plugins you need to load, and which you can get away with leaving unchecked. The zEdit patcher is only concerned with NPC records so if you're not that far above the limit, you could just remove all the plugins you know for sure don't have anything to do with NPCs. But if, like me, you have 500+ plugins that's just a waste of time.

So this xEdit script, like others available on the Nexus for other zEdit patchers, will scan your whole load order, make a list of all the plugins that add or override NPC records, then make a new plugin and add every plugin in the list as masters to the new dummy plugin. It's just a temporary plugin as it contains no records itself. So you download the xEdit script, unpack it, and drag the Edit Scripts folder into your xEdit folder. (or drag its contents into xEdit's Edit Scripts folder) Then load up xEdit (make sure Legacy is already installed, you need to load it), right click on any plugin in the navigation menu, click Apply Script... and find the new script in the dropdown list, and run it. Save the plugin with whatever name you want, then...
  • load up zEdit
  • right click > select all
  • right click > uncheck selected
  • scroll to the bottom and find your new dummy plugin
  • check it, then uncheck it
  • it will have automatically checked every plugin you need
  • now load and run the zEdit patcher
  • save and quit
  • delete the dummy plugin you generated with the xEdit script
  • make sure legacy_patch.esp is loading after any other dynamic patches you loaded when you ran the patcher


I also made a little consistency patch for Legacy and Imperious, the race overhaul by EnaiSiaion. Well it's not actually little, since adding race records to any plugin makes the file ginormous, but yeah. This is in English, by the way.

It's a simple ESL flagged plugin that amends the race and ability descriptions and loading screens to preserve all the details about Imperious' abilities as well as Legacy's, and just do some literary revision overall. You can install Legacy on top of Imperious without this, as long as you load Imperious after Legacy. If you do so, however, each NPC will receive both mods' abilities, but most of the in-game descriptions/info dumps will only mention the abilities from Imperious. I've basically merged them, though not at all haphazardly. My main reason for playing Skyrim is immersion, and for me, even the text descriptions can make or break immersion. I added the gameplay-relevant stuff from both mods, the interesting lore bits from Imperious, and rephrased everything to flow smoothly and to be as concise as possible without culling any important information.

I revised several non-conflicting descriptions from Imperious, Legacy, and vanilla to remove any typos or awkward phrasing, capitalize proper nouns, make the meaning clearer, or make the description more immersive. e.g. I would rather say "Nords are much less susceptible to frost magic" than "Nords are 50% resistant to frost," since the acknowledgement of stats and numbers kinda shatters the illusion of reality for me. That said, I've left numeric descriptions where they seem necessary to understanding the relative effect of an ability, or are the only/final source of that information. Like for the magic effect itself, if you're going to the Active Effects page it means you probably want that specific, unimmersive information insofar as it's relevant to gameplay, so I've left those statistics intact. But everywhere else, I've rewritten it so we're not "out of stamina" but "fatigued" instead, etc.

I also converted some of the load screen records from overrides into new records, since if you combine these 2 mods there will be too many racial abilities to cover in just 2 per race. Skyrim has 1 load screen per race, Legacy adds another, and Imperious adds one more, but they both override the vanilla screens. I've kept Imperious' overrides and turned Legacy's overrides into new records, meaning there are 4 load screens per race now. Which is a lot, but if you're even installing this it probably means you have a lot of mods, in which case you most likely have a ton of mod-added load screens that aren't about races, which should more than balance this out. I personally use Lore-Based Loading Screens, which adds a shit ton, but lots of quest mods add load screens so they add up quickly.

Load order is important here. You need to load Legacy before Imperious. And you need to load any race-related dynamic patches after this patch, e.g. NPC Stat Rescaler, Speed and Reach Fixes, etc. (obviously you need to re-run them after installing this as well) So an example load order would look like this:
legacy.esp
Imperious - Races of Skyrim.esp
Legacy - Imperious Consistency Patch.esp
npc_health_rescaled.esp
Speed and Reach Fixes.esp

I use some UI mods and play at 4K so I'm not sure whether any of these new descriptions are too long to be legible at lower resolutions. Let me know if you're having a hard time reading one of them and I'll look into shortening it.

Specifically, here are all of the modified descriptions:
Spoiler:  
Show

Race Descriptions:
The Argonians, or Saxhleel in their native Jel, are the reptilian inhabitants of the Black Marsh in southeast Tamriel. They believe that their souls were given to them by the Hist, ancient sentient trees with which they share a mysterious spiritual connection. Consumption of Hist sap has significantly influenced Argonian physiology. They possess an innate talent for Alchemy, and their stats drain and recover more quickly. Argonians can breathe and even regenerate underwater.

The Bretons of High Rock may be considered human, but they possess Aldmeri ancestry dating back to the Merethic Era, which confers an innate resistance to magic. They are uniquely talented at Enchanting, Conjuration, and Alteration, particularly Mage Armor, but are less attuned to Destruction than their pureblood elven cousins, and their spell casting becomes weaker as they lose Magicka.

The Dark Elves or Dunmer originate from Morrowind. Cursed by Azura with red eyes and ashen skin when their rulers stole divine power for themselves, they were displaced from their ancestral homeland by a series of disasters, both natural and supernatural, culminating in the devastating eruption of Red Mountain. Dark elves have an affinity for fire, which they both resist and wield to greater effect. They are vulnerable to frost and struggle to cast frost and shock spells, however. When gravely wounded, they become possessed by the spirits of their ancestors, making them stronger but easier to detect.

Hailing from Summerset Isle, the High Elves or Altmer are gifted in the arcane arts, casting powerful spells with ease, yet are physically weaker than the other sentient races, and struggle to wield blunt weapons or strike through armor. They are among the most ancient races, and their traditions reflect their culture's memory of the Merethic Era, which is named after them. But their military strength has been waning in recent years, leading to social upheaval throughout the Dominion.

Imperials are the native Cyrodiilic descendants of the Nedes who, in the Merethic Era, overthrew and drove their Ayleid oppressors to extinction. Today, many Imperials are shrewd diplomats, traders, or healers. They rely on craftsmanship and industry to construct shields for physical defense, and their lack of agility hinders their marksmanship and leaves them vulnerable to arrows. Imperials know that dynasties are destined to rise and fall, and all it will take is time before the Glorious Empire once again reigns over all Tamriel.

The cat-people of Elsweyr differ greatly from the human and merethic races. Their religion is focused on the two moons, which symbolize the two disparate tribes that made up early Khajiiti society and influence their physical form, which ranges from almost humanlike to that of an intelligent cat. Khajiit are excellent stealth hunters, moving quickly and quietly and dealing additional damage when unseen. They have innate night vision, but are vulnerable to magic and their Magicka regenerates slowly.

The tall and fair-haired natives of Skyrim actually originate from Atmora, once a lush and green place until "The Freezing." During the First Era, they migrated to Skyrim and drove out its Mer population. They value strength, bravery and honor, so naturally they pledged allegiance to the Empire after Reman Cyrodiil's display of strength. Their power attacks are less exhausting and can cut through armor at high stamina. But they move slowly and take more damage when fatigued. They are also generally less effective at sneaking and blocking.

The Orcs are fearsome warriors of supernatural origins. They worship Malacath the Pariah God, cursed by Boethiah in ages past. This transformed Malacath's people, originally elves, into the hideous and despised Orcs, prompting them to carve out a home in the Wrothgarian and Dragontail Mountains. Orcs regenerate slowly when healthy, but go Berserk when badly injured, dealing more and taking less damage. Orcs disdain the use of daggers, resisting their tiny blades and fighting more viciously against those who carry them.

The Redguards originally hailed from Yokuda, which sank into the sea in ancient times. The Yokudan "Warrior Wave" colonized Hammerfell by force, clearing a path for its citizens to settle. Today, Redguards are among the most talented swordfighters in Tamriel and are naturally resistant to poison. When the Empire surrendered to the Thalmor, Hammerfell fought on alone and routed the invaders. The Redguards' only major weakness is their fear of undead, daedra, and ghosts. As a consequence, Redguards are physically weaker when fighting them and are much less effective Conjurers.

The clanfolk of the Western Valenwood forests are the Wood Elves or Bosmer. Bosmer are bound to Yffre the Storyteller by the Green Pact that forbids harming the vegetation of their home forest, so they are religiously cannibalistic and dependent on trade with other races. Bosmer make excellent rangers due to their resistance to disease and wild predators. They are especially potent archers, flanking enemies and piercing armor from behind. However, due to their small frames, they struggle to wield, and take more damage from, two-handed weapons.

Load Screens:
Argonians lose Health, Magicka and Stamina more easily, but regain them quickly too, especially when in water or when using their Histskin power.

Bretons are skilled at Enchanting, Alteration and Conjuration, but struggle with Destruction. As their Magicka runs low, their spells gradually become weaker.

Bretons have a 25% resistance to magic and their mage armor spells enhance worn armor by 25%. They can also use Dragonskin to absorb Magicka from hostile spells.

Ancestor's Wrath enhances the offensive capabilities of Dark Elves at low Health, but it illuminates them too. It also provides a fire cloak than can be called once per day.

Dark Elves resist fire and cast more powerful fire spells. However, they are vulnerable to frost and their frost and shock spells are weaker.

Some High Elves train to cast spells automatically when a chosen condition is met.

High Elves cast more powerful spells against enemies who have little Magicka themselves. However, their lack of strength makes them poor users of blunt weapons and less capable of dealing with armored foes.

High Elves cast spells more easily, but are susceptible to magic themselves. They can use Highborn to regenerate Magicka quickly, for a short time.

Most Khajiit are poor spell casters. They have a 15% weakness to magic, and their Magicka regeneration is slow.

Khajiit are masters of stealth, moving quickly and dealing more damage when unseen. They can use Night Eye to see better in the dark.

Nords value bravery in battle. Their sneak attacks are less powerful and they are less effective at blocking.

Nords are fierce in battle. Their power attacks cost less stamina and partially ignore enemy armor. Nords can also use Battlecry to make their enemies flee, for a short time. But they move more slowly and take more damage at low stamina.

Orcs hold small weapons in disdain. They deal less damage with, and take less damage from, daggers. They also deal more damage with power attacks to dagger-wielding enemies.

Orcs savor a challenge. They go Berserk when injured, dealing more and taking less damage. At high Health, however, they recover slowly.

Redguards disapprove of Conjuration and are less effective summoners. They take more damage from, and deal less damage to, the undead, Daedra and ghosts.

Redguards are masters of swordsmanship, dealing more damage while taking less, and can use Adrenaline Rush to quickly regenerate Stamina. Additionally, poison is half as effective against them.

Wood Elves are expert marksmen. They deal more damage with bows and their arrows bypass enemy armor from behind. However, their small frames mean they are vulnerable to, and struggle to wield, two-handed weapons.

Wood elves are 50% resistant to disease. They also take less damage from predators and can use Command Animal to make an animal their ally, for a short time.

Imperials defend excellently with shields, but are vulnerable without one. Their limited agility hinders their marksmanship
and makes them vulnerable to damage from arrows.

Imperials are natural healers, brewing more effective potions and casting enhanced Restoration spells. They can use the Voice of the Emperor ability to calm an angry opponent.

Racial Ability Descriptions:
High Elf Ancestry: Spells cost 20% less and are 25% more powerful when the target has <50 magicka. Weakness to magic, 25%. Deal 20% less damage with, and take 20% more damage from, blunt weapons. Enemy armor is 25% more effective.

Breton Ancestry: Enchanting, Alteration and Conjuration are 25% more effective. All spells are 25% less effective when Magicka < 25%, 50% when < 10%. Resist magic, 25%. Mage armor spells increase worn armor rating by 25%. Destruction spells cost 40% more.

Nord Ancestry: Power attacks cost 25% less and ignore 50% of enemy armor when Stamina > 50%. Move 20% slower and take 20% more damage when Stamina < 25%. Sneak attack multiplier is halved. Blocking is 25% less effective.


I'll consider doing patches for other race overhauls if someone wants it. Or other mods that add duplicate playable races for whatever reason.