Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
SimonMagus616 McGuffin (xTranslator) Numenorean und Deepfighter (Deutsches Elder Scrolls Übersetzungskompendium)
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.12.1
Changelog von der Originalmodseite:
Version 2.12.1
Fixed an issue where the non-B&B implementation of the Khajiit's sprinting Stamina cost reduction was not properly turning itself off when B&B was detected.
Version 2.12.0
Switched to a FOMOD, which, among other things, will make it easier for me to maintain change logs for optional files.
Bretons now have Alteration, instead of Conjuration, as their major skill. This fits more cleanly with their place in the Simonrim meta while still actively reflecting their lore and traditions.
Orcs now have Smithing as their major skill. This fits more cleanly with other races that have crafting as a major skill.
Khajiits now only reduce the Stamina cost of power attacking and drawing a bow by 20%, instead of 25%. This is a suite-wide change to the stack weight of this bonus.
Re-implemented the Khajiit’s passive to reduce the Stamina cost of sprinting, in light of the new B&B changes.
Fixed a typo in the Imperial passive.
Version 2.11.8
Changelog von der Originalmodseite:
Fixed a typo.
Added a sanity check to one of the racials.
Fixed an issue where the Starting Spells plugin would re-add spells when changing race (eg, Vampire, Werewolf).
Version 2.11.7
Changelog von der Originalmodseite:
Fixed a bug with the Argonian Vampire's starting skills.
Fixed a bug that could cause Khajiit to enter an "infinite loop" of the out-of-Stamina breathing sounds.
Rebuilt the Aetherius - Starting Skills Addon to depend on the Race Monitor framework I built for Aetherius.
The Starting Spells Addon now only affects the player, and no longer touches MQ101.
Patches for the Aetherius - Starting Skills Addon are no longer required.
Updated the Aetherius - Lower Starting Skills Addon to remove the Starting Spells requirement.
Version 2.11.6
Changelog von der Originalmodseite:
Fixed an incorrect value w/ the Khajiit racial.
Version 2.11.5
Changelog von der Originalmodseite:
Version 2.11.5
Compacted a record added in 2.11.4.
Version 2.11.4
Made some edits to Khajiit racials for improved B&B 3 integration.
Fixed an error in the Imperial's racial bonus.
Version 2.11.3
Changelog von der Originalmodseite:
Version 2.11.3
Added some metadata since I was feeling extra frisky today.
Version 2.11.2
2.11.1 was compacted but not flagged as an ESL. Added the ESL flag.
Version 2.11.1
Fixed some mismatched records between the main file and one of the addons.
Version 2.11.0
Khajiit no longer move 10% faster and take 50% less damage from falling. Instead, they spend 50% less Stamina when sprinting. The way this effect is implemented means it will have la lesser effect at the beginning of the game, and a greater effect as you take perks that reduce the weight of your armor.
In Blade & Blunt 3 (coming soon [tm]), we will be making the "Sneak Addon" a default part of the mod. If Blade & Blunt is loaded after Aetherius, the words "or sneaking" will be added to the Khajiit passive. Regardless of load order, Khajiit will spend 50% less Stamina while sneaking as well as sprinting if Blade & Blunt 3 is installed.
Wood Elves are no longer 25% more effective at sneaking. Instead, they move 10% faster and take 50% less damage from falling.
I've been really, really happy with Aetherius since about 2.7; however, the most common piece of feedback that I received was that Wood Elves felt "too restricted." This change makes Wood Elves feel a bit more generalist (while maintaining their very powerful sneak attack passive). It also keeps Khajiit very strong (this passive is seriously really good, and fits their theme of spending less Stamina on Stamina-costing activities). We demo'd a few different fixes for this issue and every other approach ended up hurting things that people liked about other races (Nords, Dunmer, etc). This fixes Wood Elves without hurting any other race. Khajiit remain extremely competitive as a warrior race.
Exchanged Light Armor for Enchanting as a Minor Skill for Dark Elves. In the Simonrim meta, I've noticed players increasingly slotting Dark Elves as enchanters, sorcerers, and spellswords. This feels like a good change to support that.
Orcs now have Alchemy instead of Enchanting as a Minor skill, to fit the "Wise Woman" vibe. I also want to support the assertion that Alchemy is a legitimate skill to take on warriors and "no-magic" playthroughs.
I've completely reimplemented the bug fix that prevented the Imperial Battlemage bug from happening. Every NPC in the game should now have the "base" skill level that the Vanilla game expects, including NPCs like Redguard who have lost their racial bonuses.
Added the Aetherius - NPC Spell Absorption Addon.
Updated the Aetherius - Starting Spells Addon.
Added the Aetherius - Lowe Starting Skills Addon,
Cleaned up the plugin generally and reformatted the backend for readability.
As far as I'm concerned, Aetherius is now done and perfect. Besides bug fixes, minor typographical edits, and potential backend features to support other mods (all of which I think are done), I don't intend to continue working on Aetherius.
Version 2.10.4
Changelog von der Originalmodseite:
2.10.4:
Fixed an error in the Thaumaturgy integration for Wood Elf that was causing double damage with Thaumaturgy 1.2.
Version 2.10.3
Removed some unneeded files from the BSA.
Reverted the Racial Spells Addon to a previous (1.0) implementation.
(Racial Spells 1.2.1: Updated to fix two bugs in 1.0.0 that I forgot about when I switched back to it.)
Version 2.10.2
Changelog von der Originalmodseite:
Recompacted as an ESL (sorry I forgot to do that earlier).
Updated the racial spells addon so that it no longer affected every NPC in the game.
Changelog von der Originalmodseite:
Removed some unneeded files from the BSA.
Reverted the Racial Spells Addon to a previous (1.0) implementation.
(Racial Spells 1.2.1: Updated to fix two bugs in 1.0.0 that I forgot about when I switched back to it.)
Version 2.10.1
Changelog von der Originalmodseite:
Version 2.10.1
Removed an unneeded file from the BSA.
Version 2.10.0
Aetherius now comes w/ a BSA, to hold a small script I need.
Built in some architecture to check what race the player “should be” when transforming into a Vampire Lord or Werewolf, which I will use later.
Built in some architecture to detect whether Thaumaturgy (or Apothecary) is installed, and to adjust certain buffs to stack additively with Thaumaturgy’s enchantments and Apothecary’s potions.
Note: this feature requires Thaumaturgy 1.3, which is not yet live.
The Imperial’s 10% buff to buying and selling prices will now stack additively with similar effects in Alchemy (and, if Thaumaturgy is installed, in Enchanting).
Imperials receive twice as much gold from coin purses. This effect will stack additively with the Golden Touch perk in Hand to Hand.
The gold leveled list for Imperials has been improved.
Version 2.9.0
Changelog von der Originalmodseite:
Implemeted a SPID-based feature to fix a few edge cases where the lack of a racial bonus (e.g., Imperial) or the reduction in base starting skill caused NPCs to be unable to cast spells.
Added a new addon for racial starting spells.
Version 2.8.3
Changelog von der Originalmodseite:
Switched a few records to using unique form IDs.
Fixed a few typos in a few tooltips.
Fixed a bug in a SPID file.
Version 2.8.2
Changelog von der Originalmodseite:
Flagged as an ESL
Version 2.8.1:
A few more tooltip consistency updates
Version 2.8.0:
Fixed an issue with Nord conditions.
Changed the names of the passives to include the word “Ancestry.”
Reworked some tooltips for consistency.
Migrated several records to unique forms to prevent unexpected overwrites.
Added more passives to the SPID ini.
Version 2.7.1
Changelog von der Originalmodseite:
Version 2.7.1:
Minor tooltip change for Khajiits.
Version 2.7.0:
Argonians now have Alchemy as a major skill instead of Restoration.
Argonians now have Lockpicking as a minor skill instead of Pickpocket.
Khajiit now have Lockpicking as a major skill instead of Stealth.
Khajiit now have 10% Movement Speed and -50% Fall Damage (again), for maximum synergy with unarmed combat while remaining competitive w/ Redguard for Warriors.
Khajiit and Argonians now have +5 to (base) unarmed damage instead of +10.
Bosmer now have +25% Sneak and +25% Sneak Attacks, to further slot them into the Stealth niche.
These changes were introduced to support the release of Hand to Hand, an Adamant update disguised as an addon.
Version 2.6.1
Changelog von der Originalmodseite:
Increased the extra unarmed damage for Khajiits and Argonians by 5 points.
Version 2.6.0
Changelog von der Originalmodseite:
Argonians now have 50% Poison & Disease Resistance, and their potions last 50% longer.
Bosmer now move 10% faster and take 50% less damage from falling.
Khajiit now spend 50% less Stamina when sneaking.
Dark Elves now have Conjuration instead of Enchanting as a minor skill, for Daedra worship with Pilgrim.
Skills now start at level 10. Minor skills start at 15. Major skills start at 20. This will synergize a bit better with Adamant's perk spread while also providing a fail safe for console players for whom this change sometimes appears to fail, as they will automatically revert back to the Vanilla spread of 15/20/25.
Version 2.5.2
Changelog von der Originalmodseite:
Shuffled Argonian passives again. Disease Resistance is restrictive to roleplay, and Health Regeneration is too weak at low values to feel good. Magicka and Stamina regeneration should play in the fiction I was aiming for originally of a flexible, resource-focused race.
Tweaked an Imperial tooltip.
Version 2.5.0
Changelog von der Originalmodseite:
Imperials now have a 10% bonus to Barter instead of a 10% bonus to XP. This makes their kit more coherent.
Argonians now have 100% Disease Resistance.
Khajiit now spend 25% less Stamina when power attacking or drawing a bow.
Khajiit no longer have a +15 unarmed bonus. Now that unarmed is a legitimate and competitive playstyle in Adamant 5, the old Khajiit bonus would be absurdly overpowered.
Instead, all human and elven races start with 5 unarmed damage, and beast races (Khajiit and Argonian) start with 10 unarmed damage. Their +5 bonus will be increased to +10 by the Fists of Steel perk in Adamant.
This also makes Khajiit a much broader and more competive race for ranged and melee combat.
Version 2.4.1
Changelog von der Originalmodseite:
A few small typo fixes. Mostly I just shortened the load screens. (betrifft nicht die deutsche Version)
Fixed an error with Vampire Orcs having a base Health of 100, and Vampire Nords having a base Health of 150 (which I forgot to change when I moved the Nord’s Health bonus to the Orc).
Version 2.4.0
Changelog von der Originalmodseite:
All skills now start at 5.
Racial bonuses now increase skills by +10 and +15, up from +5 and +10.
Races now only have one passive w/ one tooltip.
Argonians now have 75% Disease Resistance as well as 25% Health, Magicka, and Stamina Regeneration.
Bretons now have 15% Spell Absorption.
Imperials now gain experience 10% faster.
Khajiit now have 15 unarmed damage, 10% Movement Speed, and -50% fall damage.
Khajiit no longer have access to Night Eye as a Vampire. They now have access to Hunter’s Sight instead.
Nords take 25% less damage when power attacking, drawing a bow, or casting a spell.
Orcs now have 50 Health and 50% Health Regeneration.
Wood Elves now have 50% Poison Resistance as well as 25% Sneak Attack damage.
Version 2.3.4
Changelog von der Originalmodseite für Version 2.3.4:
Switched the major skills of Dunmer and Altmer
Version 2.3.3
Changelog von der Originalmodseite für Version 2.3.3:
Removed some extra Carry Weight from Redguards, which I hadn't intended for them to receive.
Version 2.3.1
Changelog von der Originalmodseite:
Version 2.3.1
Argonians no longer have a hidden +5 to unarmed damage.
Khajiit no longer have a hidden +5 to unarmed damage.
I nixed the passive to sneaking and re-added an unarmed passive to Khajiit. They have 15 base unarmed damage, down from 22 in 2.1.
NPC Argonians will regenerate a small amount of health.
NPC Orcs will gain armor at low health.
Version 2.3
Orcs now deal extra damage with power attacks.
Orcs take less damage when below half health.
Argonians regenerate Health faster than other races.
Khajiit are now better at sneaking.
Khajiit’s sneak attack bonus has been buffed.
Bosmer now move 10% faster and take 50% less fall damage.
Bretons now have 10% spell absorption.
Dark Elves now have 10% cost reduction.
Some tooltips and loading screens have been adjusted.
Version 2.0.1
Changelog von der Originalmodseite:
Removed Spell Absorption from Breton NPCs cause modders don't know how to act. Replaced it with 10% extra Magic Resist for Breton NPCs. The player character's racial passives are unchanged.
Add 65 armor to Orc NPCs because they don't benefit from the Damage Resist passive.
Replaced Orc's Power Attack damage passive with a Power Attack cost passive, because they were the only race with a straight damage buff.
Replaced Redguard's Power Attack Cost passive with a Stamina Regeneration passive to give the old passive to orcs. This is not a nerf.
Allgemeines und wichtige Hinweise
Dies hier ist die deutsche Übersetzung der Mod "Aetherius - A Race Overhaul" von SimonMagus616.
Zusätzlich zu der .esp ist bei der Originalmod eine .ini-Datei enthalten, die hatte ich zuvor auch bei der Übersetzung hinzugefügt. Mit Beginn der Version 2.5.2 werde ich diese ini nicht mehr zur Übersetzung hinzufügen, da die Datei keine Übersetzung benötigt. Aus diesem Grund muss nun auch die Originalmod vor der Übersetzung installiert werden.
Es sollte kein Problem sein die Englische Version mit der Deutschen Version bei einem bereits vorhanden Spielstand zu ersetzen.
Weitere Infos und eine detaillierte Beschreibung der Veränderungen findet ihr auf der Seite der Orginalmod.
Falls ihr Übersetzungsfehler findet sagt gerne Bescheid.
Simonrim - Deutsche Übersetzungen
Die Mods von SimonMagus616 sind so entworfen, dass sie Skyrims Core-Gameplay ausbauen, ohne zu sehr vom Hauptspiel abzuweichen (Vanilla Plus).
Für diese Mods von SimonMagus616 Gameplay-Overhaul wird keine Übersetzung benötigt: Encounter-Zones (Gegner-Level): Arena - An Encounter Zone Overhaul