Skyrim Special Edition
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RowanMaBoot

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RowanMaBoot

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About this mod

A powerful tool that enables rebalancing of Playable Race stats, as well as the hitpoints of all creatures. A standalone release built on Mutagen/Synthesis (but also available on Synthesis).

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Mirrors
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What is Race Rebalancer?
Race Rebalancer is the first in a small series of patchers built with Mutagen.

This page sponsors a standalone (.exe) release of my Rebalancer, which can also be found on Noggog's Synthesis, under the name SynRaceRebalancer.

It is currently a work-in-progress.

What are the current features?
  • Native support for all mods, due to function as a Mutagen-based patcher. Seriously, if you haven't heard of Synthesis - check it out! It grabs the winning records in your load-order, and patches them dynamically. So it's best run after Smashed, Bashed or other patches.
  • Tweak the stats of playable races. Make them weaker, stronger, adjust what starting skills they get bonuses in, and more. At the moment playable races are the only races supporting fine adjustments.
  • Adjust how the stats of Children and Vampires are handled. Children and Vampires use the 'parent' race as an anchor for their states. You can adjust the percentage of the 'parent' race stats used - allowing for harder-to-kill Vampires, and so on.
  • Globally adjust the health of all creatures by a flat percentage based off their base health.
  • Apply a shift value to all creatures - increasing or decreasing health by a static value. This value can be used to diminish the impact of percentage health reductions against lower health creatures.
  • Use an 'anchor' value to prevent health from falling below a certain value. So if you want a minimum health value for all creatures, this value can be adjusted to suit your tastes.

Example uses:
  • You feel everything in the game is too 'spongy', especially in the later game. A blanket percentage health reduction can help reduce the base health attributes of many creatures - so setting "Global HP Multiplier" to 0.5 would halve the base hitpoints of all creatures.
  • On the other-hand, you feel the above 'nerfs' the hitpoints of creatures with bigger health pools, but is punishing for lower health creatures - as a 100 base HP creature will now have 50 HP. So to counter-act this you apply a "Global Hitpoint Shift" of 50 - this will bolster the hitpoints of all creatures by 50 after the Global HP Reduction.
  • Whilst a creature with 2000 health previously will now have 1050, a creature with 100 before will still have 100, whilst a creature with 80 before now has 90.
  • The end result in this case is lower hitpoint creatures will have more health, whilst creatures with a lot will have significantly less.

This doesn't impact hitpoints gain by level, only base hitpoints.

How do I use it?
  • You can download the zip - inside is an .exe file (the patcher) and a /Data/ folder with some configuration files.
  • Extract both the folder and the .exe file into a folder anywhere on your machine. If you are using Mod Organizer, add the patcher as an external application. Otherwise you should be good to just run it whenever you want to generate and/or update the patcher.
  • You can configure what the patcher does via the configuration files in /Data/ - Some of them are blank, so please don't mind them (they are a work in progress, and will be featured in a later later). You can modify the populated files as desired - it is recommended to use a proper editor, like Notepad++, Atom, etc. due to the JSON format.

Planned features:
  • Finer-tuned adjustments. In the next update, you'll be able to adjust the rebalancing of creatures based on a combination of keywords and editor IDs. This means you'll be able to adjust the stats of Undead creatures specifically, for example.