Skyrim Special Edition
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About this mod

Enhancement designed to make Races more unique, without disrupting race "playability". Similar to the original Rae in concept, but with a more customizable approach: choose whether your abilities are passive, once-a-day powers, grow with your character, or activate under certain circumstances.

Requirements
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Changelogs
 





Race Abilities Enhanced

Rae's goal is to make the decision of race much more important, and relevant, through the entire game. In addition to considering how your character will look, you will need to consider what type of character build you want to develop.

  • Most base aspects of each race are tweaked: HMS, Regeneration Rates, Height, Unarmed Damage, etc. (more unique).
  • Skills begin at 5 instead of 15, and like vanilla each race gains a boost to specific skills. However, these skills are learned faster too (more relevant).
  • Choose how your abilities work from up to 4 options (and strengths): Passive, Trigger, Unlock, Power (more useful).
  • As before, each race has a base bonus, but also a base flaw (more realistic).
  • Unlike the original Rae, the majority of this version can work with other race overhauls (more compatible).

Base Tweaks
  • Skills start at 5 (instead of 15).
  • Primary, Secondary, and Tertiary skills receive a +15/+10/+5 and are learned 15%/10%/5% faster.
  • Health, Magicka, and Stamina (as well as their regeneration rates) are all adjusted based on the races natural abilities.
  • Starting Carry Weight has been changed to be a function of starting Health and Stamina.
  • Elf names are changed (High Elf shows as Altmer, Wood Elf shows as Bosmer, and Dark Elf as Dunmer) and descriptions updated to reflect Rae's approach.
  • Starting spells removed, except Altmer, Breton, Dunmer, and Imperial.
  • No abilities are added initially, minimizing Race Record changes to the above bullets only.
  • Via the MCM, each race has 4 abilities with up to 3 subtypes each (but a total of 9 options per race), of which you can make 4 selections.
  • Due to the way the abilities are implemented, these are now independent of other race changes and therefore will work with other overhauls.

Starting Spells: Altmer and Dunmer receive two starting spells (Calm and Fury, and Flames and Sparks respectively). Bretons, given their prowess in Conjuration, receive the Conjure Familiar spell to start, and Imperials receive Healing as the most gifted in Restoration.

Abilities: Aside from the base ability which generally provides a resistance and a weakness, each race has access to up to four additional abilities. Most of these have multiple subtype on how they are implemented. You can choose one of each ability, or load up on a just a couple (more than one subtype can be selected for a single ability, and given the right circumstances they will stack).
  • Passive: Base strength. Ability is always active.
  • Trigger: 2x as powerful as Passive. Ability activates under specific circumstances (Magicka > 75%, Health < 25%, etc.)
  • Unlock: 3x as powerful as Passive. Ability that becomes active after specific criteria is met, and continues to grow based on that criteria.
  • Power: 4x as powerful as Passive. Once-a-day power, activated via the Power menu and using the Voice key.

NPCs
While NPCs will not utilize once-a-day or unlock powers, they have a chance to receive the benefits of passive and trigger abilities. There are also some additional hidden perks added to NPCs to simulate some of the abilities that would not otherwise be used in order to ensure equal access to all abilities. In order for this to be accomplished, SPID is utilized (see requirements).

Races
For reference, Vanilla starts H/M/S each at 100, with a 0.70, 3.00, and 5.00 regeneration rate respectively.

Altmer
Spoiler:  
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Proficiencies
  • Primary Skill: Illusion
  • Secondary Skills: Enchanting, Restoration
  • Tertiary Skills: Alteration, Conjuration, Destruction
Stats
  • Health (Regen): 85 (0.275)
  • Magicka (Regen): 120 (2.250)
  • Stamina (Regen): 140 (3.750)
  • Carry Weight: 150
  • Unarmed Damage (Reach): 6 (103)
  • Height M/F: 1.08 / 1.05
Abilities
  • Altmer: Resistant to Disease, but Weak to Magic
  • Highborn (Passive, Trigger, Power): Increased Magicka Regeneration
  • Arcane Channeling (Passive, Unlock): Increased Base Magicka
  • Magicka Well (Passive, Trigger, Power): Lower tier spells (Novice, Apprentice, Adept) require less Magicka to cast
  • Superior Intellect (Passive): All skills are learned faster


Argonian
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Proficiencies
  • Primary Skill: Lockpicking
  • Secondary Skills: Light Armor, Pickpocket
  • Tertiary Skills: Alteration, Restoration, Sneak
Stats
  • Health (Regen): 100 (0.350)
  • Magicka (Regen): 100 (1.50)
  • Stamina (Regen): 150 (4.00)
  • Carry Weight: 210
  • Unarmed Damage (Reach): 14 (98)
  • Height M/F: 1.03 / 1.00
Abilities
  • Argonian: Resistant to Disease and Poison, but Weak to Frost; Able to breathe underwater
  • Histskin (Passive, Trigger, Power): Increased Health Regeneration
  • Saxhleel Scuffler (Passive, Unlock): Inflict more and take less Unarmed Damage
  • Marshborn Guerilla (Passive, Trigger, Unlock): Critical Hits ignore armor and have a chance to paralyze the target briefly
  • Amphibious Roots (Passive): Swim faster, and regenerate Health and Magicka faster while swimming


Bosmer
Spoiler:  
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Proficiencies
  • Primary Skill: Archery
  • Secondary Skills: Alchemy, Sneak
  • Tertiary Skills: Light Armor, Lockpicking, Pickocket
Stats
  • Health (Regen): 80 (0.225)
  • Magicka (Regen): 100 (2.00)
  • Stamina (Regen): 180 (4.750)
  • Carry Weight: 160
  • Unarmed Damage (Reach): 5 (90)
  • Height M/F: 0.92 / 0.96
Abilities
  • Bosmer: Resistant to Disease and Poison, but Weaker against Two-Handed Weapons
  • Keen Eye (Passive, Trigger, Unlock): Bows ignore part of armor, or do additional damage to targets without armor
  • Wild Embrace (Passive, Power): Fortify Sneak while outdoors, and take less damage from animals and creatures
  • Greenshade Rites (Passive, Unlock): Sell any type of item, including stolen, to any Bosmer merchant for more
  • Valen Reflexes (Passive, Power): Chance to evade all physical damage from one-handed and two-handed weapons 


Breton
Spoiler:  
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Proficiencies
  • Primary Skill: Conjuration
  • Secondary Skills: Alteration, Speech
  • Tertiary Skills: Alchemy, Illusion, Restoration
Stats
  • Health (Regen): 105 (0.200)
  • Magicka (Regen): 115 (2.250)
  • Stamina (Regen): 120 (4.000)
  • Carry Weight: 180
  • Unarmed Damage (Reach): 6 (94)
  • Height M/F: 1.00 / 0.95
Abilities
  • Breton: Resistant to Magic, but Weaker with Melee Weapons
  • Manmer Mantle (Passive, Trigger, Power): Chance to absorb incoming spells
  • Connected Soul (Passive, Trigger): Reanimated targets receive additional Health, Magicka, and Stamina
  • Aetherial Skin (Passive, Trigger, Unlock): Take less damage from all sources while casting
  • Anomalous Touch (Passive): Absorb hostile, commanded creatures Health, Magicka, and Stamina


Dunmer
Spoiler:  
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Proficiencies
  • Primary Skill: Destruction
  • Secondary Skills: Alteration, Illusion
  • Tertiary Skills: Alchemy, Light Armor, Sneak
Stats
  • Health (Regen): 90 (0.275)
  • Magicka (Regen): 110 (2.000)
  • Stamina (Regen): 150 (4.250)
  • Carry Weight: 200
  • Unarmed Damage (Reach): 7 (94)
  • Height M/F: 0.99 / 0.97
Abilities
  • Dunmer: Resistant to Fire, but Weaker at Speech
  • Ashland Fury (Passive, Trigger, Power): Fire spells do more damage, particularly to humans
  • Ancestral Boon (Passive, Power): Take less physical damage while attacker is near full health
  • Meric Pride (Passive, Unlock): Speech is fortified when dealing with elves
  • Chimeric Adaptation (Passive, Trigger): Take less melee damage with a weapon equipped, and less magical damage with a spell equipped


Imperial
Spoiler:  
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Proficiencies
  • Primary Skill: Restoration
  • Secondary Skills: Block, Heavy Armor
  • Tertiary Skills: Destruction, Enchanting, One Handed
Stats
  • Health (Regen): 110 (0.250)
  • Magicka (Regen): 105 (2.000)
  • Stamina (Regen): 130 (4.50)
  • Carry Weight: 210
  • Unarmed Damage (Reach): 7 (95)
  • Height M/F: 1.00 / 0.98
Abilities
  • Imperial: Resistant to Shock, but Weak to Fire and Frost
  • Cyrodillic Charm (Passive, Unlock): Buying and selling is better
  • Disciplined Soldier (Passive, Trigger, Power): Shields block more and stagger chance is reduced
  • Alessian Resolve (Passive, Power): Healing spells are stronger when cast in combat
  • Colovian Tactics (Passive, Trigger): Critical Hit Chance and Damage are both increased


Khajiit
Spoiler:  
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Proficiencies
  • Primary Skill: Sneak
  • Secondary Skills: Lockpicking, Pickpocket
  • Tertiary Skills: Alchemy, Archery, One Handed
Stats
  • Health (Regen): 100 (0.300)
  • Magicka (Regen): 85 (1.750)
  • Stamina (Regen): 170 (4.500)
  • Carry Weight: 200
  • Unarmed Damage (Reach): 12 (94)
  • Height M/F: 0.99 / 0.96
Abilities
  • Khajiit: Resistant to Frost, but Weak to Fire
  • Alpha Predator (Passive, Unlock, Power): Improved vision and increased melee Sneak Attack Damage
  • Feline Finesse (Passive, Power): Harder to detect and move faster while Sneaking
  • Claw Dance (Passive, Trigger, Unlock): Unarmed Damage increased with a chance to cause Bleed Damage
  • Elsweyr Trader (Passive): Trade with other Khajiit and the Caravans for better pricing


Nord
Spoiler:  
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Proficiencies
  • Primary Skill: Two Handed
  • Secondary Skills: Light Armor, Smithing
  • Tertiary Skills: Block, One Handed, Speech
Stats
  • Health (Regen): 115 (0.175)
  • Magicka (Regen): 80 (1.500
  • Stamina (Regen): 160 (4.750)
  • Carry Weight: 250
  • Unarmed Damage (Reach): 8 (98)
  • Height M/F: 1.03 / 1.01
Abilities
  • Nord: Resistant to Frost, but Weak with Magic
  • Atmoran Glory (Passive, Trigger): Power Attacks cost less Stamina and ignore some armor
  • Grey Voice (Passive, Unlock, Power): Shout cooldown is reduced
  • Northern Strength (Passive, Trigger, Power): Increased Carry Weight
  • Shimmering Thu'um (Passive): While a shout is active, take less physical and magical damage


Orc
Spoiler:  
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Proficiencies
  • Primary Skill: Heavy Armor
  • Secondary Skills: Block, Smithing
  • Tertiary Skills: Enchanting, One Handed, Two Handed
Stats
  • Health (Regen): 120 (0.325)
  • Magicka (Regen): 90 (1.750
  • Stamina (Regen): 140 (4.250)
  • Carry Weight: 250
  • Unarmed Damage (Reach): 9 (100)
  • Height M/F: 1.05 / 1.02
Abilities
  • Orc: Resistant to Fire, Frost, and Shock, but Weak with Lockpicking and Pickpocketing
  • Beshkar-Nor (Death Forge) (Passive, Unlock): Temper Heavy Armor and Two-Handed Weapons better
  • Beastly Influence (Passive, Unlock): Better results with Bribing and Intimidating non-Orcs
  • Orcish Valor (Passive, Power): Health and Stamina regenerate faster while in combat
  • Pariah Rage (Passive, Trigger, Power): Power Attacks deal more damage while incoming Power Attacks deal less damage


Redguard
Spoiler:  
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Proficiencies
  • Primary Skill: One Handed
  • Secondary Skills: Archery, Destruction
  • Tertiary Skills: Alteration, Block, Smithing
Stats
  • Health (Regen): 95 (0.250)
  • Magicka (Regen): 95 (1.750)
  • Stamina (Regen): 170 (5.000)
  • Carry Weight: 190
  • Unarmed Damage (Reach): 7 (97)
  • Height M/F: 1.02 / 0.99
Abilities
  • Redguard: Resistant to Poison, but Weak with Heavy Armor and Two-Handed Weapons
  • Yokudan Conditioning (Passive, Trigger, Power): Increased Stamina Regeneration
  • Adrenaline Rush (Passive, Power): Chance to regain some Stamina when struck in combat
  • Ra Gada Stride (Passive, Trigger): Sprint and Run faster
  • Maxims Grasp (Passive, Unlock): One-Handed Weapons swing faster and inflict more Critical Damage



Parts of Rae are incompatible with mods that alter player race records (such as primary, secondary, tertiary skills, HMS, regeneration, height, carry weight, etc.) without a patch. This includes other race overhauls. However, the abilities will be compatible with any other mod as these are added following character creation and saving them in the MCM.

Rae also incorporates a simple "weapon speed fix" that starts the character's speed at 1 (instead of vanilla 0). Depending on implementation, this may cause issues with other weapon speed fix mods. This has been tested (and I currently use it with) Weapon Speed Fix by Myst without issue.


SkyRem Character Series
Genders: Genders Are Boringly Indistinct
Races: Race Abilities Enhanced
Attributes: Attribute Value Application
Classes: Class Overhaul Re-Imagined
Epochs: Epochs Life Skill Adjustment

SkyRem Immersion Series
Economy: Evolving Value Economy
Activations: More Immersive Activations
Encounter Zones: Improved NPC Encounter Zones
Loot: Loot Overhaul - Rarity & Abundance
Indigence: Indigent Residents In Skyrim

SkyRem Gameplay Series
Perk Trees: Masterly - Intuitive Skill Tree Integration
Standing Stones: Constellations - A Standing Stones Improvement
Magic and Enchantments: <<Current Project>>

SkyRem: Skyrim Roleplay Enhancement Mod Guide
SkyRem Guide: A guide based on the SkyRem concept