You may have to do the following to make the game read the changes;
1. Launch Skyrim SE & continue game. 2. Press ` to open the console. 3. Type [help "X"] & hit enter, X being the ability effect ( you can find it in active effects, it ends with "Abilities" ), this will show the abilities id. 4. Type [player.removespell X] & hit enter, X being the spell id. 5. Type [player.addspell X] & hit enter, X being the spell id again.
Great mod But the orcs should have Orcish Blood that regenerate stamina or health 50% faster or both of them 25% faster, instead of Elven Blood. Orsimers are developed in physical strength too far to be considered to possess an elven traits.
And why don't wood elves get the elven blood ability either? haha. I'm probably going to make my own version of a passive race mod, because I always forget to use my racial power in my gameplay loop. Race things should largely be passive, which is why I'm her.
Well since the Bosmers can live for 200 years while Dunmers and Altmers live for 100 years more than them, developed their own magic and agility, I think Bosmeri blood that boosts regenerations of 25% of each magicka and stamina would be lore-friendly. But whatever, I'll find a way to make both unusual elf races have their own blood with SSEEDIT. I'm using your mod for years and very satisfied with it, having my Breton character possess adequate passives is quite awesome :)
OP as *bleep*....nice idea was looking for something like this but completely unbalanced...I mean Skyrim is easy enough I don't need my Character to be a God as well :p....Fair and Balanced this is not
This is entirely a subjective opinion. Players who have many mods create their own balance, some mods make things easier, some make things harder, some make things a HELLA harder, so mods like this balance those out. Mod author was clear about what everything does, if you like the mod, but find the values too much, just open up the mod and change the values to your liking, problem solved
I think a good way to balance a racial mod would be to give them good and bad abilities, like elven races except orcs having less carry weight but higher affinity for magic for instance. That way, regardless of what load order you throw it in, theres some inherent balance in it. But still some of this stuff is beyond unbalanced for vanilla or even most perk overhauls too.
It doesn't do anything for me. I tried the three tips and I always see my Altmer with +50 Magicka and with the Highborn power ready to be used. I even started a new character just to make sure, with no avail.
I really love this mod, but I'm playing as an Orc right now and I think 50% two handed power attack damage is waaay too much. 10% would probably be more balanced
I love this mod, but could you (or anyone who knows how) change the orsimer passive of elven blood to something like "malacath's kin" so instead of 50% magicka regeneration, which is not as logical as in the other elves, have something more "daedric" like idk, better intimidation, or better use of heavy armor... something like that. Just because it makes more sense to me that an elves species corrupted by a daedric prince would be different in that aspect, tho I can understand why you included the elven blood on them.
Great mod overall, but I'm running into the problem with Ancestor's Wrath not affecting Vampiric Drain. Is anyone else having this same problem, or is it on my end?
EDIT: The 25% increased destruction is working for all other destruction spells, just not Vampiric Drain. EDIT 2: I figured it out. Ancestor's Wrath is listed as boosting MagicDamageFire/Frost/Shock, but not MagicVampireDrain, according to SSEEdit.
118 comments
1. Launch Skyrim SE & continue game.
2. Press ` to open the console.
3. Type [help "X"] & hit enter, X being the ability effect ( you can find it in active effects, it ends with "Abilities" ), this will show the abilities id.
4. Type [player.removespell X] & hit enter, X being the spell id.
5. Type [player.addspell X] & hit enter, X being the spell id again.
Example Screenshot
Alternatively; you can just use "player.setrace" or "showracemenu" commands and change your race (use it again to change back to the race you were).
But the orcs should have Orcish Blood that regenerate stamina or health 50% faster or both of them 25% faster, instead of Elven Blood. Orsimers are developed in physical strength too far to be considered to possess an elven traits.
But whatever, I'll find a way to make both unusual elf races have their own blood with SSEEDIT.
I'm using your mod for years and very satisfied with it, having my Breton character possess adequate passives is quite awesome :)
I even started a new character just to make sure, with no avail.
but is there a way to reduce the redguards attack speed ? 30% is just too fast for meedit = i just reduced the speed in console by typing player.setav weaponspeedmult 0 and leftweaponspeedmult 0
anyways thanks for the great mod
EDIT: The 25% increased destruction is working for all other destruction spells, just not Vampiric Drain.
EDIT 2: I figured it out. Ancestor's Wrath is listed as boosting MagicDamageFire/Frost/Shock, but not MagicVampireDrain, according to SSEEdit.