Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

TactWithMolag

Uploaded by

TactWithMolag

Virus scan

Safe to use

Tags for this mod

About this mod

By request of someone on Reddit, I made a Morrowind style racial overhaul mod, making races more like their Morrowind versions.

Permissions and credits
The changes this mod makes are pretty in line with the abilities they had in Morrowind, where possible. I've adjusted racial heights, skills (especially for bosmer, I feel they needed a bigger boost without any decent power/racial), etc.

Some slight differences include Nords having damage resistance. This is because they have a shield spell Woad in Morrowind, but nobody wants to use powers, and the exact effect of shield doesn't exist in SKyrim. Yes, it is different from armor rating, sort of.

High Elves have their racial carried into their power, because Skyrim mages are notoriously OP, you don't want 25% weakness to everything 24/7. Also because this was just easier. The power also cures poison/disease instead of providing resistance.

Dark Elves have their higher fire resistance, plus a 12% reflect damage effect. From what I can gather, their Sanctuary effect in Morrowind made you agile. So, think of this as a passive "counter" effect. Reflect damage shouldn't reduce damage taken, so it seems very balanced.

Wood Elves have nothing special, I made their vanilla power better, because it's basically what Morrowind had. So they get slightly better starting skills, like bonus 15 to archery.

Bretons have higher starting magicka and magic resist, pretty simple.

Khajiit move 20% faster, have a backstab bonus, and their night vision now ALSO gives detect life within 80 feet (weaker than the spell equivalent), 10% better sneak and lockpicking, and immunity to fall damage.

Argonians having base water breathing felt fair, so they've been given a short duration invisibility power to use at will (instead of a water breathing spell), which also restores health. Relax, it also costs 30 magicka, feels balanced enough.

Orcs had their power tweaked into Berserk, this time because I can't alter their vanilla race passive ability (because there is none), so it buffs them a little more, but also makes them move slower.

Redguards have 8% higher movement speed, attack speed, slightly higher health/stamina, along with their Morrowind abilities.

Nords have their regular Morrowind buffs, and a 17% damage resist. That's lower than their power gave in Morrowind, to make up for being passive.

Imperials have a passive persuasion boost of 20% along with their "luck".

And now for some things to note:

I have not played Morrowind for more than an hour. UESP was my friend for finding the info, but I never used these abilities in Morrowind in the first place.

I run my own race mods, so I'm not testing this. The person who requested this said that they would be happy to, and it is for them anyway.

I'm only using vanilla assets, so this should be pretty simple and friendly with other mods, except race overhauls of course. Permissions are open. I do NOT need credit for anything in here. Normally I'd want it, but this mod isn't for me, and I'm not testing it, so it wouldn't be right.