Skyrim Special Edition
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werytg1

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werytg1

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About this mod

This mod makes changes to races and birthstones. Makes altar blessings more appealing to use. Applies changes to the pace of the game and the power of the player.
It's a lightweight overhaul mod but requires a start of a new game. It doesn't make any changes to the perk system thus you are free to use your favorite perk overhaul mod.

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Permissions and credits
Changelogs
This is my first mod. I recommend running it alongside MorrowLoot Ultimate which you can find here: https://www.nexusmods.com/skyrimspecialedition/mods/3058  for a more challenging experience 

This mod will make your game harder but you will have a better action-based role-playing experience. 
the mod is balanced for normal difficulty.
if you are using version 1 then you need a new game save for version 2. Version 3 is not compatible with 2 due to race changes(skill bonuses were adjusted).


the are 3 versions and a patch:
1) IronMoon - The Roleplaying Overhaul (all in one) - everything in one esp. (version 2, old version)
2) IronMoon - The Roleplaying Overhaul (By Category) - each category is split in its own esp. (version 2)
3) IronMoon - The Roleplaying Overhaul V3 - everything in one esp (version 3)
I will keep 1 and 2 but I will actively update 3rd because it's easier for me to maintain.
4) IM compatibility patch for Ordinator - compatibility patch for "Ordinator - Perks of Skyrim" mod ( for version 3, can be used with version 2)

Here is the list of changes: 

General Settings:
1) gold coin weight from 0.0 to 0.008 
2) TimeScale from 20 to 7 - time goes 3 times slower 
3) Health, Magicka, and Stamina per level are reduced from 10 to 5 
4) Carry weight per stamina is reduced from 10 to 2 
5) The bounty for stealing a horse is 1000g (was 100g)
6) quest reward: small -250(was 100g), medium - 400(was 200g), large - 650 (was 400g)
7) hireling price - from 500g to 2500g
8) chance of a kill move - 0%
9) silver weapons are more effective against the undead. extra dmg to undead increased from 20 to 40.
10) vampiric invisibility duration changed from 20 to 30.
11) the magnitude of the vampiric charm and drain was buffed by x2
12) vampire sun damage per stage:
damage stamina regen: 10/25/75/100
damage health regen: 10/25/75/100
damage magicka regen:  10/25/75/100
damage stamina:10/25/50/100
damage health: 50/100/200/400
damage magicka:10/25/50/100
feed your vampire or else... 
13) trolls are harder to kill. they have more regen.
14) Merchants have more gold
15) Pickpocket max chance increased from 90% to 100%
16) Training per level is increased from 5 to 12 (version 3 change)
17) The player is no longer able to level his skills by using them. In order to gain any proficiency in a skill, he has to find skill books, train with a trainer, or complete quests, which reward skill points. (version 3 change)
18) For all races, all skills start at 5, except for 3, which starts at 15.  (version 3 change)
19) The first perk in a skill tree has a minimum requirement of 15 in order to get it (version 3 change)
20) Blocking can mitigate 100% of incoming damage (70% in vanilla). (version 3 change)

Race traits:
Argonian:  magicka:80 Health: 120 Stamina: 120  ;Passive(Waterbreathing + Resist Disease +50% >> Resist Disease +95% ) + Histskin power 
weak base Magicka regen(1.0), strong base health regen(0.4), strong base stamina regen(5.0)
Argonian Vampire:  magicka:80 Health: 140 Stamina: 140  ;Passive(Waterbreathing + Resist Disease +50% >> Resist Disease +95%  ) + Histskin power  
no base Magicka regen(1.0), very strong base health regen(0.8), stronger base stamina regen(5.0)
alchemy: +10, sneak +10, restoration +10 

Breton:    magicka:140 health: 70 Stamina: 80    ;Passive(Resist Magic +25%) + Dragonskin(absorb 50% >> absorb 100%) power  
base Magicka regen(2.5), no base health regen(0), weak base stamina regen(3.0)
Breton Vampire:    magicka:160 health: 70 Stamina: 80    ;Passive(Resist Magic +25%, stronger native Magicka regen) + Dragonskin(absorb 100%) power  
strong base Magicka regen(3.5), no base health regen(0), average base stamina regen(4.0)
speech +10, conjuration +10, alchemy +10
 
Dark Elf:  Magicka: 120 Health: 80 Stamina: 120; Passive(Resist Fire +50% >> Resist Fire +55%) + Ancestor's Wrath power  
weak base Magicka regen(1.0), no base health regen(0), average base stamina regen(4.0)
Dark Elf Vampire:  Magicka: 140 Health: 80 Stamina: 140; Passive(Resist Fire +50% >> Resist Fire +55%) + Ancestor's Wrath power  
weak base Magicka regen(1.0), no health regen(0), strong base stamina regen(5.0)
one-handed +10, destruction +10, light armor +10

High Elf:  Magicka: 250  Health: 50 Stamina: 70; Highborn power  
weak base Magicka regen(1.0), no base health regen(0), weak base stamina regen(3.0)
High Elf Vampire:  Magicka: 270  Health: 50 Stamina: 70; Highborn power
weak base Magicka regen(1.5), no base health regen(0), average base stamina regen(4.0)
illusion +10, destruction +10, alteration +10

Imperial: Magicka: 100 health: 120 stamina: 140; Imperial Luck: Imperials always find more gold.   Voice of the Emperor
weak base Magicka regen(1.0), no base health regen (0), stronger base stamina regen(5.0)
Imperial Vampire: Magicka: 100 health: 140 stamina: 160; Imperial Luck: Imperials always find more gold.  Voice of the Emperor
weak base Magicka regen(1.0), no base health regen(0), even stronger base stamina regen(7.5)
speech +10, block +10, one-handed +10

Khajiit:   Magicka: 80 Health: 80 Stamina: 150; Passive(Claws: Claws do 12 damage >> Claws do 24 damage) + Night Eye power 
weak base Magicka regen(1.0), no base health regen(0), average base stamina regen(4.0)
Khajiit Vampire:   Magicka: 80 Health: 100 Stamina: 170; Passive(Claws: Claws do 24 damage) + Night Eye power 
weak base Magicka regen(1.0), no base health regen(0), average base stamina regen(4.0)
sneak +10, pickpocket +10, lockpicking +10
 
Nord:      Magicka: 50 Health: 140 Stamina: 120; Passive(new: resist lightning + 25%, resist cold +55%) Battle Cry
weak base Magicka regen(1.0), weak base health regen(0.2), strong base stamina regen(5.0)
Nord Vampire:      Magicka: 50 Health: 160 Stamina: 140; Passive(new: resist lightning + 25%, resist cold +55%) Battle Cry
weak base Magicka regen(1.0), weak base health regen(0.2),  even stronger base stamina regen(7.5)
two-handed +10, one-handed +10, light armor +10

Orc:       Magicka: 50 Health: 150 Stamina: 100; Berserker Rage power 
no base Magicka regen(0.0), very strong base health regen(0.8), average base stamina regen(4.0)
Orc Vampire:       Magicka: 50 Health: 180 Stamina: 100; Berserker Rage power 
no base Magickaregen(0.0), very strong base health regen(0.9), stronger base stamina regen(5.0)
heavy armor +10, smithing +10, two-handed +10
 
Redguard:  Magicka: 50 Health: 120 Stamina: 140; Passive( Resist Poison +50%) + Adrenaline Rush power 
no base Magicka regen(0.0), weak base health regen(0.2),  even stronger base stamina regen(7.5)
Redguard Vampire:  Magicka: 50 Health: 140 Stamina: 160; Passive(  Resist Poison +50%) + Adrenaline Rush power  
weak base Magickaregen(1.0), strong base health regen(0.4),  the best base stamina regen(9.0)
one-handed +10, block +10, alchemy +10

Wood Elf:  Magicka: 50 Health: 75 Stamina: 230; Passive(Resist Poison +75%, Resist Disease +75%)
weak base Magickaregen(1.0), weak base health regen(0.0), strong base stamina regen(5.0)
Wood Elf Vampire:  Magicka: 50 Health: 75 Stamina: 250; Passive( Resist Poison +75%, Resist Disease +75%) 
weak base Magickaregen(1.0), no base health regen(0),  even stronger base stamina regen(7.5)
archery +10, sneak +10, lockpicking +10 

hidden race traits:
Argonian: fortify stamina regen 5%;
Breton: fortify magicka regen 15%;
Dark Elf: fortify melee damage 5%, fortify sneak 5%;
High Elf: fortify magicka regen 10%;
Imperial: fortify melee damage 5%, fortify speech 10%;
Khajiit: fortify sneak 10%, fortify melee damage 5%;
Nord: fortify melee damage 10%;
Orc: fortify melee damage 10%;
Redguard: fortify melee damage 10%, fortify stamina regen 10%;
Wood Elf: fortify stamina regen 5%, fortify sneak 10%;

werewolf:
werewolf form HP buff is up from 50 to 100
werewolf form  stamina buff is up from 100 to 150
werewolf in human gets + 25 to health, + 50 to stamina and +12 to unarmed + small stam regen buff(fortify stamina regen 10%, hidden)

 altar blessings change:
All last for 31 days and some were buffed
Blessing of Akatosh        Magicka regenerates 25% faster. - buff    
Regenerate Magicka, 25 pts for 31 days.
Cure Disease, 25 pts
Blessing of Arkay     Increases your health by 25 points.
Fortify Health, 25 pts for 31 days.
Cure Disease, 25 pts
Blessing of Auriel    You are 10% more effective with missile weapons.
Fortify Marksman, 10 pts for 31 days.
Cure Disease, 25 pts
Blessing of Dibella        +10 Speechcraft.    
Fortify Persuasion, 10 pts for 31 days.
Cure Disease, 25 pts
Blessing of Julianos        Increases your Magicka by 25 points.    
Fortify Magicka, 25 pts for 31 days
Cure Disease, 25 pts
Blessing of Kynareth        Increases your stamina by 25 points.    
Fortify Stamina, 25 pts for 31 days.
Cure Disease, 25 pts
Blessing of Mara        Healing spells restore 15% more.    - buff
Fortify Restoration, 15 pts for 31 days.
Cure Disease, 25 pts
Blessing of Nocturnal        You are 10% harder to detect.    
Fortify Sneak, 10 pts for 31 days.
Cure Disease, 25 pts
Blessing of Stendarr        Block 10% more damage with your shield. - buff
Fortify Blocking, 15 pts for 31 days.
Cure Disease, 25 pts
Blessing of Talos        Time between shouts is reduced by 20%.    
Fortify Shouts, 0.2 pts for 31 days.
Cure Disease, 1 pt
Blessing of Zenithar        Prices is 15% better.    - buff
Fortify Barter, 15 pts for 31 days.
Cure Disease, 25 pts
Blessing of Azura Resists 10% of the magic. - nerf, too good
Resist Magic, 5 pts for 31 days.
Cure Disease, 25 pts
Blessing of Boethiah        One-handed weapons do 10% more damage.    
Fortify One-handed, 10 pts for 31 days.
Cure Disease, 25 pts
The blessing of Mephala        Speech and Sneak increased by 5.    
Fortify Sneak, 5 pts, and Fortify Speach, 5 pts for 31 days.
Cure Disease, 25 pts

birthstone changes:
They are more powerful, but there is a trade-off.
The Apprentice Stone - 150 % more mag recovery but -25 % to mag resist
The Atronach Stone - absorb spell with 50 % chance, + 150 to max mag but -800 % to mag recovery
The Lady Stone - regenerate 50% of your health and stamina but take 15% more damage from frost and fire
The Lord Stone- + 75 armor and 20 % mag resist but - 50 Magicka and -25% to mag. recovery
The Lover Stone - sell for 10 % more and buy for 5 % less, + 25% to Stamina recovery
The Mage Stone - spells are 10% more powerful and last 20% longer, cost 10% less but your carry weight is set to 505 of what it could be.
The Ritual Stone -  no change
The Serpent Stone - poison from stone power is 2 times stronger.
The Shadow Stone - no change
The Steed Stone - Carry capacity increased by 40 points,  armor weighs nothing and doesn't slow you down when worn.
The Thief Stone - sneak attacks, lockpicking, pickpocketing, and sneaking are 10% better, but permanent -60 max hp.  
The Tower Stone - no change 
The Warrior Stone -  tower attacks require 25% less stamina and do 20% more damage. the block is 10 % more effective and regular attacks do 15 % more damage. But you take 15 % more damage from all that is magical and have - 50 to Magicka


Races are more like classes from D&D in this mod.
  • Redguards and Wood elves are heavy Stamina classes, while Bretons and High elves are heavy magic classes.
  • Orcs and Nords are fighters.
  • Imperials, Dark Elves, and Argonians are all-around classes with no clear weakness or benefit.
Races are impactful as well as birthstone benefits.