Skyrim Special Edition

File information

Last updated

Original upload

Created by

Chocolatenoodle

Uploaded by

chocolatenoodle

Virus scan

Safe to use

Tags for this mod

About this mod

Have you ever looked at a Perk and thought, "Why doesn't X race just START with that?"

Requirements
Permissions and credits
Changelogs
Donations
This Race mod does not create new racial powers or effects. In fact, I've never enjoyed the design philosophy of big resists, buffs to Attributes, Powers, or even flat +5/+10 Skill bonuses. The talents I want are already there, in the Skill Trees!


STARTING PERKS
What's unique about the Tree Perks is that any character can access them, and every character is planned with some in mind. A Khajiit may start with Silent Roll, whether you level up Sneak or not, but that's just sooner than anyone else who wants it. Nords, obviously, start with Allure, and Bosmer with Eagle Eye. None of the powerful high-level ones, but ones that make sense for each Race and enable gameplay.

A new character will find 3-5 of such points already pointed in their Trees and functional without requirements. Perk Talents will be listed in one of your Active Effects. No Perk is given to more than one Race. This, along with the further tweaks detailed below, greatly reinforces the innate talents of each Race at an early level while ensuring any build with any Race has nearly identical high-level potential. Perks per Race listed further below.


In addition to granting these perks, listed further below in the spoiler, Perked Races also carefully reworks all the other racial characteristics (built off my first Race mod, Subtle but Classless). It cuts down old imbalances, then reinforces what's unique about each Race with more subtle and organic numerical diversity. It's basically how I feel Vanilla should have been this whole time.

Passive effects, Skills, Attributes, Drawbacks
All Skills start at 15. Your Racial Skill bonuses are now Skill Affinities that make you learn XP 4% or 8% faster. Skills have been remixed and every Race gets the same total % increases (plus one more Skill than vanilla). Skill Affinities will be listed in one of your Active Effects, and are now spread out more evenly than vanilla.

You'll also have a -4% XP penalty to one Skill your Race is generally bad at. Orcs aren't necessarily worse at Sneaking, they just have to work harder at it.

Every race has the same total of 300, but different starting Health/Magicka/Stamina, leaned in the same direction as their Skill Affinities. Races with more Combat Affinities will have more Health, Stealth more Stamina, and Magic more Magicka, ranging from 75-150 each. There are no *effects* that increase Attributes anymore.

No Powers anymore, except for Night Eye. They always felt very "extra" to me and I never liked how NPCs don't use them against you. Feels like those features would be better delivered by something like Birthsigns or Class.

Racial Passive Resists have been lowered to be more subtle, from 50% to 20% and 25% to 10%, which also affects things like Dark Elves not countering the Vampire Fire Weakness as much anymore. Racials added by Survival Mode that only affect Survival Mode are untouched. Since this affects NPCs, too, it also improves the old game balance issue of Frost damage sucking against all those Nords.

10% Weaknesses have been added to appropriate Races, and taken into account for total power (listed in the spoiler below).


I find this more true to TES philosophy as any build from any Race should have the same potential, with a more difficult early game should you choose to mismatch. It can also better enable hybrid playstyles!

~ Perks, Passives, Skills, Attributes listed per Race ~
Spoiler:  
Show
You can reference this UESP page to double-check any Skill's Perks
My favorite Race/Perk combos in bold
Perk Themes summarizes what kinds of Perks are chosen for each Race. Not all themes get appropriate Perks depending on whether you use Vanilla or modded Perk Trees.


Argonians 

Waterbreathing, 20% Disease Resist, -10% Shock Resist
Perks: Experimenter, Poisoned, Aspect of Terror, Regeneration
8% Faster XP: Alchemy
4% Faster XP: Pickpocket, Sneak, Two-Handed, Illusion, Alteration, Restoration
-4% XP Penalty: Smithing
H/M/S: 95/105/100
Perk Themes: Fear effects, Self-healing, eating Ingredients, Poisoning by Pickpocket, Noise reduction, Damage avoidance, Poison spells



Bretons 

10% Magic Resist
Perks: Respite, Mage Armor, Summoner, Hynotic Gaze
8% Faster XP: Restoration
4% Faster XP: Alchemy, Speech, Alteration, Conjuration, Enchanting, Illusion
-4% XP Penalty: Block
H/M/S: 75/140/85
Perk Themes: Armor Spells, Summoning effects, Calm effects, Healing effects, using Scrolls



Dunmer 

20% Fire Resist, -10% Frost Resist
Perks: Augmented Flames, Backstab, Dual Flurry, Quiet Casting
8% Faster XP: Destruction
4% Faster XP: Light Armor, Sneak, Archery, One-Handed, Two-Handed, Illusion
-4% XP Penalty: Restoration
H/M/S: 90/105/105
Perk Themes: Fire damage, Stealth casting, Dual Wielding, Sneak damage, Daedra worship



Altmer 

-10% Magic Resist
Perks: Augmented Shock, Alteration Dual Casting, Illusion Dual Casting, Mystic Binding, Animage, Soul Squeezer
8% Faster XP: Alteration, Conjuration, Illusion
4% Faster XP: Destruction, Enchanting
-4% XP Penalty: Speech
H/M/S: 75/150/75
Perk Themes: Lightning damage, Bound weapons, Spellblade stuff, Illusion or Alteration casting, recharging with Soul Gems



Imperials 

Imperial Luck (unchanged)
Perks: Persuasion, Critical Charge, Rune Master, Restoration Dual Casting
8% Faster XP: Speech
4% Faster XP: Block, Heavy Armor, One-Handed, Destruction, Enchanting, Restoration
-4% XP Penalty: Alteration
H/M/S: 100/100/100
Perk Themes: Persuasion effects, using One-Handed weapons, Restoration or Divines worship, using Staves, Blocking with Shields, wearing Heavy Armor



Khajiit 

Night Eye, Claws (unchanged)
Perks: Quick Hands, Silent Roll, Night Thief, Physician
8% Faster XP: Lockpicking, Sneak
4% Faster XP: Alchemy, Pickpocket, Alteration, Archery
-4% XP Penalty: Heavy Armor
H/M/S: 80/80/140
Perk Themes: Acrobatics, Substance abuse, wearing Robes, Stealing, Dagger or Hand combat, brewing Restore Potions



Nords 

20% Frost Resist
Perks: Champion's Stance, Augmented Frost, Allure, Power Bash
8% Faster XP: Two-Handed
4% Faster XP: Light Armor, Speech, Block, Heavy Armor, Smithing, Destruction
-4% XP Penalty: Illusion
H/M/S: 115/80/105
Perk Themes: Cold damage, Shouting, being Sexy, Bashing, wearing Light Armor, using Two-Handed weapons



Orcs 

(no passive bonuses)
Perks: Wax Key, Fighting Stance, Arcane Blacksmith, Fists of Steel, Shield Wall
8% Faster XP: Smithing
4% Faster XP: Light Armor, Lockpicking, Block, Heavy Armor, One-Handed, Enchanting
-4% XP Penalty: Sneak
H/M/S: 115/80/105
Perk Themes: Tempering equipment, Blocking damage, using One-Handed weapons, Keymaking, using Warhammers, using Heavy Armor



Redguards 

20% Poison Resist
Perks: Bladesman, Deep Wounds, Quick Reflexes, Necromancy, Critical Shot
8% Faster XP: One-Handed
4% Faster XP: Two-Handed, Light Armor, Block, Heavy Armor, Smithing, Conjuration
-4% XP Penalty: Destruction
H/M/S: 120/80/100
Perk Themes: using Swords, Combat tricks, Necromancy, saving Stamina



Bosmer 

20% Poison and Disease Resist, -10% Fire Resist
Perks: Concentrated Poison, Light Foot, Keymaster, Eagle Eye
8% Faster XP: Archery, Pickpocket
4% Faster XP: Alchemy, Light Armor, Lockpicking, Sneak
-4% XP Penalty: Enchanting
H/M/S: 85/75/140
Perk Themes: Marksmanship, Poisoning with weapons, stealing Keys, avoiding Traps, Animal stuff



Yes, these are all Vanilla Perks.


~ WAIT, WHAT ABOUT PERK MODS ~

Both the challenge and fun of this upload was picking new Perks from each of these awesome mods. There's so many good Mod Perks that each Race looks even more exciting (my favorite selections in bold). Download the Main File and then install your patch:

Ordinator
Spoiler:  
Show
All Ordinator Perks listed on its own page

Argonian - Wild Shrines (yes it works, they all work!), Poisoner, Brotherhood Cocktail, Edgewalker, Kindred Mage
Breton - Spirit Tutors, Mage Armor, Last Word, Planemeld
Dunmer - Combustion, Demolition Job, Silent Storm, Ravage
Altmer - Spellblade, Mystic Binding, Illusion Dual Casting, Raw Power, Soul Siphon, Ionized Path
Imperial - Bribery, Deflect Arrows, Staff Channeler, Face of Death, Disciplined Fighter
Khajiit - Game of Fate, Silent Roll, Stimulants, Hunter's Discipline, Blood Money
NORDINATORS - Ferocious Strength, Merciless Cold, Power Bash, And the Universe Listens
Orc - Arcane Blacksmith, Furious Strength, Wax Key, Block Mastery, Crushing Blows
Redguard - Clash of Champions, Clash of Heroes, Ravenous Dead, Quick Reflexes, Wingstrike
Bosmer - Steady Hand, Trained Rabbit, Bottomless Cup, Speak with Animals
Adamant with Hand to Hand
Spoiler:  
Show
All Adamant Perks listed on its own page
Hand to Hand - An Adamant Addon
You're not playing Adamant right if you're not playing Hand to Hand.

Argonian - Experimenter, Poisoner, Captivating Presence, Repose
Breton - Barrier, Empowered Ward, Seeker, Serenity
Dunmer - Augmented Flames, Dual Focus, Silent Casting, Cultist
Altmer - Balance, Arcane Binding, Indomitable Will, Augmented Shock, Rune Mage, Soul Siphon
Imperial - Silver Tongue, Discipline, Spell Surge, Conduit, Pilgrim
Khajiit - Light Feet, Trespasser, Mage Robes, Golden Touch, Concentration
Nord - Warrior's Stance, Augmented Frost, Deadly Bash, Deep Breath
Orc - Craftsman, Gladiator, Fighter's Stance, Armor Crusher, Brawler's Stance
Redguard - Quick Slash, Deep Cuts, Defensive Maneuvers, Undead Servant, Eagle Eye
Bosmer - Quickdraw, Sleight of Hand, Green Thumb

Skill Affinities actually do not need to be changed except renaming Lockpicking to Hand to Hand and Pickpocket to Security, they remain on the correct races.
Argonians: +4% Security
Khajiit: +8% Hand to Hand, +4% Security
Orcs: +4% Hand to Hand
Bosmer: +8% Security, +4% Hand to Hand


None of the other Adamant addons require a patch.

Okay, fine, here's Adamant without Hand to Hand.
Spoiler:  
Show
Argonian - Experimenter, Poisoned Fruit, Captivating Presence, Repose
Breton - Barrier, Empowered Ward, Seeker, Serenity
Dunmer - Augmented Flames, Dual Focus, Silent Casting, Cultist
Altmer - Balance, Arcane Binding, Indomitable Will, Augmented Shock, Rune Mage, Soul Siphon
Imperial - Silver Tongue, Discipline, Spell Surge, Conduit, Pilgrim
Khajiit - Quick Hands, Trespasser, Mage Robes, Practiced Thief, Concentration
Nord - Warrior's Stance, Augmented Frost, Deadly Bash, Deep Breath
Orc - Craftsman, Gladiator, Fighter's Stance, Armor Crusher, Locksmith
Redguard - Quick Slash, Deep Cuts, Defensive Maneuvers, Undead Servant, Eagle Eye
Bosmer - Quickdraw, Nimble Fingers, Green Thumb
Vokrii
Spoiler:  
Show
All Vokrii Perks listed on its own page

Argonian - Poisoner, Animage, Mercy, Poisoned
Breton - Respite, Mage Armor, Scroll Sage, Rift Summoner
Dunmer - Augmented Flames, Shadowcaster, Quiet Casting, Dual Flurry
Altmer - Raw Power, Battlemage, Mystic Binding, Illusion Dual Casting, Soul Squeezer, Augmented Shock
Imperial - Eloquent, Deflect Arrows, Power Stone, Face of Death, Disciplined Fighter
Khajiit - Quick Hands, Silent Roll, Stimulants, Hunter's Discipline, Sorcerer's Robes
Nord - Ferocious Strength, Augmented Frost, Power Bash, Tonal Harmony
Orc - Furious Strength, Arcane Blacksmith, Block Mastery, Wax Key, Crushing Blows
Reguard - Overpowering Assault, Overbearing Assault, Necromancy, Quick Reflexes, Point Blank Shot
Bosmer - Eagle Eye, Pickpocket Mastery, Concentrated Poison, Speak with Animals

Vokrii + Hand to Hand:
Spoiler:  
Show
Vokrii - Hand to Hand and Security AddOn

Argonian - Poisoner, Animage, Mercy, Poisoned
Breton - Respite, Mage Armor, Scroll Sage, Rift Summoner
Dunmer - Augmented Flames, Shadowcaster, Quiet Casting, Dual Flurry
Altmer - Raw Power, Battlemage, Mystic Binding, Illusion Dual Casting, Soul Squeezer, Augmented Shock
Imperial - Eloquent, Deflect Arrows, Power Stone, Face of Death, Disciplined Fighter
Khajiit - *Light Feet*, Silent Roll, Stimulants, Hunter's Discipline, Sorcerer's Robes
Nord - Ferocious Strength, Augmented Frost, Power Bash, Tonal Harmony
Orc - Furious Strength, Arcane Blacksmith, Block Mastery, *Flurry of Blows*, Crushing Blows
Reguard - Overpowering Assault, Overbearing Assault, Necromancy, Quick Reflexes, Point Blank Shot
Bosmer - Eagle Eye, Pickpocket Mastery, Concentrated Poison, Speak with Animals

Skill Affinities the same as with Adamant:
Argonians: +4% Security
Khajiit: +8% Hand to Hand, +4% Security
Orcs: +4% Hand to Hand
Bosmer: +8% Security, +4% Hand to Hand
SPERG
Spoiler:  
Show
All SPERG Perks listed on its own page
SPERG Perks are much more powerful because you get fewer points, so I had to cut it down to 3 Perks per Race (and it was much harder to keep things fair lol). Also had to give vanilla Powers back to everyone because of the Ancestral Awakening Perk, which fights with Race mods in general.
Still, I enjoy the result and my favorite Perks in bold again:

Argonian - Ancestral Awakening, Wortcraft, Toxic Touch
Breton - Resolve, Mage Armor, Good Listener
Dunmer - Quiet Casting, Ethereal Arrows, Weapon Master
Altmer - Dual Casting, Spirit Binding, Intensity
Imperial - Convincing, Mounted Knight, and Necromage
Khajiit - Survivalist*, Dodge, Side Effects
Nord - Champion's Stance, Brigand's Brew, Nomad
Orc - Prospector, Berserker Rage, Skullcrusher
Redguard - Great Swings, Dark Souls, Long Winded
Bosmer - Eagle Eye, Best Friend*, Blazing Bash

*Survivalist: Now gives the same Night Eye that Khajiit get racially instead of "Hunter's Sight". They're the same, except it works with Night Eye mods now.
*Best Friend: if you switch Races back and forth on Wood Elf before making a choice, it will spawn an extra doggo each time, but you still only get to keep one of them.
Path of Sorcery (read before installing)
Spoiler:  
Show
All Path of Sorcery Perks listed on its own page
The file hosted here is literally just Vanilla + Path of Sorcery because this one gets complicated. A second patch file will be needed to combine Path of Sorcery with another Perk mod (or mods!) to cover the other Trees. Those files will be found on the Esoteric Patches for Perked Races page, where all the "combo" patches so far are uploaded.

Argonian - Experimenter, Poisoned, Adaptability, Regeneration
Breton - Mage Ward, Mage Armor, Summoner, Scroll Scribe, Lay Down Arms
Dunmer - Augmented Flames, Backstab, Dual Flurry, Quiet Casting
Altmer - Augmented Shock, Spell Charging, Mystic Weapon, Consuming Rage, Soul Squeezer, Elementalist
Imperial - Persuasion, Staff Wielder, Critical Charge, Apprentice Rune Mage, Disciple
Khajiit - Quick Hands, Silent Roll, Night Thief, Physician
Nord - Champion's Stance, Augmented Frost, Allure, Power Bash
Orc - Wax Key, Fighting Stance, Arcane Blacksmith, Fists of Steel, Shield Wall
Redguard - Bladesman, Deep Wounds, Quick Reflexes, Necromancer, Critical Shot
Bosmer - Concentrated Poison, Light Foot, Keymaster, Eagle Eye
Vokriinator +/- Black
Spoiler:  
Show
The Giga Trees themselves, a combination of literally all of the above, there's Black version and then non-Black (which is just Vokrii + Ordinator).

Vokriinator Black
Spoiler:  
Show
THERE'S A PERK CALCULATOR
I cranked the power levels up because there's just too many Perks I wanted to use.

Argonian - Slow Metabolism, Brotherhood Cocktail, Cloak of Shadows, Affliction, Wild Shrines
Breton - Spirit Tutors, Mage Armor, Rift Summoner, Illusion Dual Casting, Entice Barter, Last Word
Dunmer - Augmented Flames, Demolition Job, Ravage, Silent Storm, Pact Magic
Altmer - Spellblade, Mystic Binding, Beastial Minds, Raw Power, Ionized Path, Soul Siphon, Ethereal Arrows
Imperial - Sly, Deflect Arrows, Face of Death, Pilgrim, Disciplined Fighter, Staff Channeler
Khajiit - Silent Roll, Game of Fate, Stimulants, Initiate's Charm, Survivalist*, Bite Marks
Nord - Ferocious Strength, Keen Senses, And the Universe Listens, Power Bash, Armor Padding, Merciless Cold
Orc - Arcane Blacksmith, Block Mastery, Cushioned, Furious Strength, Gem Dust, Crushing Blows
Redguard - Clash of Champions, Clash of Heroes, Quick Reflexes, Ravenous Dead, Breath and Form, Wingstrike
Bosmer - Steady Hand, Speak with Animals, Trained Rabbit, Bottomless Cup, Bear Traps

*Survivalist Perk: I had to fix the Survivalist Perk to make this patch. It grants a new Lesser Power, Hunter's Sight, that is identical to vanilla Khajiit Night Eye. Therefore, it is immune to mods that improve vanilla Night Eye mechanics, without which I find Hunter's Sight to be unbearable.
I just changed Survivalist to grant the actual Khajiit Night Eye, so any mods should just work.

Vokriinator
Spoiler:  
Show
Argonian - Slow Metabolism, Wild Shrines, Brotherhood Cocktail, Silent Movement
Breton - Spirit Tutors, Mage Armor, Rift Summoner, Last Word, Entice Barter
Dunmer - Combustion, Silent Storm, Ravage, Demolition Job, Pact Magic
Altmer - Spellblade, Mystic Binding, Illusion Dual Casting, Raw Power, Ionized Path, Soul Siphon
Imperial - Bribery, Deflect Arrows, Staff Channeler, Face of Death, Disciplined Fighter, Pilgrim
Khajiit - Silent Roll, Stimulants, Game of Fate, Sorcerer's Robes, Bite Marks
Nord - Ferocious Strength, Power Bash, Merciless Cold, And the Universe Listens, Keen Senses
Orc - Arcane Blacksmith, Block Mastery, Gem Dust, Furious Strength, Crushing Blows
Redguard - Clash of Champions, Clash of Heroes, Quick Reflexes, Ravenous Dead, Wingstrike
Bosmer - Steady Hand, Bottomless Cup, Torch Bash, Speak with Animals, Trained Rabbit


I've put a lot of care into ensuring every Race gets useful and diverse Perks, trying to keep the total power levels as balanced as possible in regard to supporting playstyles and builds. Here's the kind of criteria I used:
Spoiler:  
Show
Resists and Weaknesses: More Resists can mean one less Perk, more Weaknesses can mean one more. Altmer, for example, have the worst Weakness with no added Resistance, so they have the most Perks.
Perk Level: Perks with higher requirements are considered more valuable than others.
Perk Synergy: The more a set of Perks can synergize together in the same build, the more value I judged them. A Perk that affects 1H weapons does not synergize with one that affects 2H weapons, for example.
Power Level: While I tried to treat different playstyles equally, some Perks just affect gameplay more. Quick Reflexes on Redguards, for example, is super useful for most builds.

It's still a vast array of selections, so if any Race seems underserved to you, feel free to comment your thoughts! I'd like every combination to be interesting.



~ COMPATIBILITY ~
Not compatible with other Race mods
It may work fine/"good enough" with an unpatched Perk mod combination
Shouldn't conflict with anything else, no need to Bash/Smash
Primary Perk mod patches are hosted here, then "combo" patches are hosted on Esoteric Patches for Perked Races. So, you'll download the Main File and Primary Patch here, then download the additional combo patch to load third. Perked Races.esp is not ESL, but everything else is.
If you want to combine Perked Races with another Race mod (which I think is overkill but you do you), you'll have to manually patch it with xEdit. I'd be happy to upload your file to the Patches Page if you ask.


Frequently Imagined Questions

~ IS THIS OVERPOWERED? ~
Overpower her? I hardly know her


~ NO, REALLY, THIS IS A BIG CHANGE ~
Yes, each race is now talented and can enable certain builds much earlier. This mod can also make your early game actually harder, and add a whole new dimension to hybrid or "mismatched" characters.


~ WHY DO ARGONIANS GET A 2H BUFF? ~
This is only to reference "The Lusty Argonian Maid".


~ WHAT THE HELL IS WRONG WITH YOUR PICTURES? ~
The Singularity has begun, play more Skyrim while you still can.


~ WHAT IS OBJECTIVELY THE BEST ANIME? ~
Thunderbolt Fantasy.


~ WHAT ELSE MIGHT GET UPDATED? ~
More patches for the "all the other Perk mods and combinations" situation
Open to more immersion Racial effects to the Core File