I've decided not to make a Requiem patch because, basically, it's already a Race mod in addition to everything else and kinda does the same thing in its own way. I've plans for my own version of Vokriinator just to use all my favorites from everything and include Hand to Hand, but am going back to MLU for now. I'll bring it up again sometime.
NOT Compatible with or intended to combine with other Race mods Does not need Bashed, Smashed, etc If you'd like to combine Perked Races with another Race mod and be overpowered, it should be simple to do manually in xEdit. If one of the Perk mods gets updated, its patch would only need updated if the race-selected Perks have been totally changed. I'll keep an eye out but it's pretty unlikely.
I did make Perked Races with MorrowLoot Ultimate and other de-level-scaled Skyrim in mind to have more build planning options but it should still feel good otherwise.
Patches for Perked Races are significantly fewer and easier to make than MLU's. If you make a Combo Patch yourself, please share for me to upload on the Esoteric Patches page.
I really love this mod, and it seems like it goes especially well w/ vokriinator black. Just wondering if we're supposed to have an extra perk point or 2 for each different race or am I messing up somewhere? I read your description but I didn't see that anywhere so I was just wondering if you think it might be a load order thing or what?
Just curious but based on the description and Images (unless i missed something) This mod should work just fine with race mods like Imperious as long as yours is loaded after since it doesn't seem to edit the races directly but just adds starting perks and buffs (I noticed it does a little but my sentiment remains the same). Am I incorrect in this? It seems as though they stack. If not, would it be possible to get a version that only applies the racial buff And/or only the perks from the modded trees but leave everything else vanilla so you can use other race mods? AND perhaps on the former just give players a few perk points at the start to pick perks themselves.
hi, i got a question my friend does this mod change how perk evolution work? for example if i have 100 in destruction i still need to unlock the lower level perks to get to the 100lv perks picking whatever i like without restriction gets boring real fast
Nooo nothing like that changes, you just already get those specific perks, still need the same requirements for anything above them
Edit: Nvm sorry I misread that, yes technically you can skip lower perk requirements (but not skill requirements). There's few or no use cases where you'd actually want to do that, though.
Unfortunately, I haven't. I always end up playing nord lol. But I have proteus installed, so I probably try out the different races later in my playthrough.
Did you need feedback on it or is it just cool bonus?
Lmao that's so awesome. Damn, I might make at least an alt bosmer character and just go through the main quest using animals. With Triumvirate and the new Spirit wolf sprint mod, you could even do a full animal playthrough with the druid spells in there.
Man, mods like this and Vokriinator black and all the wacky and sometimes op you can do is just pure skyrim to me. I love it lol
ASLAL has the Vanity Mirror (which basically does racemenu again) and there's racemenu its own self. I bring this up as I was wondering how changing races would be handled. (as it stands I am checking in on this same issue with the mod author of Race Compatibility Dialogue.)
Hi...thank u for the nice mod...i ve installed it and made and bashed patch...it seems that race descriptions remain the same at character creation menu, like nords use battlecry but ur mod works...is it safe to play?
Thanks for the reply, no there were no another race mods i was using...just around 200 mods with ur Morrowloot Ultimate, Alchemy Fixed, Economy Tweaks.....does Perked Races need to be at the bottom of the load order, even after Morrowloot?
This is the third question I'm asking. I'm extremely sorry for that but I'm curious and I am certain to use your mod in the modlist that I'm creating for myself.
The question for you is well let's say I make a bashed patch, then all I have to do is to exclude (deselect) your mod and those other perk mod while making the bashed patch and activate them later right? Also give them priority to the bashed patch.esp if needed right?
I'm not always keen on answering Smash/Bash questions since I quit using those tools long ago because the results are rarely perfect. If you've made some patches by hand, you can get the hang of it and easily inspect every new mod you install, patching as you go. Then load order becomes very easy to understand as well. Plus, these days, so many plugins are ESL that the limit isn't an issue.
I would not recommend Smbashing this mod or your Perk mods. Perk and Race mods are well-contained and usually won't conflict with anything else.
This mod does give these Perks to NPCs, as well as the smaller Resist % numbers. The Perks can affect gameplay but that's only if they don't already get the perk from their Class. I kinda wish it would be more noticeable tbh. The Resist changes are more impactful.
Super sweet mod, has really improved my games. Funny bug: on the modpage you specifically call out Khajit getting "Silent Roll" as a racial upside, but it doesn't seem to add it to my characters. I'm using with Vokriinator Black and it seems possible this is just an error due to load order or some other nonsense but I haven't seen any other issues like this in the mod so I thought I'd mention it.
I believe it must be something simple like a load order problem because I just double-checked and my new Khajiit named "iugaisd" could still Silent Roll at lv1 with Vokriinator Black fully installed.
There's a lot of plugins in this setup. Load order should be all the dependencies followed by these three last: Perked Races.esp Vokriinator Black.esp Perked Races - Vokriinator Black.esp
If that doesn't fix, maybe it's a conflict over the Khajiit race record?
I've read the about but I want to be certain again. It affects NPCs right?
I mean it is just perks so they r distributed to the NPCs too right? I'm assuming that Ordinator and probably other perk trees overhauls distribute some themselves nd plus also let's not forget about spid ones.
So I am guessing if I want the perk distribution of theirs, I'll give them priority and if I want the perk distribution of yours (assuming there is one), I'll give your mod priority.
"NOT Compatible with or intended to combine with other Race mods"
Does that mean, I can't use a custom race mods (a custom race such as listed in this mod https://www.nexusmods.com/skyrimspecialedition/mods/43098 ) to go along with this mod?
57 comments
I've decided not to make a Requiem patch because, basically, it's already a Race mod in addition to everything else and kinda does the same thing in its own way.
I've plans for my own version of Vokriinator just to use all my favorites from everything and include Hand to Hand, but am going back to MLU for now. I'll bring it up again sometime.
NOT Compatible with or intended to combine with other Race mods
Does not need Bashed, Smashed, etc
If you'd like to combine Perked Races with another Race mod and be overpowered, it should be simple to do manually in xEdit.
If one of the Perk mods gets updated, its patch would only need updated if the race-selected Perks have been totally changed. I'll keep an eye out but it's pretty unlikely.
I did make Perked Races with MorrowLoot Ultimate and other de-level-scaled Skyrim in mind to have more build planning options but it should still feel good otherwise.
Patches for Perked Races are significantly fewer and easier to make than MLU's. If you make a Combo Patch yourself, please share for me to upload on the Esoteric Patches page.
I really love this mod, and it seems like it goes especially well w/ vokriinator black. Just wondering if we're supposed to have an extra perk point or 2 for each different race or am I messing up somewhere? I read your description but I didn't see that anywhere so I was just wondering if you think it might be a load order thing or what?
does this mod change how perk evolution work? for example if i have 100 in destruction i still need to unlock the lower level perks to get to the 100lv perks
picking whatever i like without restriction gets boring real fast
Edit: Nvm sorry I misread that, yes technically you can skip lower perk requirements (but not skill requirements). There's few or no use cases where you'd actually want to do that, though.
You're not wrong lol. Thanks for this mod. I've been using it with ordinator for a while. Really enjoy it. Great mod!
Have you tried Bosmer with Speak with Animals yet?
Did you need feedback on it or is it just cool bonus?
I'm always interested in feedback!
Man, mods like this and Vokriinator black and all the wacky and sometimes op you can do is just pure skyrim to me. I love it lol
changing races would be handled. (as it stands I am checking in on this
same issue with the mod author of Race Compatibility Dialogue.)
The question for you is well let's say I make a bashed patch, then all I have to do is to exclude (deselect) your mod and those other perk mod while making the bashed patch and activate them later right? Also give them priority to the bashed patch.esp if needed right?
I would not recommend Smbashing this mod or your Perk mods. Perk and Race mods are well-contained and usually won't conflict with anything else.
This mod does give these Perks to NPCs, as well as the smaller Resist % numbers. The Perks can affect gameplay but that's only if they don't already get the perk from their Class. I kinda wish it would be more noticeable tbh. The Resist changes are more impactful.
There's a lot of plugins in this setup. Load order should be all the dependencies followed by these three last:
Perked Races.esp
Vokriinator Black.esp
Perked Races - Vokriinator Black.esp
If that doesn't fix, maybe it's a conflict over the Khajiit race record?
I mean it is just perks so they r distributed to the NPCs too right?
I'm assuming that Ordinator and probably other perk trees overhauls distribute some themselves nd plus also let's not forget about spid ones.
So I am guessing if I want the perk distribution of theirs, I'll give them priority and if I want the perk distribution of yours (assuming there is one), I'll give your mod priority.
Does that mean, I can't use a custom race mods (a custom race such as listed in this mod https://www.nexusmods.com/skyrimspecialedition/mods/43098 ) to go along with this mod?
A new race would require a new selection of Perks, depending on which perk mods you have lol
I could be persuaded to make Esoteric patches like that, or at least give my thoughts if you have a specific combo in mind