About this mod
This mod is a simple file to modify and buff all default races. I may add a few more races if I get them to work with the new NMM to my personal game.
I feel the races are a bit weaker than in Morrowind while some are completely useless as in every Elder Scrolls game.
The modifications are more or less lore friendly and are a pers
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Version 1.0.3
Changed the name of the Argonian Lesser power to something more lore friendly, Scaly skin.
Reduced the Breton power from 50 magic resist to 25. If you want the older version that made you immune basically, it's still up on 1.0.2
Version 1.0.1
Changes the +75 magicka for Bretons into 1.5x multiplier. Giving you 150 mana at level 1 (50 intelligence) rather than 175 but gives you 300 mana at 100 intelligence rather than 275.
Also High elves get a 2x modifier rather than their 150 bonus. Giving you 200 magicka at level 1 (50 intelligence) rather than 250 but gives you 400 mana at 100 intelligence rather than 350.
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Argonians are the most balanced and buffed races, the only thing I could possibly do is max out the resistances, which will make them a bit too strong maybe. I might consider doing a 90% resistance.
But I did want to add a new lesser power for them, Shadowscale birthright will give your argonian +30 Sneak and +30 Security skill for 30 seconds at a cost of 20? tho I am not sure this will apply, still figured it's a big buff, maybe you should spend some magicka.
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Bretons are already pretty strong but from my experience, later game and even early, you might want a bit more magicka. So I increased the passive from +50 magicka to a 1.5x modifier based on Intelligence. The resistance is the same, 50% magic resist.
Also added to their shield, a +50% magic resist for the same duration of the other shield, 60 seconds, once a day. Not that OP I hope, I may reduce this to 30 or 25.
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Dark Elves. The problem with this one was that I didn't want to break the "lore" of that ancestral guardian, I do want to buff it or at least make it level up with the player, since later in the game it could be pretty useless unless fighting someone without a magic weapon. I did add to the Ancestral Guardian spell, a fire shield of 20 for the entire duration of the ghost summoned, 120 seconds.
I could add a fortify Destruction instead or extra, if I decide this is too weak or the ghost can't be upgraded.
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High Elves are also a little bit OP since the weakness to the elements is only 25% I could increase this to 30 or 35 maybe. But as before with the Bretons, I gave them more magicka, 2x multiplier rather than just +100. Resistance to disease is also the same as before +75%
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Imperials, when was the last time you wanted to play as an imperial, without just wanting a challenge or to roleplay? The absorb fatigue might seem a bit useful early game but it's once per day and very small value. I increased this to 100 fatigue for 5 seconds. This means a high level creature or enemy that has up to 500 fatigue, will tire out and fall to the ground. Now this is a POWER. Also modified the Voice of the Emperor from it's very low value only working on lower level humanoids, to level 100 which should go fine with any mods or high level enemies you might encounter, charming it with +100 making them love you for 30 seconds, while at the same time added a calm effect too in case you're already fighting for creatures level 75 for 60 seconds. (notice that the charm is 30 and the calm is 60, so you have time to run away from the enemy if needed after you had your talk or barter or whatever).
Then again this is just a small buff considering what others can do, so I did add a passive racial skill, giving them a 10% resist normal weapons. Since they are supposedly strong in combat too, this kinda simulating dodging attacks due to their combat expertise.
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Khajit demoralize increased to creature level 75 since it's only fair it would work even in later stages of the game, for the same duration of 30 seconds.
Added a new power, Sharpen Claws, increasing hand to hand for 70 for 60 seconds. Khajit has claws if you be enemy.
Increased the duration of Night eye to 60 seconds.
Since this seems to be little compared to other classes, I did add a +10 to agility and luck to the race. I would add sneak or other thieves skills but then you might lack the ability to level yourself up without exploiting the game so I'd rather not touch skills. (I might even consider reducing initial skills for most races instead to help you level up more in the early game)
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Nords, my favorite race. One of the reasons for this was simply cause I chose them in Morrowind for having the best stats and skills from the start. Somehow frost immunity means 50% (or was it 75?) in this game, I changed this back to 100% which is normal for Nords in Morrowind. Shock resist is still 50%.
Normally the frost damage skill is okay, but since we're making this more "late game" balanced, I changed it to 50 frost damage for 3 seconds and a frost shield of 30 value for 30 seconds.
Last but not least, that shield was a bit of a joke so I changed it, the Skyrim version of Nords is also just plain bad. You don't want the enemy to run from you as a nord warrior. So I changed this into a Warcry, increasing your Strength by 30, Health by 50 and Shields you by 30 for 60 seconds. Once per day.
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Orcs were already pretty strong for a melee warrior but the Berserk seemed a little too weak considering how historically and in the game, this is supposed to make them the deadliest and reckless warriors that could crush even a Nord, with their bare hands. So here we go, the new Berserk has the following stats:
Drain Agility 50 (instead of 100)
Fortify Strength 100 (instead of 50)
Fortify Fatigue 200
Fortify Health 100 (instead of 20, 20?? Come on, I take more damage than that if I pee on an enemy)
Weakness to Normal Weapons 20%
Restore Fatigue 10 points
=> all for 60 seconds. I considered increasing the time but it should be enough to kill several enemies and it's a berserk rage, not a state that lasts for a long time.
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Redguards the second best class considering it's stats in the games, previous and recent. Leaving the resistances intact. Modified the Adrenaline Rush, again the small health or fatigue is ridiculous considering I can make a potion that's 10 times better, especially late game.
The new Adrenaline Rush has the following stats:
Agility +50
Strength +50
Speed +50
Endurance +50
Fatigue +150
Health +100
Resist Normal Weapons +50%
Leaving them vulnerable to strong weapons or Silver, while making them resist normal damage (as if they are immune to pain and damage for a while)
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Wood Elves. Now if ever there was a weak race, next to the Imperials, are these elves, at least they get the same resist disease in this game as High Elves. But I felt it wasn't even close to good enough. Again, giving them marksmanship will reduce their leveling capabilities so I gave them a +10 agility buff. And the command creature ability was ridiculous. Now you can command a creature up to level 100 for 20 minutes or 1200 seconds. Which seems more logical. You befriend the creature for a long time, not just get a puppy and have him follow you for a bit.
Also added a Summon friend spell in case there are no creatures. Summoning a bear for 120 seconds. Once per day.