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Racial Abilities - Greater Power Replacement (PTBR)
Changelogs
Version 2.1.1
Fixed double space in Orc race description and altered the Orc passive's description to specifiy it only applies to physical damage.
Version 2.1.0
Added missing changes for racial power based load screens, includes updates for all optional files.
Version 2.0.0
Updated Imperial racial ability, it now gives +20 Health, Magicka and Stamina, instead of +10 Speech because I was unhappy with how the +10 Speech felt. I have made an optional file available to revert this change if people would like to do so.
Version 1.1.0
Conditioned the fancier replacement effects on being for the player only to avoid unintentionally bumping up the difficulty. Version 1.0.0 will remain available should you wish to have enemy Argonians to regenerate in combat for the challenge.
Fixed the name of the High Elf ability in the race description. It now correctly refers to Magicka Font instead of Highborn.
What does this change for each race?
My main aim here was to make something simple, that aimed to convert greater powers (which I never use) into passive abilities that do a similar sort of effect where possible. Where I felt like something needed an explanation as to why I did something, I have added a note to explain my reasoning.
Argonian
Removed the greater power - Histskin: Recover health 10x faster for 60 seconds, once per day
Added new ability - Histskin: Health regenerates 4x faster while below 50% health.
Breton
Removed greater power - Dragonskin: Absorb 50% of the magicka from hostile spells for 60 seconds, once per day
Added new ability - Dragonskin: Absorb 10% of the magicka from hostile spells when below 50% health
Dark Elf
Removed greater power - Ancestor's Wrath: Opponents getting too close take 8 points of fire damage per second for 60 seconds, once per day
Added new ability - Ancestor's Wrath: Flame Spells are 25% more stronger.
NOTE: This was changed because the original was just Flame Cloak and wasn't transferable to an ability in a satisfying way. The new effect was chosen as something thematic, but a bit more unique.
High Elf
Removed greater power - Highborn: Regenerate magicka 25x faster for 60 seconds, once per day
Added new ability - Magicka Font: Magicka regenerates 8x faster while below 50% magicka.
NOTE: The ability was renamed because the passive magicka increase that Altmer have was also called Highborn.
Imperial
Removed greater power - Voice of the Emperor: Calms nearby people for 60 seconds, once per day
Added new ability - Adaptability: +20 Health, Magicka and Stamina (Optionally, this can be swapped out for +10 Speech bonus using the optional file)
NOTE: This was changed because the original was just Calm and wasn't transferable to an ability in a satisfying way. The new bonus was chosen to set Imperials as the more versatile option as a starting choice, at the expense of not having something "special".
Khajiit
Added new ability - Agility: +50 Stamina
NOTE: Khajiit previously only had their bonus to unarmed and the Night Eye lesser power, this levels the playing field a bit.
Nord
Removed greater power - Battle Cry: Targets flee for 30 seconds, once per day
Added new ability - Battle Fury: Power attacks do 25% more damage
NOTE: This was changed because the original was just Fear and wasn't transferable to an ability in a satisfying way. The new effect was chosen as something thematic, but a bit more unique.
Orc
Removed greater power - Berserker Rage: You take half damage and do double damage for 60 seconds, once per day
Added new ability - Berserker Rage: You take 25% less damage and do 50% extra damage while below 50% health
Redguard
Removed greater power - Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds, once per day
Added new ability - Adrenaline Rush: Stamina regenerates 8x faster while below 50% stamina.
Wood Elf
Removed greater power - Command Animal: Make an animal an ally for 60 seconds, once per day
Added new ability - Natural Instincts: Damage from animals is reduced by 25%
NOTE: This was changed because the original wasn't possible to translate to a passive in a satisfying manner. The new effect was chosen as something thematic in its stead.
The Lost Races of Nirn patching is now handled over on that page. Click the link above to go to the page
Compatibility
While I have tried my best to touch as little as possible, changing power functionality required an update to race descriptions, which may need compatibility patches for things that edit races, like vampire overhauls. I don't personally use any of these, so won't be offering the patches here, but anyone is free to make and release them, no need to ask for permission.
Credits
Thanks to TateTaylorOH for being a sounding board for the changes I was making, its always nice to bounce ideas around a bit and see what sticks. Also for the images on the modpage.