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Epic Crab

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EpicCrab

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About this mod

This mod makes the player's choice of race have long-lasting impacts on the player's abilities, while replacing active abilities that get less useful over time with passives that stay useful.

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Permissions and credits
This mod combines the approaches of Jelidity's Racial Abilities - Greater Power Replacement and mods like Imperious and Disparity. Greater powers are completely replaced by passive abilities, but the abilities and stats of individual races are heavily altered.

I use Jelidity's mod and will probably keep using it, but I thought it would be interesting for this mod to exist.

Approach
Humans were given less lopsided stats and weaker but completely positive abilities. Elves, argonians, and khajiit have more lopsided stats and more powerful abilities, but these abilities also come with penalties.
Heights have been slightly altered to make height differences more obvious. Nords are short now. This is probably the most controversial change in this mod.
Taller races are given more overall base stats, and shorter races are given fewer overall base stats. However, shorter races have more overall stat regeneration, and taller races have less overall stat regeneration.
Races that are taller and have stats focused on health and stamina have higher starting carry weights, while races that are smaller and have fewer stats allocated to health and stamina have lower starting carry weights.
In vanilla Skyrim, most races have 4 base unarmed damage, Argonians and Khajiit have 10 base unarmed damage, and Khajiit have an additional 12 unarmed damage from their ability. In this mod, unarmed damage is spread between 4 base damage and 10 base damage based on height and stats allocated to health and stamina. Argonians and Khajiit keep their 10 base unarmed damage, and the Khajiit ability increases unarmed damage by 25%.

Show me the Stats
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Comparisons in parentheses indicate the difference between vanilla and the mod value. Blue indicates the number is higher than vanilla, red indicates the number is lower. (=) means no change.

oh yeah stats and diffs relative to vanilla that's raw data that's what i'm talking about right there


Races
Argonians
Stats:
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Height: 1.04 (Male), 1.02 (Female)
Base Attributes: 110 Health/100 Stamina/100 Magicka
Regeneration: 1% Health per second/3.75% Stamina per second/2% Magicka per second
Unarmed Damage: 10

Abilities::
  • Amphibious: Resist 20% of fire and frost while underwater. Health regenerates 25% while underwater.
  • Cold-Blooded: Frost damage is increased by 20% and you use 25% more stamina when power attacking. Use 35% less stamina when power attacking while warm or in the sun.
  • Waterbreating: Can breathe underwater.


Breton
Stats:
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Height: 0.99 (Male), 0.95 (Female)
Base Attributes: 90 Health/100 Stamina/110 Magicka
Regeneration: 0.6% Health per second/5% Stamina per second/3.5% Magicka per second
Unarmed Damage: 4

Abilities::
  • Dual Bloodlines: Magicka and stamina regeneration are increased based on maximum stamina and magicka. Stamina regeneration starts at 10% faster, and increases by 10% each time at 150, 200, 250, and 300 base magicka. Magicka regeneration starts at 10% faster, and increases by 10% each time at 150, 200, 250, and 300 base stamina.


Dark Elf
Stats:
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Height: 1.02 (Male), 1.01 (Female)
Base Attributes: 90 Health/100 Stamina/110 Magicka
Regeneration: 0.65% Health per second/5% Stamina per second/3.25% Magicka per second
Unarmed Damage: 6

Abilities::
  • Ancestral Flame: Destruction spells are 15% stronger and cost 10% more magicka to cost.
  • Red Mountain's Crucible: Potions restore 10% more health, stamina, and magicka.
  • Velothi Descendant: Dunmer blood resists 50% of fire.


High Elf
Stats:
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Height: 1.08 (Male), 1.08 (Female)
Base Attributes: 100 Health/90 Stamina/120 Magicka
Regeneration: 0.65% Health per second/2.75% Stamina per second/4% Magicka per second
Unarmed Damage: 5

Abilities::
  • Magical Attunement: Spells cost 15% less magicka. When dual-casting, spells cost an additional 25% less magicka.
  • Spell Sensitivity: Take 50% more damage from magic. Resist 20% of magic under the effects of an enchantment that improves resistance. Resist another 20% of magic under the effects of a potion or ingredient that improves resistance.


Imperial
Stats:
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Height: 1.00 (Male), 1.00 (Female)
Base Attributes: 100 Health/100 Stamina/100 Magicka
Regeneration: 0.7% Health per second/5% Stamina per second/3% Magicka per second
Unarmed Damage: 7

Abilities::
  • Adaptable: Resist 25% of disease.
  • Blended Ancestry: Resist 10% of fire, frost, and shock damage.


Khajiit
Stats:
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Height: 0.99 (Male), 0.95 (Female)
Base Attributes: 90 Health/100 Stamina/100 Magicka
Regeneration: 0.75% Health per second/5.75% Stamina per second/3.25% Magicka per second
Unarmed Damage: 10

Abilities::
  • Claws: Unarmed attacks do 25% more damage.
  • Natural Grace: Move more quietly in heavy armor, much more quietly in light armor, and silently when unarmored. Take 40% less fall damage. Light armor rating is 10% lower. Heavy armor rating is 15% lower.
  • Night Eye: Night Eye may be toggled at will.


Nord
Stats:
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Height: 0.98 (Male), 0.95 (Female)
Base Attributes: 100 Health/100 Stamina/90 Magicka
Regeneration: 0.8% Health per second/5.8% Stamina per second/3% Magicka per second
Unarmed Damage: 8

Abilities::
  • North Wind: Resist 50% of frost.
  • Winter Woe: Power attacks cost 15% less stamina.


Orc
Stats:
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Height: 1.06 (Male), 1.05 (Female)
Base Attributes: 110 Health/110 Stamina/90 Magicka
Regeneration: 0.8% Health per second/5.5% Stamina per second/1.65% Magicka per second
Unarmed Damage: 9

Abilities::
  • Bloodied Iron: Take 25% less damage while health below 50%.
  • Smashing Blows: Power attacks are 15% stronger and cost 10% more.


Redguard
Stats:
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Height: 1.03 (Male), 1.01 (Female)
Base Attributes: 90 Health/110 Stamina/100 Magicka
Regeneration: 0.65% Health per second/5.5% Stamina per second/3% Magicka per second
Unarmed Damage: 6

Abilities::
  • Adrenaline Rush: Regenerate stamina 40% faster when stamina is below 50%.
  • Desert Traveler: Move 5% faster. Out of combat, regenerate stamina 30% faster.


Wood Elf
Stats:
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Height: 0.96 (Male), 0.97 (Female)
Base Attributes: 90 Health/100 Stamina/100 Magicka
Regeneration: 0.75% Health per second/5.3% Stamina per second/3.5% Magicka per second
Unarmed Damage: 5

Abilities::
  • Light Frame: Sneaking is 20% more effective. You take 10% more damage from weapons.
  • Robust Metabolism: Resist 50% of poison and disease.


Economy


Argonians, Dark Elves, High Elves, Khajiit, and Orcs now face discriminatory pricing in Skyrim. You will be reminded of this and shown the exact values the first time you enter barter as that race. Vendors in the Companions, Thieves Guild, College of Winterhold, Dawnguard and Volkihar are excluded from this if you have also joined this faction.
This feature is also available separately.

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Argonian:
Argonians are disrespected by most people in Skyrim. Most people in Skyrim's cities and towns will offer you 10% worse prices. Other Argonians, people outside of cities and towns, and people who like you will offer you regular prices.

Dark Elf:
Dark Elves are disliked by most Nords in Skyrim. Other Dark Elves in Skyrim will offer you 15% better prices in solidarity. Most Nords in all of Skyrim will offer you 25% worse prices. Nords who like you will reduce this to 5%. Other people will offer you regular prices.

High Elf:
High Elves are disliked by most Nords in Skyrim. Most Nords in all of Skyrim will offer you 15% worse prices. Nords who like you will reduce this to 5%. Other people will offer you regular prices.

Khajiit:
Khajiit are treated like criminals in Skyrim's cities. Other Khajiit will offer you 20% better prices in solidarity. Most people in Skyrim's cities and towns will offer you 50% worse prices. People who like you will reduce this to 20%. People outside of towns and cities will offer you regular prices.

Orc:
Orcs are treated as outsiders in Skyrim's cities. Orcs will offer you 10% better prices in solidarity. Most people in Skyrim's cities and towns will offer you 30% worse prices. People who like you will reduce this to 10%. People outside of towns and cities will offer you regular prices.


Starting Skills
I don't think starting skills should be determined by race so I've made minimal edits to these. See mod images for specifics. I recommend you use CLASS instead.
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