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Vergil65

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Vergil65

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About this mod

Adds new passive effects to the vanilla races, using a script and perk. Highly compatible and does not edit the vanilla values. Uses Spell Perk Item Distributor (SPID) to add the effects to NPCs.

Permissions and credits
Changelogs
(This is a rework of a mod of the same name I've recently deleted. So for those who have an esp of the same name when installing this mod, just overwrite it.)

Introduction:

This mod aims to make the races stand out more, but while being highly compatible with other mods and without being too OP. It adds more passive effects via perk that gets added in two ways:

1) Via a script for the player.

2) Using the Spell Perk Item Distributor (SPID) mod for NPCs.

I've used the guardian stones as reference for the categories 'magic', 'thief', and 'warrior', with one exception. Instead of placing Archery under 'thief', I've instead placed it under 'warrior' (like the Unofficial Patch does, and how the Oghma Infinium book sees it as being a warrior skill anyway).

Magic skills:

Alteration.

Conjuration.

Destruction.

Enchanting.

Illusion.

Restoration.

Thief skills:

Alchemy.

Light Armour.

Lockpicking.

Pickpocket.

Sneak.

Speech.

Warrior skills:

Archery.

Block.

Heavy Armour.

One-Handed.

Smithing.

Two-Handed.

List of new effects:

Altmer:

Magic skills improve 20% faster.

Spells are 10% stronger and last 10% longer.

New enchantments are 10% stronger.

Argonian:

Restoration and thief skills improve 10% faster.

Sneaking is 10% better.

Heal and fortify health 10% more.

Restoration spells are 10% stronger.

Bosmer:

Archery and thief skills improve 10% faster.

Missile weapons ignore 20% of armour.

Sneaking is 10% better.

+10% Attack damage vs animals.

Breton:

Armour and magic skills improve 10% faster.

Conjuration spells are 10% stronger and last 10% longer.

Spells cost 10% less to cast.

Dunmer:

Weapons and magic skills improve 10% faster.

Sneaking is 10% better.

Destruction spells are 10% stronger.

Weapons ignore 10% of armour.

+10% Magic resistance if you are Azura's Champion.

Imperial:

All skills improve 5% faster.

Prices are 10% better.

One-handed weapons ignore 10% of armour.

Blocking is 20% better.

Khajiit:

Thief skills improve 20% faster.

Sneaking is 10% better.

+20% Critical hit damage.

+10% Magic resistance if you are Azurah's Champion.

Nord:

Warrior skills improve 10% faster.

-10% Physical damage taken.

Two-handed weapons ignore 10% of armour.

+5% Attack damage.

Orsimer:

Warrior skills improve 10% faster.

Smithing improvements are 10% better.

Power attacks are 10% stronger.

+10% Attack damage during combat.

Redguard:

Warrior skills improve 20% faster.

Weapons ignore 10% of armour.

Swords are 10% stronger.

Power attacks cost 30% less stamina.

Notes:

I've added the Azura/Azurah boost to Dunmer and Khajiit because they're Azura's favourite races (well, as much favour as you could get from an egotistical Daedric prince). Sure, she would reward any Champion, but the extra boost makes the Dunmer and Khajiit stand out more as race choices in-game.

This +10% magic resistance can stack with Azura's blessing if you use her altar.

Compatibility:

Since this mod adds the effects via a new perk, script, and quest, it ought to be compatible with many other mods. I haven't edited any of the vanilla values in the Creation Kit.

SPID support:

To add the effects to NPCs as well, you'll need the Spell Perk Item Distributor mod (but it's not mandatory), otherwise the perk will only be added to the player. Just install SPID, and it will use this mod's ini in your Data folder.