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- Aetherius - A Race Overhaul
Aetherius - A Race Overhaul
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Version2.14.1
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Simon MagusUploaded by
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About this mod
Aetherius is a complete overhaul of Skyrim’s races designed to balance the game’s racial passives and add powerful new gameplay options.
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This mod does not have any known dependencies other than the base game.
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
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Translations
- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Italian
- German
- French
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Translations available on the Nexus
Language Name Portuguese Author:Granhadd Aetherius - A Race Overhaul (PTBR) Spanish Author:supercento Aetherius - A Race Overhaul - Castellano - Spanish Russian Author:PaZZle1 Aetherius - A Race Overhaul - Russian Translation German Author:SimonMagus616 - translated by TheLogan Aetherius - A Race Overhaul - German translation Mandarin Author:SimonMagus - Translated by JerrychanR Aetherius - A Race Overhaul - Simplified Chinese Translation Turkish Author:kagitmiadam Aetherius - A Race Overhaul - Turkish Translation Mandarin Author:ShrimpBallin Aetherius - A Race Overhaul (Mandarin) Polish Author:deleted00000000 Aetherius - A Race Overhaul - Polish Translation French Author:ChatSupreme Aetherius - A Race Overhaul - French version (Nolvus) Italian Author:SimonMagus616 - Ender282 - Translation updated by FatalIllusion Aetherius - A Race Overhaul - Traduzione Italiana 2022 Portuguese Author:Simon Magus Aetherius - A Race Overhaul Traducao PT-BR Portuguese Author:Ziel Aetherius - A Race Overhaul - Translation PT-BR Polish Author:Lucivus Natteravn Aetherius PL Spanish Author:Croissanito Aetherius - A Race Overhaul SPANISH Italian Author:Ender282 Aetherius - A Race Overhaul - Traduzione italiana Mandarin Author:Crow125 Aetherius - A Race Overhaul - Traditional Chinese Translation - Changelogs
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Version 2.14.1
- Fixed an error with record compacting.
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Version 2.14.0
- Reverted the recent change to Khajiit and Bosmer passives.
- I get that people want the cat to have fall damage reduction, but this set of passives works better for the balance of the races.
- Fixed an issue where non-humanoid creatures were not benefiting from the Race Adjuster that normalized NPC skills to the levels the game expects. In rare cases this could cause a create such as a Hagraven or a Draugr to be unable to cast one of their spells.
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Version 2.13.2
- Minor adjustments to the FOMOD.
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Version 2.13.1
- Added the Advanced Avoidance flag to a few races that were missing it.
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Version 2.13.0
- Switched Bosmer and Khajiit racials.
- Night Eye is now a toggle.
- Nerfed Breton.
- Nerfed Imperial gold gain.
- Fixed some typos.
- Meme update.
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Version 2.12.1
- Fixed an issue where the non-B&B implementation of the Khajiit's sprinting Stamina cost reduction was not properly turning itself off when B&B was detected.
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Version 2.12.0
- Switched to a FOMOD, which, among other things, will make it easier for me to maintain change logs for optional files.
- Bretons now have Alteration, instead of Conjuration, as their major skill. This fits more cleanly with their place in the Simonrim meta while still actively reflecting their lore and traditions.
- Orcs now have Smithing as their major skill. This fits more cleanly with other races that have crafting as a major skill.
- Khajiits now only reduce the Stamina cost of power attacking and drawing a bow by 20%, instead of 25%. This is a suite-wide change to the stack weight of this bonus.
- Re-implemented the Khajiit’s passive to reduce the Stamina cost of sprinting, in light of the new B&B changes.
- Fixed a typo in the Imperial passive.
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Version 2.11.8
- Fixed a typo.
- Added a sanity check to one of the racials.
- Fixed an issue where the Starting Spells plugin would re-add spells when changing race (eg, Vampire, Werewolf).
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Version 2.11.7
- Fixed a bug with the Argonian Vampire's starting skills.
- Fixed a bug that could cause Khajiit to enter an "infinite loop" of the out-of-Stamina breathing sounds.
- Rebuilt the Aetherius - Starting Skills Addon to depend on the Race Monitor framework I built for Aetherius.
- The Starting Spells Addon now only affects the player, and no longer touches MQ101.
- Patches for the Aetherius - Starting Skills Addon are no longer required.
- Updated the Aetherius - Lower Starting Skills Addon to remove the Starting Spells requirement.
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Version 2.11.6
- Fixed an incorrect value w/ the Khajiit racial.
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Version 2.11.5
- Compacted a record added in 2.11.4.
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Version 2.11.4
- Made some edits to Khajiit racials for improved B&B 3 integration.
- Fixed an error in the Imperial's racial bonus.
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Version 2.11.3
- Added some metadata since I was feeling extra frisky today.
- Fixed an issue where the Lower Starting Skills addon did not carry forward Imperial starting spells.
- Fixed an issue where the Lower Starting Skills addon did not carry forward High Elf starting spells.
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Version 2.11.2
- 2.11.1 was compacted but not flagged as an ESL. Added the ESL flag.
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Version 2.11.1
- Fixed some mismatched records between the main file and one of the addons.
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Version 2.11.0
- Khajiit no longer move 10% faster and take 50% less damage from falling. Instead, they spend 50% less Stamina when sprinting. The way this effect is implemented means it will have la lesser effect at the beginning of the game, and a greater effect as you take perks that reduce the weight of your armor.
- In Blade & Blunt 3 (coming soon [tm]), we will be making the "Sneak Addon" a default part of the mod. If Blade & Blunt is loaded after Aetherius, the words "or sneaking" will be added to the Khajiit passive. Regardless of load order, Khajiit will spend 50% less Stamina while sneaking as well as sprinting if Blade & Blunt 3 is installed.
- Wood Elves are no longer 25% more effective at sneaking. Instead, they move 10% faster and take 50% less damage from falling.
- I've been really, really happy with Aetherius since about 2.7; however, the most common piece of feedback that I received was that Wood Elves felt "too restricted." This change makes Wood Elves feel a bit more generalist (while maintaining their very powerful sneak attack passive). It also keeps Khajiit very strong (this passive is seriously really good, and fits their theme of spending less Stamina on Stamina-costing activities). We demo'd a few different fixes for this issue and every other approach ended up hurting things that people liked about other races (Nords, Dunmer, etc). This fixes Wood Elves without hurting any other race. Khajiit remain extremely competitive as a warrior race.
- Exchanged Light Armor for Enchanting as a Minor Skill for Dark Elves. In the Simonrim meta, I've noticed players increasingly slotting Dark Elves as enchanters, sorcerers, and spellswords. This feels like a good change to support that.
- Orcs now have Alchemy instead of Enchanting as a Minor skill, to fit the "Wise Woman" vibe. I also want to support the assertion that Alchemy is a legitimate skill to take on warriors and "no-magic" playthroughs.
- I've completely reimplemented the bug fix that prevented the Imperial Battlemage bug from happening. Every NPC in the game should now have the "base" skill level that the Vanilla game expects, including NPCs like Redguard who have lost their racial bonuses.
- Added the Aetherius - NPC Spell Absorption Addon.
- Updated the Aetherius - Starting Spells Addon.
- Added the Aetherius - Lowe Starting Skills Addon,
- Cleaned up the plugin generally and reformatted the backend for readability.
- As far as I'm concerned, Aetherius is now done and perfect. Besides bug fixes, minor typographical edits, and potential backend features to support other mods (all of which I think are done), I don't intend to continue working on Aetherius.
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Version 2.10.4
- Fixed an error in the Thaumaturgy integration for Wood Elf that was causing double damage with Thaumaturgy 1.2.
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Version 2.10.3
- Removed some unneeded files from the BSA.
- Reverted the Racial Spells Addon to a previous (1.0) implementation.
- (Racial Spells 1.2.1: Updated to fix two bugs in 1.0.0 that I forgot about when I switched back to it.)
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Version 2.10.2
- Recompacted as an ESL (sorry I forgot to do that earlier).
- Updated the racial spells addon so that it no longer affected every NPC in the game.
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Version 2.10.1
- Removed an unneeded file from the BSA.
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Version 2.10.0
- Aetherius now comes w/ a BSA, to hold a small script I need.
- Built in some architecture to check what race the player “should be” when transforming into a Vampire Lord or Werewolf, which I will use later.
- Built in some architecture to detect whether Thaumaturgy (or Apothecary) is installed, and to adjust certain buffs to stack additively with Thaumaturgy’s enchantments and Apothecary’s potions.
- Note: this feature requires Thaumaturgy 1.3, which is not yet live.
- The Imperial’s 10% buff to buying and selling prices will now stack additively with similar effects in Alchemy (and, if Thaumaturgy is installed, in Enchanting).
- Imperials receive twice as much gold from coin purses. This effect will stack additively with the Golden Touch perk in Hand to Hand.
- The gold leveled list for Imperials has been improved.
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Version 2.9.1
- Fixed a typo in the Argonian racial passive.
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Version 2.9.0
- Implemeted a SPID-based feature to fix a few edge cases where the lack of a racial bonus (e.g., Imperial) or the reduction in base starting skill caused NPCs to be unable to cast spells.
- Added a new addon for racial starting spells.
- Tweaked the starting spells addon to remove Healing from Vampire Altmer, which was a leftover of a previous draft of the mod.
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Version 2.8.3
- Switched a few records to using unique form IDs.
- Fixed a few typos in a few tooltips.
- Fixed a bug in a SPID file.
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Version 2.8.2
- Flagged as an ESL.
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Version 2.8.1
- A few more tooltip consistency updates.
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Version 2.8.0
- Fixed an issue with Nord conditions.
- Changed the names of the passives to include the word “Ancestry.”
- Reworked some tooltips for consistency.
- Migrated several records to unique forms to prevent unexpected overwrites.
- Added more passives to the SPID ini.
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Version 2.7.1
- Minor tooltip change for Khajiits.
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Version 2.7.0
- Argonians now have Alchemy as a major skill instead of Restoration.
- Argonians now have Lockpicking as a minor skill instead of Pickpocket.
- Khajiit now have Lockpicking as a major skill instead of Stealth.
- Khajiit now have 10% Movement Speed and -50% Fall Damage (again), for maximum synergy with unarmed combat while remaining competitive w/ Redguard for Warriors.
- Khajiit and Argonians now have +5 to (base) unarmed damage instead of +10.
- Bosmer now have +25% Sneak and +25% Sneak Attacks, to further slot them into the Stealth niche.
- These changes were introduced to support the release of Hand to Hand, an Adamant update disguised as an addon.
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Version 2.6.0
- Argonians now have 50% Poison & Disease Resistance, and their potions last 50% longer.
- Bosmer now move 10% faster and take 50% less damage from falling.
- Khajiit now spend 50% less Stamina when sneaking.
- Dark Elves now have Conjuration instead of Enchanting as a minor skill, for Daedra worship with Pilgrim.
- Skills now start at level 10. Minor skills start at 15. Major skills start at 20. This will synergize a bit better with Adamant's perk spread while also providing a fail safe for console players for whom this change sometimes appears to fail, as they will automatically revert back to the Vanilla spread of 15/20/25.
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Version 2.5.2
- Shuffled Argonian passives again. Disease Resistance is restrictive to roleplay, and Health Regeneration is too weak at low values to feel good. Magicka and Stamina regeneration should play in the fiction I was aiming for originally of a flexible, resource-focused race.
- Tweaked an Imperial tooltip.
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Version 2.5.1
- Re-upload cause Nexus done goofed.
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Version 2.5.0
- Imperials now have a 10% bonus to Barter instead of a 10% bonus to XP. This makes their kit more coherent.
- Argonians now have 100% Disease Resistance.
- Khajiit now spend 25% less Stamina when power attacking or drawing a bow.
- Khajiit no longer have a +15 unarmed bonus. Now that unarmed is a legitimate and competitive playstyle in Adamant 5, the old Khajiit bonus would be absurdly overpowered.
- Instead, all human and elven races start with 5 unarmed damage, and beast races (Khajiit and Argonian) start with 10 unarmed damage. Their +5 bonus will be increased to +10 by the Fists of Steel perk in Adamant.
- This also makes Khajiit a much broader and more competive race for ranged and melee combat.
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Version 2.4.1
- A few small typo fixes. Mostly I just shortened the load screens.
- Fixed an error with Vampire Orcs having a base Health of 100, and Vampire Nords having a base Health of 150 (which I forgot to change when I moved the Nord’s Health bonus to the Orc).
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Version 2.4.0
- All skills now start at 5.
- Racial bonuses now increase skills by +10 and +15, up from +5 and +10.
- Races now only have one passive w/ one tooltip.
- Argonians now have 75% Disease Resistance as well as 25% Health, Magicka, and Stamina Regeneration.
- Bretons now have 15% Spell Absorption.
- Imperials now gain experience 10% faster.
- Khajiit now have 15 unarmed damage, 10% Movement Speed, and -50% fall damage.
- Khajiit no longer have access to Night Eye as a Vampire. They now have access to Hunter’s Sight instead.
- Nords take 25% less damage when power attacking, drawing a bow, or casting a spell.
- Orcs now have 50 Health and 50% Health Regeneration.
- Wood Elves now have 50% Poison Resistance as well as 25% Sneak Attack damage.
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Version 2.3.4
- Switched the major skills of Dunmer and Altmer.
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Version 2.3.3
- Removed some extra Carry Weight from Redguards, which I hadn't intended for them to receive.
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Version 2.3.2
- Fixed a typo.
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Version 2.3.1
- Argonians no longer have a hidden +5 to unarmed damage.
- Khajiit no longer have a hidden +5 to unarmed damage.
- I nixed the passive to sneaking and re-added an unarmed passive to Khajiit. They have 15 base unarmed damage, down from 22 in 2.1.
- NPC Argonians will regenerate a small amount of health.
- NPC Orcs will gain armor at low health.
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Version 2.3
- Orcs now deal extra damage with power attacks.
- Orcs take less damage when below half health.
- Argonians regenerate Health faster than other races.
- Khajiit are now better at sneaking.
- Khajiit’s sneak attack bonus has been buffed.
- Bosmer now move 10% faster and take 50% less fall damage.
- Bretons now have 10% spell absorption.
- Dark Elves now have 10% cost reduction.
- Some tooltips and loading screens have been adjusted.
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Version 2.2
- Khajiit lost their unarmed bonus and gained a 10% movement speed bonus and a 75% reduction to fall damage.
- Orcs now take 25% less damage while power attacking or drawing a bow.
- Bosmer now spend 25% less stamina while power attacking or drawing a bow.
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Version 2.1.3
- Fixed a typo.
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Version 2.1.2
- Did I forget to fix the Nord loading screen? No, you forgot to fix the Nord loading screen!
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Version 2.1.1
- Reverted the change to the Nord. I'll work on making Frost resistance matter without hurting Shock magic in the process.
- Fixed a few typos.
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Version 2.1.0
- Fixed an error with the Redguard’s Martial Tradition passive.
- Fixed an error with the Khajiit’s Lunar Blessing passive.
- Orcs lost their 10% damage resistance. It felt nice on paper but had almost no effect in game. They now have a bonus of 100% Health Regeneration. Most regeneration buffs are 50%, but base health regen is significantly smaller than base Magic or Stamina regen, and so I felt 50% would be too small to be noticable.
- Nords now have 25% Frost Resistance and 25% Lightning Resistance. Frost Resistance is too common in Skyrim, and there’s no way to address that on a broader scale without removing some Frost Resistance from Nords. Nords are already incredibly tanky with their health bonus, and they had both Frost and Lighting Resistance in Morrowind, so I think this is a pretty good re-interpretation of their passive.
- Dunmer have replaced Natural Talent, which was dull and flavorless when applied to them, with a new passive called Ancestral Protection, which gives them 10% Spell Absorption. Spell Absorption is, in my view, a pretty good re-interpretation of the Ancestral Guardian passive they had in Morrowind. Grandma can now swoop in and protect you from an incoming spell. Thanks, Grandma.
- Bretons now have the Natural Talent passive, which fits their lore as being naturally gifted mages.
- Removed Hunter’s Luck from Wood Elves. This passive was weird and pigeonholey, and Bosmer already had some solid passives.
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Version 2.0.3
- Compacted a Form ID. Skipped a version number because I forgot to last time.
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Version 2.0.1
- Removed Spell Absorption from Breton NPCs cause modders don't know how to act. Replaced it with 10% extra Magic Resist for Breton NPCs. The player character's racial passives are unchanged.
- Add 65 armor to Orc NPCs because they don't benefit from the Damage Resist passive.
- Replaced Orc's Power Attack damage passive with a Power Attack cost passive, because they were the only race with a straight damage buff.
- Replaced Redguard's Power Attack Cost passive with a Stamina Regeneration passive to give the old passive to orcs. This is not a nerf.
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Version 2.0.0
- Stones have been migrated to a new project, Mundas - A Standing Stone Overhaul.
- Skills now start at level 10.
- Many races had their starting skills adjusted.
- Many races had their passives renamed and adjusted.
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Version 1.2.4
- Fixed a bug with the Orc race.
- Updated the loading screen for the Orc race.
- Changed the cost reduction on both the Mage Stone and the Breton to be more consistent with other sources of cost reduction. They now reduce the costs of enchantments too. Their descriptions have been changed to reflect this.
- Removed the Stamina Regeneration buff from Khajiit. They now have a small buff to sneaking and sneak attack damage.
- Removed the Poison Resistance from Redguard, making it unique to Bosmer. Redguards now have 50% Stamina Regeneration, and are now the Warrior counterpart to the Altmer, mechanically speaking.
- Reduced the Argonian's Health Regeneration to 50% to bring it in line with other Regeneration Bonuses. This was not done because I wanted to nerf Argonians, but because I've changed my evaluation of the effectiveness of Health Regeneration when compared to other stats.
- Added 5% to the Lord Stone's Magic Resistance to make sure it's desirable when compared to the many new bonuses I've added.
- Changed the Steed's Stamina Regeneration bonus to flat Stamina, to differentiate it from the Lady.
- Updated some descriptions throughout the mod.
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Version 1.2.3
- Fixed the Shadow Stone for real this time????
- Gave Light Armor to Nords after frequent user requests that I felt had strong support in the game.
- Remove One-handed from Nords. The skill is over-represented currently and Nords are one of the few races who could bear to lose it.
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Version 1.2.2
- Fixed a small visual glitch
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Version 1.2.1
- Adopted semantic versioning like a grown-up
- Added a pronoun to a description in one of the loading screens because I can't help myself
- Fixed a bug with the Warrior Stone
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Version 1.2
- Added a new explosion for the Ritual Stone.
- Adjusted the bonuses provided by the Apprentice Stone. It's now much weaker at lower levels, and much stronger at higher levels.
- Adjusted the bonuses provided by the Shadow Stone. It no longer has Muffle, because it was easy to get that effect elsewhere.
- Adjusted starting skills for several races. Dunmer, Orc, and Argonian still have their crafting-based racial passives, but the crafting skill itself has been shifted to a Minor Skill. Having both a racial passive and a Major Skill devoted to crafting was too heavy-handed.
- Orcs no longer have Enchanting as a Minor Skill. They now have Archery.
- Altmers now have Illusion as a Major Skill, since their extra spell is in Illusion. (Similarly, Bretons have Conjuration and an extra spell in that school, and Dunmer have Destruction and an extra spell in that school.) If you don't like this change, please remember it's only a 5 point difference and has very little effect on gameplay.
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Version 1.1
- Nords now have Heavy Armor instead of Light Armor as a Minor Skill.
- Argonians now have One-handed instead of Light Armor as a Minor Skill.
- The Histskin power now only increases Disease Resistance by 75%. It now also increases Health Regeneration by 75%.
- The Tower Stone now has a new passive ability that damages Stamina Regeneration by 50% and adds 100% Damage Reflection.
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Aetherius - A Race Overhaul
Aetherius is a complete overhaul of Skyrim’s human, elf, and beast races designed to balance the game’s races and add powerful new gameplay options. Greater powers have been removed in favor of stronger, more desirable passives. Although each race has been designed to fill a specific role, the nature of these bonuses allow for a broad range of builds to benefit from them. In addition, all starting skills have been reduced, to place more emphasis on the player’s choice of race.
Aetherius is designed to complement my mod Mundus - A Standing Stone Overhaul, but it does not require it.
Races
Argonian
Major Skill: Alchemy
Minor Skills: Alteration, Illusion, Lockpicking (Hand to Hand), Restoration, Sneak
Histskin: Your Poison Resistance and Disease Resistance are increased by 50%, and your potions last 50% longer. You can also breathe underwater.
Breton
Major Skill: Alteration
Minor Skills: Alchemy, Conjuration, Illusion, Restoration, Speech
Spell Warding: Your Magic Resistance is increased by 25%, and you have a 10% chance to absorb the Magicka from incoming spells.
Dark Elf
Major Skill: Destruction
Minor Skill: Conjuration, Enchanting, Illusion, One-handed, Sneak
Red Mountain’s Wisdom: Your Fire Resistance is increased by 50%, and your spells and enchantments cost 10% less.
High Elf
Major Skill: Enchanting
Minor Skills: Alteration, Conjuration, Destruction, Illusion, Restoration
Highborn: Your Magicka is increased by 50, and your Magicka Regeneration is increased by 50%.
Imperial
Major Skill: Speech
Minor Skills: Block, Heavy Armor, One-handed, Restoration, Smithing
Red Diamond: Your Health, Magicka, and Stamina are increased by 25. You receive 10% better prices, and you find extra gold in your travels.
Khajiit
Major Skill: Lockpicking (Hand to Hand)
Minor Skill: Alchemy, Archery, Light Armor, Pickpocketing (Security), Sneak
Lunar Blessing: You spend 20% less Stamina while power attacking or drawing a bow, and spend 50% less Stamina while sprinting (or sneaking).
Night Eye: You can see in the dark. Cast this power again to cancel its effects.
Nord
Major Skill: Two-handed
Minor Skills: Block, Heavy Armor, Light Armor, Smithing, Speech
Nordic Heritage: Your Frost Resistance is increased by 50%, and you take 25% less damage while power attacking, drawing a bow, or casting a spell.
Orc
Major Skill: Smithing
Minor Skills: Alchemy, Block, Heavy Armor, One-handed, Two-handed
Orsinium's Heir: Your Health is increased by 50, and your Health Regeneration is increased by 50%.
Redguard
Major Skill: One-handed
Minor Skill: Archery, Block, Light Armor, Smithing, Two-handed
Martial Training: Your Stamina is increased by 50, and your Stamina Regeneration is increased by 50%.
Wood Elf
Major Skill: Archery
Minor Skills: Light Armor, Lockpicking, One-handed, Pickpocket (Security), Sneak
Green Pact: You move 10% faster, take 50% less damage from falling, and deal 25% extra damage with sneak attacks.
Notes
- Human and elf races start with 5 base unarmed damage.
- Beast races (Argonians and Khajiit) start with 10 base unarmed damage.
- Human and elf races gain an addition 5 base unarmed damage when they become Werewolves, if Manbeast is installed.
- The Argonian's bonus to Potion Duration stacks additively with other (non-perk) sources of Fortify Potion Duration in Simonrim, if Thaumaturgy is installed.
- The Imperial's bonus to buying and selling prices stacks additively with other (non-perk) sources of Fortify Barter, if Thaumaturgy is installed.
- The Khajiit's 50% reduction to Stamina costs while sprinting extends to Stamina costs while sneaking, if Blade & Blunt 3.0 is installed. If Blade & Blunt is loaded after Aetherius, the tooltip will be updated to reflect this change, as well.
- The Wood Elf's bonus to Sneak Attack Damage stacks additively with other (non-perk) sources of Fortify Sneak Attack Damage in Simonrim, if Thaumaturgy is installed.
- If Hand to Hand is installed, races with a major or minor skill in Lockpicking will have a major or minor skill in Hand to Hand.
- If Hand to Hand is installed, races with a major or minor skill in Pickpocketing will have a major or minor skill in Security.
Aetherius - NPC Spell Absorption Addon
By default, NPC Bretons do not benefit from Spell Absorption. This is because many mods add abilities that distribute incorrectly made cloak spells, which causes Breton NPCs to appear to absorb these spells, causing them to "glow blue." Users will then blame Aetherius for this problem, which forces me to remove Spell Absorption from NPCs. However, Spell Absorption is a pretty cool stat, and I don't want to avoid using it just because other mods are made badly, so this addon re-adds Spell Absorption to Breton NPCs. It may require a new game to work properly, but there will be no harm in installing it mid-playthrough.
Aetherius - Racial Spells Addon
This addon distributes a small number of spells to five of the ten playable races. The other five races no longer start with spells at all. Only affects the player, not NPCs. This addon requires Mysticism.
- Argonians - Poison Spray, Healing
- Breton - Oakflesh, Healing, Conjure Spectral Wolf
- High Elves - Sparks, Lesser Ward, Soul Trap
- Dark Elves - Flames, Frenzy, Bound Dagger
- Imperial - Calm, Healing
Aetherius - Lower Starting Skills Addon
This addon reduces the level of all starting skills by 5 additional points. Major skills will still start at 20; Minor skills will start at 15; all other skills will start at 5. This addon is not recommended for general use; you will need to make some edits to your uncapper preset if you want to use this mod without leveling up the first time you hit someone with a Greatsword. (Alternatively, a mod like Experience or Static Skill Leveling should work as well). Note that in Adamant, you cannot take the first perk in a skill until that skill is level 10.
Compatibility
Aetherius is lightweight and compatible, and will not interfere with any mod (except for other mods that change race records). If you have Spell Perk Item Distributor installed, Aetherius will automatically distribute perks to NPCs that need them.
The Simonrim Team
Simon Magus (Nexus / Patreon)
DeltaRider (Nexus / Patreon)
Oreo (Nexus / Patreon)
Colinswrath (Nexus / Patreon)
The Simonrim Suite
Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Hand to Hand - An Adamant Addon
Blade and Blunt - A Combat Overhaul
Arena - An Encounter Zone Overhaul
Scion - A Vampire Overhaul
Manbeast - A Werewolf Overhaul
Stormcrown - A Shout Overhaul
Pilgrim - A Religion Overhaul
Thaumaturgy - An Enchanting Overhaul
Artificer - An Artifact Overhaul
Sorcerer - A Staff and Scroll Overhaul
Apothecary - An Alchemy Overhaul
Gourmet - A Cooking Overhaul
Journeyman - A Fast Travel Overhaul
Candlehearth - An Inn Overhaul
Starfrost - A Survival Overhaul