(Small update to the LAMEAddition file on 06/04/09)
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Update to 10.5:
- two new hair mods added in
- various small tweaks, fixes, and features, e.g. "Daedric Leap" power fo Daedra Seducer
- more customizing option in custom files: Optional new texture for Ohmes-raht, cleaner Xivilai head texture, centered Capucine Eye textures, and more.
- all archives are now BAIN ready
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Major Update to 10.0:
- Three new custom races: Daedra Seducer, Sea Elves, Ohmes
- many standard races enhanced, a lot of new and unique powers
- a couple of new functionalities, like adjusting the amount of health you gain
See end of post for complete changelog from 9.3!
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You don't like that a few races and birthsigns are clearly superior to all other, because you don't think that they should be additional difficulty sliders?
You have discovered that after a few hours an Imperial feels identical to a Khajiit?
You are disappointed that after a few levels a Breton with Atronach birthsign is a better pure fighter than a Redguard with Warrior birthsign?
You don't like that some races and birthsigns grant permanent bonuses, while other get virtually nothing?
You find it odd that the skill bonuses and starting attributes of many races look like one egg to another?
You are wondering that one point of Intelligence grants a higher Magicka regeneration than a point of Willpower?
You are irritated that all people are always very nice to everyone, even a freshly escaped prisoner?
You find it stupid that a mage has to enchant all his stuff with "Fortify Magicka" Sigil Stones, but fighters have room for more useful enchantments?
You are searching a different game experience, where the race of your opponents, like bandits and necromancers, really matters? Where a Nord is a better fighter than a High Elf? And where every race and birth signs feel different through the whole game, not just in the early levels?
You don't want to raise Endurance as soon as possible and would like to see it working retroactive?
You do like Morrowind's Magicka bonuses more, which are intelligence dependent and not giving out the full bonus at level 1?
That is what this project aims to achieve. An overhaul of all races, birthsigns and the whole Magicka system (Magicka pool, regeneration, armour penalty, spell cost progression). This project has two goals: Make everything equal but different, and keeping things as lore correct as possible.
Additionally, because this project was started a long time ago, before we had the option of Wrye Bash's race patch feature, very many cosmetic mods are already included. Beside the whole race balancing thing, this is additionally a really big cosmetic mod, too! More than that even - I come to that later!
http://theelderscrolls.info/?go=9XReadMeBalancingProject
http://theelderscrolls.info/?go=dlfile&fileid=215
http://theelderscrolls.info/?go=dlfile&fileid=293
http://theelderscrolls.info/?go=dlfile&fileid=294
(See installation instruction - you need both the main files and either as a new user the complete or when updating from 9.x the update pack of the installation files.)
http://theelderscrolls.info/?go=dlfile&fileid=318
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Thanks to daemondarque and Sen-Chan RBP now has a trailer, too!
http://theelderscrolls.info/?go=dlfile&fileid=355 (127 MB)
http://www.youtube.com/watch?gl=US&v=-zAIzMV8SxE
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Note: It's not necessary to start a new character, but you have to use this console command: startquest bgbupdate . This is necessary for all characters not started with RBP 10.0 or later. Also please keep in mind that RBP makes some dramatic changes to races and birthsigns, which - once applied - aren't that easy to restore back to Vanilla. Uninstallation command exists, but I won't guarantee for it. Keep an old savegame as backup.
A message to users of earlier versions: The console command is also necessary for characters started with earlier versions. If you've already used the update command once for a given character, you'll likely need it enter twice now, first and a second time after about thirty seconds. Sorry for that.
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1. Races and birthsigns
The questions at the beginning already tells what I'm thinking about races and birthsigns in Vanilla. Instead of repeating it, rambling about the reasons for it and the like, I'm jumping straight ahead to what I'm doing about it:
- I made the Atronach and Bretons weaker, and improved all other races and birthsigns to their new power level. In many different ways! No race or birthsign will look like another.
- Each race and birthsign has unique abilities. Starting skills and attributes don't matter much on the long run (and not at all for NPCs), but abilities do.
- Races and birthsigns are organized in three groups: Some are better wizards (like High Elves), other better warriors (like Nords), others are more Jack of all trades (like Imperials) and have advantages according to them. A Breton will be a much better mage than a Nord, while the same Nord will be a better warrior than said Breton. They are not limited to that role - a High Elf can become a good pure fighter, although he'll never be as good as a Nord. On the other hand a Nord can become a mighty wizard, but he'll have a hard time at the beginning (low mental stats, no innate magicka bonus except birthsigns) and never be as great as an Altmer. But he will have other benefits the High Elf doesn't have. The roles help the races as enemies and player characters to feel different from each other. In Vanilla Oblivion there weren't many differences between a Wood Elf and a Khajiit. Now there will be some.
- I have tried to keep the changes as lore correct as possible. Nevertheless some drastic changes were necessary, to create actual differences between all races and birthsigns. Gameplay came first, lore second.
- Races and birthsigns now offer many choices: There are some with small benefits and no drawbacks, other have considerable strengths with a few weaknesses, other have strong bonuses, but severe disadvantages to make up for them.
- There are also some unique powers: Wood Elves can craft bone arrows, those born under the Ritual can spot evil, Warrior born can provoke enemies to draw their attention from allies onto himself, and some more.
- A few bonus races are included, as lore correct as possible: Xivilai (Slof's "Playable Xivilai"), Ohmes-raht (Luchaire's "Tabaxi"), Hidden Elves (Ren's "Mystic Elves"), Daedra Seducer (Chingari's and Ismelda's "Demon"), Sea Elves (Capucine's Aquamer), Ohmes (homebrewn), and of course Aureal (Golden Saints) and Mazken (Dark Seducer). They're even playable without Shivering Isles, thanks to some texture tricks (see http://www.tikanderoga.net/bg2408/pics/tes/nosicompare.jpg for a comparison).
- Endurance works retroactively now, and also does take race into account. An Orc will always have more health than a Wood Elf with the same level and Endurance.
- You can find a complete list of changes in RBP's http://theelderscrolls.info/?go=9XReadMeBalancingProject. It's better to read than what's possible in a forum thread, believe me

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2. Magicka
RBP includes a new "Magicka" system. While LAME is about spells (magic), this is about Magicka (mana pools in other games). There's a lot of boring math behind it, see for example the FAQ part of RBP's readme. I'd like to spare you with the number crunching, so I'd just like to tell you what RBP does. This part
of RBP is kind of optional, there are files included to switch nearly everything back to how it is in Vanilla, nevertheless I don't recommend using them.
Magicka is a currency for spells. You buy spells for Magicka, so to speak. This is important to keep in mind, because without spell costs numbers don't say much. RBP changes provide a more natural grow of Magicka. That is it's main intention. How does it do this?
- Magicka bonuses from races and birthsigns are now intelligence dependent, kind of like they were in Morrowind. This prevents huge bonuses at the beginning of the game, which then never increased anymore. And more combat heavy characters can't simply pick a Magicka birthsign and never invest points in intelligence anymore.
- How spell costs are calculated is changed (not the spells itself - RBP is fully compatible with Supreme Magicka, LAME and all other magic mods). This creates a more linear spell cost progression. In medium levels you'll have considerable more Magicka than in Vanilla, while a maxed out character can "buy" about the same number of spells as a maxed out character in Vanilla. While I found Vanilla's magicka pool in medium levels much too small, I think it's kind of more balanced at higher levels.
- Willpower plays a much greater role now. It's impact was so small in Vanilla that even a point of intelligence granted a higher regeneration than a willpower point. Not anymore! Characters with a willpower below ~55 have a slower regeneration, to the point that characters starting with 25 need several minutes to regenerate their Magicka. Characters with a willpower of 100 regenerate their entire pool about ten seconds faster than in Vanilla with 100 (which is not to be underestimated, because Magicka regeneration is also kind of quick in Vanilla with this value).
So in the end Mages in RBP will have a slight boon over their buddies from Vanilla - but not because of their Magicka pool, but because of their better regeneration.
- going unarmored now has benefits! Armor penalizes magic users more. Spell cost progression is adjusted to that, so if you take off your armors, you'll have a bonus. Another small edge above Vanilla mages. Combined with the changes to Willpower playing the famous "warriorthiefmage" now becomes more difficulty. It's quite possible, of course, but now it finally makes sense to not take this route.
- Fatigue affects now spell effectiveness. Only in a very small way, but nevertheless a mage constantly running around swinging weapons will cast slightly weaker spells.
So in the end, what is RBP regarding Magicka about? It gives medium character levels a boost, without overpowering mages at high levels. Furthermore it enhances roleplaying opportunities: Willpower and intelligence are much more important now, and the decision to go armored or unarmored has a greater impact. Even in battle mages taking a step back instead of swinging their weapons will have a minor advantage. You can still play whatever character you like, and RBP helps to sharpen out your ideas. A barbarian knowing nothing of magic? He will be even worser than in Vanilla when it comes to spells. A sorcerer with a strong mind on the other hand on the other hand...
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3. Beautification
Today you can combine all cosmetic mods using Wrye Bash. A very powerful option, which makes big cosmetic plugins kind of unnecessary. Therefore there is a "bash ready" version included ("Light"), which doesn't have any beauty additions included. Aside from that Race Balancing Project is a relict of times past.
It's one of the biggest beautification mods out there. These mods are included:
- Ren's beauty pack?
- Capucine's character expansion*
- Babe's hairs?
- Corean hair
- Saram hair
- Suhlwa hair
- HS-Hair?
- Soya's hair pack?
- 2ch hair explosion resources?
- throttlekitty's hair pack
- kafeidotour's short hair style*
- Eyes for Elves*
- Elveon's photorealistic eyes*
(* = unplayable by default, can be unlocked with a module)
(? = I've conformulated these hairs, so they match your character's head)
Which means there are dozens of new hairs and eyes to choose from. They're also selectable for custom races. If you want to play a Xivilai with a corean hair style, you can do it.
But it doesn't stop here. Race Balancing Project is not a relict of times past, because there's something that a cosmetic combination with Wrye Bash can't do: Enhancing NPCs! As you surely have noticed, all Khajiit in Oblivion have the same eye color. The same is true for Orcs, Argonian, and Dark Elves. All six other races share only three eye colors. That's a bit repetive, isn't it? And let's not start on hair styles...
What RBP includes is an optional module to distribute it's new eyes and hairs to NPCs. More than thousand NPCs are changed, gaining new eye colors and / or hair styles. I've given each race (more correctly NPCs of that race) a set of eye colors, like Nords got the more bright colors, Wood Elves odd colors (like lilac, and of course some have their black eyes from Morrowind), Mages have glowy versions of their eyes, and Khajiit, Dunmer, Orcs and Argonian have also much more variety.
Pictures do tell more than thousand words, so here come a few examples (and you can get a couple of examples for new eyes and hairs from them):
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity3.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity4.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity5.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity2.jpg (Note: Older eye textures used, "shadowy" eye white is gone now)
http://www.tikanderoga.net/bg2408/pics/tes/bgBalancingOptionalEyes.jpg (Note: Even older textures used)
If you want to have TNR's new faces with NPCDiversity's new eyes and hairs, there's a merged version available in RBP's download! And a file for Kvatch Rebuilt, too!
Oh and here are a couple of screenshots for new races:
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_aureal1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_aureal2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_hidden1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_hidden2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_mazken1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_mazken2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmesraht1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmesraht2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_xivilai1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_xivilai2.jpg
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4. Installation and compatibilitiy
I've written a good deal about this in RBP's readme. Which I'm just going to codebox-quoting! It's not that complicated, unless you want to use special features. Just download both downloads, unzip the installation files to Oblivion\Data, and pick from the main download what you want to use... oh well...
1. Two separate downloads are required. One is the main download, (linked above). These are the plugin files. If you don't want any bonus races, new hair styles and eye colours, you don't need the other one. I have decided to use separate downloads, so you don't need to download everything again by every update. Meshes and textures don't have a habit of being changed once a month.
2. Make sure that you use the correct language. EV = English version, DV = German version. Other languages are not yet supported (see FAQ). If you install the wrong language, NPCs will become mute.
3. If you do want all bonus races and new hair styles and eye colours, you need to download the installation files (linked above). Unzip all folders into your Oblivion directory. Another option is using an omod (linked above). If you don't know what an omod is, please use the regular installation files.
4. This project is supposed to be modular. Therefore there are a lot of options to customize it to your liking. Make sure that you understand what each is doing, before activating them or requesting anything.
Core files (they are the main plugin. Use only one of them):
- the default one uses Capucines Eyes and is compatible with any Eye mod (via Wrye Bash) that is using the default eye mesh (former Bash tag Eye-D). It is required for both NPCDiversity modules.
- the Light version does not include any new races, hairs or eyes. In a way it's "bash ready". You do not need the installation files for this. If you want to build up your own combination of cosmetic mods, this may be a good start.
5. Users without Shivering Isles have to use additionally bgBalancingNoSI_Core_still_required.esp, otherwise bad things will happen. As mentioned in the name, you will still need one Core file!
[for modules see RBP's readme].
1. General rule of thumb: Everything that doesn't touch races is fine. If it does touch races, it should be loaded before this plugin, and it's components which are changing something concerning the races won't work anymore.
Specifics:
2. This PI is compatible with character levelling mods like nGCD. If you want to be absolutely safe, open your console and type StartQuest bgbHealthToggle -> then deactivate retroactive Endurance. That's the only part which could theoretically cause problems.
3. It is fully compatible with all overhaul mods like OOO, Fran's, FCOM, Warcry and everything else. Some of them make changes to races or birthsigns, so load them before the core file!
When something does changes races, and you want to keep it's changes, you have to use Wrye Bash. Two examples:
4. Robert's Male body replacer: It's not a pure replacer, therefore you have to use Wrye Bash. Tag it with Body-M and load it before the Core file. Then it has to be included as part of the bashed patch. It still needs to be activated, but loaded before the core file.
- any new hair pack: Tag it as hair mod, load it before the core file and use it as part of the bashed patch.
5. Important notice regarding Beautiful People: BP is using the Elaborate Eye mesh (former bash tag Eye-E), but has changed it's filepath to the default Eye mesh (former bash tag Eye-D). This causes numerous problems. One of them is that using it as eye mod for the bashed patch can result in very strange oddities. Workaround: Load it always before the core file, RBP's installation file will fix BP's messed up files, but by doing this will break parts of BP. With this filepath change there's nothing I can do except mentioning this workaround. This has caused me enough support grief.
6. These mods are included (in the full version), and doesn't need to be bash patched in: Capucine's eyes, Babe's hair pack, Soya's hair pack, Ren's beauty pack, throttlekitty's hair pack, kafeidot's short hair, Elveon's photorealistic eyes (adapted version, original was missing glowmaps), Elven Eyes, saram hairs, corean hairs, 2ch hairs.
7. These five bonus races are included from other mods, but were heavily modified. You can use their originals additionally: Slof's playable Xivilai, Luchaire's Tabaxi, Ren's Mystic Elves, Chingari's and Ismelda's Demon race, Capucine's Aquamer. Also playable adaptions of Golden Saints and Dark Seducers are included - playable even without Shivering Isles!
8. Be wary of hidden race changes: Some mods modify races without notice. Mostly just to give custom NPCs new hair styles. Load them before the core file. Example given: Blood and Mud.
9. Other race- and birthsign balancing mods are obviously incompatible. I don't want to think what could happen if both are taking effect.
10. Again: Everything that doesn't touch races and birthsigns is fine. Even if it does, just load it before the Core file!
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6. Thank yous:
daemondarque for creating all missing / required textures
Sen-Chan for enhancing the Demon wings, additional texture work
alexscorpion for his tattoo texture resources
idkrrr for corean and saram hairs
Quarn / Quazzi for his quest award leveller
AlienSlof et al for the playable Xivilai
Luchaire et al for the Tabaxi race (base of the Ohmes-rath)
Capucine for her beautiful new eyes and hair styles, and the Aquamer race
Babe for the beautiful new hair styles.
Soya for the beautiful new hair styles.
throttlekitty for throttlekitty's hair pack
idkrrr for "Corean hairs" and "saram hair"
kafeidotour for the "short hair style"
Elveon for his photorealistic eyes
Miss_onatopp for "Eyes for Elves"
Princess_stomper for her "better saint and seducer" project - I tried to match two faces of that with the default faces of the Aureal and Mazken.
scanti for his tool "Conformulator", which makes the new hair styles even better.
Wrye for "Wrye Bash". Without it I would have had many problems, especially with some of the optional files.
(Complete credits for every included plugin is in the readme)
http://www.gamesas.com/bgsforums/index.php?showtopic=721314
http://www.gamesas.com/bgsforums/index.php?showtopic=773190
http://www.gamesas.com/bgsforums/index.php?showtopic=816920
http://www.gamesas.com/bgsforums/index.php?showtopic=833725
http://www.gamesas.com/bgsforums/index.php?showtopic=867983
http://www.gamesas.com/bgsforums/index.php?showtopic=930971
http://www.gamesas.com/bgsforums/index.php?showtopic=958520
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Update 10.0 details:
General changes / resources:
- full support for all popular body mods, including Robert's female. This also includes Vanilla for all included races. Daemondarque did a great work by creating "missing" textures. Many thanks again!
- added four missing saram hairs
- added "glowing" eye styles for Ohmes-raht
- three new races included (see below)
New functionality:
- set bgEnduranceFactor to #.# allows to change how much health the player gets per level. Default is 1 ( = 1/10 of Endurance). Setting it to 0.5 will result in the player gaining 1/20 of Endurance, which is about the amount NPCs get. So if you like a challenge, here you can have one . Example given my level 40 Endurance 100 Ohmes-raht dropped from 510 to 315 health.
- Restore Health bonuses level now, but extremely slowly and with hard conditions. E.g. Orcs can gain an additional point after level 15, 30, and 45, but all three have high requirements in attributes. This was done to balance out this perks, because they tend to be quite powerful.
- Uninstall command: startquest bgbUninstall <- if someone wants to revert back to Vanilla. Will crash the game if used with a RBP custom race.
New races:
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer1.jpg A winged humanoid Daedra last seen in Daggerfall. They're kind of special (no, not in the Fallout way!). On the one hand they can use their wings to not take any fall damage, or hide their wings (as in Daggerfall). On the other hand they can enhance certain aspects by weakening other aspects, example given trading more magicka and higher mental stats for a weakness against weapons and lower physical stats.
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer2.jpg An elven variant appearing in many books, also known as "Tropical Elves" or "Maormer". With a strong tie to the sea (waterbreathing, waterwalking on will) they can even turn into water for a short time (making weapons and spells pass right through them, but at the same time being unable to fight in any way), or try to drown enemies.
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes1.jpg: The Khajiit variant seen in Arena. Which is to say they don't look like Khajiit at all, more like heavily tattooed elves. To be honest this was kind of a last resort on my part, but I'm very happy with them. They are a common variant inexplicably missing in Cyrodiil (until now), mechanic wise they're quite different than the other races, and their heavy tattooing makes them unique, too. Additionally you can use just about any tattoo texture you like on them - e.g. I'm using a quite elaborate Dragon tattoo for their body, which I was unfortunately unable to gain permission to use for.
Existing races and birthsigns:
- The Mage grants now 25 points of resist paralysis
- Orc, Lord and Serpent Restore Health now levels a bit, see above
- Many new powers, many of them to enhance NPCs. The following races have new greater powers:
- Argonians (short time Invisibility + Detect life. Invisibility was part of their old power by accident, but it worked great in game!)
- Breton (Damage Magicka nova, scripted chance to dispel all spells with it)
- High Elf (scripted skill dependent chance to create a random selection of potions)
- Imperials (absorb & damage fatigue & magicka, beefed up version of Vanilla's "Star of the West")
- Nord (frost & shock damage nova, chance to stagger fatigued enemies)
- Orc (scripted chance to knock down enemies)
- Aureal (Disintegrate + Dispel, similar to the Golden Saint's lesser power)
- Hidden Elves (scripted skill based chance to enchant item)
- Mazken (Absorb Health, Fatigue, Magicka, a bit less powerful version than Vanilla Dark Seducer's lesser power)
- Xivilai (scripted bound weapon. Bound weapon is skill (type, blade or blunt) and level (tie) dependent. A bit boring without the LAMEglue, but with it this becomes a hell of a power!)
Misc changes:
- the FCOM additions have been nearly completely rebuild, for a much more immerse (and sometimes challenging) game experience.
- dropped EE and MMR core files
- various small changes and tweaks all over the place.
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Announcement: I consider 10,5 final. Unless bugs are found, or I see something really great that just has to be included (unique new races, hairs, or something similar) I'm quite confident this version won't change for a long while

I guess this is it, then. Time for other projects... :wave: