[RELZ] A Race Overhaul Project.

Post » Mon Jul 16, 2012 6:21 pm

I put all my mods formerly known as better racials into one archive.

:From Readme:

A Race OverHaul Project

Author: Talyn82

Contents:

1) Introduction

2) Races abilities and powers.

3) Installation

4) Faq

5) Revision History

6) Credits and Special Thanks


1) Introduction:

This a collection of mods I made along with Albinodunmer's advice to enhance or improve, the racial abilities of each race. In essence making them more fun and useable.

The Races done so far are:

The Altmer
The Bretons
The Dunmer
The Khajit
The Nords
The Orsimer
The Redguards

2) Races abilities and powers:

Altmer:

Powers
-Highborn-Near unlimited Magicka for 60 seconds + 10 seconds every 10 player levels.

Traits
-Magical Tradition-100 extra magicka.
-Superior Breeding-75% disease resistance.
-Arcane Attunement-25% weakness to frost, fire and shock, and 50% Magicka regeneration.

Bonuses
+10 Illusion
+5 Destruction
+5 Enchantment
+5 Alteration
+5 Conjuration
+5 Restoration


The Bretons:

Powers
-Comprehending the Atronach- Absorb 50% of the magicka from hostile spells for 60 seconds, once per day plus 10 seconds every 10 player levels.

Traits
-Dragonskin- 50% damage reduction when below 25% health.
-Crossbreed- 10% Stamina regeneration and 20% magicka regeneration.
-Ancestral Inheritance- 30% magicka resistance and 20% Spell absorption.
-Aldmeri Heritage- 50% Magicka bonus.

Bonuses
+10 Conjuration
+5 Illusion
+5 Alteration
+5 Enchanting
+5 Restoration
+5 Speech


The Dunmer:

Powers:

Ancestor Worship: Summon a leveled ancestor from Aetherius.

The summons all level up with you as you gain levels.

Also every 10 levels you get the ability to summon a more powerful ancestor.

Here is the hierarchy:

Levels 1-10 Ancestral Ghost (A Regular every day Dunmer ghost in clothing with no spells and iron weapons including a bow. Presumably one of your less auspicious ancestors, that was a merchant or farmer.)

Levels 10-21 Ancestral Warrior (A Dunmer in a regular armor set. Leather armor and steel weapons. Weak level spells like flames, sparks, firebolt and lightning bolts. Presumably one of your tougher yet unknown ancestors.)

Levels 21-30 Ancestral Guardian (A Dunmer in a set of glass armor, wields glass weapons and casts stronger spells. Presumably an Ancestor that was accomplished and respected, yet forgotten throughout history.)

Levels 31-40 Ancestral Hero (In Ebony armor and weapons. Strong spells An ancestor who did much and is fondly remembered as a source of great pride and prestige in your house, whether or not you know of your ancestral lineage or not.)

Levels 40-51 Mythical Ancestral Hero (A Dunmer in daedric armor, wields daedric longsword and casts master level spells. An ancestor so powerful that they only answer the calls of those in their family with power to match their own. Little is known of them but their deeds in the early wars against the Dwemer and Nords in the far distant past guaranteed the success of many battles against their ancient foes. They are an ancient and powerful spirit capable of changing the course of any battle. As strong as Dremora Lords if not slightly more powerful.)

Levels 51-80 Permanent Mythical Ancestral Hero


All summons last 3 minutes. The permanent summons lasts indefinately.


Ancestor's Wrath: A Firestorm ability, that deals 50 fire damage plus 25 extra fire damage every 10 levels. By level 80 you'll be doing a grand total of 250 damage.


Traits:

Meric Heritage: Your Aldmeri heritage regenerates your magicka 25% faster.

Ashborn: Resist fire 50%

Blighted by Fate: Resist disease 50%


Spells:

Banish Summons: Banish your Mythical Ancestral Hero


Bonuses to skills:
+10 destruction
+5 one handed
+5 light armor
+5 conjuration
+5 sneak
+5 illusion


The Khajit:

Powers
-Eye of Fear- Paralyzes Humanoids in front of the player for 5 seconds up to level 10, plus 5 more seconds every 10 levels.
-Toggle Night Eye On- You can see in the dark for unlimited time.
-Toggle Night Eye Off- Turn off night eye.

Traits
-Claws- 20 bonus unarmed damage. plus 10 more damage every 5 levels.
-Hunters Constitution- 10% health and stamina regeneration.

Bonuses
+10 Sneak
+5 Pickpocketing
+5 Lockpicking
+5 One Handed
+5 Light Armor
+5 Archery


The Nords:

Powers:

Nordic Frost- On touch Ice form that deals 25 damage for 10 seconds. Plus 10 every 10 player levels.

Warcry- Rally Comrades while demoralizing enemies.


Traits:

Winterkin- 50% frost resistance

Stormborn- 25% Shock Resistance

Human Endeavor- 25% stamina regeneration


Bonuses:

+10 two handed
+5 light armor
+5 speechcraft
+5 smithing
+5 one handed
+5 block


The Orsimer:

Powers:

Berserker Rage- Double melee damage and 50% damage reduction for 60 seconds plus 5 more seconds every 10 levels.


Traits:

Malacath's Beneficience- Your Orcish blood allows you to carry 100 lbs more weight.

Cursed Heritage- 25% Magicka resistance

Outcast's Might- 30 extra hitpoints and 20% Stamina regeneration


Bonuses:

+10 Heavy armor
+5 Two handed
+5 Smithing
+5 Block
+5 Archery
+5 One handed


The Redguards:

Powers
-Adrenaline Rush-50% bonus to melee damage and near unlimited stamina for 60 seconds + 10 seconds every 10 levels.
-Sword Singer- You can form a "Shehai" (sword) from your own spirit. As you progress in levels you are able to make it more powerful, and make it last longer.

Traits
-Distinct Blood-50% Poison and Disease resistance
-Ra'Gada's Perserverance-30% Stamina regeneration

Bonuses
+10 One handed
+5 Archery
+5 Block
+5 Smithing
+5 Light Armor
+5 Sneak

Here is some lore on the Sword Singer ability:

The Sword-singers (or Sword singers) were a group of expert Redguard warriors from Yokuda and, for a while, Hammerfell.

The origins of the singers lie in a group of desert artisans, originally recruited from amongst the offspring of high Yokudan families. They built a temple to the gods of war and a training hall named "The Hall of the Virtues of War" in which they could practice their combat skills and the art of forging powerful swords. In 1E 617, the emperor Randic Torn started a divide between the singers and the common people by restricting the wearing of swords to the singers.

Men joining the group were known as "Brothers of the Blade" and women as "Maidens of the Spirit Sword". Two sources suggest that new members were recruited into the order at age eleven, but is unclear whether all recruits joined at this age. Certainly, one of the most celebrated singers, Frandar Hunding, was so skilled in swordsmanship by age 14 that he could use his abilities to provide for his mother and four brothers.

The greatest of the sword-singers were known as Ansei, or "Saints of the Sword" and formed their own training schools to pass on their skills. To become an Ansei of the first rank, a sword-singer had to demonstrate an ability to form the Shehai, a sword formed out of the singer's own spirit. Higher ranks were also possible. The study of the Shehai was known as "Shehai Shen She Ru", the Way of the Spirit Sword. When formed by a high-level Ansei, the Shehai was "an unstoppable weapon of great might" and made the singer capable of astonishing feats of swordsmanship.

In around 1E 780, the Yokudan Emperor Hira became afraid of the threat he perceived from the singers and launched a campaign to wipe them out. Frandar Hunding devised a strategy he called the "Hammer and Anvil", and eventually won a decisive victory against the emperor at the foot of Hattu Mountain. The war made the singers aware that they were no longer welcome in the land, and they set sail from the port of Arch, eventually arriving in the land they named Hammerfell.

By the 2nd century of the Third Era, the Way of the Sword was still being studied but many of the ancient secrets had been almost lost, with even the most venerable masters only capable of forming insubstantial Shehai. The ways of the Ansei are still admired by other warriors, and at least one artifact has been named in their honor.



3) Installation:

Drag and drop the esp you want to use from the archive into your \Steam\SteamApps\common\skyrim\Data folder.

Then from the launcher click Data Files and tick on the repsective mod.

:Warning: Both the Altmer and Redguard contain 2 esps each. Please only use one.

AROP- Altmer Editions: This is the main mod, it contains all the new powers and traits as well as weaknesses.

AROP- Altmer Edition- NW: Same as above, but doesn't contain weaknesses.

AROP- Redguard Edition: This is the main mod, it contains all the new powers and traits.

AROP- Redguard Edition: Same as above, but has sword singer ability added.

*Again please only use one of the above, for each race.*


4) Faq:

Q: Does this mod conflict with mod X?
A: It shouldn't since all my mods use unique id's. But to be safe load my mod last, even if BOSS puts it before mod X.

Q: This has to do with the Sword Singer ability. Does increasing my one handed skills improve the damage of the Sword?
A: Yes, the sword increases your one handed skill, and does more damage.

Q: Do perks work on the sword?
A: Yes, all perks under the one handed tree work.

Q: How do I use "Eye of Fear?"
A: Go to your magic menu and equip the power, like you would equip any other power or spell. Then hold the "Z" key for half a second and let go. If the npc all of sudden becomes stiff and topples over, you did it right.


5) Revision History:

Dunmer Edition:

v1.0 Initial Release

v1.1 Improved readme and fixed grammatical errors.

V1.2 Bonuses should now be setup properly. (Thanks to Albinodunmer for pointing it out.)

V1.3 Added Meric Heritage ability.

v1.4 Removed 7 day time limit on Permanent Mythical Ancestral Hero. Also added ability to banish them.


Khajit Edition:

v1.0: Initial Release
v1.1: Complete rework of mod. New Powers added Toggle Night Eye On and Toggle Night Eye Off. Eye of Fear has been redone and should work properly. Claws now do 20 points of damage instead of 12 points. And increase by 5 every 5 levels.


Nord Edition:

v1.0: Initial Release

V1.1: Added Warcry power and changed Nordic Frost menu icon.


Orsimer Edition:

v1.0: Initial Release

v1.1: Removed health regeneration

V1.2: Fixed Malacath's Beneficience. It is now a passive ability not a power. Gave orcs 30 extra hitpoints.


Redguard Edition:

v1.0: Initial Release
v1.1: Add alternate esp with Sword Singer ability.


6) Credits and Thanks:

Special Thanks to Bethesda for releasing Skyrim and it's tool kit.

Special Thanks to Albinodunmer who's thread in the lore forums, was the inspiration for this mod. And who's advice turned a simple copy and paste of Morrowind's abilities and powers, into something so much more.

Special Thanks to all the people who answered my questions in the Creation Kit forum. Especially WillieSea and Xtynct, for teaching me how to make the leveled spells and getting them to work properly.

Special Thanks also to StormFalcon, for suggesting to make the claw damage scale along with the player.

Special Thanks to the people who download my mods on Nexus, and for leaving me feedback.

You can download it here:

http://skyrim.nexusmods.com/mods/20588
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