Better Racials: A Race Overhaul Mod

Post » Mon May 28, 2012 4:16 am

Better Racials

A Race Overhual Mod.

This is the first part of a series of modular mods I'll be releasing during the next few days.

The goal of these mods is to make racial abilities more meaningful.

The first part "Better Racials- Dunmer Edition" deals with the Dunmer.

Here are the new abilities:

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

You can download it at TES Nexus:

http://skyrim.nexusmods.com/downloads/file.php?id=10776



Better Racials- Orsimer Edition

This is the second part of a series of modular mods I'll be releasing during the next few days.

This part deals with the Orsimer or Orcs.

The following new traits and powers have been added.


Powers:

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

Malacath's Beneficience- Increase your carrying capacity by 100 once a day for 12 in game hours.


Traits:

Cursed Heritage- 25% Magicka resistance

Outcast's Might- 20% Stamina regeneration


Bonuses:

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

Bugs and glitches: When using Berserk it always displays 1 minute remaining in the active effects menu no matter what level. Rest assured that the duration of the power increases every 5 levels.


You can download it here:

http://skyrim.nexusmods.com/downloads/file.php?id=11270


Better Racials- Nord Edition

This is the third part of a series of modular mods I'll be releasing during the next few days.

This part deals with the Nords.

The following new traits and powers have been added.


Powers:

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


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


http://skyrim.nexusmods.com/downloads/file.php?id=12096


Better Racials- Khajit Edition

This is the fourth part in a series of modular mods. This one deals with the Khajits. The following powers and abilities have been added or improved upon.

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.

Traits
-Claws- 15 bonus unarmed damage. plus 10 more damage every 10 levels.
-Hunters Constitution- 10% health and stamina regeneration.

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

http://skyrim.nexusmods.com/downloads/file.php?id=13190


Better Racials- Breton Edition

This is the fifth edition of a series of modular mods, who's aim is to make a races powers and abilities more meaningful. This edition deals with the Bretons.
The following powers and traits are what's added or improved.

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.

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

http://skyrim.nexusmods.com/downloads/file.php?id=13359


Better Racials- Altmer Edition

This is the sixth edition of a series of modular mods, who's aim is to make a races powers and abilities more meaningful. This edition deals with the Altmer or High Elves.

The following powers and traits are what's added or improved.

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

http://skyrim.nexusmods.com/downloads/file.php?id=13367
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Mistress trades Melissa
 
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Post » Sun May 27, 2012 4:46 pm

Nice! Also you should check the Hero and Mythic summon description. They are identical. The Hero should say this.

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. Level 31-40
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Ymani Hood
 
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Post » Sun May 27, 2012 7:48 pm

Done. Although the readme description is unchanged for now.
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Marta Wolko
 
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Post » Sun May 27, 2012 10:51 pm

Done. Although the readme description is unchanged for now.
Are the install instruction included in the readme? Some people may not know how to install it. I assume a manual put all files in the Data folder and tick the esp would suffice. If it is structured with an esp and textures/meshes?
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Melanie
 
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Post » Sun May 27, 2012 3:41 pm

1.1 has been uploaded with improved readme and fixed minor grammar errors.
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Sophie Louise Edge
 
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Post » Mon May 28, 2012 2:29 am

Great. Do you think it is possible for the Nords to start with some locked Dragonshouts like Ice form and frost breath? They would need to unlock them with dragon souls but they woul represent the knowledge of Thu'um that resides in the Nords blood that is unrealized. Might be more trouble than it is worth though... :confused:
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Katey Meyer
 
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Post » Sun May 27, 2012 8:04 pm

Great. Do you think it is possible for the Nords to start with some locked Dragonshouts like Ice form and frost breath? They would need to unlock them with dragon souls but they woul represent the knowledge of Thu'um that resides in the Nords blood that is unrealized. Might be more trouble than it is worth though... :confused:

You mean from the start? If so it should be possible.
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SHAWNNA-KAY
 
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Post » Sun May 27, 2012 3:18 pm

Ohhh interesting I am using a wood elf racial starting ability mod at the moment which ups the bow and sneak abilitys some at the start which is great.

So I would be very interested to see what you come up with for other the other races.....The Dunmer abilitys look good.
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Gemma Archer
 
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Post » Sun May 27, 2012 11:54 pm

Has anyone had trouble starting a new game? If so deselect the mod. Start a new game, save and exit. Reselect the mod, load game and it should work fine. Don't know why it prevents you from selecting a race in the beginning.
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Dezzeh
 
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Post » Sun May 27, 2012 7:07 pm

Dismiss last post. Problem is not with mod.
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Jade Muggeridge
 
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Post » Sun May 27, 2012 3:19 pm

I have had no problem with the mod so far. Play tested it yesterday and it worked great!
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Laura Richards
 
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Post » Sun May 27, 2012 2:37 pm

Great. Do you think it is possible for the Nords to start with some locked Dragonshouts like Ice form and frost breath? They would need to unlock them with dragon souls but they woul represent the knowledge of Thu'um that resides in the Nords blood that is unrealized. Might be more trouble than it is worth though... :confused:
but that doesn't make sense and isn't canon. how would they know the shout if they haven't been taught it, nords don't just begin with shouts, they have to be taught, just like a baby doesn't know mathematics until he is taught mathematics, thus making this mod extremely OP and against lore
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Angela
 
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Post » Sun May 27, 2012 6:17 pm

but that doesn't make sense and isn't canon. how would they know the shout if they haven't been taught it, nords don't just begin with shouts, they have to be taught, just like a baby doesn't know mathematics until he is taught mathematics, thus making this mod extremely OP and against lore
It was a thought, and they are the only race that has developed Thu'um and use it. They also would not know the shout. It would be something that resides deep in their blood and would be impossible for them to discover unless they were dragonborn and absorbed a Dragon Soul. However it does stretch the lore a little too much and is not a part of the mod as of yet.

However because I like to argue lets see how it IS supported by what we know from the lore and in game. We do not have a exact confirmation on how the Nords work in regards to the Thu'um. We definitely do not have anything saying it is completely against lore that Nords have some ingrained knowledge of thu'um. But there are some things that indicate they do. First off, everyday Nords could never learn these shouts except through hard work like the Greybeards, that is why only Nords are greybeards or ever even use Thu'um. But they still could have knowledge of these Thu'um. Also try and describe the Warcry ability of the Nords. It is very similar to a Thu'um in functionality. Seems to me it IS canon that the Nords have some inherent affinity for shouts else why are they the only ones doing it? There has NEVER been a case of anyone else except a Nord or Dragonborn using Thu'um. That also indicates some special connection between the two.

Besides it is not very OP at all? It would basically even out after you discover just a few shouts AND in order to use the Shouts a Nord would have to kill 3 dragons and obtain their souls. Also shouts are not exactly that powerful to begin with until you get to level 3 shouts and then they are inefficient to use. Could you elaborate on how it is OP?

Btw it is unlikely to be part of the mod but this is for the sake of argument.
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Jack Walker
 
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Post » Mon May 28, 2012 1:16 am

i wasnt trying to bash your idea or anything, i was just stating that if nords knew shouts before learning them, that wouldnt be lore friendly. :)
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Blessed DIVA
 
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Post » Sun May 27, 2012 1:44 pm

i wasnt trying to bash your idea or anything, i was just stating that if nords knew shouts before learning them, that wouldnt be lore friendly. :smile:
I wasn't it taking it that way, don't worry. I am genuinely asking you to justify what you said with an argument. I truly do like debating and this is worthy of debate imo.

What do you think of my points that it could be lore friendly? Or how it isn't really that OP?

This is the idea for the Nordic power as of right now. Too OP?

Nordic touch power in the works. Seem too OP? Keep in mind the 300 damage part is at level 80 and is over 45 seconds.

Works like an on touch form of Ice Form. Or at least is supposed too. Once a day use of course and can only affect one opponent.

At levels 1-10 - deals 20 frost damage immediately then 5 more frost damage for 10 seconds while the enemy is encased in ice. For a total of 70 damage altogether.

At levels 11-20 - deals 30 frost damage immediately then 5 more frost damage for 15 seconds while the enemy is encased in ice. For a total of 105 damage altogether.

At levels 21-30 - deals 40 frost damage immediately then 5 more frost damage for 20 seconds while the enemy is encased in ice. For a total of 140 damage altogether.

At levels 31-40 - deals 50 frost damage immediately then 5 more frost damage for 25 seconds while the enemy is encased in ice. For a total of 175 damage altogether.

At levels 41-50 - deals 60 frost damage immediately then 5 more frost damage for 30 seconds while the enemy is encased in ice. For a total of 210 damage altogether.

At levels 51-60 - deals 70 frost damage immediately then 5 more frost damage for 35 seconds while the enemy is encased in ice. For a total of 245 damage altogether.

At levels 61-70 - deals 80 frost damage immediately then 5 more frost damage for 40 seconds while the enemy is encased in ice. For a total of 280 damage altogether.

Finally at levels 71-80 - deals 90 frost damage immediately then 5 more frost damage for 45 seconds while the enemy is encased in ice. For a total of 315 damage altogether.
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Jason Wolf
 
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Post » Sun May 27, 2012 8:49 pm

I have had no problem with the mod so far. Play tested it yesterday and it worked great!


It was just my game acting buggy, got it fixed.

Progress update:

Mods soon to be released:

Better Racials- Nord Edition 98%

Better Racials- Redguard Edition 98%

Better Racials- Orsimer Edition 98%
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BaNK.RoLL
 
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Post » Mon May 28, 2012 3:34 am

1.2 has been released. Bonuses have been fixed.
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JD bernal
 
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Post » Sun May 27, 2012 12:57 pm

Will this work for existing characters? For example, if I have a level 24 dunmer that was not played with this mod before and I load his save with this mod active, will his powers work correctly?
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james reed
 
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Post » Mon May 28, 2012 12:28 am

I don't know, I've been asked this question before. Just try it and summon an ancestor. If it's an Ancestral Guardian, that's the lvl 21-30 summons. Then it's working properly.
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Sam Parker
 
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Post » Sun May 27, 2012 1:45 pm

This sounds very nice. I have a question. You say, "The permanent summons lasts 7 in game days. After 7th day he will disappear just resummon him." Will it be possible to de-summon this Permanent Mythical Ancestral Hero? Or are we stuck with him (I assume it's a "he") for the entire seven days?

My next character is going to be Dunmer and I'm very interested in using this. Thank you!
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chloe hampson
 
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Post » Sun May 27, 2012 5:24 pm

For now your stuck with him for the 7 days, but I hope to add the ability to banish him and add follower commands in an update. I'm still learning the CK.

Edit: Just recieved word this mod conflicts with Extended Slider Colors by Expired v4.6
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Bonnie Clyde
 
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Post » Mon May 28, 2012 2:09 am

Will this work for existing characters? For example, if I have a level 24 dunmer that was not played with this mod before and I load his save with this mod active, will his powers work correctly?
Playtested on my existing characters with no problems. I was level 25, 39 and 81 respectively. I got a Guardian, Hero and Mythic Ancestor Guardian on them in that order. It also works for new characters.
This sounds very nice. I have a question. You say, "The permanent summons lasts 7 in game days. After 7th day he will disappear just resummon him." Will it be possible to de-summon this Permanent Mythical Ancestral Hero? Or are we stuck with him (I assume it's a "he") for the entire seven days?

My next character is going to be Dunmer and I'm very interested in using this. Thank you!
ATM you can just banish them in a "sparring session" by killing them. If you use the banish spell they should disappear too I believe but I would need to playtest that.
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Tamika Jett
 
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Post » Sun May 27, 2012 8:41 pm

v1.3 has been released. Adds new ability called "Meric Heritage" makes your magicka regenerate 25% faster.
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lauren cleaves
 
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Post » Sun May 27, 2012 10:37 pm

v1.3 has been released. Adds new ability called "Meric Heritage" makes your magicka regenerate 25% faster.
Awesome!
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JD bernal
 
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Post » Sun May 27, 2012 5:29 pm

Better Racials- Orsimer Edition has been released, grab it in the first post.
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Kat Lehmann
 
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