Morrowind racial style benefits and powers.

Post » Wed May 23, 2012 7:48 pm

I think BTB said it best, and I paraphrase, that the Altmer racial "bonus" in Morrowind was an AIDS cocktail of fail.
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Darren
 
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Post » Wed May 23, 2012 10:58 pm

I think BTB said it best, and I paraphrase, that the Altmer racial "bonus" in Morrowind was an AIDS cocktail of fail.
Well what do you think of my proposed alternative?
Spoiler

Dunmer should still be able to summon a Flaming Ancestral Ghost. For me I like to RP chatting with my Ancestors sometimes. Not really but I liked to think I could. Plus a decently powerful leveled summon would be a nice addition to their powers that we have seen in the lore. Think of it as the more powerful you become the more powerful the ancestral ghost who answers your call. Like maybe every 10-20 levels and an up in power? Familar power, then flame, frost, and shock atronach, finally Dremora lord. Make it last very long as well as it is a power. Like 180-300 seconds or 3-5 minutes. Eventually making it a bound summon. Also Sul did it after the Red Year in the novels so their is 'hard' evidence of it being lore friendly.

Give Nords a small shock resistance like 25% alongside the 50% frost and the ability to do a grab that freezes an opponent. Like the power they had in Oblivion. Frost damage on touch. Just make it like Ice Form instead of pure frost damage. Freezes the opponent and deals slow frost damage over time.

Give Argonians resistance to poison again. Like 75%. They live in a friggin swamp! Constant water breathing effect. They also should swim about 50% faster. Make their histskin power regenerate health and restore all health the first time it is used.

Give Bosmer something called the Green Pact. If they consume meat or cannibalize someone they get 20% damage bonus and 20% damage reduction for everything for 300 seconds. If they kill something and do not eat it they do not get the damage part of this bonus for 24 hours no matter what they eat, unless they eat it. The rest of their traits are good.

Altmer should have disease resistance again. Makes sense. They breed to make superior specimens. Make increased magicka regen permanent by 50%. Have them take 25% more damage from the elements again and give them a power that lets them have an unlimited magicka pool for a 30-60 second period once a day to show their attunement with magicka. Also a magicka bonus of 50 points as well.

Redguard's Adrenaline rush should give a temporary 50% boost to melee damage of any kind for 60 seconds and they have unlimited stamina during that time. Can be used once a day. 50% disease and poison resistance.
They also run a little faster and jump a little higher than the other races. To better represent the Athletics and Acrobatics they had in previous games.

Give Orcs a small magicka resistance again like in Oblivion they had 25% resistance to it. Call it a trait of their merrish blood despite their cursed state. Keep Berserk the way it is. Small boost of 50 points to carrying capacity as they are the physically strongest race.

Khajiits should get the Eye of Fear power back, the one that causes all those around them to flee in fear. Also a power that lets them pick pockets and locks more easily when on Skooma or moon sugar...or a once a simple day usage lol. They also run a little faster and jump a little higher than the other races. Keep the base unarmed damage bonus and increase swing speed of unarmed attacks by 20%

Bretons should have 50% magicka resistance again. Also a smaller yet still decent boost to magicka. 30? The spell absorption power they have is pretty good, maybe extend duration to prolong its usefulness? Give them a trait called Dragonskin that boost there damage reduction by 20% when their health is below 30%.

Imperials should get the ability to charm all those around them for a brief time. Up to an appropriate level. Not too sure what else. Chance to find better items as well as gold in the Imperial Luck power? Imperials are very plain and I feel like anything outlandish would be lore breaking. Maybe increased companion health and damage dealing? Give them a trait called Imperial Tradition. Buffs all skills up to 10 points and lasts for 300 seconds.
This is for the Dunmer Specifically. vvv
Spoiler


If possible this could be accomplished rather simply I think. It could also make it cooler imo. Have each leveled ghost appear different. Use the Ghost NPC look, retexure it with the flaming familiars texture, and just add weapons and armor to them. Keep it with a Dunmer feel though if at all possible. So far the closest thing to actual Dunmer looking armor is the falmer armor sans the helmet(shudders). Just use apparel to make the ghost look unique. Leave their heads bare so we can tell it is a mer under there. You do not have to make the armor appear on the ghosts in the same strength that they do in the game. By this I mean Ebony armored Dunmer ghost can be weaker than the Falmer armored one. The Falmer armored one harkens back to the old days of legendary Dunmer heroes or some such. You could have the list like this.

Remember Helmet-less for appearance's sake. However appearance is subjective the armor and weapon descriptions are merely for appearance sake and are what I think is appropriate. If someone thinks different speak up. I have not seen all the weapons and armor in this game yet. Not even close I think.

-Summon Ancestral Ghost-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. Level 1-10.

-Summon Ancestral Warrior- Dunmer in a regular armor set. Fur, Leather, Iron, Steel. Has Steel weapons or maybe Orsish. Weak level spells like flames, sparks, firebolt and lightning bolts. Presumably one of your tougher yet unknown ancestors. Level 11-20,

-Summon Ancestral Guardian- Dunmer in a set of Elven, Orcish or Glass armors. Likewise weapons. Stronger spells. Presumably an Ancestor that was accomplished and respected, yet forgotten throughout history. Level 21-30.

-Summon Ancestral Hero- In Ebony armor and weapons (lets reserve Daedric for the Dremora). 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

-Summon Ancestral Myth/Legend- In Falmer Armor, not the helmet. Whatever armor you think is appropriate. Daedric Longsword. Powerful spells. Like master level Destruction and Illusion 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. Level 41+.

At level 50 you gain the ability to summon and banish them as a permanently bound summon.

Something like that. It is rough but there it is. Of course equal attention would need to go towards the other races I think for balance lol. How anyone accomplishes that is their own business.

Changes in Italics
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R.I.p MOmmy
 
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Post » Wed May 23, 2012 7:31 pm

Waterbreathing is completely pointless when even Argonians can't attack in water, whoose bright idea was that?
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danni Marchant
 
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Post » Wed May 23, 2012 11:03 pm

Waterbreathing is completely pointless when even Argonians can't attack in water, whoose bright idea was that?
Make it have a point. Besides it is more of a flavor things tbh.

The devs rushed production and left quite a bit out. Water creatures are lacking and we cannot attack in any way while in the water.

They should have just reduced swing speed to about 50% while in the water and reduced damage to 50%.
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R.I.p MOmmy
 
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Post » Thu May 24, 2012 8:25 am

I think BTB said it best, and I paraphrase, that the Altmer racial "bonus" in Morrowind was an AIDS cocktail of fail.

I agree, that's why I'm not gonna add it. This mod has evolved into something else.

Waterbreathing is completely pointless when even Argonians can't attack in water, whoose bright idea was that?

Still it's in the lore. Argonians are amphibious creatures.
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Kill Bill
 
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Post » Thu May 24, 2012 6:07 am

Forgot to mention. Ignore first post I'll only be adding a few things mentioned there. Most of what I'll be doing was suggested by Albinodunmer. The mod will also be renamed, and posted on a new thread.
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Emilie M
 
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Post » Wed May 23, 2012 7:03 pm

Forgot to mention. Ignore first post I'll only be adding a few things mentioned there. Most of what I'll be doing was suggested by Albinodunmer. The mod will also be renamed, and posted on a new thread.
Looking forward to seeing what you do with it and what changes you make to my contribution. You going to post a new thread here about it?
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Jessie
 
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Post » Thu May 24, 2012 5:23 am

Looking forward to seeing what you do with it and what changes you make to my contribution. You going to post a new thread here about it?

Yes.
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Michael Korkia
 
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Post » Thu May 24, 2012 8:20 am

What the hell do argonians gasp for air after staying underwater? Is there anyway to remove that/enable combat in water?
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Trish
 
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Post » Wed May 23, 2012 5:32 pm

What the hell do argonians gasp for air after staying underwater? Is there anyway to remove that/enable combat in water?

You mean make Argonians breathe underwater? If so, then yes. I intend to do that.

As for the combat. I don't know it might be hardcoded. If so maybe a modder, who is more advanced than I can enable underwater fighting.
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Sebrina Johnstone
 
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Post » Thu May 24, 2012 4:42 am

Argonians already breath underwater, I just tend to avoid it since it makes me cry whenever Dovahkiin has to flee from a tiny slaughterfish. I meant that whenever an argonian surfaces they make the same "gasping for air" noise as everyone.

Since no one has actually done anything I'll use this thread to share ideas.

We need to bring back attributes, that was one of the biggest part races defined themselves. Nords and Orc were strong, Argonians and Khajiit fast and agile. Do you know who hit's the hardest, jumps the highest and runs the fastest at the moment? The Altmer. Yes those prissy elves really are better than everyone else as they say, due to a design flaw nonetheless. (actor scale affects these things)

Either do not allow beast races to wear full helmets(like morrowind), or modify the helmet to fit them, do not bloody chop off their damn faces. Give them their beast legs, I don't care whether boots are disallowed or modified. The lack of boots of helmet can be balanced with better racial stats. or not. This is a single player game, there's no such thing as "not fair".

And just for fun the skeletons for the beast races can be modified, at the very least, as they still share bodies with humans(they were unique in Morrowind). Argonians can have their arms shortened to more resemble theropods and birds, while Khajiits have theirs lengthened, etc. This wouldn't require a new mesh and redoing all armour and clothing- something I doubt will ever happen. Much in the same vein, unique animations, especially a swimming one for argonians- the one in morrowind was awesome, but the new argonians' tail might be too wimpy for that. A more horizontal theropod-like gait would be nice, but nice was only very mildly done in Morrowind.

This one isn't so relevant, but people don't seem to recognise your race nearly as much anymore. Perhaps the Dunmer are more racist than Nords, but that's not the impression I got in game.
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Laura-Lee Gerwing
 
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Post » Thu May 24, 2012 8:36 am

If possible this could be accomplished rather simply I think. It could also make it cooler imo. Have each leveled ghost appear different. Use the Ghost NPC look and just add weapons and armor to them. Keep it with a Dunmer feel though if at all possible. So far the closest thing to actual Dunmer looking armor is the falmer armor sans the helmet(shudders). Just use apparel to make the ghost look unique. Leave their heads bare so we can tell it is a mer under there. You do not have to make the armor appear on the ghosts in the same strength that they do in the game. By this I mean Ebony armored Dunmer ghost can be weaker than the Falmer armored one. The Falmer armored one harkens back to the old days of legendary Dunmer heroes or some such. You could have the list like this.

Remember Helmet-less for appearance's sake. However appearance is subjective the armor and weapon descriptions are merely for appearance sake and are what I think is appropriate. If someone thinks different speak up. I have not seen all the weapons and armor in this game yet. Not even close I think.

-Summon Ancestral Ghost-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. Level 1-10.

-Summon Ancestral Warrior- Dunmer in a regular armor set. Fur, Leather, Iron, Steel. Has Steel weapons or maybe Orsish. Weak level spells like flames, sparks, firebolt and lightning bolts. Presumably one of your tougher yet unknown ancestors. Level 11-20,

-Summon Ancestral Guardian- Dunmer in a set of Elven, Orcish or Glass armors. Likewise weapons. Stronger spells. Presumably an Ancestor that was accomplished and respected, yet forgotten throughout history. Level 21-30.

-Summon Ancestral Hero- In Ebony armor and weapons (lets reserve Daedric for the Dremora). 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

-Summon Ancestral Myth/Legend- In Falmer Armor, not the helmet. Whatever armor you think is appropriate. Daedric Longsword. Powerful spells. Like master level Destruction and Illusion 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. Level 41+.

At level 50 you gain the ability to summon and banish them as a permanently bound summon.

Something like that. It is rough but there it is. Of course equal attention would need to go towards the other races I think for balance lol. How anyone accomplishes that is their own business.

What would be really cool is a mix between a summon and a companion. What I mean is to be able to talk, give orders, etc like any companion, but instead of being there all the time they banish after a while like any summoned creature. That could be a good way of creating a link between the player and his ancestor, but maybe is very hard to mix the two concepts, I don't know.
One thing I don't really like is that leveled list... It's like "hey, our descendant is stronger! Lets send a capable warrior!". Perhaps with a random chance to summon an ancestor, having different level mages and warriors in the list of summons, and increasing the chances of summoning a higher level guy with your level it could be more... realistic? Like one ancestor has recieved your call. I don't know, it's something that doesen't fell natural to me.
Anyway, the idea is awesome, it is really an improvement over the vanilla races :D
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Emily Jones
 
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Post » Wed May 23, 2012 8:33 pm

With the exception of Sanctuary, Star of the west, and Thunderfist, I've done all of these. Those three are insanely difficult to get working so I've given up for now.
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Ezekiel Macallister
 
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Post » Thu May 24, 2012 12:27 am

Without reading all 2 pages:

Here is what I noticed..

Bretons should have 50% magic resist .. They only have 25%

Orcs should have 25%
they got nothing at all.

Thanks.
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Carlos Vazquez
 
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Post » Thu May 24, 2012 4:11 am

You know maybe the Argonian "taking a deep breath" sound isn't so bad after all, if you headcannon that they cannot in fact breath water, but rather just hold their breaths rather long, like a mairne iguana. Lizards, after all, are by their very definition not amphibious. (if I may bring real world biology into this)
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Verity Hurding
 
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Post » Wed May 23, 2012 8:32 pm

I've begun work on this mod. Thanks for all the input.
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Isaiah Burdeau
 
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Post » Thu May 24, 2012 1:28 am

Without reading all 2 pages:

Here is what I noticed..

Bretons should have 50% magic resist .. They only have 25%

Orcs should have 25%
they got nothing at all.

Thanks.
With Skyrims mechanics that would make the Bretons too powerful. 100% immunity to magicak(or whatever the cap is) could be accomplished with the Lord stone and a couple enchantments.

I agree with the Orcs though they should get like 10% physical damage reduction imo while the bretons get a 25% magicak resistance. Sound good? Honestly Berserk is incredibly OP for a power.
You know maybe the Argonian "taking a deep breath" sound isn't so bad after all, if you headcannon that they cannot in fact breath water, but rather just hold their breaths rather long, like a mairne iguana. Lizards, after all, are by their very definition not amphibious. (if I may bring real world biology into this)
Actually it could just be them taking a breath of air after filtering water through gills while they were in the water.
I've begun work on this mod. Thanks for all the input.
That...is awesome! ETA? Nah jk jk take your time and do it right!
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Brittany Abner
 
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Post » Wed May 23, 2012 9:26 pm

Without reading all 2 pages:

Here is what I noticed..

Bretons should have 50% magic resist .. They only have 25%

Orcs should have 25%
they got nothing at all.

Thanks.

EXACTLY!!!! They had it in Morrowind and Oblivion too!
I've been saying this all along.

With Skyrims mechanics that would make the Bretons too powerful. 100% immunity to magicak(or whatever the cap is) could be accomplished with the Lord stone and a couple enchantments.

You could do this in Morrowind and Oblivion too, I don't see why you keep fighting the fact that Bretons have 50% magic resist,
it's not like this is an MMORPG or that NPCs are going to have 100% magic resist.
You don't mind any of the races YOU'RE planning on playing having 75% resists.

This thread is sounding more and more about what YOU want the stats to be, and just striking down any input by anybody else in this thread.
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Leonie Connor
 
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Post » Thu May 24, 2012 5:56 am

Nords get 50% Shock and 100% Frost when about half the games magic damage is in frost?

Balanced or not, that actually seems to make sense, haha! If Nords have had to deal with all that frost magic over the millennia, then it would only be natural to build an immunity to it.

In other words, if you're going to be fighting Nords, it would be wise to not use frost magic. The only thing that needs to be done is to teach the AI that :-P
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Josh Dagreat
 
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Post » Thu May 24, 2012 7:05 am

The simple stuff like adding resistances is done. Right now I'm working on the leveled ancestor ghosts.
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Katy Hogben
 
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Post » Wed May 23, 2012 9:44 pm

EXACTLY!!!! They had it in Morrowind and Oblivion too!
I've been saying this all along.
You could do this in Morrowind and Oblivion too, I don't see why you keep fighting the fact that Bretons have 50% magic resist,
it's not like this is an MMORPG or that NPCs are going to have 100% magic resist.
You don't mind any of the races YOU'RE planning on playing having 75% resists.
This thread is sounding more and more about what YOU want the stats to be, and just striking down any input by anybody else in this thread.
Uhhh...where are you getting your information? I said it was balanced that the Dunmer had 50% fire resistance as that is balanced seeing as how it is resisting one damage type. However if the Bretons are going to have 50% magicka then I think the Dunmer should get 75% resistance to fire again. If you notice I am debating as to why this should be nerfed. I am not pressuring the OP into choosing one or the other. Do not put words in my mouth because you are upset that I think the Bretons getting a necessary nerf is a good idea.. Also do not jump to conclusions either. All I am doing is defending the mod from what I consider bad ideas. I will even justify why they are bad ideas. Feel free to try and dispute them.

Why do you keep fighting for them to have 50% magic resist anyways? Is the game really that hard that they need it? Answer this. Why SHOULD the Bretons have a 50% magicka resistance anyways? Just because Bretons had it in Oblivion and Morrowind doesn't mean they SHOULD have it in Skyrim.

Besides this will make every Breton have 50% magicka resistance if he alters all the racial abilities. Did you think of that?! Seriously if you want the magicka resistance so much just get it via console. This mod should be balanced. That was the point. If you notice the OP is actually using my ideas for his mod. I even proposed the 50% magicka resistance originally if you look at the first post about racials I made. However now that I think on it. It would be horrible to make any race that powerful because it extends to the NPCs as well. What if you play a mage and you are fighting forsworn in the reach? That just seems stupidly overpowered. Or am I wrong?
Balanced or not, that actually seems to make sense, haha! If Nords have had to deal with all that frost magic over the millennia, then it would only be natural to build an immunity to it.
In other words, if you're going to be fighting Nords, it would be wise to not use frost magic. The only thing that needs to be done is to teach the AI that :-P
No it would not be natural. It would be natural to have a high resistance to it though. Nords did not deal with Frost Magic all the time. They dealt with cold weather. If they were immune to the cold they would not use fires to keep warm in Skyrim...However yes, it is already unwise to use frost magic against them. You wanting the Nords to have complete immunity to frost ruins most people wanting to do Cryomage builds as well.
The simple stuff like adding resistances is done. Right now I'm working on the leveled ancestor ghosts.
What did you decide for resistances Talyn82? And that is great!

Did you use the ideas in this thread or the one http://www.gamesas.com/topic/1317953-funner-lore-friendly-ish-racials/page__fromsearch__1 that was gone over by the Lore forumnites?
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Stephanie Kemp
 
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Post » Wed May 23, 2012 11:51 pm

@AlbinoDunmer

To answer your first question. I've added the following resistances.

Nords regain 25% resistance to shock.

Orcs regain 25% resistance to magicka.

Bretons regain 50% resistance to magicka.

Altmers regain 75% resistance to disease. (Still debating if I should bring back their weaknesses to magicka in full, or partially).

Argonians regain 75% resistance to poison.

As for your second question. I didn't know about that thread, but I will check it out.
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Monika Fiolek
 
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Post » Wed May 23, 2012 6:50 pm

Uhhh...where are you getting your information?


@AlbinoDunmer

To answer your first question. I've added the following resistances.

Nords regain 25% resistance to shock.

Orcs regain 25% resistance to magicka.

Bretons regain 50% resistance to magicka.

Altmers regain 75% resistance to disease. (Still debating if I should bring back their weaknesses to magicka in full, or partially).

Argonians regain 75% resistance to poison.

As for your second question. I didn't know about that thread, but I will check it out.

Here's the details for each race in both Morrowind and Oblivion.
YOu can click on each race above the The Oblivion table to see each races attributes as well.

http://www.uesp.net/wiki/Morrowind:Races

http://www.uesp.net/wiki/Oblivion:Races
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mollypop
 
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Post » Thu May 24, 2012 8:23 am

Here's the details for each race in both Morrowind and Oblivion.
YOu can click on each race above the The Oblivion table to see each races attributes as well.

http://www.uesp.net/wiki/Morrowind:Races

http://www.uesp.net/wiki/Oblivion:Races
I think you are not understanding what I meant by information though I can see how you would make that mistake. I meant where are you getting your information in regards to me trying to make this mod tailored to myself? Or where you get that I wanted the Dark Elves to have 75% resist fire again AND the Bretons to get nerfed to 25% magicak resistance.

No, what I would want is in that link I provided. I am trying to make racials that are relevant to the new game and ARE fun to use not just the same old crap from the previous games that were boring then and would be boring now. Plus I am trying to make them more representative of the Lore of each race. So Lore friendly is a bonus objective. Hence the link to the thread in the Lore forum.
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My blood
 
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Post » Wed May 23, 2012 6:02 pm

I approve.
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Gemma Woods Illustration
 
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