Enhanced starting skills
Racial skill bonuses are now enhancements rather than higher levels. Skills for all races are no longer capped at 100. This means that one race's skill bonuses will always be better than another race without the same race.
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About this mod Machine translation
Racial skill bonuses are now enhancements rather than higher levels. Skills for all races are no longer capped at 100. This means that one race's skill bonuses will always be better than another race without the same race.
Racial bonuses are now enhancements rather than higher levels. This means that one race's skill bonuses will always be better than another race without the same race. For example, a Nord's two-handed skill will always be 10 points higher than an Argonian's two-handed skill. Skills are no longer capped at 100 for all races. With the strengthening effect, the racial skill bonus can exceed level 100.
Racial skill bonuses are the same as vanilla. I'll probably make other versions that reflect the Oblivion and Morrowind skill bonuses, as that's probably the best translation.
Only create the character *after* creation! ! ! By default, the game starts in Vanilla with Nord selected until you reach the character selection screen.
However, if you use an alternate start mode, such as "Alternate Start: Live Another Life," you will be immediately taken to the character select screen and the race bonus will be applied to your match.
I didn't expect this error when creating the mod. Currently, I don't know how to fix it if you just want to start with the original game. However, Alternate Start: Alternative Life lets you choose the start of the vanilla game if you want, with racial bonuses appropriately earned.
Specifically, what this mod does is set all racial skill bonuses to zero, and then add an invisible "ability" to all races that gives them a bonus to their racial mastery skills. If you have another Race Mod installed that does the same thing, you may want to pay attention to whether the two mods are on top of each other. They may or may not depend on the structure of another module.
There are mods that achieve the same effect, but I wanted to provide something smaller, simpler, and more likely to be compatible with other race mods. This should be compatible with mods that change race height, carry weight, or alter existing vanilla abilities. Mods that change racial powers and abilities require you to decide which should take priority in the load order (lower means higher priority).
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Racial Bonuses are now a fortify effect rather than starting at a higher level. This means one race's skill bonuses will always be better than another race without the same bonus. A Nord's two-handed skill will always be buffed 10 points higher than an Argonian's two-handed skill, for example. Skills will no longer all cap at 100 for all races. With the fortify effect, racial skill bonuses can go over level 100.
The racial skill bonuses are the same as vanilla. I will probably make additional versions that reflect Oblivion and Morrowind skill bonuses as best can be translated.
ONLY ENABLE *AFTER* YOU CREATE YOUR CHARACTER!!! By default the game picks Nord in the Vanilla start until you reach the character select screen.
HOWEVER, If you use an alternate start mod such as "Alternate Start: Live Another Life," You will immediately be taken to the character select screen and your racial bonuses will be applied for your race.
I did not anticipate this error when creating the mod. Currently I don't know how to fix it if you only want to use the original game start. However, Alternate Start: Live Another Life allows you to choose the vanilla game start if you want, and you'll get your racial bonuses appropriately.
Exactly what this mod does is set all racial skill bonuses to zero and then adds an invisible "ability" to all races that gives fortified bonuses to their race's proficient skills. If you install another race mod that does the same thing, you may want to watch out for if the two mods stack on top of each other. They may or may not depending on how the other …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.