ghost race
A race of ghosts based on the Empire. Work in progress
Screenshots 3 screenshots
About this mod Machine translation
A race of ghosts based on the Empire. Work in progress
A race of ghosts based on the Empire.
Current features:
-The character is a ghost
-100% disease/poison resistance
- Movement speed increased by 15%
-Start with the binding sword spell
-A once-a-day power that empties the player for 10 seconds and causes nearby undead/ghosts to flee for 6 seconds
-Loss of words 20
-Silver weapons and ghost-related spells/effects affect play
Features to add:
-None (send me suggestions for other features or changes to current features)
Racial skill bonus:
Transformation +15
Illusion +10
Destruction +5
Lockpicking +5
Pickpocket +5
Speech +5 (for some reason you can't get the -20 Speech debuff without setting your starting speech to 20)
Basic racial statistics:
Health 100
Magician 100
Physical strength 100
Weight 300
Health regeneration 0.7
Magic card regeneration 5
Physical recovery 5
Known issues:
- If you view "Ghost Race" in the race menu and then switch to any other race, that other race will be invisible and permanent to that race. If you want to choose a race above or below Ghost Race that doesn't have this glitch, just quickly browse the menu without giving it time to load the Ghost Race character.
-In the match menu, your character will not have a blue tint and will be almost completely invisible. This is caused by the ability to make the character unreal in the first place. It makes your character almost transparent and then tints the blue color. Unfortunately, the blue tint effect only kicks in after the game cycle and therefore cannot be displayed in the match menu. Reopening the match menu will reset the character's visuals, removing the blue color until another game cycle has passed, making it difficult to reliably change the appearance. Any suggestions on how to resolve this issue would be greatly appreciated.
-Bound armor using Sagittarius22's Bound Daedric Armor mod causes the character to lose the ghostly blue tint effect and causes the character to look mostly clear.
- When starting as a vampire using Arthmoor's Alternate Start-Live Another Life mod, your character temporarily loses the blue tint effect. The effect returns after a few minutes. Haven't done extensive testing so I don't know if you'll lose it in the future.
-The two questions above clearly state that any change to the effect of particles on your character (armor, vampire fog) will potentially cause your character to lose blue temporarily or permanently. I'd venture that this problem could be solved by using other scripts, but I'm currently trying to solve it by using the default vanilla.
Unknown question:
-Have only been tested as a vampire with the "Alternative Life" module, don't know if there will be any issues with trying to use vampiric abilities or becoming a vampire in the normal way.
-No werewolf testing done. Not sure if there will be any issues.
Install:
-Standard installer. The only dependencies are Skyrim and Update. The script used is the original script.
Uninstall:
-Standard uninstaller. No new scripts are added to the game. Obviously, you'll run into problems if you try to play the character after uninstalling it or if you have any NPCs manually created based on this race.
picture:
1 - Male with leather armor and bow (honestly no idea which mod the bow came from)
2 - Female, with bound daedric armor (Bound daedric Armor mod), covering basic daedric armor (Ish's Ars Armorum), bound shield (same mod), and bound sword
3 - Female, has basic daedric armor (Ars Armorum of Ish) and daedric glaive (heavy armory - new weapons)
notes:
-This is my first mod, I just started modding. Feedback is appreciated.
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Ghost Race based on Imperial.
Current features:
- Character is ghostly
- 100% disease/poison resistance
- 15% movement speed increase
- Starts with bound sword spell
- Once a day power makes player ethereal for 10 seconds and causes nearby undead/ghosts to flee for 6 seconds
- 20 loss to spe …
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.