SkyRim - Enhanced Racial Abilities (Rae)

by DrPharmDawg·v1.0·Updated 2019-02-08

Enhanced racial abilities: no power, only passive. The skill's learning rate increases with a one-time increase at the beginning. Each race has a "blood" ability (resistance to fire, magic, etc.) as well as a "flaw" (weakness to frost, slow learning of specific skills, etc.) and two telescopic abilities.

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About this mod Machine translation

Enhanced racial abilities: no power, only passive. The skill's learning rate increases with a one-time increase at the beginning. Each race has a "blood" ability (resistance to fire, magic, etc.) as well as a "flaw" (weakness to frost, slow learning of specific skills, etc.) and two telescopic abilities.

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introduce

Racial ability enhancement

The goal of this mode is to make abilities more useful and relevant throughout the game, not just at the beginning. All racial abilities were converted to passive...I've never used the level 10 daily powers (and in some cases never used them...Imperial...Nord...) Additionally, some tweaks were made to make them unique for each game, including starting stats and regeneration rates...more on that below.

Each game now has the following content:

A 'Proficiency' ability: not only do you gain +5/+10 for specific skills, but you also learn them faster.

A 'blood' ability: resistance to something (like disease, poison, fire, frost, magic)

A 'flaw': usually a weakness to something (fire, frost) or a slower learning rate to a skill (like Nords' magic)

Two "passive" abilities: vanilla-based abilities, legendaries, and more that scale with you.

detail

Adjustment:

Skills start at 5 (instead of 15). Primary, secondary and tertiary skills gain +5/+10/+15 and learn 10%/20%/30% faster.

Carry Weight changed to 200 across the board (I will address this in a future mod).

Depending on your choice, Heath/Magicka/Stamina level increases by 5 instead of 10. With Stamina, carrying weight continues to grow.

Powers were completely removed...some were transformed into passive abilities.

Changed the names of elves: High Elf appears as Altmer, Wood Elf appears as Bosmer, and Dark Elf appears as Dunmer.

Starting spells are removed, but Altmer (Fury), Breton (Conjure Familiar), Dunmer (Flames) and Imperial (Healing) gain the appropriate spells.

Zoom: For most zoom skills, you gain an additional bonus every 25 levels. I've included the scaling in () below. For example: Arcane Channel provides +20% mana regeneration and can be expanded by 20%. At level 25, your Magicka can regenerate 140% of its base. At level 50, 160%; at level 75, 180%; at level 100 > 200% of base.

The only exception: High School - This can be scaled by your skill level at magic school. +50 Magicka to start, then at level 25 of any school you get an additional 5...an additional 100 Magicka at level 100 of each school, or +150 Magicka in total.

Now for the game.

For reference, Vanilla starts H/M/S at 100, with 0.70, 3.00, and 5.00 regeneration rates respectively.

Altmer

Spoiler: Show

Argonian

Spoiler: Show

Bosmer

Spoiler: Show

Brittany

Spoiler: Show

Dunmer

Spoiler: Show

empire

Spoiler: Show

tiger man

Spoiler: Show

north

Spoiler: Show

orc

Spoiler: Show

Redguard

Spoiler: Show

SkyRem

What is SkyRem? My [limited] modding focus is on creating role-playing based mods. SkyRem (Skyrim Roleplaying Enhancement Mod) will be a collection of these mods designed to work together. Leo (Loot and Economy Overhaul) and Grace (Gender Race Attribute Class Enhancement) are two that will eventually be part of it. I've decided to provide more modularity for those who might prefer parts of said mod rather than all parts.

compatibility

Unlike previous mods, which I worked through Race Records (which meant no compatibility with some of the most popular mods like Imperious), I created Rae Compatibility.

Race Records has only a few minor tweaks (changed sprite names, removed powers). Therefore, this mod will be compatible with mods that change Race Records and other Race mods (including Imperious). You might end up with some overlapping or overpowered characters... but they'll all work together. Load Rae first, then any other mods that change Race Records (giving them higher priority). Doing so erases the name change and returns the original powers, but does not prevent Rae from performing the intended actions.

The MQ101 mission was also s …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. 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.

File & checksum

Filename
SkyRim - 增强种族能力(Rae)
File size
72.0 KiB