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Spectator

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NotSpectator

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About this mod

Rebalances races to be equally useless. And Fair.
Changes base attributes of Playable races to 100. Removes Player offset.
Removes old racials, adds and distributes new.
Addresses race spellessness of Child and Elder races.
Lowers vampiric poison resistance.

Requirements
Permissions and credits
Changelogs
[RACES PLAYABLE BLAND.esp]

  • Heights of all playable races are set to 1. 
  • Health, Stamina and Magicka of all playable races are set to 100.
  • Player`s offsets are set to 0.
  • Original racial spells passive and active are removed.
  • New racial spells are added.
  • New racial spells are distributed to Playable races (Human, Mer, Beast races and their Vampire counterparts).
  • Race descriptions are updated according to new abilities.


[RACES CHILDANDOLD BLAND.esp]

  • Health, Stamina and Magicka of Elder races are set to 100.
  • Health, Stamina and Magicka of Child races are set to 80.
  • Carry weight of Child races is set to 240.
  • New racial spells are added.
  • New racial spells are distributed to Child and Elder Races.


[NEW SPELLS]

  • ARGONIAN HERITAGE. Your Argonian blood gives you <50>% Resistance to Poison.
  • IMPERIAL HERITAGE. Your Imperial blood gives you <50>% extra Stamina Regeneration.
  • NORDIC HERITAGE. Your Nord blood gives you <50>% Resistance to Frost.
  • KHAJIITI HERITAGE. Your Khajiit blood gives you <50>% Resistance to Shock.
  • REDGUARDIAN HERITAGE. Your Redguard blood gives you <50>% extra Health Regeneration.
  • BRETONIAN HERITAGE. Your Breton blood gives you <50>% extra Magicka Regeneration.
  • BOSMERI HERITAGE. Your Bosmer blood gives you <50> extra Stamina.
  • DUNMERI HERITAGE. Your Dunmer blood gives you <50>% Resistance to Fire.
  • ALDMERI HERITAGE. Your Altmer blood gives you <50> extra Magicka.
  • ORSIMERI HERITAGE. Your Orsimer blood gives you <50> extra Health.
  • OLD PERSON`S EXPERIENCE. Your Old age gives you <10>% Resistance to Magic.


[NEW RACE DESCRIPTIONS]


  • ARGONIANS. This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural Resistance to Poison. They are particularly skilled in Lockpicking.
  • BRETON. In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast an extra Magicka Regeneration. They are particularly skilled in Conjuration.
  • DARK ELVES. Also known as "Dunmer" in their homeland of Morrowind, Dark Elves are noted for their stealth and magic skills. They are naturally Resistant to Fire and are particularly skilled in Destruction.
  • HIGH ELVES. Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most talented in the arcane arts of all the races. They are gifted with extra Magicka and are particularly skilled in Illusion.
  • IMPERIAL. Natives of Cyrodiil have proved to be shrewd diplomats and traders. They are gifted with extra Stamina Regeneration and are particularly skilled in Restoration.
  • KHAJIIT. Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They are gifted with Shock Resistance and are particularly skilled in Sneak.
  • NORDS. Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are gifted with Frost Resistance and are particularly skilled in Two-Handed.
  • ORCS. The people of the Wrothgarian and Dragontail Mountains, Orsimers are gifted with extra Health and are particularly skilled in Heavy Armor.
  • REDGUARD. The most naturally talented warriors in Tamriel, the Redguards of Hammerfell are gifted with extra Health Regeneration and are particularly skilled in One-Handed.
  • WOOD ELVES. The clanfolk of the Western Valenwood forests, also known as "Bosmer", make good scouts and thieves. They are gifted with extra Stamina and are particularly skilled in Archery.
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