A gameplay overhaul that makes changes to races, standing stones, and blessings.
Requirements
DLC requirements
DLC name
Dawnguard
Dragonborn
Permissions and credits
Author's instructions
Skyrim Redone: T3nd0's permissions allow for incorporation. Skyrim Reborne: No permissions necessary. Granted to the public domain.
File credits
T3nd0
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 2.04
Fixed potion prices.
Version 2.03
Fixed vampire face problems.
Version 2.02
Major changes to potions.
Version 2.01
Fixed Elemental Fury attack speeds.
Donations
No donations accepted
Skyrim Reborne is a gameplay overhaul that enhances and diversifies the character choices available in Skyrim while catering to mods that increase difficulty and immersion. Individual races now have deeply inherent differences which lend themselves towards particular playstyles. Also modified are the bonuses granted by standing stones and blessings, as well as a few core mechanics. This mod is meant to be used for challenge and immersion, to change the way you play, and to make those changes even more pronounced depending on who you choose to play as.
CHALLENGE
If you use combat or difficulty-enhancing mods, you'll find Skyrim Reborne especially rewarding, since the regeneration rates of all stats have been dramatically increased (although they still vary greatly between races). If you enjoy FPS-style gameplay or the immersive experience of playing without a HUD, Skyrim Reborne was made for you. See the recommended mods section below.
RACES
Every race now has advantages and disadvantages at the start of gameplay. For instance, Imperials are tactical combatants who get extremely privileged prices on goods. Khajiits are faster, have powerful unarmed attacks, can jump higher, and can start the game being able to sell items of any type to vendors. Dark Elves, likewise, can begin gameplay by being able to sell stolen goods. Argonians still retain their ability to breathe underwater, but they also have powerful regenerative abilities that kick in during combat. The list goes on - for more information, see the Race Modifications section below.
Heights have also been adjusted to lore-friendly values.
FIGHTING STYLES
Weapon attack speeds have been revamped for most races, making Wood Elves proficient with ranged weapons, Imperials fast crossbow reloaders, Orcs slow but strong, and so on.
The effects of Dual Flurry, Quick Shot, and Elemental Fury have been re-worked to be stackable with the individually modified attack speeds of various races, but other mods which alter attack speeds may not be compatible.
BLESSINGS
The effects of blessings have been greatly enhanced in order to supplement the more intense gameplay Skyrim Reborne caters to. The effects now last for 24 hours instead of 8.
Julianos - Altar: Increases your Magicka by 300 points. Amulet: Increases your Magicka by 100points.
Kynareth - Altar: Increases your stamina by 300 points. Amulet: Increases your stamina by 100 points.
Mara - Altar: Restoration spells cost 50% less magicka to cast Amulet: Restoration spells cost 25% less magicka to cast
Stendarr - Altar: Block 100% more damage with your shield. Amulet: Block 50% more damage with your shield.
Talos - Altar: Time between shouts is reduced 80%. Amulet: Time between shouts is reduced 30%.
Zenithar - Altar: Prices are 100% better. Amulet: Prices are 50% better.
Nocturnal - Altar: You are 100% harder to detect.
Auriel - Altar: You are 100% more effective with missle weapons.
Azura - Altar: Resist 50% of magic.
Boethiah Altar: One-handed weapons do 100% more damage.
Mephala - Altar: Prices are 100% better.
Use of the Unofficial Skyrim Patch is recommended to fix several bugs associated with blessings. (Talos effect improperly displayed, restoration fortification scaling effects.)
STANDING STONES
The unique powers given by the standing stones have been altered to be either frequent-use or style-changing. For instance, the Apprentice and Lover stones give great bonuses to magic or physical attacks at the cost of weakness to them. (Combined with Bretons or Orcs, respectively, these combinations might make for interesting effects.)
The Serpent, Ritual, and Shadow stones are now no longer heinously underpowered. The Shadow Stone allows unlimited use of the the invisibility spell (with a minor cooldown interval), as does the Serpent Stone and its paralysis. Select the Ritual Stone, and your character will become a formidable (though not overpowered) necromancer.
The Apprentice Stone: Regenerate magic twice as fast, 75% weaker to magic attacks.
The Lover Stone: Physical attacks twice as strong, 25% weaker to physical damage.
The Ritual Stone: Raise the dead to fight for you for 30 seconds. (Unlimited) Corpses can only be raised once.
The Serpent Stone: Paralyze targets for 25 seconds, 1 point of damage per second. (Unlimited) Targets become immune for one minute.
The Shadow Stone: Become invisible for up to 45 seconds. (Unlimited)
The Steed Stone: Equipped armor is weightless, Stamina +50.
The Tower Stone: Unlock any Expert or Master lock once every three days.
CARRY WEIGHT
The base carry weight of each race has been greatly reduced. Without backpack mods (which usually need to be crafted), you'll find yourself having to be selective about not only what you pick up, but also what you decide to keep with you. (As a balancing bonus, the weight of all worn armor and clothing has been reduced by half.)
The carry weights of each race have also been adjusted according to resourcefulness and need, rather than pure strength. For instance, Wood Elves have enough experience in hunting to know how to carry a few small items more than normal humans. Orcs get a bit more not just due to strength, but also because of their experience with carrying materials for smithing.
POTIONS
Potion mechanics have been altered to match the changes to regeneration rates. Health, stamina, and magicka potions now buffer stats instead of recovering them, so rather than interrupting a fight to use potions, they're now better used at the start of battle. If you find yourself dangerously low on health, your best bet is to find cover and regenerate it on your own.
The regular versions of health, stamina, and magicka potions range as follows:
Health I: 100 extra points for 240 seconds
Health II: 200 extra points for 180 seconds
Health III: 300 extra points for 120 seconds
Health IV: 400 extra points for 90 seconds
Health V: 500 extra points for 30 seconds
Healvh VI: 600 extra points for 15 seconds
The fortification versions of health, stamina, and magicka potions range like so:
Health Fortification I: 50 extra points for 3600 seconds (1 hour)
Health Fortification I: 100 extra points for 2700 seconds (45 minutes)
Health Fortification I: 150 extra points for 1800 seconds (30 minutes)
Health Fortification I: 200 extra points for 1200 seconds (20 minutes)
Health Fortification I: 250 extra points for 600 seconds (10 minutes)
The values do not stack between regular and fortification versions, so you must choose between using them in the short-term or in the very long term. The effects of most stat-buffering potions have been increased to the duration of one hour so that consumption is encouraged before setting out on a mission rather than waiting for each every opportunity of benefit to present itself.
Poisons have been altered in similar ways so that the effects of the poisons can overcome the increased regeneration rates of health, magicka, and stamina. Strong poisons can take down tough enemies with one hit; a strong lingering poison can cripple a foe's ability to use magic.
AUTOSAVING
Skyrim Reborne supplements the gameplay overhaul with a new autosave system. My reccomendation is to turn off your default autosaves (sleep, travel, wait), abandon quicksaves, and instead use the ones included in this mod. They should provide a more classic RPG-style experience, saving at appropriate points in game progression.
It's recommended that you disable Skyrim's default autosaves in lieu of the following:
Sleeping: Unlike the default sleep autosave, Skyrim Reborne autosaves after your character wakes up, rather than just before going to bed.
Blessing: Anytime you use an altar to recieve a blessing, you get an autosave.
Leveling: Exiting the skills menu after leveling up creates an auto-save.
Drinking: If you have Realistic Needs and Diseases installed, you'll find that drinking anything alcoholic now gives you an autosave as a more limited and immersive alternative to quicksaving. (Keep in mind that if you do this too often, you'll suffer the consequences of getting drunk!)
Combat: By default, autosaves are created after individual interior battles are won by the player. This can be adjusted (see below) to apply to exterior battles as well as the moment combat begins.
Quests/Objectives: Numbered saves are created when a quest is completed, autosaves are created when a miscellaneous objective is completed.
Souls/Shouts: Autosaves are created when the player gains a soul or learns a shout.
Traveling: Autosaves are created when the player either arrives at or leaves any named exterior location.
Dungeons: Clearing a dungeon gets you an autosave.
If you wish to disable any of these saves individually, you can change the following global variables to zero ("set xglobalvariable to x" in the console):
AutoSaveAfterSleep
AutoSaveLevelUp
AutoSaveBlessing
AutoSaveDrinkWine
AutoSaveCombatStart (disabled by default) [1: interiors and exteriors | 2: interiors only]
Alternatively, you can disable them all at once by typing "set AutoSaveSystem to 0".
Other variables:
AutoSaveHealthPercent: Autosaves are postponed until health get above X percent (default 50)
AutoSaveUpdateTime: How often the script updates to check events (default 30) [Note: A value of 10 runs every second. 3 is every 0.3 seconds in script-time, which does not always equal real-time.]
AutoSaveDelay: The number of cycles/updates between possible autosaves (default 15)
Certain autosaves are postponed while the player is in combat (quests/objectives, souls/shouts, traveling, dungeon clearing).
RECOMMENDED MODS
Skyrim Reborne is designed for use with mods that enhance the difficulty and immersion of Skyrim.
T3nd0: For the races module of Skyrim Redone, on which the race adjustments in Skyrim Reborne are based.
RACE MODIFICATIONS
Argonian Health: 100 Magicka: 75 Stamina: 75 Health Regen: Medium Magicka Regen: Low Stamina Regen: High Carry Weight: 80 Skills: +10 to Smithing and Lockpicking Abilities:
Histskin: If your health, stamina, or magicka deplete below certain thresholds, your regenerative abilities speed up recovery.
Protective Scales: Incoming damage from sharp weapons is reduced.
Resist Disease: Argonian blood has more protection from illness.
Waterbreathing: Argonians can breathe underwater.
Breton Health: 100 Magicka: 125 Stamina: 50 Health Regen: Low Magicka Regen: Medium Stamina Regen: High Carry Weight: 65 Skills: +10 to Conjuration and Alteration Abilities:
Sorcery: You are more resistant against magic and wards are stronger, but your attacks with two-handed weapons are slower.
Dragonskin: For 30 seconds, all incoming magic damage is negated, but magicka is depleted. Usable once every hour.
Spells:
Twin Blood Eruption: For 120 seconds, all spells are twice as strong and cost half as much, health and stamina are drained, and the magic resistance and ward bonuses are negated. Reusable after resting.
Twin Blood Summoning: Summoning becomes unlimited for 120 seconds, health and stamina are drained, and the magic resistance and ward bonuses are negated. Reusable after resting.
Dark Elf (Dunmer) Health: 125 Magicka: 125 Stamina: 50 Health Regen: Low Magicka Regen: High Stamina Regen: Medium Carry Weight: 65 Skills: +10 to Destruction and Illusion Abilities:
Cutthroat: You can sell stolen items to vendors. In addition, your attacks with daggers are faster.
Resist Fire: Dunmer blood gives protection against flames.
Powers:
Ancestor's Fury: For 5 minutes, the spirits of your ancestors join you in battle. Usable once every twelve hours.
Ancestor's Wrath: For 5 minutes, all spells are twice as powerful. Usable once every 24 hours.
High Elf (Altmer) Health: 100 Magicka: 175 Stamina: 75 Health Regen: Medium Magicka Regen: Medium Stamina Regen: Medium Carry Weight: 65 Skills: +10 to Enchanting and Speechcraft Abilities:
Enchanter: You learn enchanting skills more quickly, and your single-handed weapon attack speed is increased.
Highborn: For 30 seconds, you have extremely powerful magicka reserves. Usable once every 24 hours.
Powers:
Channel Magicka: While channeling Magicka, magnitude and cost of your spells grow with your remaining Magicka reserves. You can switch modes while weapons are sheathed.
Imperial Health: 125 Magicka: 75 Stamina: 75 Health Regen: Medium Magicka Regen: Medium Stamina Regen: High Carry Weight: 65 Skills: +10 to Light Weaponry and Light Armor Abilities:
Specialist: You have a bonus to critical attack chances and your crossbow reload speed is increased.
Imperial Authority: Buying and selling prices are much better.
Tactician: Successful blocks drain an attacker's stamina.
Powers:
Attack Order: For 5 minutes, followers deal more damage and move faster, but incoming damage is increased. Usable every ten minutes.
Guard Order: For 5 minutes, followers deal less damage and incoming damage is decreased. Usable every ten minutes.
Khajiit Health: 100 Magicka: 75 Stamina: 150 Health Regen: Medium Magicka Regen: Low Stamina Regen: High Carry Weight: 70 Skills: +10 to Sneak and Pickpocket Abilities:
Claws: Beast claws do 2 more points of damage per every ten points of stamina over 100.
Feline Athletics: You move faster, take less falling damage, and jump higher.
Feral Trader: You can sell items of any type to vendors.
Powers:
Night Eye: Improved night vision.
Survival Instinct: For 45 seconds, your movement and attack speeds are greatly increased. Usable once every ten minutes.
Nord Health: 100 Magicka: 50 Stamina: 75 Health Regen: High Magicka Regen: Low Stamina Regen: High Carry Weight: 65 Skills: +10 to Blocking and Heavy Weapons Abilities:
Resist Frost: Nord blood gives you resistance to frost.
True Nord: Your attacks with two-handed weapons are faster and you recover shouts more quickly, but you are more vulnerable to magic attacks.
Warrior Heart: As your health decreases, your attack damage increases.
Powers:
Last Stand: For 25 seconds, you negate all incoming damage. Health and stamina regeration are stalled and potions have no effect. Usable once every hour.
Battle Cry: For 30 seconds, enemies flee the area. No effect on Draugr, Daedra, Dwarven creatures, or undead. Usable once every ten minutes.
Orc (Orsimer) Health: 150 Magicka: 50 Stamina: 75 Health Regen: Medium Magicka Regen: Medium Stamina Regen: Medium Carry Weight: 75 Skills: +10 to Heavy Armor and Alchemy Abilities:
Brute Force: Your attacks with single-handed weapons are slower but more powerful.
Orcish Smithing Lore: You can improve weapons and armor 25% better.
Powers:
Berserker Rage: For 45 seconds, you sacrifice some of your health in order to increase your damage. Incoming damage is decreased and potions become inefficient. Usable once every hour.
Redguard Health: 100 Magicka: 100 Stamina: 75 Health Regen: Medium Magicka Regen: High Stamina Regen: Medium Carry Weight: 65 Skills: +10 to Light Weapons and Restoration Abilities:
Blademaster: Your one-handed weapon attacks are faster, but your ranged-weapon reloading speeds are slower.
Powers:
Sandstorm Charge: For 30 seconds, time slows and you move faster. Usable once every five minutes.
Wood Elf (Bosmer) Health: 50 Magicka: 100 Stamina: 100 Health Regen: High Magicka Regen: Low Stamina Regen: Medium Carry Weight: 70 Skills: +10 to Archery and Sneaking Abilities:
Arhcer: You gain a bonus to bow-staggering effects and your attacks with bows are faster, but you are less resistant to physical damage.
Wild Hunt: Bow damage against non-humanoid enemies is increased.
Wood Lore: You can enhance arrows with disruptive magic, causing enemies to fall to the ground and weakening their combat skills for 10 seconds within the impact radius.
Powers:
Wild Companion: Once every ten minutes, you can call a familiar animal spirit to support you in combat. The familiar called depends on your environment.
Resting will also restore abilities, negating any cooldown periods.