The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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3rd Era Racial Skills
   
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738.297 KB
16 Jul, 2014 @ 12:20am
28 Jul, 2014 @ 1:58pm
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3rd Era Racial Skills

Description
===========================
3rd Era Racial Skills v1.1
Requires Patch 1.9 + Dawnguard
===========================
This version requires Dawnguard! A no-DLC version can be found here.
I love Skyrim, but I kind of question some of the choices made for the racial skills. Why do the Dunmer, noted for "integration of the sword, the bow and destruction magic," have neither Archery nor One-handed among their favored skills? Why do the "shrewd diplomats and traders," the Imperials not have Speech? Why do the Redguards, never before known for their magical skills, suddenly have Alteration and Destruction?

For this mod I came up with new lists of racial skills, trying to follow the skills established in Morrowind and Oblivion except where they deviated from the in-game descriptions. I also gave each race two or three skills at +10 instead of one, since having only one "signature" skill for each seemed a bit restrictive and counter to some of the descriptions. This brings the total skill bonus for each race from 35 points up to 40. No attempt was made to maintain any kind of balance, but I think that each race should still do well without being overpowered.

Similar to my Racial Skills Revamped mod, the skill bonuses are implemented as a fortification of the skill value along with an XP bonus of the same amount. This keeps racially favored skills meaningful even when those skills are mastered or made legendary.

Fortify skill values:
Altmer:
+10 Destruction, Enchanting
+5 Alchemy, Alteration, Conjuration, Illusion

Argonian:
+10 Lockpicking, Sneak
+5 Alchemy, Alteration, Illusion, One-handed

Bosmer:
+10 Archery, Light Armor, Sneak
+5 Alchemy, Alteration

Breton:
+10 Conjuration, Restoration
+5 Alchemy, Alteration, Enchanting, Illusion

Dunmer:
+10 Destruction, One-handed
+5 Alteration, Archery, Block, Light Armor

Imperial:
+10 One-handed, Speech
+5 Block, Heavy Armor, Light Armor, Restoration

Khajiit:
+10 Pickpocket, Sneak
+5 Light Armor, Lockpicking, One-handed, Speech

Nord:
+10 Heavy Armor, Two-handed
+5 Block, Light Armor, One-handed, Speech

Orc:
+10 Heavy Armor, Smithing, Two-handed
+5 Block, One-handed

Redguard:
+10 One-handed, Two-handed
+5 Archery, Block, Light Armor, Smithing

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Compatibility
=============
This mod should be compatible with pretty much anything that doesn't edit the races. It'll probably work with them, too, but last loaded wins!

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Uninstallation
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To uninstall, open the console and type player.removespell <ability's ID>
The ID's are as follows (replace XX with the mod's load order in hexadecimal):

Altmer: XX0012eb
Argonian: XX0012ec
Bosmer: XX0012ee
Breton: XX0012f0
Dunmer: XX0012f2
Imperial: XX0012f4
Khajiit: XX0012f6
Nord: XX0012f8
Orc: XX0012fa
Redguard: XX0012fc

After removing the appropriate ability, the mod may be removed from your load order and unsubscribed or deleted. If you don't remove the ability BEFORE unloading the mod the ability may become permanently attached to the character. The skill buff can be removed with an appropriate player.modav command, but I haven't been able to determine if the XP bonus is still in place or not.

===============
Version History
===============
Version 1.0 - 16 July 2014
-initial release

Version 1.1 - 28 July 2014
-fixed vampires, Dawnguard dependency added


This mod was cleaned with:

TES5Edit, by ElminsterAU, Hlp, Zilav, and Sharlikran
Nexus[www.nexusmods.com]