The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Lore-Friendly Race Rebuilds
40 Comments
flynn130 10 Nov, 2015 @ 5:04pm 
Nicly dun mod maker
Victoryguard 20 May, 2015 @ 3:42pm 
Aggro, I can't tell you how many times Voice of the Emperor has saved my hide from follower fights leading to a whole town's guard force coming down on me plus the bounty. Serana's Chain Lightning seems to be a top cause of that happening. Other racial powers I haven't used much, Battle Cry has very limited use for me but I can see someone wanting to use Adreneline Rush and Berserker Rage more than once a day especially at lower levels or when swarm attacks happen.
. 16 May, 2015 @ 6:35pm 
can sorry
. 16 May, 2015 @ 6:35pm 
i wish someone would make a mod so u cant mix bloods cus idk how to use nexus mods:(
... 10 May, 2015 @ 8:53pm 
A very good addon on the paper so far!
Would you consider alter the daily use of racial powers (which bare noone uses due to obvious reasons) to limited use?

I for sure is missing that, cause I am ALWAYS saving my racial power until the last moment; which never happens as I soon forget that power exists.

Kinda pontless having a racial power in the game which bare noone uses, especially when you lower the timescale (like I do to like 1 minute is 6 instead of deafult 16).

I am atm spending way too much time finding an alternative to the Breton race; I try finding how to add the racial magic resist to another race, finding a cheat for limitless use of racial powers, all because I want a race that can compete with Breton. (The reason for this is that I play "Dead is Dead with an addon; so there are not much room for error and such...)
Fiddleford Hadron McGucket  [author] 10 May, 2015 @ 6:42pm 
@Aggro, it is unchanged. Only changed the races themselves.
... 10 May, 2015 @ 6:17pm 
For clearification:
Does this mod change the Orc armor to Light or is it unchanged as Heavy in Skyrim?
artboi_6046 16 Dec, 2013 @ 9:31am 
awsome mod never play w/o
Fiddleford Hadron McGucket  [author] 25 Nov, 2013 @ 4:30pm 
Mostly because of TES3's +15 to Spear, which became a +5 to Blade in 4. I was very tempted to just do +5 to the roguey skills and include a +5 to one-handed and another magical skill because Argonians aren't really supposed to be so specifically pigeon-holed to one type of character based on their lore.
sIllverback 25 Nov, 2013 @ 4:06pm 
Love the mod, just one question. Any reason why Argonians get 2h instead of 1h? Did I miss something in their lore? Not a big deal really, because the rest of the stats work just fine for my Shadowscale, but I was just curious.
Fiddleford Hadron McGucket  [author] 5 May, 2013 @ 4:23pm 
(c: Good to know. Thanks.
Easy Redbeard 5 May, 2013 @ 2:42pm 
Lol, taken me long enough to reply. It was my fault - dodgy monitor at the time. Got a new one a few months ago and all better.
Fiddleford Hadron McGucket  [author] 4 Nov, 2012 @ 7:44pm 
Shouldn't be; the changes this makes are very harmless. As long as you don't have another mod installed that changes these same things, you should be fine.
Ashman 4 Nov, 2012 @ 4:05am 
looks great. but ive had bad bugs from similar mods. any here?
Ping Warrior 24 Oct, 2012 @ 8:29pm 
finally a mod i was looking for. i would love to see spell creation put back in but no one seems to have it. i guess this is as close as i'll come to see my ice ball create a giant snowglobe in the battlefield. *sighs* at least i have you retro-build creation.
Bass Pro Shop Looking Ass 21 Aug, 2012 @ 12:28pm 
Thank u, finaly someone made this mode
thumbs up
2BRAVO1 24 Jul, 2012 @ 2:32pm 
lol
Fiddleford Hadron McGucket  [author] 23 Jul, 2012 @ 1:26am 
Interesting; can you provide screenshots and/or resolution information? In the images section above is a shot of each description as it appears for me, but I run at 1920x1200 and can't duplicate the problem, but would certainly like to see what it is. (c:
Easy Redbeard 23 Jul, 2012 @ 12:22am 
Cosmetic Issue, it seems - some of the new descriptions don't display properly. It appears that the new values and stats are working as they should, however. I've tried running this mod on it's own and am still having the same issue, intermittently.

Otherwise, I think this is a fantastic Mod and makes the game much more fun. Thank you.
Crit Boosted Fall Damage 22 Jul, 2012 @ 8:03pm 
nords kajit all i see is races
ilolcats2! 22 Jul, 2012 @ 2:11am 
I dont understand?? Sounds good though :)
Doc 21 Jul, 2012 @ 7:55pm 
Bretons were 100% broken in Oblivion where it was customary to go Breton, take Atronach stone and essentially be immune to all spells. 25% is plenty. As of right now, There is no reason to take Altmer in comparison. Altmer get 100 magicka but a weakness to magic. Bretons get 25 magicka (not a lot) AND 50 resistance. so, you're saying that 75 magicka is worth 50ish resistance? Sorry, but Bretons are broken. Give them some kind of weakness because 50% resistances is absurd and always was. Again, why do you think they reduced it to 25%? Even the Elder Scrolls wiki talks about how powerful bretons are in Oblivion.

Hell, lvl25 Conjuration right from the start means very fast Flame Atronach. 25 Alteration means fast Stoneflesh.

I'm sayin is that if you're going to give them 50% magic resistance you need to consider a REAL downside because right now, I'm not seeing one.
Fiddleford Hadron McGucket  [author] 21 Jul, 2012 @ 5:46pm 
Bretons were never broken to begin with. No-one in their right mind would play a Breton without a high magicka resistance, and 25% simply isn't very high. With the system capping the limit at 85%, this allows Bretons to skip additional points in the Magic Resistance perk and the Lord Stone, so with the Agent of Mara bonus, one level in the MR perk, and no other bonuses, a Breton would be at 75% of the allowed 85%, which is not at all OP considering that Bretons have absolutely nothing else going for them. Their power is crap; their starting skill bonuses are almost all defense/recovery; and the only way the quickly-maxed out MR could be abused is if someone managed to make a Breton battlemage worthwhile.

I plan to eventually figure out a way to represent athleticism as stamina recovery, and Bretons would receive a penalty in that field for sure.
Fiddleford Hadron McGucket  [author] 21 Jul, 2012 @ 5:46pm 
Altmer get a 100% base increase in magicka in exchange for a 25% weakness to elemental magicka damage, which is a very fair trade-off when you consider how frequently magicka is used by a PC Altmer vs. NPCs. If some people think it's too OP at the start and others think it's not OP enough because of the added weakness, we've gotten back to where it was in previous games: a choice you need to weigh when selecting your character. The bonus will also grow less relevant as you level your character: what started as a 100% increase will drop 10% with every level you add to magicka. The 75% disease resistance is also nothing to turn your nose at.
Darkstar 21 Jul, 2012 @ 9:55am 
Altemer +100 magicka? its too strong for start \: you should do +70 or +75.
And some characters need more health or stamina to the start.
and Increase the magic resistence to the breton,
And there are too much poison resistance.
you should do some other traits and more weakness
Doc 21 Jul, 2012 @ 8:40am 
So you made Bretons broken again? I understand the effort but reducing their magic resist to 25% was a huge improvement on an otherwise broken race. You may want to consider reducing it back to 25% since you gave them bonus Magicka. Altmer have a major weakness in compensation for their high magicka.
Fiddleford Hadron McGucket  [author] 21 Jul, 2012 @ 12:25am 
I've never been able (or bothered, rather) to max out a character in an ES game, but I could only log substantial hours into Morrowind; Daggerfall and Oblivion, while great and good-enough respectively, were not as capivating. I'll have to consider whether the 10 points and a perk is worth modding in, because then I have to try and determine where that perk would be assigned at creation, and some races are easier than others to do that for.
Bunt Chugley 20 Jul, 2012 @ 11:09pm 
That would work, only the perk would be lost. Doesn't affect me anyway, though. I can never seem to keep a character for more than a week. :/
Fiddleford Hadron McGucket  [author] 20 Jul, 2012 @ 10:42pm 
Hmm. That's a valid point which I had not considered. If I am correct, by adding an additional 10 skill points to each race, I've lowered the possible level cap by 1; I suppose I could assign +10 health/stamina to races who don't recieve a magicka boost based on their former athleticism scores.
Bunt Chugley 20 Jul, 2012 @ 8:03pm 
Good idea, well made, but the only issue I have is that you aren't able to level up to the normal 82.5 level cap. Due to the skills starting out so high.
ambigrammatic 20 Jul, 2012 @ 1:08pm 
I love this mod, and you, for attention to lore. I wish every other modder would do the same. Round of applause.
Omar - Ramo 20 Jul, 2012 @ 7:01am 
awsome u sir fixed the game i was a high elf in oblivion and now in skyrim they made high elfs the bad guys :(
Lorkhan 19 Jul, 2012 @ 2:55pm 
the weird thing is, morrowind had a distinction for the races, onblivion had a distinction for the races, bur not skyrim... you've put logik back into the game! thanks, i might subscribe =)
KvK 19 Jul, 2012 @ 12:08pm 
Cool just what i have been looking for
Taffer 18 Jul, 2012 @ 5:11pm 
no illusion on dunmer?
Auron 18 Jul, 2012 @ 2:50am 
I approve.
Fiddleford Hadron McGucket  [author] 17 Jul, 2012 @ 12:26pm 
Aye, but I can't very well just not tell people what the mod actually does, given that I can't include a downloadable readme. (c:
DemonDino 17 Jul, 2012 @ 12:24pm 
i think i know why theres not alot of comments HUGE DESCRIPTION!!!!!!! cool mod
-BFB- DOW 17 Jul, 2012 @ 12:33am 
What a nice idea for a mod, I may use this. Thank you.
Archer 16 Jul, 2012 @ 3:46pm 
ok thats pritty cool