The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Passive Race Abilities
332 Comments
TheTinyDiamond 5 Apr, 2018 @ 6:12am 
Like Henn!ng, my game crashes when I load it with the mod enabled.
Henn!ng aka Craig AlanHår Cliff 23 Jan, 2018 @ 11:30am 
Does not work for me now, had it on back in ely 2017 and worked fine, but not now ;/
Parra 23 Jun, 2017 @ 12:27pm 
I cant see Dragonskin in Powers there is a way to enable the ability again?
Poor King Haggard 20 Apr, 2017 @ 6:07pm 
The changed Breton racial abilities do not seem to be working at all. I dont see Spell Absorption in Active Effects, and Dragonskin still appears in Powers.
Emily 16 Feb, 2017 @ 6:09am 
I've noticed the Breton's Dragonskin frequently disappears and reappears on the buff list (although most of the time it's gone). I'm not sure if it's actually working.
//// 1 Nov, 2016 @ 12:25am 
@R4z0r i think, his mistake was that he took tes online into account when balancing all this. imperials was paid race in that games so they needed to be somewhat op there. and overall, little things what works in multiplayer system, not necessarily should work in single-player... but whatever, overall this mod is nice. :)
Itexu 31 Oct, 2016 @ 4:26pm 
Question, i love your mod; is there any chance you could port it to the special edition? Would enjoy it immensely.
R4Z0R 18 Oct, 2016 @ 1:50am 
//// is right, bosmer should receive 15% more bow damage instead of the 10% critical hit chance on bows ...
//// 14 Jul, 2016 @ 7:40am 
i agree with everything except the fact that wood elves are not being represented as the best archers. they doesn't have to be op with bows, just the best. symbolically...
Turtlenip123 31 May, 2016 @ 10:10pm 
does khajiit claws increase khajiit hand damage
Icefox2512 6 Dec, 2015 @ 3:04pm 
I found a bug.Whenever I want to go to Magic Menu my game crashes. (and sry for my bad english.) hope anybody can help me.
SeedyBiscuit 18 Sep, 2015 @ 1:17am 
@Dead is Dead No, that would be way to over powered, he's trying to make a mod that replaces the racial powers while still keeping it balanced.
Punished Eric 16 May, 2015 @ 7:25pm 
Some seem way too op such as
Imperials
(x) 10% added chance for critical hits with daggers, swords, maces and bows
compared to
(x) 10% added chance for critical hits with bows
they already have bows as imperials thus making bosmer worse
fix this by either removing the bow thing or having a -10% crit for 2 handed weapons
Orcs
(x) 10% increased damage with melee weapons
fix this by -10% everything else
Altmer
(x) +50% magicka regeneration
it should be 25% instead it's just kind of unbalanced
Redguard
(x) +25% stamina regeneration, increased to +100% during combat
make this 50% during combat
Aside from these I think the mod is fantastic however somewhat unbalanced I'm not saying you have to fix these I just think it would be better if you did. Or added penalties to such stong attributes.
... 10 May, 2015 @ 8:45pm 
How about adding unlimited use of the racial powers?
That would for sure bring them up to be used regularly instead of using them a measly once a day (I too give a crap about those once a day racial powers)

Then this mod would really be great!
paperclip19_89 25 Apr, 2015 @ 6:30am 
Got any trouble shooting advice? It was working before but isn't working now that I edited a few things
-S★inted- 11 Apr, 2015 @ 10:51am 
Why not just use the exact ones from Morrowind? Also, @Haravikk, they had 100% poison resistance in TES3M
Haravikk 9 Apr, 2015 @ 2:34pm 
Overall I like these changes, but I think that the 100% poison resistance for argonians sounds more powerful than it actually is. Perhaps a 10% health regen bonus would make sense to replace their histskin power?
chitinaa 6 Mar, 2015 @ 6:36pm 
Originally found this because I missed having the magic resistance for Orcs. I think this is a great addition, and I don't think its OP at all since all the passive benefits apply to enemy NPCs as well!

Thanks for the upload! Works great :)
べしん 24 Feb, 2015 @ 6:37pm 
its not working , but everytime i put in below the load order it works
but the next time i open it wont work again
Cromos 2 Feb, 2015 @ 5:38pm 
hmm i think 10% armor bonus as nord is really useless lol, in later game you are able to get twice armor cap easy. i would love to get some health or stamina boni as nord meele warrior.
MBC 29 Dec, 2014 @ 11:41am 
Just love it. Really good.
IAintDeadYet 17 Nov, 2014 @ 3:02am 
This is exactly what I needed. I even absently wished for it way back when I started playing, but assumed I was the only one who had that problem. I've never been so glad to see someone shares my suffering :-P

Oh, and it had to be at the (almost, but one) bottom of my load order. Just in case anyone was wondering or about to give up
Gyve 21 Sep, 2014 @ 10:13am 
ignore my last comment, i forgot that wood elfs were also called Bosmer XD
Gyve 21 Sep, 2014 @ 9:22am 
did you chane anything with the wood elf? i cant see in in the discription.
The B0Rg 11 Aug, 2014 @ 10:24am 
Will this interfere with "Amazing Race Tweaks?" I wanted to try out Amazing Race Tweaks so mess around with the Khajiit. It modifies starting stats and sneaking percentages. It also increases jump height and muffles movement. Will this cause any issues? If not, I'm sure it won't be gamebreaking, because it's not super script dependent.
Keeg 7 Aug, 2014 @ 10:07am 
Thank you. I too would save my ability until a "hard" fight. or NEVER use like night eyes. Do argonians still have claw damage as well?
I think the best mods are the ones that dont really change the game - this goes by pretty unoticed but it very nice.
A_Gamer_Who_Games 25 Jul, 2014 @ 8:43pm 
Yep :D (But The Only Crossbow In The Game Is The One In The Dawnguard DLC (Vampire One))
Atrun 21 Jul, 2014 @ 10:27pm 
Noob question: Does bow increases count towards crossbows?
Maebure 1 Jul, 2014 @ 6:20am 
Does anyone know how this mod interacts with SkyRe? I know SkyRe makes changes to racial abilities, wasn't sure if they would conflict or if this mod would simply replace the actives and passives like normal.
Maebure 1 Jul, 2014 @ 6:19am 
@Bishamonten: All racial powers (activated abilities) are removed and replaced by passives that are always active.
[IN]Bishamonten 26 Jun, 2014 @ 4:12pm 
Is it possible that you removed the "berserker rage" ability from the orsimer?
I can't tell if it's a bug or intended for balancing
Thick With Two Seas 25 Jun, 2014 @ 10:44am 
are these effects given to npc's? i think that would give a fun twist to combat in the game.
Jaune 24 Jun, 2014 @ 11:08am 
Hello and thanks for this mod ^^ For thoose who want some alternative useful powers with less limits (like 3 min instead of 1 day), you may find pleasure in Skyrim Redone - Race and Racial part :) Have a good time playing ^^
dannyjames22 22 Apr, 2014 @ 9:28pm 
Thank you for such a great mod, I love it. I do miss the health regen like B'oh said.
Tassy the Scrubking 7 Apr, 2014 @ 2:50am 
Why not just change Hist Skin to a passive regeneration boost?
Skooby 5 Apr, 2014 @ 1:32pm 
Great mod. But like Gerolt below I also have issue with Breton magic absorbtion not working. All other races appear to be fine.
Zeypher 26 Mar, 2014 @ 7:24am 
Sweet alright, thanks again for this mod.
Aurumworks  [author] 25 Mar, 2014 @ 1:52am 
@zepherIN: You get some invisible perks that continuously modify your performance. Every melee weapon you use will do more damage, every time you do a power attack less stamina gets drained. This stacks with any skill perks you may pick on level up.
Zeypher 24 Mar, 2014 @ 11:50pm 
Hmm just a question, how does the orc's passive works now. I can see the magic resist bit, but what about the melee part.
Aurumworks  [author] 23 Mar, 2014 @ 12:27am 
@echo: I think the unlock face customizations mod modifies the race entries same as my mod, so one overrides the other. What you could try is putting my mod lower on the load order, deactivate it when you create a new character and then activate it once you are finished. This may allow you to have a character saved with your customizations and then override the active abilities with my changed passive ones.
echo 22 Mar, 2014 @ 11:03pm 
Is there any types of mod that might overight said racial abilites, and making is default? When I creat a new character it resets as if the mod is not installed. I'm force to delete and resubscribe. They only mods I might have that could cause it are those that unlock face customizinations and the alternate life mod.
Zeypher 18 Mar, 2014 @ 5:29am 
Love it, works brilliantly. Thanks
Gerolt 25 Feb, 2014 @ 8:50pm 
The Breton magic Absortion semms not working in my game, this is a screenshot, i only got the MR part but no MA one.
http://cloud-3.steampowered.com/ugc/3317203962139818278/AE1A487765C82BA9E39E3401EBF4EB6D903C317D/2048x1152.resizedimage
Raxxa 24 Feb, 2014 @ 12:48pm 
like thouse new racials:) orc is racials very nicely done.
Khazubragh 19 Feb, 2014 @ 11:30am 
i think that you should put negative effects for the mod aswell
Rhodar 14 Feb, 2014 @ 1:25am 
its nice i really love passive abileties
Tiggy's Best Friend 25 Jan, 2014 @ 7:23am 
I really wish there was a way to have a special prowling stealth movement for Khajiit, on all fours like a real stalking cat. The stealth system is great, but I think Khajiit should be able to prowl around on all fours, almost like a werewolf, but stealth mode, lower to the ground, and a lot slower. :P
△Ode2Order 23 Jan, 2014 @ 8:07am 
Can you add console ids for the new abilities? I'm trying to roleplay a battlemage born from the union of a Dunmer and an Altmer.
Huuto 10 Jan, 2014 @ 5:21am 
can you make all originals Race Abilities any race
OraS 9 Jan, 2014 @ 11:19pm 
Can you possibly add this information to character creation screen?