The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

True Racial Abilities
209 Comments
grwilley 19 Dec, 2024 @ 8:06pm 
Any chance of this being ported to the anniversary edition?
grwilley 23 Aug, 2021 @ 12:51am 
@silas_cole; Never mind, I worked out the problem. The mod had slipped too far up the load order and was, I'm guessing, being overwritten by other mods. Once I got it near the bottom everything that was supposed to be there showed up, though it did mean restarting to get the full benefit of the mod. Thanks anyway, for both replying and for the mod, I've very much enjoyed playing with the various perks, weaknesses etc, to find new ways to build characters.
Silas_Cole  [author] 22 Aug, 2021 @ 9:12pm 
@grwilley; It's been so long since I developed this mod that I really don't remember.
grwilley 21 Aug, 2021 @ 9:36pm 
Hello. I understand you are no longer developing this mod, however I was hoping you could answer one question regarding the Altmer "Willpower and Intelligence" ability. I've only just realized that my Altmer character doesn't have this ability in her list of active effects, nor does there appear to have been any effect on the costs of spell. Does this mean the effect has been active but hidden since the beginning of the playthrough? Or will I need to add them manually for them to take effect? I'm hoping the former, as I'd hate to have to restart.
Silas_Cole  [author] 10 Jan, 2021 @ 6:22pm 
Sorry all, but I've abandoned this mod and will not be updating. Feel free to do with what you want with this mod
Saujana 10 Jan, 2021 @ 5:20pm 
NEXUS Version please ?
Saujana 7 Aug, 2020 @ 5:59pm 
please update this mod if you have time.:steamhappy:
Nova 7 Sep, 2018 @ 9:12am 
i’m having a hard time telling what is an active ability and what is passive
Doctor "DJ" Jones 20 Mar, 2018 @ 7:16pm 
to those that dont like that altmer are weaker to magic then you dont really know the elder scrolls outside of skyrim. they have always been skilled casters but are weaker to it. if you dont like how the series's history is coming to fruition in this mod dont complain about it just dont use it.
Canadian Chuck Norris 22 May, 2017 @ 5:16pm 
khajit should have increased speed and jump height
ᏝᎧᏒᏋ 9 Jan, 2017 @ 6:42pm 
I feel like the argonian is a bit OP
_Staircasephysics_ 25 Sep, 2016 @ 10:50am 
Love this mod! It actually makes picking a race an important helpful desicion!

I added it with argonian claws so it makes it like i am half Khajiit and Argonian because i like them.

Oh, i love how this is also very nice and lore friendly so it's not just "HEY ARGONIANS CAN FIGHT REAL GOOD NOW CUZ WHY NOT"
76561198148577520 20 Sep, 2016 @ 12:31pm 
I have problem.. the race descriptions are showing the vanilla descriptions and and whatever race I create has the nord augements not the ones it is suppoesed to have
Kalona The Drunk Native 28 May, 2016 @ 11:45am 
I have vampire lord/werewolf interactions, which allow me to loot in those forms, and a mod that allow's you to be in beast form without NPCs getting hostel about it. Also, Nord's should have better frost resistance. In Morrowind, they were immune to frost & resistant to shock.
Silas_Cole  [author] 26 May, 2016 @ 5:05pm 
@KLONA THE RAVENANT; It should be compatible if they only changed the vampire lord form and werewolf form and not the normal human form.
Kalona The Drunk Native 24 May, 2016 @ 4:41am 
Is this compatible with mods that alter the vampire lord & werewolf experience?
Silas_Cole  [author] 30 Apr, 2016 @ 11:06pm 
It does work if you've already started a new character. But back up your saves in case you don't want this mod because the effects will stay even after you've uninstalled it, don't know why or even how to fix it. My modding skills aren't as good as some.
Kriswulv97 30 Apr, 2016 @ 5:49pm 
@Silas_Cole Does it work if I've already started a character, or do i have to start on a new one?
Klishar 1 Dec, 2015 @ 6:41pm 
@Silas_Cole, I just tried it without Alternate Start enabled, still getting the message "Can't use this while transformed." Still, I do have a hunch:

I've read that some mods get screwed up by the Steam Workshop. Could you try unloading this mod to nexusmods.com? Maybe that'll fix the issue.
Klishar 1 Dec, 2015 @ 5:20pm 
@Silas_Cole At this point, I'm not using any mods that affect vampires or werewolves. Like the only other mods I'm using are the 3 dlcs and their unofficial patches, as well as Alternate Start. Hopefully that narrows it down.
Silas_Cole  [author] 1 Dec, 2015 @ 2:13am 
@Klishar, Not sure exactly how my mod would have that type of effect. I don't change anything when it comes to the transformations in the game. What mods do you use that may deal with how your character transformes via vampire lord or werewolf. When I get time I'll try to see into this.
Klishar 30 Nov, 2015 @ 1:13pm 
@Silas_Cole I don't know exactly. What happens is that I'll try to use the Build Campfire power but it says "Can't use this while transformed." This is Frostfall 3.0, which means I'm also using the Campfire mod that goes with it.

Something similar happened with Frostfall 2.5 and in both cases only the High Elves had a problem.
Silas_Cole  [author] 30 Nov, 2015 @ 1:05pm 
@Klishar, what exactly is happening? I use Frostfall myself and havn't come across any problems.
Klishar 30 Nov, 2015 @ 10:39am 
Got an issue with the High Elves. Turns out giving them a weakness to the elements is causing issues with Frostfall somehow. Any chance of removing those weaknesses or at least a Frostfall compatability version?
Lord Gronor 6 Jun, 2015 @ 9:15pm 
Ideas for Khajiit, since they're quite.. underwhelming right now.
- Cats always land rightside up right? So why not take half fall damage (or something likewise, since this could cause some problems with the heavy armor perk, and thus you have a character that can jump off mountains and live...)
- Perhaps an archery or one-handed weaponry bonus as well? Since Khajiit are good "ranger" type characters.
Silas_Cole  [author] 31 Mar, 2015 @ 2:20pm 
@ jawilson49, the dark elf probably isn't getting any of the bonuses because of an interfering mod, also, I gave the high elf all the weaknesses that the previous elder scrolls games gave. I could, however, give them better bonuses toward their mackiga regeneration or casting cost to outway the weaknesses if that would help. But as of now, I can barely get on the internet to update this mod based on my new job and the lack of access I have to the internet. Will do my best to update, but can't make any promises.
triviashoe 20 Mar, 2015 @ 12:56pm 
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jawilson49 19 Feb, 2015 @ 6:11pm 
just started a game with a dark elf and the only bonus im getting is 75% fire resistance. also you gave the high elves a huge weakness in (of all things) a mages duel?
Pyne 15 Jan, 2015 @ 4:35am 
make the khajit increase unarmed damage through the game so it can be useful the whole game
Silas_Cole  [author] 1 Jan, 2015 @ 12:30pm 
@Gunther, I've tried, the skills can only be set to 15 and no less.
Germ Man 1 Jan, 2015 @ 10:51am 
I was also wondeering if a skill rebalancing coudl be added , as in give players worse starting skill levels on skills the races are not good at etc.
Fenix Wulfheart 31 Dec, 2014 @ 7:12pm 
Screw it, that didn't work so simply changing the values via the console. Magickaratemult is the value you changed, yes? From 100 to 200? And Magicka just +50 more of course. Those are the only two ratings that went unchanged by your mod by what it looks like due to whatever it is I am missing here.
Fenix Wulfheart 31 Dec, 2014 @ 6:44pm 
@silas_Cole Ultimate Perk Overhaul looks like it is incompatible with your mod due to including the "Radical Racials" mod. Downloading the component parts of the mod EXCEPT Radical Racials now, will test and get back to you on this.
Silas_Cole  [author] 31 Dec, 2014 @ 5:58pm 
@genericfantasygamer, Not to my knowledge. I know my mod should word with any other mod that doesn't change anything that has to deal with the race starting states and abilities/spells. Your guess is as good as mine. Try finding out if those mods do indeed touch the racial stats or abilities, right now I don't have the time to look into it. I just know was ablt to get back on the internet with my computer and working on a balance for the high elves.
Fenix Wulfheart 31 Dec, 2014 @ 5:51pm 
I am currently loading your mod first. I have the Ultimate Perk Overhaul, Apocalpse: Magic of Skyrim, several additional content mods that don't touch the core system rules like Spell Tome:Cleanse or Additional Music Replacer or extra hairstyles and stuff. I also use Weight Redistributed, but I don't think that touches races. I have Craftable Everything and Enhancement gems. The gems add to stats when you find them, but I don't think they modify the starting race amount.

When I load up my game, I see the base game stats listed with what Skyrim normally gives High Elves and ALSO yours, but near as I can tell the ones your mod gives are all working EXCEPT the bonus Magicka. Very strange.

If I had to guess, I'd say that the two mods I mentioned first are the culprit as they are overhaul mods that change a lot. Do you know if any of those are incompatible?
Silas_Cole  [author] 31 Dec, 2014 @ 5:40pm 
@genericfantasygamer, There must be another mod that you have that is interfering with my mod. You should be starting out with 200 magicka. It may also be your load order.
Silas_Cole  [author] 31 Dec, 2014 @ 5:38pm 
@Gunther, All the weaknesses that are in the older games are indeed in this mod. But the High elves I had to lower a bit on the weaknesses because some of the older games would have made the high elves very weak. I am however thinking about making them a little more balanced as I tend to die very easily by other mages in the game. I think I might make their magica regenerate much quicker.
Fenix Wulfheart 24 Dec, 2014 @ 11:35am 
My high elf character has 160 Magicka, not 210 like he should. Did something go wrong with my install? Is everyone getting this problem?
Germ Man 9 Dec, 2014 @ 7:53am 
While i really enjoy this idea i find it a bit sad that (far as i can see) high elves are the only race to get any downside rom this so far .. I would love to see this mod balance things out a bit as in return some of the old weaknesses of races to the game instead of just being a win/win scenario long as you're not a high elf :)
Silas_Cole  [author] 7 Nov, 2014 @ 7:13am 
After I get his permission I will work on it right away. I might even make it apart of my mod without the need to subscribe to his. Or I could just make it to where you'll need his mod, either way. I would like to give people a choice in the matter though, but it's not like they have to use the power if they don't like it.
Balthias 7 Nov, 2014 @ 7:08am 
Hey that would be awesome. I would def be able to use this if he is willing to let you. When the collection is done I am sharing what i have with f&f and then on facebook and youtube. Turns out a lot of people here didnt know about steam at all so they are getting accounts made. After sharing the collection and they subscribe i am urging them to rate up to show support to the people who worked hard on this game.
Silas_Cole  [author] 7 Nov, 2014 @ 7:01am 
I would implement Predatory instincts into my mod but I doubt the guy would like that. I would have to get permission from him. It's the right thing to do that is.
Balthias 7 Nov, 2014 @ 1:56am 
Well the redguards were on the ball when I realized the original racial abilities weren't removed so I'm satisfied with them. I only wish this were compatible with Predatory instincts now. That racial power is pretty addictive. Rated up. I was pretty happy with everything else.
Silas_Cole  [author] 6 Nov, 2014 @ 8:34pm 
@eric20462009; I see you have already found my mod. What would you like the redguards to have, if it was close to what you wanted for redguards?
Balthias 6 Nov, 2014 @ 5:05pm 
If this worked with predatory instincts I wouldve considered it. Was real close to what I wanted for redguards.
Silas_Cole  [author] 21 Aug, 2014 @ 1:00pm 
Thank you Kasekuchen.
Käsekuchen 21 Aug, 2014 @ 8:56am 
The mod is awesome! Now it is really cool to play as a Bos(s)mer ^^
Noxipiter 12 Aug, 2014 @ 11:21pm 
Maybe Imperial Luck could go with something like they have a chance to deal increased damage, a chance to mitigate damage, a chance to consume less mana/stamina because they are so lucky?
Silas_Cole  [author] 4 Aug, 2014 @ 10:23am 
Yes, for that time period. You will regenerate magicka a soon as the Ra'Gada Spirit is done.
Yashyyyk 4 Aug, 2014 @ 7:53am 
but then redguards lose ALL their magicka?