The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Enhanced, Re-balanced Races of Tamriel
53 Comments
Almost Aragorn  [author] 7 Feb, 2018 @ 2:46pm 
Thanks!
? 30 Jan, 2018 @ 3:33am 
Well done
Canadian Chuck Norris 22 May, 2017 @ 5:17pm 
and add increased jump height
deadpirates 27 Feb, 2017 @ 6:54pm 
if you add a higher chance of increasing sneek to khajiits that would be cool, since they are commonly known around tamreil of being thieves and assassins.
you could also increase their speed slightly when wearing light armor, due to the fact that cats irl are very quick agile creatures
Imortis317 19 Dec, 2016 @ 10:50am 
Oh I think that the Khajiit's could be given a small boost to sneak due to their lore showing them to be thiefs, or at least from what I have read. And many Imperials have been shown to become mages. So if you want you can give the Imperials a boost to magicka.
Imortis317 19 Dec, 2016 @ 10:47am 
Hello just saw your mod and I noticed that only two races appear to be weaker than the others. Khajiit and Imperial. The night eye for the Khajiit is cool and convenient, but the claw damage doesn't seem as useful in the long run. I believe that giving the Khajiit a boost to stamina would be good because they are very agile. The same could work for Imperial due to them having to have a great deal of endurance in order to continue marching while wearing the heavy armor that the legion would have them wear.

These are my suggestions. Hope its of any use and good work on the mod so far!
Almost Aragorn  [author] 4 Jan, 2016 @ 9:00am 
@Archonmalantai - Are you currently running any other mods at the same time? There may be an incompatability I'm unaware of, but could potentially work around.
Twi'lek_Smuggler 31 Dec, 2015 @ 1:47pm 
Hello, first great mod! But I can not seem to get command animal to work on my Wood Elf. The mod is suscribed, is loaded in the data files, I slot it just like a shout, and it even says the modified time, not the normal 60sec. And when I do it, targeting a close, point blank, even half dead animal, there is a flash if light but then it just keeps attacking or running. Did I miss needing some perk or such? Please help, thanks.
KitaQman 19 Nov, 2015 @ 1:15pm 
i always think about how some races on skyrim are weak like khajiit i mean, seryosly? 15 points to unarmed combat? no thanks.

thanks A LOT for making this mod you made a very good job.
mycastlecellar 9 Oct, 2015 @ 4:25pm 
As you know; many of the races can marry other races and now have children thanks to a mod on Nexus. It would be nice if you could put shorter Elf ears on what looks like a Nord and Elf mix bred race. I've seen pictures in different books of such mixed races and it looks cool to have a powerful Human/Elf with the shorter ears and larger muscel structure. Just a suggestion. Thanks.
Kolvi 6 Oct, 2015 @ 7:01pm 
okay, i currently have Extra pockets (3rd trait) in the pickpocket tree so maybe somehow that got disabled, but i figured it was the nord racial instead so maybe im wrong. I just know i went over weight limit after being bit and noticed froma previous save that my max carry went from 500 to 400.
Almost Aragorn  [author] 6 Oct, 2015 @ 6:58pm 
@Derpenstein - This is the first time this bug has been reported. I'll try to reproduce it and update this mod with a fix. Thanks for letting me know.
Kolvi 6 Oct, 2015 @ 5:17pm 
Got bit by Harkon and my Nord lost 100 carry weight. magicka didnt change and I cant tell if he still has 75% resists or not. :steamsad:
Arkana 15 Sep, 2015 @ 1:07pm 
I agree with the user without a name, being a kajhiit monk of the "whispering fang style" Would be very fun, indeed! Although, one of the things the person suggested seems pretty broken at higher levels. Perhaps gaining 15 every 5 levels? I feel that would be much less broken. :3
Morgan-Giggs 10 Aug, 2015 @ 3:15pm 
Good mod but i dont know why people ask for the makers to put it on nexus, whats the harm of using the workshop?
Hukria 28 Jul, 2015 @ 11:21pm 
Thank you Will, i will keep using it
Great mod <3
Almost Aragorn  [author] 28 Jul, 2015 @ 5:58pm 
Sorry G0at, I only put my mods on the Steam Workshop. I'm sure there are other great racial mods over there, though! :)
Hukria 28 Jul, 2015 @ 5:17pm 
PUT ON NEXUS PLS!!
I Love the mod, but i want to put it using nexus..
Brady Gunner 23 Jun, 2015 @ 1:27pm 
Any tips for modding? If I just want to combine some abilities of different races into one? Or could you make a mod that you can combine them however you want so? That would be best mod of all :D
Bravo-539 22 Jun, 2015 @ 1:47pm 
Could you make Kajiit claw damage scale up with the player level? (If such a code exists, maybe that would be useful in a few other fields, too?)
Conagher 9 Jun, 2015 @ 8:12pm 
With other mods, the khajiit gain stealth and mobility bonuses. Personally, I find the unarmed bost to be a bit....weak, withough fists of steel, and conditioning. If you added unarmed prowess to khajiit, well......Fun, with balance. Heres why. You can't block.
Your fast
You can hit hard.
You can't block
Conagher 9 Jun, 2015 @ 8:10pm 
Maybe a little more than 15, and add a swingspeed boost. Other than Khajiit, Ocs with berzerker and fists of steel make the best unarmed attackers. But if Khajiit have a faster unarmed swingspeed, more starting damage output, and a leveling with them, khajiit monk becomes a new, and very fun playstyle
Conagher 9 Jun, 2015 @ 8:09pm 
Idea for Khajiit, Mkae their claw attacks level with them. 15 each time. This way, when your a high level, your fists have a use.
Alex 24 May, 2015 @ 10:08am 
for the dark elf does it fix the pores?? I HATE THAT I AM TRYING TO MAKE VAHL FROM VENTURIAN !!!
Dusk Shadow 23 Mar, 2015 @ 5:38am 
@Theuthates
With the ledgenary effect everyone gets from updates in base skyrim, starting skill doesnt matter lol, and actualy that high level makes leveling easier if you are an archer, one more level of archery at that rank (yes a little more work but your allready pwning now) would get you from level 1 to like 4 instantly.
@Will Enjoying the mod BTW, Now i dont feel like i allways need to play a custom race to feel the edge with/w/o RP for the characters lol.
Bloodyraingaming 19 Mar, 2015 @ 11:44am 
should lower the base mana of highelves to 60 and increase base mana regen
A fracking llama 15 Mar, 2015 @ 7:17pm 
i think the wood elf should have a different ability
Almost Aragorn  [author] 4 Feb, 2015 @ 3:03pm 
@Theuthates - Great feedback! I appreciate the ideas. I'll review some of my decisions based on your suggestions. :)
Cromos 1 Feb, 2015 @ 7:01pm 
btw, pls consider, a race with great starting stats, for example 30 archery+, has a lesser potential to lv up, because 30 points archery cant get skilled. sry for my bad english, i dont write often in this language. may be you could change the skill bonus into a bit dmg bonus (10% more bow dmg).
Cromos 1 Feb, 2015 @ 6:51pm 
seems not bad, but pls change the magicka from the nord race into a bit health and/or stamina bonus. i cant live with the nords as mage race. :P and may be give the khajiit a great Stamina regg and a bit stamina bonus, they are really weak i mean. and hey cats have a lot of atletic abilities so it sounds reasonable.
Lumby4all 31 Jan, 2015 @ 11:05am 
I don't know if it's possible but if it is couldn't you make the khajit night eye always active? Like I said I don't know if it's posible but if it is that'd be sweet
biltart_clorn 29 Jan, 2015 @ 6:31pm 
It may be beyond the capabilities of the creation kit, but some races should get more than ten attribute points at level up. For example, a Redguard gets ten points in either health or magic, but if they choose stamina they get fifteen. You might require a script extender to pull things like this off though. And the more that is required, the less people will try to use it. The thirty magic makes a huge difference in starting out with a Breton. The increased magic with Altmer is significant at the beginning, but becomes less so later on. I would say that you got these two just about right now.
Almost Aragorn  [author] 29 Jan, 2015 @ 3:52pm 
@Sheperd1ofh - When it comes to systems design, especially with single-player experiences, I find it extremely important to consider two factors: the theme of the game world and balancing numbers behind the scenes for seemingly fair / equal-ish experiences. That being said, I usually opt to let a design become somewhat imbalanced in favor of theme, within reason. For a multiplayer game, I'm fiercely in the other direction.

Beyond that background reasoning, I feel strongly about Nord's magic potential because of Shalidor: http://elderscrolls.wikia.com/wiki/Shalidor

I didn't want to give Nords too much power in the magical direction (and maybe +50 magicka is too much of a boost), but I wanted players who chose Nord to have a fighting chance at being a powerful Mage since no other racial aspects of the Nord compliment mage-like playstyles.
Sanctuary 29 Jan, 2015 @ 2:39pm 
Are you sure about nords being given a boost towards the mage path?

Nords don't like mages. They may suffer the presence of some for utilitarian reasons, but aside from the jarl's wizard and 1 single enthusiastic nord student at the college, it seems the typecast role of a nord is to be a warrior and it takes extra effort for one to master magecraft against the racial bias of their family and firends and lack of freely available knowledg ein skyrim due to it.

I agree that breton is the best human sub-race for begining as a mage.
Almost Aragorn  [author] 29 Jan, 2015 @ 8:34am 
Great point, Biltart. I'll give some serious thought toward the Imperial's Speech skill. You're absolutely right about it being significant in previous titles, but hardly noticable in Skyrim.
biltart_clorn 29 Jan, 2015 @ 8:32am 
I am going to subscribe and I will be trying the magical races first. As far as weak imperials go, you could try to play up their overlooked speech skill. Maybe give them a large boost to start. In all previous Elder Scroll games this was a big part of their lore. Now it suddenly doesn't matter. Many things in this game were rushed out before deadlines, I am sure.
Almost Aragorn  [author] 3 Nov, 2014 @ 2:37pm 
Thanks AlanB412! I'm open to your feedback if you want to discuss the Orcs and Altmer.
Charikarp 1 Nov, 2014 @ 9:04pm 
I have to say, after sifting through all the racial mods on the workshop yours is easily one of the most balanced-feeling ones. The fact that you've clearly put in time testing each race out is also greatly appreciated. Orcs and Altmer still seem somewhat OP, especially 5 minutes of Berserk, but the changes you've made to the other races definitely make the other classes much more appealing to play. Gone are the days where I feel that I have to make gameplay sacrifices to play a race that I actually like! Thank you sir =)
War Daddy 30 Oct, 2014 @ 4:26pm 
upload a picture please.
Woodhouse 27 Aug, 2014 @ 6:15pm 
Bro I really love this mod and what you have done with it. I keep trying to find a mod that will make each race more unique and different and yet everyone thinks that in doing this they have to completely change or remove altogether the average playstyles of it, or it is just plain overpowered. I would like to thank you for being different.
Woodhouse 27 Aug, 2014 @ 6:15pm 
More Suggetions:
Night Eye - Just turn it into a toggle-able ability. Why would they need to stop seeing in the dark?
Wood Elf - +10 on top of the natural bonus is good enough for him
Imperial - +30 to stamina and health
Dunmer - Make his ability have the same texture as wrath, but make it an overpowered ward spell, for the blocking of damage, and it raises his fire protection to 100%
Orc- Instead of +50 permanent health, make him have +30, and when he goes berzerk, which can be changed into +50 stamina and health, of course this would reduce the time of berzerk to about 1-2 minutes or so, along with not being able to be knocked down or staggered while berzerking. To be honest I think 2 minutes is a generous time for this.

Almost Aragorn  [author] 27 Aug, 2014 @ 3:50pm 
@Mike - I appreciate the input! I agree that enhanced magicka regen might feel better for the High Elf. I'm going to test your ideas and see how they feel. Orcs are definitely feeling a bit overpowered. I might reduce their Smithing/Enchanting back to normal. Thanks again.
Woodhouse 27 Aug, 2014 @ 2:50pm 
The Nord, Orc, and High Elf seem a bit overpowered. My suggestions:
1. In place of adding 30 to the magicka boost, give them a slight increase in magicka regen. This fits in better with High Born.
2. Decrease the starting magicka slightly, maybe to +30, Battle Cry affects enemies of any level to increase it's usefulness.
3. Orc is only immune to being knocked around while berzerking, and decrease the bonuses lol. those bonuses automatically make them the best to pick.

Woodhouse 27 Aug, 2014 @ 2:42pm 
Idea for imperial: Small increase to both stamina and health, instead of a large boost to just help. Think of them as the opposite of the Nord. The Nord is a heavy armored two hand weapon user. the Imperial is a heavy armor user who uses a sword and shield.
jotun 27 Aug, 2014 @ 3:54am 
great mod man it makes me an unstoppable orc C:
[59th] Pew Pew You're Dead 26 Aug, 2014 @ 12:02pm 
Horay! Now I can finally be that one nordic mage, or a blacksmith from a stronghold, without having to cheat my skills up at the start! Great mod, makes me feel more like a badass, rather than plain bad!
Lucian SaDiablo 25 Aug, 2014 @ 1:00pm 
Are there any specific ones you want played morethoroughly than the others?
Almost Aragorn  [author] 25 Aug, 2014 @ 12:51pm 
@ Lucian - That sounds great! A lot of my reasoning is relevant to the early experiences as each race, as those are often more unique than the late game experiences (regardless of which race a player chose).
Lucian SaDiablo 25 Aug, 2014 @ 12:44pm 
Once I get my new monitor set up, I will definitely play-test your mod. One hour as each race. :)
Almost Aragorn  [author] 25 Aug, 2014 @ 12:28pm 
I quickly discovered that there is a text limit to the description of a mod. My explanations are a bit shorter than I'd like, but we can discuss the good & bad here! If anyone has any input on this mod, I'd love to talk about it. Thanks for subscribing!