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HELP! (sought for my relatively simple Race Overhaul mod request for consoles and PC)


Glarthirphobic

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Hello all

 

I am a console peasant who is unable to create my mod due to not owning a good PC. I am looking for a competent modder to basically do the grunt work for our mod and publish it on Beth.net and here for consoles and PC. Ideally, the modder will be experienced enough to know what you can and can't implement as racial passives and powers and will give me constructive criticism on what he/she thinks of my ideas and whether they're kinda balanced.

 

I understand that on consoles there already are several racial overhauls (namely, Imperious, That's Racist! and Race Re-balance) and I have taken some ideas from them but I have also designed my own ideal, streamlined race overhaul on the basis of what I loved from TESIV: Oblivion.

 

So long story short: Would anyone who feels they're in that level of skill/experience category please message me on here and I can lay out the details for my racial overhaul in a message and we can discuss it??

 

My thanks to whoever takes the time to reply.

 

Glarthirphobic

 

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@qwertyzeldar

Well, I didn't think people would want to read through a long list of what the mod would be like just to find out why I posted here and also I didn't want to just put all the ideas out there so that someone could conceivably take some of them (nevermind that I yoinked a few ideas from other race overhauls!). Yes, I understand that there must be some very honourable modders here but I've been thinking about this mod idea for a while. In any case, if someone was willing to do the work and qa test it before putting it on here and Beth.net for the consoles, I would love to be credited the ideas behind it on the mod page here and Beth.net...

TLDR - The mod idea is an overhaul for all 10 races to make it more similar to previous ES games and more RPGish.
(1) Each race has one specialisation skill which only activates (if this is possible, a conditional, invisible racial bonus?) once they reach level 100 in that skill.
(2) Each race has three racial passives one of which is inherently useful regardless of the player's chosen playstyle e.g. the Breton's resist magicka bonus.
(3) The other two passives are more specific to the lore and my own personal preferences but not as massively different as Imperious is when compared to vanilla.
(4) And finally the racial abilities are basically vanilla with some tweaks to make some underwhelming ones better.

I also came up with description phrases for each of the racial bonuses which is similar to other race overhauls like Imperious which had an Argonian passive called "Marsh Dweller" for example.

Please anyone let me know by message or replies here if you're willing to discuss the ideas more in-depth.

Thanks

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Well, I didn't think people would want to read through a long list of what the mod would be like just to find out why I posted here

well you have to if you want people to be interested.

 

 

also I didn't want to just put all the ideas out there so that someone could conceivably take some of them (nevermind that I yoinked a few ideas from other race overhauls!). Yes, I understand that there must be some very honourable modders here but I've been thinking about this mod idea for a while. In any case, if someone was willing to do the work and qa test it before putting it on here and Beth.net for the consoles, I would love to be credited the ideas behind it on the mod page here and Beth.net...

eh it's worth the risk. either way odds are no one will 'steal' the idea.

 

 

TLDR - The mod idea is an overhaul for all 10 races to make it more similar to previous ES games and more RPGish.

(1) Each race has one specialisation skill which only activates (if this is possible, a conditional, invisible racial bonus?) once they reach level 100 in that skill.

(2) Each race has three racial passives one of which is inherently useful regardless of the player's chosen playstyle e.g. the Breton's resist magicka bonus.

(3) The other two passives are more specific to the lore and my own personal preferences but not as massively different as Imperious is when compared to vanilla.

(4) And finally the racial abilities are basically vanilla with some tweaks to make some underwhelming ones better.

i am willing to give it a shot but i'm gonna need more info then this.

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Race overhaul idea called 'BeastManMer'

 

I wish I could contact EnaiSiaion about whether he would be willing to make an alternative version of Imperious following my description below as it is largely based on his mod!

Ideally, I would like the descriptions of all the racial passives and abilities to be as vanilla like as possible i.e. to use the same phrasing and terms as vanilla.

 

 

Argonian

Archetype/theoretical playstyle - Lizard guerilla-warfare style warrior

 

Specialization skill - Shaman - Alchemically mixed potions and poisons 20% stronger at level 100 Alchemy

Passive 1 - Marsh Affinity or Marsh Dweller - Resist Disease 50% and gain invisibility/chameleon effect while swimming or submerged. If this is not possible, then Sneak skill fortified by 25% for 1 minute after swimming.

Passive 2 - Cold-blooded - Health regenerates 60% faster but 10% Frost weakness

Passive 3 - Amphibious - Waterbreathing and Swimming speed is 50% faster. Not sure if you can edit speeds of player character and NPC without messing up vanilla or other mods.

Racial power - Histskin - vanilla (1 minute duration)

 

Starting skill boosts - 10 for Alchemy, 5 for Alteration, Restoration, Light Armor, Lockpicking and Sneak + like vanilla, an invisible 6 extra Unarmed damage with their claws

 

 

Breton

Archetype/theoretical playstyle - Defensive Conjurer mage who wears robes

 

Specialization skill - Healer - Healing restoration spells (e.g. heals including Guardian Circle) 15% stronger at level 100 Rest. similar to Sailor's Repose perk from that quest.

Passive 1 - Elven Descent - Resist Magic 25% and Magicka regenerates 25% faster

Passive 2 - Covenant - Conjured creatures/summoned undead deal 25% extra damage but maximum Magicka reduced by 30 for duration of summon. Not sure if this is possible. If it's not possible at all, maybe just they both get 100 extra health.

Passive 3 - Mithril Shirt - 70 armor when wearing a main piece of clothing i.e. robes or shirt/blouse (not gloves, hats or shoes). If this isn't possible, armor spells are 50% stronger when wearing no armor.

Racial power - Dragonskin - vanilla (1 minute duration)

 

Starting skill boosts - 10 for Rest, 5 for Enchanting, Conjur, Alter, Alchemy, Speech

 

 

Dark Elf

Archetype/theoretical playstyle - Offensive spellsword that punishes anyone who attacks him/her

 

 

Specialization skill -

 

Elementalist - Offensive Destruction spells (including Runes but not including defensive Cloaks) 15% stronger at level 100 Destruction

Passive 1 - Cursed or Unfortunate - Resist Fire 50% and reflect 25% melee damage back at attackers

Passive 2 - Mistrustful - 5% flat damage reduction from all races except other Dark Elves and doesn't apply in case of Daedra, zombies, animals, etc but Speech levels 25% slower. This 5% would stack with the armor cap and the Dragonscale spell for a total damage resistance of 85%.

Passive 3 - Fell Weapons - Normal One-Handed standing power attacks and Dual -Wielding have a 10% chance to paralyze enemies for however long the Backwards power attack paralyzes enemies for.

Racial power - Ancestor's Wrath - vanilla except the damage is 10 fire per second instead of 8 (1 minute duration)

 

Starting skill boosts - 10 for Destruction, 5 for Conjuration, Alteration, Light Armor, One-Handed, Sneak

 

 

High Elf

Archetype/theoretical playstyle - Archmage who is master of all schools

 

 

Specialization skill - Spellbinder - Enchantments 15% stronger at level 100 Enchanting

Passive 1 - Superior - Resist Disease 75% and all skills level 10% faster

Passive 2 - Prideful - 100 extra Magicka but 20% Magic weakness

Passive 3 - Court Magus - All spells cost 20% less and Illusion spells last 50% longer. Maybe cost reduction of 15% if imbalanced.

Racial power - Highborn - vanilla (1 minute duration)

 

Starting skill boosts - 10 for Enchanting, 5 for Destruction, Restoration, Conjuration, Alteration, Illusion

 

 

Imperial

Archetype/theoretical playstyle - Roman defensive soldier who works as a team with followers

 

 

Specialization skill - Tactician - Blocking and normal Bashes do not cost Stamina and Bashing deals 25% extra damage at level 100 Block. Don't know if this one is possible as blocking attacks may depend on weapon strength or style.

Passive 1 - Forced March - 80 extra carry weight and Sprinting costs 40% less Stamina. Vanilla sprint is 7 Stamina per sec so this would reduce it to 4 per second.

Passive 2 - Diplomatic - Barter prices and Persuasion chances 10% better but Intimidation attempts 20% worse

Passive 3 - Combined Arms - You and allied NPCs/followers gain 150 extra armor and deal 15% extra damage when within 15 feet of each other

Racial power - Voice of the Emperor - vanilla except range is reduced from 75 feet to 60 feet (1 minute duration)

 

Starting skill boosts - 10 for Block, 5 for Speech, Restoration, Destruction, OneHanded, Heavy Armor

 

 

Khajiit

Archetype/theoretical playstyle - Sneaky thief/warrior who can legitimately use Unarmed playstyle

 

 

Specialization skill - Moonshadow - Sneaking is 15% better at level 100 Sneak

Passive 1 - Quick Reflexes - 10% chance to avoid physical damage (Deft Movement perk but without light armor requirement) and -50% falling damage when wearing all Light Armor

Passive 2 - Tooth and Claw - Unarmed damage increases based on total Stamina (starts off 12 Unarmed extra damage like vanilla but gains 2.5 points in damage per 10 Stamina raised)

Passive 3 - Predator - Stamina regenerates 60% faster but 15% less armor rating

Racial power - Night Eye - vanilla but 3 minute duration

 

Starting skill boosts - 10 for Sneak, 5 for Alchemy, Pickpocket, Lockpicking, OneHanded, Light Armor

 

 

Nord

Archetype/theoretical playstyle - Conan/Viking barbarian in light armor or the Dovahkin

 

 

Specialization skill - Barbarian - TwoHanded attacks are 15% faster at level 100 TwoHanded

Passive 1 - Grim-faced - Resist Frost 50% and 50% Stagger resistance when wearing all Light Armor

Passive 2 - Heroic Lineage - Shouts cooldown reduced by 30%

Passive 3 - Valorous - Deal 25% extra damage when at or below 25% Health but 10% (or 15%) less movement speed while at that Health.

Racial power - Battlecry - Humanoid enemies within 70 feet flee while humanoid allies (followers and friendly faction NPCs only) are rallied and attack 50% faster (30 seconds duration). Also no stagger effect.

 

Starting skill boosts - 10 for TwoHanded, 5 for Light Armor, Enchanting, Smithing, Speech, Block

 

 

Orc

Archetype/theoretical playstyle - Berserking Orc in heavy armor

 

 

Specialization skill - Masterworks - Weapon and Armor tempering 15% stronger at level 100 Smithing

Passive 1 - Relentless - Resist Magic 10% and Stamina regenerates 50% faster when wearing all Heavy Armor

Passive 2 - Brutality - Melee power attacks (both One-Handed and Two-Handed) deal 15% extra damage

Passive 3 - Bloodlust - Movement speed and melee attacks are 20% faster at the beginning of combat but this bonus decays by 5% every 5 seconds (20 seconds duration)

Racial power - Berserker Rage - vanilla but has a 5% chance to activate independently in combat and cause 20 damage to self (1 minute duration)

 

Starting skill boosts - 10 for Smithing, 5 for Heavy Armor, One-Handed, Two-Handed, Alchemy, Block + invisible vanilla Blood-kin bonus so that don't have to do introductory quests for Orc strongholds

 

 

Redguard

Archetype/theoretical playstyle - Desert warrior who is naturally talented at many types of warfare

 

 

Specialization skill - Champion - One-Handed attacks are 15% faster at level 100 One-Handed

Passive 1 - Desert Homeland - Resist Poison 50% and 50 extra Stamina

Passive 2 - Warcraft - Light Armor, Heavy Armor, Block and Archery 10% better (i.e. 10% more armor from wearing it, block 10% more damage and deal 10% more damage respectively) but all spell schools level 15% slower

Passive 3 - True Survivor - Slow time by 75% when at or below 25% Health. Or maybe for a 30 second duration once per combat

Racial power - Adrenaline Rush - vanilla (1 minute duration)

 

Starting skill boosts - 10 for One-Handed, 5 for Heavy Armor, Light Armor, Smithing, Archery, Block

 

 

Wood Elf

Archetype/theoretical playstyle - Elven archer who can hit impossible targets and defends the forest

 

 

Specialization skill - Master Archer - Bow attacks have a 30% chance to disarm a humanoid enemy at level 100 Archery (unsure of whether to include Dremora and undead like Draugr). Apparently there was an unused Archery tree perk which did this but it was scrapped.

Passive 1 - Marked by the Wild - Resist Disease and Resist Poison both 25% and Bows deal 30 poison damage to Health and Stamina. If this is not possible, then Bows ignore 30% of opponent's armor.

Passive 2 - Forest Guardian - All animals do not attack within 30 feet i.e. a calming cloak spell which is constant and invisible (I took this idea from That's Racist! overhaul). But slaying more than 1 animal per day causes Fitful Dreams in the Active Effects tab which prevents Rested bonuses for 1 day

Passive 3 - Tracking - Detect Life (not Daedra, undead or automatons) within 200 feet when crouching and not moving.

Racial power - Beast Tongue - Befriend a predator (i.e. not Mammoths, cows, horses, mudcrabs, etc) which receives 150 extra health for the duration (1 day duration). It would affect wolves, sabrecats, bears and maybe some others I can't remember off the top of my head.

 

Starting skill boosts - 10 for Archery, 5 for Sneak, Alchemy, Pickpocket, One-Handed, Light Armor

 

 

Glarthirphobic

 

01/03/17 - updated to reflect my conclusion that Imperious' style of race overhaul is ideal: 3 passives which help the player intuitively distinguish between each race instead of simple and boring and generic stat boosts.

Edited by Glarthirphobic
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