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RMO


sulmithgreysin

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Racially Motivated Overhaul

http://skyrim.nexusmods.com/downloads/file.php?id=12907

 

RMO 2.2

 

README.TXT tells what each of the playable races' stats are and will give a generalization of the changes to the NPC races

 

In vanilla Skyrim, each race regenerates health, magicka and stamina at the same rate. Each race has 35 skill bonus points. Some races have useful powers, others have useless powers.

 

But the worst part is they all feel the same. I forget what race I am when playing in 1st person sometimes. I forget to use my powers because it's not worth the time to swap from a shout to an ability that I'm not even sure is gonna work

 

RMO changes all that. It sets regen values, skill bonuses, powers, racial abilities and even carry weights and movement speeds to be unique for each race. I did my best to make it fun without making it lore-breaking, in many cases, it's far more lore friendly than vanilla. I tried to make it interesting more than anything though, with multiple useful powers and while each race feels unique and is better at A than B, all races are still completely capable of any role/spec you choose to play.

 

While woodland elves make GREAT archers in RMO, they don't make bad mages either.

 

My plan is to eventually modify every NPC race in the game while adding world bosses/sea monsters.

Edited by sulmithgreysin
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2.0 out in the morning

 

just cleaning up the new spell names and fixing tooltips, got half the races left but it's late and i'm gonna do it early in the morning.

 

2.0 will include

 

100% revamped vanilla playable races

new powers

new racials

but most of all, each race feels unique without gimping your options

 

the powers are now powerful and i'm personally in love with the playstyle of the dark elf

 

throw on a shield, round up 15 bad guys, pop the new ancestor's wrath and watch them drop like flies

 

every race except highborn has an "uh oh, better get out of here" power too. powers that do little or no damage but stun/fear/knockback enemies in the area to give you a chance to run

 

i think you're gonna like the new Shockwave too. similar to 360 degree FusRoDah ;)

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ok, i was planning on having the new playable races as a separate esp but after some reading on custom races and buggy vampire/werewolf scripts, i'm gonna make a fresh esm and include them while using expired's racial compatibility mod

 

problem is that i can't add his mod (that fixes all the bugs associated with custom races, the CK not copying everything like it should and transformation scripts) to what i already have since the CK tries to open skyrim.esm and update.esm twice and it won't load them all together.

 

but since i'm an insomniac, i'm just gonna start fresh with his mod built in from the start and redo it all tonight. nothing will copy over so i'm probably gonna tweak a few spells (i don't particularly think the aoe fusrodah spell is interesting so i want to improve it)

 

i'm going to release 3.0 sometime tomorrow as 2.0 + new playable races + more tweaks and maybe some new monsters

 

instead of making it modular/multiple esp i'm just gonna put everything in one esp that should work perfectly with less chance for conflict

 

would love some input from someone who has spent some time in skyrim with my mod.

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2.2 out, changes the NPC race stats/size/speed

 

no more updates until 3.0 unless they're necessary fixes

 

3.0 will add a few world bosses, sea monsters, specialized NPCs. trying to create them in a way that doesn't conflict with mods like WiS, deadly dragons, vampire mods, werewolf mods,etc since there are so many specialized options out there i didn't see the point of changing or conflicting with anything i used

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