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The Earthmer race.

 

 

This is a custom race mod with a fighting style based on close combat evasion and heal over time rather than armor and ranged attacks. This is an alpha release primarily meant to allow people to experience and have a say in the balancing of the game mechanics, and to ensure that the bsa package is not missing anything. The final release will include some lore books and NPCs as well as instructions on how to use your own preferred body type or skin for the race.

 

 

Background & Lore:

 

The Earthmer are a small community of Elves living underground. They descend from a group of Bosmer that got trapped in a large cave system hundreds of years ago due to a cave-in. They have been living in complete isolation in their underground realm until very recently when a mining party broke through and discovered their dwellings. Their long life underground in almost complete darkness has caused some interesting changes in their physiology:

 

- They are considerably shorter than most elves, but their bodies tend to be a bit more bulky and muscled.

- Many of them have lost most or all of their eyesight. They have compensated with heightened sense of smell, hearing and touch to the point where their short range senses are as good, or perhaps even better than those of most races. However, their lack of good eyesight is a serious disadvantage for long range detection and aiming.

- The lack of access to proper magical training and resources, and the danger of using spells in tight enclosed spaces has all but atrophied their magical skills.

- Their society is extremely violent. The only resource available in abundance in their cave system is food, the underground rivers bring plenty of fish, there are mushrooms, and plenty of skeevers living in the tunnels. Virtually every other resource is extremely rare though, and needs to be fought over. Initially riots and wars raged through their society, but over time they developed a system of regulated and fair duels to settle conflicts. This duelling can be compared to the Nord way of settling conflicts through brawls, with the small but important difference that Earthmer duels are typically fought to the death. For this reason every Earthmer is trained in vicious hand-to-hand combat from an early age.

- They worship a single deity they call the Earth-Mother.

- Because of the lack of good plant fibres and fur for making clothing and armor, Earthmer are used to complete nudity, and they cannot stand the feeling of clothing on their skin, breaking out nasty rashes and feeling highly uncomfortable when they do. Because wearing clothes seems to be directly impacting their ability to sense the world around them, it has been suggested they can actually detect living beings in close proximity by sensing body heat of nearby creatures on their skin.

 

 

Technical & numbers:

 

General stats:

- Earthmer Health regenerates fast (3% instead of the 0.7% for other races).

- Earthmer Magicka regenerates extremely slow (0.5% instead of then 3% for other races)

- Earthmer start with 50 Magicka, 150 Health and 100 Stamina.

- Earthmer get +10 One-Handed, +10 Sneak, +5 Alchemy, +5 Two-Handed and +5 Speech starting bonus.

 

Earthmer Limbs (only active when not wearing clothes or armor):

- Unarmed damage is equal to Kahjits (12 damage), but their acrobatic fighting style and use of legs in addition to their hands gives them a slightly larger unarmed range.

- Earthmer are fast on their feet, running slightly faster than other human and elf races.

 

Earthmer Dance (only active when not wearing clothes or armor):

- Their extensive close combat training allows the Earthmer to completely evade a percentage of physical attacks, as well as deliver faster blows. The Earthmer Dance has 3 traditional stances:

1. Defensive stance allows them to completely evade a large percentage of all incoming physical attacks, but reduces their attack speed by 20%.

2. Neutral stance allows them to evade a moderate percentage of physical attacks, and increases their attack speed by 5%.

3. Aggressive stance allows them to evade a small percentage of physical attacks, and increases their attack speed by 20%.

- The actual evasion percentage for each stance is based on the close combat skills (One Handed, Two Handed and Block) according to the following formula:

. multiplier = (100 + OneHandedSkill + TwoHandedSkill + BlockSkill) / 150

. DefensiveStanceEvasion% = multiplier * 15%

. NeutralStanceEvasion% = multiplier * 20%

. AggressiveStanceEvasion% = multiplier * 30%

 

Earthmer Myopia (always active, except when fighting a dragon - even a totally blind person can hit something as big and loud as a dragon):

- When using a bow to hit targets at range, their bad eyesight causes them to miss frequently. At distances from 5-10 meter, 25% of their arrows will fail to do damage. At ranges over 10 meter, this increases to 50% of fired arrows.

 

Earth-Mother's Yearning penalty (only active when wearing at least 1 piece of clothing or armor):

- Wearing any clothes or armor will incur a number of penalties:

-25 Lickpicking

-25 Pickpocketing

-25 Sneaking

-10 Speech

-20 One-Handed

-20 Two-handed

 

Earth-Mother's Blessing (Power, only works when not wearing clothes or armor):

- Once a day the Earthmer can beg the Earth-Mother for her blessing. The Earth-Mother's blessing is extremely powerful, lasting for 500 seconds, giving the receiver 50% resistance to magical attacks and increasing their healing rate by 500%. It will also cure all diseases and poisoning effects.

 

Earth-Mother's Kiss (Lesser Power, only works when not wearing clothes or armor, and only when the magicka pool is 100% filled):

- The Earthmer can sacrifice their magicka to the Earth-Mother in exchange for her favours. Initially the Earth-Mother's Kiss will increase the Earthmer's healing rate by 240% for 35 seconds, however this effect and duration increase for every additional 50 magicka sacrificed (up to 200 magicka):

50- 90 magicka: +240% healing rate for 35 seconds

100-140 magicka: +375% healing rate for 40 seconds

150-190 magicka: +580% healing rate for 45 seconds

200+ magicka: +900% healing rate for 50 seconds

Regardless of the size of the magicka pool, the Earth-Mother only accepts total devotion and will always take all magicka. Note that due to the extremely slow Magicka recovery, it takes 200 seconds for the Earthmer magicka pool to fill up again by itself.

 

 

Notes:

 

Obviously, you will be naked most of the time. If this bothers you, then this race is not for you. The female body is the SeveNBase Bombshell body (BBP support) with the Fair Skin Complexion skin. The male body uses whatever body type and skin you have installed yourself. This means you need to have a modern skeleton installed that supports BBP. From the SeveNBase page:

 

"To run the Mod properly you have to install a skeleton which supports BBP or TBBP such as XP32's XP32 Maximum Skeleton (BBP and TBBP support) OR one of Skulltyrant's Custom Skeleton Replacers (BBP or TBBP if you use the TBBP body), if not you'll get a crash at startup."

 

I will most likely include a TBBP option in the final release but for now this should work for most people who use mods from LL without any extra effort. See the requirements section for a link to the XPMS skeleton, which I generally recommend.

 

Because the Earthmer race is quite short (10% shorter than the average Nord) and the scaling in CK applies to the whole body, I recommend setting the "Head" slider in RaceMenu on the "Body Scales" page to a value between 1.05 and 1.1. This will make you look like a small person rather than a shrunk person. I can include a custom scaled skeleton to do this automatically, but since this may conflict with some people's specific physics and animation setups it is better if you do this yourself in RaceMenu.

 

In broad terms, the Earthmer combat style is based on 2 mechanisms: Evasion and Heal Over Time (HOT). The Earthmer Dance ability takes care of the evasion part and replaces the function of armor - to decrease the amount of incoming damage. Your stance (defensive/neutral/aggressive) can be changed using lesser powers or hotkeys (configureable in MCM, by default the cursor keys are used, you might want to change this as soon as you're done with your character creation).

 

The Earth-Mother's Kiss and Blessing as well as the increased normal healing rate allow for automatic healing over time during combat, inviting a more rogue-like combat style of kiting and hit and run tactics (float like a butterfly, sting like a bee). Because of this, tough fights may take longer than usual, but it also allows you to take on strong opponents that you would normally not be able to handle without taking a follower or 2. Things can get risky though, so be careful! Whereas armor provides a dependable and predictable amount of protection against physical damage, the Earthmer's evasion ability is unpredictable. Even in defensive stance it is perfectly possible to take 3 hits in a row, and without armor every hit hits hard, so you will need to keep a close eye on your health while fighting.

 

The lack of any resistances makes you vulnerable to magical and poison attacks. The Earth-Mother's blessing can save your hiney once a day, but I would advice to invest some time in learning alchemy as resistance potions can help you a lot. Furthermore, you will notice that fighting in the nude makes you very likely to contract diseases, which can be especially devestating if the disease reduces your magicka since this may mean that you cannot use the Earth-Mother's Kiss lesser power. You can get a nice few levels in alchemy just by brewing the Cure Disease potions that you'll probably want to stock up on.

 

Your powers and abilities will make you quite strong at the very start of the game, but as you progress in levels the fact that you cannot use any enchantments in the feet, hands and torso slots can hold you back a bit compared to other races. Overall I hope I got the balance right to provide a nice challenging experience throughout the levels. Feedback about this, especally at higher levels, will be much appreciated. I would recommend you use the same difficulty setting that you would use for any melee fighting character.

 

Warning: The Earth-Mother does not appreciate vampires, becoming a vampire means losing the Eath-Mother's Blessing and Kiss powers. Note that I have not tested this and will not be bothered much if it doesn't work right - don't like'em, don't play'em, this is not the race for it.

 

 

Future plans:

 

- creating and adding some presets for males (so far only 1 preset is provided for males, 8 for females).

- creating and adding some books detailing the discovery and society of the Earthmer.

- adding a couple of Earthmer NPCs with some lore-related quests, or quests to obtain special Earthmer artefacts.

 

 

Requirements:

 

- Race Compatibility for Skyrim and Dawnguard and its requirements

- XPMS or similar skeleton with BBP support

 

 

Installation:

 

- However you like really. Mod managers should work, or just drop the .esp and .bsa file in your Data folder.

 

 

Credits:

 

- SeveNBase Bombshell body by Sevennity with Fitness body normal map

- Fair Skin Complexion by Hhaleyy

- Wet Bumps II by cald123

- and last but not least RaceCompatibility by TMPhoenix

 

 

Tested and working with:

 

- Racemenu 3.0+

- Alternate Start - Live Another Life

- HDT Physics 14.28+ (bouncing boobs)

- Schlongs of Skyrim 2.05+

- Devious Devices/Assets - most devices are not marked as armor and clothing and can therefor be used without penalties, although there may be a few exceptions to this (like the leather strap harness).

- The Earthmer abilities work together correctly with Dual Flurry, however any mods that alter weapon speed will no doubt cause imbalances and extreme attack speeds, as they are prone to do. If you have any such mods, you should disable them when playing this race.


What's New in Version Alpha release 5

Released

  • - Changed evasion chances to be based on PC's close combat skills. Increasing One Handed, Two Handed and Block skills will increase the chance of evading an attack.


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