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Please test my mod.


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Posted

Hello I made a simple mod that makes it such that the racial bonuses of vanilla skyrim are removed . instead each race get increase to skill progresson in their specialization.

Ex: vanilla skyrim has altmer start with 25 illusion, 20 conjuration alteration destruction restoration and enchanting

my mod removes this and makes it such that altmer start with 15 in all skills but  learn llusion 10% faster and conjuration alteration destruction restoration and enchanting 5% faster

Unfortunately my laptop is not powerful enough to play skyrim (Intel HD graphics). So please test my mod and tell me if it works fine?

 

test.esp

Posted

These are the active effects I get in game. Tested in a new game, new MO profile with only this esp active.

Spoiler

dunmer.png.4ff4aff23291b2bc603cec882a700b8c.pngaltmer.png.580bc8986a711d7e07b9a4775eee69cd.pngorc.png.f50059e817160039900408bbcbbb1c8d.pngbreton.png.02a6cfb3a0f17ec72ac9b88dcded9d5d.pngimperial.png.5bd08cb59177ab2bc622bf6e2941cc86.pngbosmer.png.a134b53c576734465c7e4384636f7194.pngkhajiit.png.f1ced97e9a0f583c70afe693ca01d8c8.pngargonian.png.44aa9c783416c0e82e6aff08c7d60f87.pngredguard.png.cb11e972b40ff5bfdd4bccc88aff24f7.pngnord.png.7d60617c24267d5209e2c6a2eac43088.png

 

Things to note:

  • All skills start at 15 for every race.
  • Orc Blood appears as Dunmer Blood in the active effect card.
  • Nord Blood doesn't appear in game. Checking your esp in zEdit I found your conditions for the magic effect are checking if the race is Orc or Vampire Orc instead of Nord:
Spoiler

1976191016_nordcheck.png.b1f76772712543b38f5ff38c7ec4939a.png

 

I don't remember if there is an actor value to check if the bonus are properly applied with player.getav or a similar command. So I couldn't check if the values were actually being applied, only that the effects (for the most part) are properly distributed to the different races.

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