libertyordeath Posted August 17, 2024 Posted August 17, 2024 (edited) Requirements: ========== Skyrim SE/AE + Dawnguard Unofficial Skyrim Patch OVERVIEW ======== This simply makes all vanilla human races and sexes the same scale, so you don't need crashprone sexlab autoscale anymore. It does not touch anything else: Vanilla creatures are scaled to 1.0 by MNC, so just use that to complement this mod. Custom races (human or creature) are outside the scope of this mod. Do not ask for patches from the author of this mod, but please feel free post your own patches in the comments. This mods forwards changes to racerecords in USSEP, so it should be compatible with everything, if you load it right after unofficial skyrim patches. It's ESL so it does not occupy a primary plugin slot. If you have other mods changing vanilla human racerecords, the following applies: If those mods do not change racescale, you can merge edits by using bash/smash and everything should work. If they also edit racescale, or revert it back to vanilla: Fix them manually yourself in xedit. Edited August 23, 2024 by libertyordeath
libertyordeath Posted August 19, 2024 Author Posted August 19, 2024 (edited) Quick progress update on the upcoming racestats version: As said in the OP, the idea was to give individual races small advantages and disadvantages in two things: 1. Starting stats (health, magicka, stamina). Vanilla gives every race 50 points each in everything. 2. Regen multipliers (health, magicka, stamina). I am now considerig to drop #1 and only do regen multipliers. The reasoning is as follows: Starting stats only affect... well, starting characters. Within the first few levels, you quickly rack up enough statpoints to make the starting stats irrelevant. And that's not possible to change without breaking gamebalance, because 50 points is already rock-bottom - you cannot go much lower without making new gamestarts broken gameplay wise. So if i want to maintain gamebalance, the tweaks would be -10 and +10 in starting stats for various races. +/-10 quickly becomes irrelevant after a few levels. Meanwhile basestats are the only thing that could cause issues when installing or uninstalling midgame. In other words: The whole basestats idea seems like a lot of hassle for minimal benefit. So i'm considering to axe the idea and only go with regen tweaks, which are far more interesting gameplaywise across playthoughs, and they're completely safe when installing/uninstalling midgame. Input welcome: If i'm missing something in my logic, go ahead and tell me. If you're curious, here are the values i am currently testing. As mentioned, i'm considering to axe the basestats-part: BASESTATS: ================================================================================ Race | HP (Orig) | HP (Mod) | MP (Orig) | MP (Mod) | SP (Orig) | SP (Mod) ---------+-----------+----------+-----------+----------+-----------+------------ Imperial | 50 | 50 (0) | 50 | 50 (0) | 50 | 50 (0) Orc | 50 | 70 (+20) | 50 | 40 (-10) | 50 | 40 (-10) Breton | 50 | 40 (-10) | 50 | 70 (+20) | 50 | 40 (-10) Khajiit | 50 | 40 (-10) | 50 | 40 (-10) | 50 | 70 (+20) Nord | 50 | 65 (+15) | 50 | 40 (-10) | 50 | 45 (-5) Redguard | 50 | 50 (0) | 50 | 40 (-10) | 50 | 60 (+10) Argonian | 50 | 60 (+10) | 50 | 40 (-10) | 50 | 50 (0) Woodelf | 50 | 40 (-10) | 50 | 50 (0) | 50 | 60 (+10) Highelf | 50 | 40 (-10) | 50 | 60 (+10) | 50 | 50 (0) Darkelf | 50 | 50 (0) | 50 | 60 (+20) | 50 | 40 (-10) REGEN: ============================================================================= Race | HP (Van) | HP (Mod) | MP (Van) | MP (Mod) | SP (Van) | SP (Mod) ---------+----------+-----------+----------+----------+----------+----------- Imperial | .70 | .40 (**) | 3 | 4 (**) | 5.0 | 5.5 (**) Orc | .70 | .60 (****)| 3 | 3 (*) | 5.0 | 4.0 (*) Breton | .70 | .30 (*) | 3 | 6 (****) | 5.0 | 4.0 (*) Khajiit | .70 | .30 (*) | 3 | 3 (*) | 5.0 | 8.5 (****) Nord | .70 | .55 (***) | 3 | 3 (*) | 5.0 | 5.0 (**) Redguard | .70 | .40 (**) | 3 | 3 (*) | 5.0 | 7.0 (***) Argonian | .70 | .50 (***) | 3 | 3 (*) | 5.0 | 5.5 (**) Woodelf | .70 | .30 (*) | 3 | 4 (**) | 5.0 | 7.0 (***) Highelf | .70 | .30 (*) | 3 | 5 (***) | 5.0 | 5.5 (**) Darkelf | .70 | .40 (**) | 3 | 5 (***) | 5.0 | 4.0 (*) As you can see, health regen is heavily nerfed to discourage just "waiting it out" in the middle of combat. Stamina regen on average is slightly buffed, and magicka regen is moderately buffed compared to vanilla Edited August 19, 2024 by libertyordeath
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