Passive Race Abilities
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Mbc 23 Dec 29, 2014 @ 11:41am 
Just love it. Really good.
LilyNeurotic Nov 17, 2014 @ 3:02am 
This is exactly what I needed. I even absently wished for it way back when I started playing, but assumed I was the only one who had that problem. I've never been so glad to see someone shares my suffering :-P

Oh, and it had to be at the (almost, but one) bottom of my load order. Just in case anyone was wondering or about to give up
Probably Evil Sep 21, 2014 @ 10:13am 
ignore my last comment, i forgot that wood elfs were also called Bosmer XD
Probably Evil Sep 21, 2014 @ 9:22am 
did you chane anything with the wood elf? i cant see in in the discription.
Clockwerk Coconut Aug 11, 2014 @ 10:24am 
Will this interfere with "Amazing Race Tweaks?" I wanted to try out Amazing Race Tweaks so mess around with the Khajiit. It modifies starting stats and sneaking percentages. It also increases jump height and muffles movement. Will this cause any issues? If not, I'm sure it won't be gamebreaking, because it's not super script dependent.
Keeg Aug 7, 2014 @ 10:07am 
Thank you. I too would save my ability until a "hard" fight. or NEVER use like night eyes. Do argonians still have claw damage as well?
I think the best mods are the ones that dont really change the game - this goes by pretty unoticed but it very nice.
A_Gamer_Who_Games Jul 25, 2014 @ 8:43pm 
Yep :D (But The Only Crossbow In The Game Is The One In The Dawnguard DLC (Vampire One))
Lonely Turtle Jul 21, 2014 @ 10:27pm 
Noob question: Does bow increases count towards crossbows?
Maebure Jul 1, 2014 @ 6:20am 
Does anyone know how this mod interacts with SkyRe? I know SkyRe makes changes to racial abilities, wasn't sure if they would conflict or if this mod would simply replace the actives and passives like normal.
Maebure Jul 1, 2014 @ 6:19am 
@Bishamonten: All racial powers (activated abilities) are removed and replaced by passives that are always active.
[IN]Bishamonten Jun 26, 2014 @ 4:12pm 
Is it possible that you removed the "berserker rage" ability from the orsimer?
I can't tell if it's a bug or intended for balancing
NYABP Jun 25, 2014 @ 10:44am 
are these effects given to npc's? i think that would give a fun twist to combat in the game.
Prinnydad Jun 24, 2014 @ 11:08am 
Hello and thanks for this mod ^^ For thoose who want some alternative useful powers with less limits (like 3 min instead of 1 day), you may find pleasure in Skyrim Redone - Race and Racial part :) Have a good time playing ^^
dannyjames22 Apr 22, 2014 @ 9:28pm 
Thank you for such a great mod, I love it. I do miss the health regen like B'oh said.
Agent Tasmania Apr 7, 2014 @ 2:50am 
Why not just change Hist Skin to a passive regeneration boost?
Skooby Apr 5, 2014 @ 1:32pm 
Great mod. But like Gerolt below I also have issue with Breton magic absorbtion not working. All other races appear to be fine.
zeypherIN Mar 26, 2014 @ 7:24am 
Sweet alright, thanks again for this mod.
HavocAngel  [author] Mar 25, 2014 @ 1:52am 
@zepherIN: You get some invisible perks that continuously modify your performance. Every melee weapon you use will do more damage, every time you do a power attack less stamina gets drained. This stacks with any skill perks you may pick on level up.
zeypherIN Mar 24, 2014 @ 11:50pm 
Hmm just a question, how does the orc's passive works now. I can see the magic resist bit, but what about the melee part.
HavocAngel  [author] Mar 23, 2014 @ 12:27am 
@echo: I think the unlock face customizations mod modifies the race entries same as my mod, so one overrides the other. What you could try is putting my mod lower on the load order, deactivate it when you create a new character and then activate it once you are finished. This may allow you to have a character saved with your customizations and then override the active abilities with my changed passive ones.
echo Mar 22, 2014 @ 11:03pm 
Is there any types of mod that might overight said racial abilites, and making is default? When I creat a new character it resets as if the mod is not installed. I'm force to delete and resubscribe. They only mods I might have that could cause it are those that unlock face customizinations and the alternate life mod.
zeypherIN Mar 18, 2014 @ 5:29am 
Love it, works brilliantly. Thanks
Gerolt Feb 25, 2014 @ 8:50pm 
The Breton magic Absortion semms not working in my game, this is a screenshot, i only got the MR part but no MA one.
Raxxa Feb 24, 2014 @ 12:48pm 
like thouse new racials:) orc is racials very nicely done.
Smurai125 Feb 19, 2014 @ 11:30am 
i think that you should put negative effects for the mod aswell
MG21lol Feb 14, 2014 @ 1:25am 
its nice i really love passive abileties
daleisme0001 Jan 25, 2014 @ 7:23am 
I really wish there was a way to have a special prowling stealth movement for Khajiit, on all fours like a real stalking cat. The stealth system is great, but I think Khajiit should be able to prowl around on all fours, almost like a werewolf, but stealth mode, lower to the ground, and a lot slower. :P
Ode2Order Jan 23, 2014 @ 8:07am 
Can you add console ids for the new abilities? I'm trying to roleplay a battlemage born from the union of a Dunmer and an Altmer.
Aqua Bringer Jan 10, 2014 @ 5:21am 
can you make all originals Race Abilities any race
MC Kennan Jan 9, 2014 @ 11:19pm 
Can you possibly add this information to character creation screen?
RexJayden Dec 25, 2013 @ 5:43pm 
I have tried other mods that mess with this stuff (character traits) and this mod is the one I always come back to. Outstanding work! Thanks HavocAngel.
deuce2dynamic Dec 19, 2013 @ 3:31pm 
lol... aint no africa in skyrim buddy. you do know this is a GAME right!?
Morhem Dec 9, 2013 @ 9:04am 
Nice mod, but Im playing as Argonian, and his passives SUCK ASS compared to histskin.
CheeseMonkey Nov 29, 2013 @ 8:59am 
i experienced the same, make sure this mod is at the very bottom of the load list, and give that a try.
Henn!ng aka Craig AlanHår Cliff Nov 24, 2013 @ 9:08am 
Some times it work some times not ..? Can see by that my race power comes back.
Sith Olus Nov 21, 2013 @ 2:42pm 
great mod, i tried a few out and the are all quite fun, i have noticed that the 15% spell absorb isn't showing up for the breton, also are you thinking of giving the Dunmer an increase in the other schools of destruction, i just went from the block to bleakfalls barrow only using the fire spell and i'm killing enemies quicker it's just my destruction skill isn't going up as quick as it would normally
TehR Nov 1, 2013 @ 4:49am 
Redguards disease resistance ?
Doesn't make sense, look at Africa.

Jkjk, Awesome mod!
Raven Oct 26, 2013 @ 12:51am 
Good idea, I thought my altmer's active Highborn ability was a bit OP, anyway.
CheeseMonkey Oct 20, 2013 @ 11:57am 
of note: this mod conflicts with "Ethereal Elven Overhaul Lite" mod ~ depending on which one is placed last in load list = one or the other won't work.
jtf Oct 13, 2013 @ 2:52pm 
Just a note for this mod: I enjoy the concept, but I've noticed a major difficulty in balance. The changes to Bretons make the already tough Forsworn faction, all of which is Breton in-game, much more difficult to beat at above Adept difficulty when using magic.
Kubloo Oct 12, 2013 @ 10:53pm 
so does tis get rid of the once a day abilities alltogether? i would really appreciate that.
Hasuu Oct 11, 2013 @ 9:34pm 
"(x) 10% added chance for critical hits with daggers, swords, maces and bows"
Does this include 2h swords ect. ?
Nespax Oct 7, 2013 @ 8:31am 
TooL, I think that the Argonians should have some bonus regen, but they should be slow swimmers. They already have waterbreathing, and when you think about it the claws they have would make swimming slower. I like the mode very much and it has not made any race over powered.
Izlawake Sep 28, 2013 @ 11:39am 
TooL and Oldman, I agree with your thoughts on the Argonians. i dont plan on playing as one anytime soon but your right.
HavocAngel  [author] Sep 25, 2013 @ 9:16am 
All NPCs benefit from the new passive abilities.
CheeseMonkey Sep 25, 2013 @ 9:05am 
great mod ~ much better than the "once a day" baloney: I hope Bethesda incorporates this mod. My question: does this mod also affect all NPC's & racial enemies we encounter. ?
The Fool of Hearts Sep 14, 2013 @ 2:30pm 
yeah, the description said "merchants" so i figured theyd have the highest speech skill
Izlawake Sep 8, 2013 @ 12:39pm 
the imperial bonus change makes a lot of sense. Theyre traders and merchants, they should already have the increased speechcraft. thanks for that.
ISPKI Sep 2, 2013 @ 10:35pm 
Are you thinking about adding some interesting combat helpful bonuses to the beast races? I mean, poison resist is helpful sometimes. I think giving the liards a bonus to poison strength would make alot of sense, and maybe bonus crit with daggers for kajit? I also agree that it seems to make more sense that imperials have bonuses with 1h weapons, orcs get bonuses with 2h weapons, bosmer gain bonuses with bows, and redguard gain bonuses with all sword weapons. It would be lore friendly and should balance the races better.
HavocAngel  [author] Aug 24, 2013 @ 9:55pm 
@cultpariah: Yes.