Races Redone
Offering different sets of rules for racial bonuses/drawbacks.
Dowload from NEXUS
Thanks to ACNAero for the idea and hashing out the modern rules with me.
Summary
I recently discovered that Daggerfall does not apply the racial attributes. Neither when creating custom class or the prefab classes. This mod re-introduces this and offers an optional "modern" ruleset inspired by the rules from other ES games and the Daggerfall race descriptions.
Classic Rules
https://en.uesp.net/wiki/Daggerfall:Races
Modern Rules
Advantages: Note that some races gain advantages like Athleticism. These are the class Advantages and will not be cumulative with taking a class that gives the same advantage.
Argonians
+10 INT, +10 AG, +10 SPD, -20 PER, -10 END
Immunity: Poison
Resistance: Disease
Short Blade ToHit & Damage: + Level / 2
Water Breathing
Reduced Fatigue loss while swimming.
Breton
+10 INT, +10 WIL, -10 STR, -10 END
Spell Points: Slight increase
Resistance: Magic
Dark Elf
+10 STR, +10 INT, +10SPD, -20 WIL, -10 PER
Resistance: Fire
Short Blade ToHit & Damage: + Level / 3
Long Blade ToHit & Damage: + Level / 4
Missile Weapon ToHit & Damage: + Level / 4
High Elf
+10 INT, +10 WIL, +10 AG, -20 STR -10 END
Resistance: Disease
Immunity: Paralysis
Low Tolerance: Fire, Frost, Shock, and Magic
Spell Points: Substantial increase
Khajiit
+10 END, +10INT, +10 AG, -20 WIL, -10 PER
Acute Hearing
Athleticism
Hand to Hand ToHit & Damage: + Level / 2
Short Blade ToHit & Damage: + Level / 4
Classic Bonus: +30 to Climbing checks
Nord
+20 END, +10 ST, -20 INT, -10 WIL
Resistance: Frost
Axe ToHit & Damage: + Level / 3
Blunt ToHit & Damage: + Level / 3
Redguard
+10 END +10 AG, +10 SPD, -20 INT, -10 WIL
Adrenaline Rush
Resistance: Poison and Disease
Long Blade ToHit & Damage: + Level / 3
Wood Elf
+20 AG, +10 SPD, -20 STR, -10 END
Resistance: Disease
Missile Weapon ToHit & Damage: + Level / 3
[MOD] Races Redone
- Ralzar
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- Magicono43
- Posts: 1142
- Joined: Tue Nov 06, 2018 7:06 am
Re: [MOD] Races Redone
When you say "modern ruleset" what do you mean by that? Like the stat changes and bonuses are more from the modern titles?
- Ralzar
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- Location: Norway
Re: [MOD] Races Redone
Yes. Not an exact replica of Morrowind or Oblivion by any means, but more in line with them but adjusted for Daggerfalls rules.
- Magicono43
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- Joined: Tue Nov 06, 2018 7:06 am
Re: [MOD] Races Redone
Ah ok, i'll have to give it a shot, and of course comb through your code and see exactly how you made this work, lol.
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Re: [MOD] Races Redone
Deleted
Last edited by Ommamar on Sat Apr 18, 2020 12:34 am, edited 1 time in total.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Races Redone
I might implement a mod setting for attributes effect on/off. But I'm honestly getting a bit sick of mod settingsOmmamar wrote: ↑Mon Apr 06, 2020 12:23 am I like the idea of races adding flavor but this seems to be a bit too extreme and pigeon holes the player into a path based on their race. Since you can already adjust the attributes as you want maybe just keep the skill modifiers or make it customizable on what you want implemented. I get it is a mod and not everyone will want to utilize it so those are just suggestions that I would change.
One thing this does even for custom classes: Allows you to begin with below 20 and above 75 attributes.
As for the pigeon-hole thing: yeah, I see what you mean but honestly you're only pigeonholed as long as you want to make the most optimal build. Daggerfall gives you so much leeway that it's honestly not a problem to start with a few attributes lower than you could potentially have them.
- Baler
- Posts: 225
- Joined: Thu May 23, 2019 1:39 am
- Location: Earth
Re: [MOD] Races Redone
This is great! I'm happy I can now have race affect stats with custom class. The limitation in vanilla that racial attributes only applied to pre-made classes was such an under sight.
If I may be so bold I think the Modern Rules are a very welcome addition!
Increased build diversity is important in RPGs and races redone opens new doors to replay ability and character diversity.
If I may be so bold I think the Modern Rules are a very welcome addition!
Increased build diversity is important in RPGs and races redone opens new doors to replay ability and character diversity.
Hidden Gem Mods - Enhanced Sky - Forgotten Quest Pack
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Re: [MOD] Races Redone
I think the only pigeonholing we made was in the High Elves, since playing a no-magic character is a giant waste and turns them from “magical glass cannon” into just “glass.” But even then, playing a mage/warrior or mage/thief of some kind solves that. Everyone else, like Ralzar said, is only pigeonholed if you focus on optimization and min-maxing, DF is still open enough that making something like a Nord mage is still possible, just a bit more challenging at the start if you don’t set your attributes up right, which is honestly the same as Morrowind and Oblivion.
- Jhonrock
- Posts: 14
- Joined: Wed Apr 01, 2020 8:54 pm
Re: [MOD] Races Redone
Nice mod man!
I've been asking myself for a while now why the races attributes differences did not apply when creating a custom class. It didn't made sense for me because the customized option was the class not the race.
But I would like an option to keep all the other race aspects intact, just to be more faithfull to the original game.
QUESTION: A race with "resistance to something" means this race will start with 75% resistance that type of damage, right? So, if on character creation I pick the same resistance advantage, will I have 100% defense against it? It will be a good option to not burn the advantage points.
I've been asking myself for a while now why the races attributes differences did not apply when creating a custom class. It didn't made sense for me because the customized option was the class not the race.
But I would like an option to keep all the other race aspects intact, just to be more faithfull to the original game.
QUESTION: A race with "resistance to something" means this race will start with 75% resistance that type of damage, right? So, if on character creation I pick the same resistance advantage, will I have 100% defense against it? It will be a good option to not burn the advantage points.
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Re: [MOD] Races Redone
1. It actually was never coded in at all, it didn’t work for customs nor premades from my understanding.Jhonrock wrote: ↑Mon Apr 06, 2020 10:06 pm Nice mod man!
I've been asking myself for a while now why the races attributes differences did not apply when creating a custom class. It didn't made sense for me because the customized option was the class not the race.
But I would like an option to keep all the other race aspects intact, just to be more faithfull to the original game.
2. That’s why there’s a Classic option, that is the attribute changes Beth intended and the vanilla racial bonuses.