Allen's Racial Adjustments
From Oblivion Mod Wiki
| Author: | aaston86 |
| Version: | 1.6 |
| Last Updated: | July 11th, 2006 |
[edit] Description
This mod is an attempt to make the races in Oblivion make more sense. I have gone through every race and tweaked starting attributes, skill bonuses, and special abilities. They now are closer to what they were in Morrowind, and what they seem to be based off ES lore. I have also updated the descriptions of each race to reflect the changes I've made. Tired of Argonians with a security bonus? Wondering where the Redgaurd longsword bonus went? Then this is the mod for you.
I have also completely rebalanced racial magicka bonuses. Now, every race except the Imperials and Wood Elves has a fortify magicka multiplier effect. The result is as follows:
| Race | Magicka | Maximum Magicka |
|---|---|---|
| Argonians | 2.4 x Intelligence | 240 |
| Bretons | 3.4 x Intelligence | 340 |
| Dark Elves | 3 x Intelligence | 300 |
| High Elves | 4 x Intelligence | 400 |
| Imperials | 2 x Intelligence | 200 |
| Khajiit | 1.6 x Intelligence | 160 |
| Nords | 1.6 x Intelligence | 160 |
| Orcs | 1 x Intelligence | 100 |
| Redgaurds | 1.6 x Intelligence | 160 |
| Wood Elves | 2 x Intelligence. | 200 |
To me, this makes much more sense than the normal system of every race gaining magicka at the same rate, but certain races getting a bunch of extra magicka at first level.
This mod also includes my own version of a Khajiit Night-Eye toggle. I have also made quite a few changes to other races' powers and abilities.
This mod should be balanced. All the races' attributes add to 320, and all the skills add to 45. Each race except Orcs has either a 30, 40, or 50 in their attributes, and all races' skill bonuses are either 5 or 10. This is exactly the way Bethesda made the game.
Be sure to read the mod's readme. It has information about the different tweaks I have made.
Enjoy!
[edit] Changelog
[edit] Version 1.6
- Fixed a bug where Nord's skill bonuses were only adding up to 40.
[edit] Version 1.51
Fixed a small bug where Oblivion wouldn't recognize the Magistrate Eyes compatible .esp as a valid plugin.
[edit] Version 1.5
- Is compatible with Magistrate Eyes v 3.1. See readme for details.
