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Skyrim Se Better Khajiit

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  1. Skyrim Se More Khajiit Fur Colors
  2. Skyrim Se Better Khajiit Textures
  3. Better Khajiit Skyrim Se

Apr 03, 2016  SoS - Better Khajiit Normal map and Specular map This is an attempt to improve the default look of the khajiit when using the SoS mod. It just replaces the SoS normal map and specular map for Khajiit characters. Quick Usage:Select either the 2K Uncompressed ( 2kUnc ).

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Proper claws for Khajiit and Argonians! This is a port of Better Claws and Gauntlets by Derok and Didact2401 for Skyrim Special Edition. It ensures perfect consistency, no matter what gloves are equipped, provided they are open fingered. Also compatible with Immersive Armors. This mod replaces the feet and footwear models of Khajiit and Argonians to be shaped less like humans badly in need of a pedicure, and more like animal feet the way they were depicted in The Elder Scrolls III: Morrowind (except you can still equip footwear). Inigo, moonpath to elsweyr, and definitely Khajiit speak. Khajiit will follow is also nice and often overlooked. Better looking Khajiit is nice but remember to get the imperious patch if you use that mod. Jan 20, 2018  Adds wide eyes 5 textures for Khajiit men and women. The second Khajiit preset like a cat. Optional Files Adds facial textures for Khajiit women in Nexus optional file. It is used Khajiit Child Ma'isha, slightly modified. Permisssion - Forbid upload tri files. Feel free to use your created by it. But if you use textures file, need to write.

Athis and Njada Stonearm in a fistfight

Unarmed Combat is a sub-form of combat that involves attacking an opponent with your fists, performed by attacking with nothing equipped (spells, weapons or shields) in one or both hands. Unarmed combat does not have its own skill tree and cannot be developed like other skills, but certain races start out with higher unarmed damage, and the ability does have perks and a specific enchantment that may enhance its damage. Unarmed combat may be a reliable type of combat early in the game when opponents are at lower levels, matching your character level.

  • 1Base Unarmed Damage and Reach
  • 2Increasing Unarmed Damage, Reach, and Speed
    • 2.5Lycanthropy and Vampirism
  • 3Brawls

Base Unarmed Damage and Reach[edit]

While all races of Men and Mer do the same amount of unarmed damage (base of 4), Khajiit and Argonians do more unarmed damage. The Khajiit's beginning advantage, granted by their passive claws trait, enables them to deal more damage with fists than with weapons in the early levels of the game. However, these damage values do not improve with the level progression of skills (such as One-Handed) or overall level, meaning eventually unarmed attacks become less effective than attacks with weapons or spells as you continue to improve the relevant skill trees.

Comparison Table[edit]

KhajiitArgonianOther RacesLycanthrope in Beast FormVampire Lord
Base Damage101042010
Claws12n/an/an/a20
Total221042030
The in-game text states that the Claws passive ability adds 15 points to Khajiits' unarmed damage, but the actual effect magnitude is 12. The game data also describes the effect as 'Khajiit claws do four times the damage of a man's punch', which is incorrect, as it is actually 5.5 times the damage.

Unarmed Reach[edit]

In game terms, daggers have a reach of 0.7, one-handed weapons a reach of 1, and two-handed weapons a reach of 1.3; relative to these, all playable races have the same unarmed reach, about 0.68.

Increasing Unarmed Damage, Reach, and Speed[edit]

Equipment[edit]

While the exact speed of unarmed attacks is not known, if it is slower than 1.3 (dagger speed), you can speed it up to dagger speed like with any one-handed weapon, by holding a dagger in your left hand and punching with your right, at the expense of being unable to block.

Perks[edit]

The Fists of Steel perk adds between 10 (iron) and 18 (daedric) to the total unarmed damage you deal when you wear heavy armor gauntlets. The value added to the damage is the base armor value of the gauntlets; thus, improving the quality of such gauntlets by smithing does not increase this value, nor does leveling the Heavy Armor skill.

Skyrim se better looking khajiit

The Dual Flurry and Dual Savagery perks apply to both hands provided at least one hand is holding a weapon; the former will let you punch faster by holding a weapon you don't swing in your other hand (although you will not be able to block), and the latter will apply to both hands (including the unarmed one) during a dual power attack. Even with Savagery, though, your fist will do less damage while dual power attacking than single power attacking.

Enchantments[edit]

A unique item found within The Ratway, the Gloves of the Pugilist is the only item within the game that contains the Fortify Unarmed Damage enchantment. To maximize unarmed damage, you can disenchant these gloves and then apply the enchantment to both gloves and rings. Nvidia hd audio driver 1.3.34.27.

Sneaking[edit]

Sneaking while performing an unarmed strike applies the double damage effect.

Lycanthropy and Vampirism[edit]

Vampire lords and werewolves have increased unarmed damage and unarmed reach 1.06, slightly more than one-handed weapons.

Lycanthropy[edit]

Being a werewolf in beast form sets your base unarmed damage to 20 (meaning Khajiit actually lose damage, since they lose their Claws trait, dropping from 22 to 20, and Argonians gain less benefit than other races) and grants the werewolf additional bonuses to unarmed combat damage depending on character level, from 0 at level 10 or less to 60 at level 50 or more. The Dawnguard add-on added another way to increase the unarmed base damage while being a werewolf by the addition of a specific perk, Bestial Strength. This perk can be chosen multiple times and adds a flat percentage-based damage increase to all damage while in the Werewolf Beast Form, multiplying unarmed damage by 1.25 to 2, depending on number of times taken.

Most of your equipment does not apply in beast form, so you lose Fists of Steel if you had it, but you can wear a Ring of BloodlustDB for another 1.5x multiplier to unarmed damage, at the cost of applying the same multiplier to taken damage.

The net effect of all of these is unarmed damage 80 base at level 50, 160 with all of the damage increasing perks, and 120 or 240, respectively, while wearing the Bloodlust ring.

Note that being in Beast Form also alters the speed of your unarmed attacks (to be faster), but the exact formula is not known.

Skyrim Se Better Khajiit

The Dual Flurry and Dual Savagery perks apply to both hands provided at least one hand is holding a weapon; the former will let you punch faster by holding a weapon you don't swing in your other hand (although you will not be able to block), and the latter will apply to both hands (including the unarmed one) during a dual power attack. Even with Savagery, though, your fist will do less damage while dual power attacking than single power attacking.

Enchantments[edit]

A unique item found within The Ratway, the Gloves of the Pugilist is the only item within the game that contains the Fortify Unarmed Damage enchantment. To maximize unarmed damage, you can disenchant these gloves and then apply the enchantment to both gloves and rings. Nvidia hd audio driver 1.3.34.27.

Sneaking[edit]

Sneaking while performing an unarmed strike applies the double damage effect.

Lycanthropy and Vampirism[edit]

Vampire lords and werewolves have increased unarmed damage and unarmed reach 1.06, slightly more than one-handed weapons.

Lycanthropy[edit]

Being a werewolf in beast form sets your base unarmed damage to 20 (meaning Khajiit actually lose damage, since they lose their Claws trait, dropping from 22 to 20, and Argonians gain less benefit than other races) and grants the werewolf additional bonuses to unarmed combat damage depending on character level, from 0 at level 10 or less to 60 at level 50 or more. The Dawnguard add-on added another way to increase the unarmed base damage while being a werewolf by the addition of a specific perk, Bestial Strength. This perk can be chosen multiple times and adds a flat percentage-based damage increase to all damage while in the Werewolf Beast Form, multiplying unarmed damage by 1.25 to 2, depending on number of times taken.

Most of your equipment does not apply in beast form, so you lose Fists of Steel if you had it, but you can wear a Ring of BloodlustDB for another 1.5x multiplier to unarmed damage, at the cost of applying the same multiplier to taken damage.

The net effect of all of these is unarmed damage 80 base at level 50, 160 with all of the damage increasing perks, and 120 or 240, respectively, while wearing the Bloodlust ring.

Note that being in Beast Form also alters the speed of your unarmed attacks (to be faster), but the exact formula is not known.

Vampirism[edit]

Being a vampire grants the possibility of increasing unarmed combat by using the power Vampire Lord:

  • Being a Lord sets your race to Vampire Lord, which has the same base unarmed damage as Khajiit or Argonians (10), and the same Claws ability as Khajiit, only at magnitude 20, not 12. This will raise your base unarmed damage to 30, an increase of +26 to +8 (7.5x to 1.36x), depending on initial race.
  • Vampire Claws further increase unarmed damage by 0 at level 10 or less to 40 at level 46 or more.
  • The Vampire Lord Perk Tree contains the Poison Talons perk, which increases unarmed damage by 20 points of poison damage.

Siding with the Volkihar vampire clan also grants access to the Ring of The BeastDG, which increases unarmed damage by another 20 points.

The net effect of all of these is unarmed damage 110 - 90 physical and 20 poison - at level 46 and having the necessary perk and wearing the ring.

Taking the Necromage perk in the Restoration tree amplifies Fists of Steel mentioned above by 25% as a vampire, but not while in Vampire Lord form. Yanmar 6lpa parts manual.

Brawls[edit]

Brawling with Chief Burguk

A brawl is a fistfight in which either party attempts to beat the other until their health is depleted (but not killed). Some NPCs will challenge you to a brawl and some quests require you to challenge an NPC to brawl. Rewards for winning a brawl can include a monetary gain from a bet with your opponent, a reward from a quest giver, obtaining information, and increasing NPCs' disposition towards you.

During a brawl, spectators will gather around you and your opponent and shout encouragements or other phrases at you, such as 'Fight! Fight!', 'Those fools are actually fighting!', 'Who taught you to fight? Keep those hands up!', 'Drive that snowback to the ground, come on!', 'Remember .. hit the one in the middle!', 'Are you just going to take that? Fight back!', and 'Twelve septims on the big one!'

You must fight someone by attacking only with your fists or bashing with a shield until a winner emerges. When combat begins, your weapons and spells automatically unequip. You may use spells like Healing, or a shield, but any damage dealt to your brawling partner other than that from bashing or punching (including the passive effect from the Ebony Mail) and the Creation Club's Lord's Mail will void the fight and count as a crime. The rules of brawling prohibit you from healing an opponent.

Quests Involving Brawls[edit]

  • Bloody Nose: Defeat Hofgrir Horse-Crusher in a brawl.
  • Fight! Fight!: Prove your strength by wagering on a fist fight with another. (radiant)
  • Hired Muscle: Fulfill a contract for the Companions to bring a citizen back in line. (radiant)
  • The Forsworn Conspiracy: Investigate a murder in Markarth to discover a sinister plot surrounding the Forsworn.
  • No One Escapes Cidhna Mine: Escape from Cidhna Mine!
  • Taking Care of Business: Collect some debts for the Thieves Guild.

Dialogue[edit]

  • If you approach a guard in any hold with your fists up, they may say, 'You come up to me, fists raised? You looking for a beating?' Alternatively, if you are a Khajiit, they may say, 'Sheathe those claws, Khajiit.'

Notes[edit]

  • Unlike earlier TES games, unarmed attacks damage only the health of the recipient, not stamina or magicka.
Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Unarmed_Combat&oldid=2175404'

Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.

— Game description
Khajiit face compilation

Khajiit are one of the ten playable races in The Elder Scrolls V: Skyrim. They are an intelligent, feline race and are well known for their natural prowess in agility and stealth. This makes them excellent thieves.

Racial Variations[edit | edit source]

The Khajiit race has several different, very distinctive sub-types, all of which look very different from each other yet still very Feline in appearance. Each Khajiit is unique in appearance as the determining factor of their appearance is not their ancestors, but the phase of the Moon was at the time of birth of the particular Khajiit. The location of the moon is also said to determine the Primary form of the Khajiit, whether it is to look more Feline, or Human. Some scholars have claimed as many as twenty different breeds, but only seventeen have been identified and named to date.

Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen in a given area. The Ohmes-raht make up most of the Khajiit in the areas which are more populated by humans, such as Cyrodiil and High Rock. They strongly resemble humans, albeit with light fur and a distinct tail. A lesser subtype, the Ohmes, appear almost identical to Bosmer. Those who live on the outskirts of Elsweyr and outside of the region often tattoo their faces to distinguish themselves as much as possible from the Mer. The Suthay-raht, and their smaller cousins the Suthay, are more feline, however they are still distinctive humanoids. They have more variety in their fur and facial features, and make up most of the Khajiit which can be found in Morrowind.

Visitors and likely intruders to Elsweyr often encounter the Cathay and Cathay-raht, which are often described as 'jaguar men'. These are particularly feline looking creatures, and are much stronger and faster than Humans or Mer. Mocha tn5250 2 4 keygen free. The popular fictional series 'A Dance in Fire' depicts multiple encounters with these Khajiit. These particular Khajiit are known to make up most of the Khajiiti army and defence forces. They are described as having 'pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip', they also have very limited speech. The fourth and final bipedal form are the Tojay and Tojay-raht, but very little is known of them, as they tend to live deep in the southern marshes and forests, away from civilization.

Of the quadrupedal forms of Khajiit, the most well known is the Senche, These particular Khajiit highly resemble tigers that are roughly the same height as Humans and Senche-raht, which are nearly twice as large. Although they are not known to speak, they are said to be as intelligent as any other Khajiit, and are used frequently as battle mounts by the Cathay. The Alfiq and Alfiq-raht are the closest in resemblance to domesticated cats, but still intelligent enough to understand human speech. Other known forms of Khajiit include the Pahmar/Pahmar-raht and Dagi/Dagi-raht, whose appearance is said to be somewhere between a house cat and tiger, but little else is known about them.

See also[edit | edit source]

Religion[edit | edit source]

The Khajiiti religion is quite different from the religion of Men or Mer, is still clearly derived from the old Aldmeri pantheon. The Khajiiti creation myth begins with the original litter mates, Ahnurr and Fadomai (Anu and Padomai). Ahnurr and Fadomai then gave birth to the Khajiiti Pantheon which very closely parallels the pantheons of Men and Mer: Khenarthi (Kynareth), Alkosh the first cat (Akatosh), Mara, the Mother cat, S'rendarr (Stendarr), and Magrus (Magnus). A litter of more children followed soon after, including Merrunz (Mehrunes Dagon), Mafala (Mephala), and Sangiin (Sanguine). Ahnurr had stated that he did not want anymore children, but Fadomai was presuaded by her elder children to give birth to one more litter of kittens, this final group contained Azurah and Nirni. After this happened, Ahnurr became very angry with Fadomai, who fled to the Great Darkness, and gave birth one last child which she named Lorkhaj. Fadomai knew she was dying, her life having been drained after birthing so many children, but she gave Nirni the gift of being able to birth children of her own.

Nirni approached Lorkhaj, asking him to build a home for her children to live. He did this, but by doing so he also tricked his siblings by forming the mortal plane and therefore trapping many of them there with him. Most of Fadomai's first litter were trapped within the mortal plane, while her second litter saw the danger and fled so that they would not become trapped also. Nirni gave birth to many children, among the various human and mer races of Tamriel. However, one of Fadomai's children, Azurah, had also been given a gift by their mother, She was given permission to take one of Nirni's children, and reshape them to her own liking, under the condition that she created the fastest, cleverest, and most beautiful of all creatures. Azurah chose a small number of Fadomai's children whom lived within the forest, and hence created the Khajiit. Nirni was furious at the creation of the Khajiit, and requested that her sibling Y'ffer punish the Khajiit. Y'ffer did this by turning their grasslands into a dry desert, and their forests into poisonous marshes of wasteland. The Khajiit, were protected by Azurah who taught them the secrets of the Moons (the Lunar Lattice in Khajiiti terms), and how to shapeshift in different situations in order to survive. The children who stayed true to their mother, Nirni and stayed within the forest, were turned into the Bosmer, and given the lush forests of Valenwood as their home.

There is no evidence as to how accurate this creation Myth is, however there is speculation. What is known is that Khajiit were currently living on Tamriel when the Ayleid discovered and explored the area, This was presumably long before there was any established kingdom of the Bosmer. What is not known about the Khajiit, is how long they were living in the region, or how many other Meri expeditions landed on Tamriel before the immigration of the Aldmeri (evidence suggests at least one other mass immigration of elves to Tamriel, resulting in the Dwemer of Morrowind). There are some theories by Imperial scholars which believe that the Khajiit evolved naturally from non-sentient cats, much like they believe the Argonians evolved from non-sentient lizards. The Khajiit were described by the Topal as two and four legged cats with only very primitive behaviour, with no clear signs of intelligence. However, the Ayleid legend tells the story of the bartering ownership of the forests of Cyrodiil from the Khajiit in exchange for the secrets of Literacy. Early within the first Era, Pelinal Whitestrake, claims to have fought and killed thousands of organized sentient Khajiit warriors, having believed that they belonged to the Aldmeri.

See also[edit | edit source]

Culture[edit | edit source]

Tamriel was inhabited by the Argonians as well as the Khajiit, a long time before the Elves arrived. Torval the Pilot, also founder of the Ayleid empire is often described an intelligent, if primitive, race of cat-people whom inhabit the forests around Lake Rumare were inhabiting the area when he arrived there with his expedition. The Humans and Elves forced the 'Beast' races of the Empire into the southern extremes of Tamriel, into the forests and marhses that humans considered uninhabitable. The Khajiit existed in sixteen small nations, until around 1E700 when the Thressian Plague was finally eradicated. The sixteen nations formed into two states — Anequina and Pelletine — that would be rivals for almost 2000 years. It was not until 2E309 that the two nations were united, when a political marriage between the nobility of both countries occurred. There were major class wars until the Mane put a stop to them. The Cyrodiilic Empire began making diplomatic overtures with Elsweyr once the region stabilized, which helped set the stage for the formation of the Third Empire.

Skyrim Se More Khajiit Fur Colors

Large, permanent cities have been erected along the trade routes within the southern regions of Elsweyr, giving a rather Imperial feel to the region. The cities have been known to move around quite a lot, however they only seem to move around within a small region in the Jungles, very close to the river basins. Elsweyr's main source of income is that of their export of Moon Sugar, which is used to make Skooma which is a highly addictive drug. A large number of the Khajiiti race within the southern areas of Skyrim are commonly known as 'Sugar tooths', which is a slang term for an addict to Skooma. However, The Khajiit seem to cope better whilst under the influence of the drug than any other Race. Saltrice, a local grain plant, is commonly grown within the fertile areas near the rivers of Southern Skyrim, as well as other crops. However, the saltrice makes up a large portion of the legal trade. The northern Khajiiti regions are still made up of mostly dry grassland and the Khajiit which reside there rarely consider themselves united in a way like the southern Khajiit do, this is suspected to be because the southern Khajiit seem not to have progressed much from their Tribal origins.

Each mother from each Clan of Tribes are members of the Khajiiti government and hold quite a lot of power within the Region mainly because they have huge amounts of control over the Moon Sugar harvests within the Khajiiti region, however they also maintain quite a bit of hierarchical power. The 'Mane' is a unique type of Khajiit which is the nominal leader of the Khajiiji region. Khajiit legend claims that it is only possible for one Mane to live at a time, and his birth is triggered by the birth of a newborn Khajiit when the two moons have fully aligned in the sky. The Mane, whilst also being a huge religious leader for the Khajiit, is said to be bipedal, and also has the power of speech, however does not fall into any of the sub-categories for the Khajiiti race and is purely a unique being. The Mane is said to be the ultimate power within Elsweyr and is purely responsible for the success of the unification between regions within the Second Era.

The Argonians and the Khajiit are not considered any more than Beasts (sometimes referred to as the 'Beast Races') within the Mer and Human cultures. The Khajiit and the Argonians were enslaved by rich families and primary industries within Morrowind until very recently when King Helseth outlawed Slavery and made it illegal within the Morrowind region. They also have a strong racial dislike for Argonians (one which is shared in return), which causes tension in the southern Cyrodiilic cities of Leyawiin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races.

Skyrim Se Better Khajiit Textures

Some of the Khajiit much prefer hand made weapons instead of their natural weapon which is their claws, and make very skilled Thieves due to their naturally amazing Agility and Acrobatics abilities. There are many warriors among the Khajiit, although this is mainly true of the Cathay, and rarely among those found across Tamriel. In addition to their native quickness, Khajiit have developed a natural proficiency in stealth, and have the added benefit of naturally being able to see in the dark. The skills which the Khajiit possess, combined with the general tendency of humans and mer to look down upon the Khajiit as 'Beasts', drives many Khajiit out of their home region which then become bandits or skilled thieves in different regions.

Special Abilities[edit | edit source]

Skill Bonuses[edit | edit source]

  • Alchemy +5
  • Archery +5
  • Lockpicking +5
  • One-handed +5
  • Pickpocket +5
  • Sneak +10

Better Khajiit Skyrim Se

v·d·eRaces
Playable
Orsimer (Orc)·Dunmer (Dark Elf)·Altmer (High Elf)·Bosmer (Wood Elf)
Breton·Imperial·Nord·Redguard
Argonian·Khajiit
Extinct
Endangered
Other
Dragon·Elder
Retrieved from 'https://skyrim.gamepedia.com/index.php?title=Khajiit&oldid=146929'




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