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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

DraQ

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Look, you don't need to get so emotional about this thing too. It just seems that Skyrim is very unexpectedly random. I don't mind challenge, i just hate random shit. Like ''you were hit for 567 damage'' in Fallout. While in Fallout it was an exception, in Skyrim this shit seems all too often. And it contradicts the fact that i can waltz through undead tombs like a boss and then instantly die from a random raider on the way through wastes.
Well, Requiem is more consistent than vanilla.

In vanilla you can have level scaled draugr archer unexpectedly shoot you in the knee so hard that it bugs out the physics system and blows you through the walls, but it isn't something you can predict based on pretty much anything.

In Requiem hard stuff is consistently hard and once you learn the ways it's not vanilla you won't have much problem predicting stuff that will kill you dead at current level with given build, and this stuff will kill you dead consistently unless you can handle it, it won't be one draugr that suddenly 1hks you among all the others you 1hk'd instead.
 

Gnidrologist

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If "classical nord warrior" is 2h+light, then you'd have to make use of your mobility and learn to discern when you can close in fast enough and when you need to try something different (because that's the difference between cleaving an archer in half and getting an arrow in the gut at point-blank range just before you can get a killing blow in). On the upside you'd be able to dance around heavier enemies swing faster and hit harder.
For supposed melee tan k there aren't much alternatives combat wise. This is why i reverted much of the more difficult combat to silent sniping. Have ''sneak'' in my 60s now, lol. Just as muchas my two hander skill. Also added the 3xdmage perk from arrow, when critical. Works better
than that slow ass hammer or axe and i'm in safe distance so everyone just get confused and run around like sitting ducks.
 
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Well, being a two-hander tank doesn't mean the weapon needs to be permanently glued to your hands, they're best in enclosed spaces anyway. TES is high fantasy as fuck so even barbarians would know a few utility spells. A protection spell (the line is disgustingly called "something-flesh" in Skyrim) would make up for your lack of shield and heavy armor, or maybe you could enrage a guy in the middle of a group to give you some space to get close.
 

Gnidrologist

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In Requiem hard stuff is consistently hard and once you learn the ways it's not vanilla you won't have much problem predicting stuff that will kill you dead at current level with given build, and this stuff will kill you dead consistently unless you can handle it, it won't be one draugr that suddenly 1hks you among all the others you 1hk'd instead.
Gothic managed it way better, because even tho there were no compass and all the hints in the game were your guide, and general ferociousness of dangerous beasts were all that was needed to understand, that you shouldn't go there.

The hard mofos are always obvious there. From their attitude and gear alone. While random bandits in Skyrim are unknown. They basically wear the same armor, have the same weapons and shit.
Just now encountered the ''toll bridge'' and even the fucking woman that greets you dealed me enough damage that had to guzzle several healing potions. I make mistake often by sheathing the weapon. That war axe or hammer takes like 3 seconds before it'd prepared. The bitch already struck me 3 times until then so i was almost ded. had to guzzle potions to finally deal with her properly.
The badit chief killed me two time and only on then third i was victorious.

Would be interesting to see some tubes about same locations and how other deal with that. Guess i choose wrong tactics or smth.


Btw, about followers.
Tagged allong that fat houscarl babe, now switched to dunmer lady with sneak and archery perks. What followers you prefer,if anyone. Which are the most unintrusive?
 
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They're all pretty unobtrusive in a "don't do much" way, but the less chatty ones are housecarls like Lydia, who generally respond with monosyllabic disinterest since they're glorified bodyguards. As early as Riverwood you can get a nord bard or a bosmer archer follower for free, the latter is an archery trainer so if you recruit him you can get your money back. I guess that's a bit of an exploit but I just interpreted it as him giving free lessons to his best buddy in the world who just got him engaged to a hottie.

There's also that dog you can buy in Markarth. With a console command you can get into his inventory and get him to equip armor for defense and elemental attacks.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
When outdoors, do mounted combat. You'd be exasperated amazed seeing what them damn horses can climb.
 

Gnidrologist

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That's interesting. Tried horse couple of times and ditched it, because it seems on foot my protag moves just as fast as horse. If you say it can climb lot better, than it changes the deal. The goddamn mountains everywhere. I'm so pissed that for getting from point a to point b i often have to walk forever, even those points are close on the map. Reminds me of nordland in Gothic 3.

And yes, i know about free teachers/followers. Looked up that bit in wiki already. Kinda lame, if you ask me. Did get some free 10 points from Vendel though.
 

DraQ

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For supposed melee tank
Well, in Requiem your character would be a great tank killer, though, probably the best possible as far as physical attacks go, but wouldn't be a tank, because key feature of a tank is serious armor.

Works better than that slow ass hammer or axe and i'm in safe distance so everyone just get confused and run around like sitting ducks.
Ah, yes, and since there is not much difference between enemy types and attack types in vanilla it just pays off to switch and never look back.

Not so much in Requiem where 2h hammers just truck armored enemies, Volendrung is borderline gamebreaking and mundane arrows just fail to damage draugr and have huge problem damaging anyone wearing heavy armor (otoh arrows are just hideously lethal against anything they can penetrate as long as it cares about being penetrated).
Of course in Requiem bow is a good backup even if you aren't much of an archer, just don't expect it to be your main problem solver unless you focus on it.

Gothic managed it way better, because even tho there were no compass and all the hints in the game were your guide, and general ferociousness of dangerous beasts were all that was needed to understand, that you shouldn't go there.

The hard mofos are always obvious there. From their attitude and gear alone. While random bandits in Skyrim are unknown. They basically wear the same armor, have the same weapons and shit.
That's because of level scaling.

Requiem gets rid of it and uses static difficulty instead so for example ordinary bandits, save for a few named ringleaders are just low level scum (they can kill you easily even at higher level if you get careless, but played properly a high level character is basically a death incarnate to them), dwemer automatons are what they seem to be - steam powered combat robots with much thicker armor than you could possibly lift, draugr are undead - slower than living humans, somewhat dimwitted but resistant to wounds and unaffected by arrows, trolls are awfully hard to kill unless you can 1hk them so you'll need some fire in whatever form you can use it, poison using enemies (giant arthropods, Falmer) will murder you if you don't have resistances, vampires are what you can expect from an actual vampire with unbounded lifespan, undead resistances and abilty to suck life out of you, large animals are large animals - you won't take bear's paw or sabercat's pounce standing even if you can survive the hit itself, arrows kill people, mages bend fucking universe to their will, people wearing plate shrug arrows unless you're a truly great archer with a powerful bow and good arrows (or an xbow - those penetrate better) and are hard to kill using slashing weapons, etc.

Btw, about followers.
Tagged allong that fat houscarl babe, now switched to dunmer lady with sneak and archery perks. What followers you prefer,if anyone. Which are the most unintrusive?
Anyone but Mjoll, because she refuses to shut up.

I'd advise using 3DNPCs (a massive NPC/Quest/Follower mod) though.

That's interesting. Tried horse couple of times and ditched it, because it seems on foot my protag moves just as fast as horse. If you say it can climb lot better, than it changes the deal. The goddamn mountains everywhere. I'm so pissed that for getting from point a to point b i often have to walk forever, even those points are close on the map. Reminds me of nordland in Gothic 3.
Horses pretty much ignore gravity in SR (unless they fall down off something, that is), their climbing ability is just retarded and rivals that of a gecko.
:hearnoevil:
Other than that they can be used to fast travel even when overencumbered and you can fight from them so still useful even if you refuse to perform lulzy acrobatics.

In Requiem they are much faster making them useful for getting around (FT is switched off by default), with FT switched on they have their vanilla functionality plus they are still much faster.
Also in Requiem they run away from threats instead of trying to fight everything no matter if it's a giant or dragon.
 

ERYFKRAD

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Obligatory-
064ce26a2294b7a082e0ccbb919f7d60.jpeg
 
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I never bothered with horses much because they're not a lot faster than random fauna, so the time saved on running is wasted everytime you're forced to get off and fend away a wolf.

I'm sure thankful for their spiderman powers, though. It would be fucking annoying if they got stuck on scenery all the time for teh realismz.
 

Luzur

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In Requiem hard stuff is consistently hard and once you learn the ways it's not vanilla you won't have much problem predicting stuff that will kill you dead at current level with given build, and this stuff will kill you dead consistently unless you can handle it, it won't be one draugr that suddenly 1hks you among all the others you 1hk'd instead.
Gothic managed it way better, because even tho there were no compass and all the hints in the game were your guide, and general ferociousness of dangerous beasts were all that was needed to understand, that you shouldn't go there.

The hard mofos are always obvious there. From their attitude and gear alone. While random bandits in Skyrim are unknown. They basically wear the same armor, have the same weapons and shit.
Just now encountered the ''toll bridge'' and even the fucking woman that greets you dealed me enough damage that had to guzzle several healing potions. I make mistake often by sheathing the weapon. That war axe or hammer takes like 3 seconds before it'd prepared. The bitch already struck me 3 times until then so i was almost ded. had to guzzle potions to finally deal with her properly.
The badit chief killed me two time and only on then third i was victorious.

Would be interesting to see some tubes about same locations and how other deal with that. Guess i choose wrong tactics or smth.


Btw, about followers.
Tagged allong that fat houscarl babe, now switched to dunmer lady with sneak and archery perks. What followers you prefer,if anyone. Which are the most unintrusive?

I usually sneak and fire an bolt or arrow into something close to people i approach in unknown locations, if they turn into red dots on your map they are hostile and i can start taking them out with sneakshots, if not they are friendly.

Worked for me sofar atleast.
 

DraQ

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I never bothered with horses much because they're not a lot faster than random fauna, so the time saved on running is wasted everytime you're forced to get off and fend away a wolf.
You can off them from horseback, though it's a bit of a PITA.

I'm sure thankful for their spiderman powers, though.
spider_horse1.jpg

Picture relevant. Someone should make a replacer for Skyrim.
:love:
Skyrim is such an oldschool RPG.
:troll:
It would be fucking annoying if they got stuck on scenery all the time for teh realismz.
Actually I'd prefer horses having limited ability to handle scenery but characters being able to perform hoers style shenanigans on foot.
Climbing in a cRPG - can you imagine?
:gumpyhead:

I usually sneak and fire an bolt or arrow into something close to people i approach in unknown locations, if they turn into red dots on your map they are hostile and i can start taking them out with sneakshots, if not they are friendly.
I use iHUD and keep "ololol there is a cave behind that mountain" compass disabled, so no dice.
 

Luzur

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I usually sneak and fire an bolt or arrow into something close to people i approach in unknown locations, if they turn into red dots on your map they are hostile and i can start taking them out with sneakshots, if not they are friendly.
I use iHUD and keep "ololol there is a cave behind that mountain" compass disabled, so no dice.

You can still see people right in front of you, right? or have you turned down the view distance too?
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
They got stuck on scenery all the time for teh realismz.
Actually I'd prefer horses having limited ability to handle scenery but characters being able to perform hoers style shenanigans on foot.
Climbing in a cRPG - can you imagine?
Fucking Lego Worlds has this feature dammit.
 

whatevername

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draq and the others will defend requiem no matter what you say or how many of its negative points you bring up. Arguing with them is like arguing with children who stick their fingers in their ears and shout "lalala, I can't hear you, you're dumb!".

It's sad really. Their lives are probably so empty that defending this broken mod is the only way they can achieve a sense of social accomplishment.
LOL
I don't play Requiem because it's too easy for me
I play SkyRe where you can get 1 shotted by a power attack on expert
 
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Just seen this. To DraQ's delight and Lambchop's chagrin...a new Requiem version arriving at the end of the week.

https://requiem.atlassian.net/wiki/...g+Requiem+1.9+-+The+Compatibility+Inquisition

Announcing Requiem 1.9 - The Compatibility Inquisition



Hi guys (and gals),

I have some big news for you. First of all the bad news: The previously announced Requiem 1.8.3 will not be released.

But don't worry, we did not withdraw the announced features for it, we merely added so many more cool features on top of them that we found it appropriate to make a new major version. Thus we are now announcing Requiem 1.9, "The Compatibility Inquisition" as the next version. At the right hand side, you can see Vallen128's awesome new cover artwork for the new version and I would like to use this opportunity to welcome Vallen128 officially as our new artwork designer.
smile.png


So let me tell you what new features you can expect from the Compatibility Inquisition, that is supposed to purge at least some of the compatibility worries every Requiem player has to suffer from. (And yes, I will also make some statement other than "when it's done" about the release date.)


Now what is so super-important about this new version to make it a major update?
See below, we have compiled a list of the most important features for you.
smile.png


No more linking madness!
For those that suffer already at the installation stage, either due to failing reading our instructions or because they have more exotic setups, this is likely the best news. The new Reqtificator requires no more links, neither hard nor symbolic! Even better: We did not cut any features to achieve this. The ActorVariations are still fully functional, but their internals have been rewritten such that the links are no longer required. As a consequence, the Reqtificator no longer needs administrative rights to create symbolic links and all constraints on the file system on which you installed Skyrim are also gone. Now you can again enjoy your Requiem without issues on an external drive for example.

Leveled List merging
Another great pain in the past has been the combination of bashed patches, Tes5Edit unleveling scripts and the Reqtificator. To alleviate this problem, the new Reqtificator comes with its own Leveled Lists merger function, which is intended to replace both the bashed patch and the unleveling script in your setup.

The main problem with bashed patches is that your leveled lists will most likely again contain leveled content and they might spawn way to powerful equipment at the wrong places. In the worst case, you might end up with e.g. ebony equipment in the hands of a lowly highwayman. Furthermore, depending on the settings of the Leveled Lists, these additions might even overshadow all Requiem additions, once you reached a certain level.

Using an unleveling script can alleviate this issue, but potentially upsets balance again by making very powerful items available in the early parts of the game.

Furthermore, Requiem sometimes discards the Vanilla leveled lists and uses its own, differently structured Leveled Lists to equip NPCs, e.g. for bandits. Thus a Bashed Patch would merge items into the wrong lists anyway...

To solve all these problems, our new Reqtificator will automatically resolve all conflicts on leveled lists among Requiem patches. This approach has the advantages of having a clear reference, the Requiem.esp, and that we can assume that all content to be merged is already adjusted such that it is suitable for Requiem. As long as you have your weapon, armor and creature mods properly patched for Requiem, the new Reqtificator should solve all your problems now.

Automated Merging of Visual data for NPCs and Races from other mods
This was already announced in detail for the original A preview on the Reqtificator in Requiem 1.8.3 and its new features blog post. Thus I will just leave it at a short "mods like Bijin Warmaidens and Ethereal Elven Overhaul no longer need compatibility patches for Requiem" and refer to the old blog post for details.

Sanity Tests in the Reqtificator
We analyzed the tons of support requests we received for Requiem 1.8 and identified the most frequent user mistakes. These are now integrated into the patcher as a small set of tests for your load order. Most importantly, the race sanity test is now also included in the Reqtificator with a greater level of detail than the in-game version. This new version will check more conditions and also pinpoint exactly which race is causing the trouble. Furthermore we added some safety nets for some common mistakes like having Live Another Life loaded before Requiem and similar issues.

Awesome new features for Patch-makers
Some of the best features in the Reqtificator have been shielded from public use in the past, namely: Tempered Equipment and ActorVariations. Now, with Requiem 1.9, patch-makers can also make use of these features to simplify their development and to intertwine their patched mods even closer with Requiem. Now they can easily equip any NPC from any mod with tempered gear, of course with the Requiem rules for tempering. And they can use the ActorVariations to greatly improve the visual variety of their generic cannon fodder NPCs without having to copy every actor many times to edit his race and face. Furthermore, the "Compact Leveled Lists" are also available, which can help developers to create Leveled Lists with more complex spawn rate patterns at a reasonable effort.

Interface Improvements and Options
We also made some tweaks to the interface: The Skills MCM now displays both the raw mass and the effective mass, as well as the contribution from your worn Equipment to them. These very important properties were previously only accessible via console. Furthermore, the Reqtificator now allows you to install a few options. At present you can choose the hide the button icon next to the "Talk To" etc tool tips in the main interface and choose your font. In addition to the Vanilla fonts, the well-known Kingthings Petrock font, we also offer a new option: CAT Hohenzollern, originally designed by Peter Weigel and brought to Skyrim for you by axonis.

aMidianBorn Book of Silence steel plate textures for new guard armors
As most of you likely know, the popular aMidianBorn Book of Silence textures for the steel plate armor cannot be used directly for the robed steel plate armors worn by melee guardsmen in Requiem 1.8. Thanks to the kind permission of CaBal120, we will ship Requiem 1.9 with modified BoS textures for the guard armors. You can choose between the standard textures and the BoS textures in the Reqtificator.

An internationalized Reqtificator
The Reqtificator has been rewritten almost from scratch. Its internals now look much cleaner and are (mostly) well documented. But more important for users is that as a consequence of this rewrite the Reqtificator itself can now be translated to other languages. Detailed instructions for interested translators will be available after the release.

Bug fixes
As always, there will of course be various bug fixes shipped with the release.

Now come on... Tell me when you will release it!
You know the answer... No, actually it's not "when its done" this time. We are pretty much finished with the update. Some issues still need testing, but if everything works out well, we might be able to release the new version on the 8th of June. Now, before you become too excited about it: I will be on a conference starting from Wednesday and not return to Skyrim before Sunday. If my beta testers discover some flaws in the meantime, it might be necessary to shift the release by a few days.




We hope you are as excited about this new version as we are!

Your Requiem Dungeon Masters Team
 

Utgard-Loki

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lambchop still being a gigantic faggot, still not gitting gud. a shame.

also perkus maximus is better than skyre in every way, except that it doens't come with its own unleveler.
 

DraQ

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You can still see people right in front of you, right? or have you turned down the view distance too?
I can but they refuse to turn into dots - red or otherwise.

huh, that hides enemies too? well then i cant help ya.
Well it toggles compass. All compass.
It only leaves the outline effect for shout cooldown.

And I like it this way - my character doesn't have any special enemy radar or IFF.
 

Luzur

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You can still see people right in front of you, right? or have you turned down the view distance too?
I can but they refuse to turn into dots - red or otherwise.

huh, that hides enemies too? well then i cant help ya.
Well it toggles compass. All compass.
It only leaves the outline effect for shout cooldown.

And I like it this way - my character doesn't have any special enemy radar or IFF.

try it this way then, if you have visual over the enemy camp, shoot an arrow into it (dont hit anyone, just aim at something) and see how they react, friendly NPC's dont get triggered, while enemies jumps up and search around and stuff.
 

DraQ

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You can still see people right in front of you, right? or have you turned down the view distance too?
I can but they refuse to turn into dots - red or otherwise.

huh, that hides enemies too? well then i cant help ya.
Well it toggles compass. All compass.
It only leaves the outline effect for shout cooldown.

And I like it this way - my character doesn't have any special enemy radar or IFF.

try it this way then, if you have visual over the enemy camp, shoot an arrow into it (dont hit anyone, just aim at something) and see how they react, friendly NPC's dont get triggered, while enemies jumps up and search around and stuff.
That's better, but I still consider it too meta - would you stay put if someone started to shoot arrows in your general direction just because you're a good guy?
 

Luzur

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You can still see people right in front of you, right? or have you turned down the view distance too?
I can but they refuse to turn into dots - red or otherwise.

huh, that hides enemies too? well then i cant help ya.
Well it toggles compass. All compass.
It only leaves the outline effect for shout cooldown.

And I like it this way - my character doesn't have any special enemy radar or IFF.

try it this way then, if you have visual over the enemy camp, shoot an arrow into it (dont hit anyone, just aim at something) and see how they react, friendly NPC's dont get triggered, while enemies jumps up and search around and stuff.
That's better, but I still consider it too meta - would you stay put if someone started to shoot arrows in your general direction just because you're a good guy?

its built into the game, use it.

geez.

although after awhile you start to notice the right signs anyway, like what type of armor they wear and stuff.
 

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