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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Gnidrologist

CONDUCTOR
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I am deeply butthurt about only being able to buy half a level per level.
:M
Maybe that is so at the first few levels. At level 25ish, where my character left, i have to grind at least 20 more different skill points i think. I maybe wrong, but otherwise it doesn't explain, why leveling has become slower even, if i grind some quickies that i have very low level, like adding 10 points alchemy that i have at 15. But even if i'm wrong, the alternative is to go a wack mudcrabs so ur still rong.

Anyhow, with this snarkyness you only shat on your own argument - that grinding can be substituted with buying skills. It cannot.
 

Gord

Arcane
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Messages
7,049
AFAIK contribution to levelling in Skyrim always depended on the level of the skill you raised, i.e. a higher skill would contribute more towards the next level than a lower one.
 

DraQ

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Well, being one-shotted lets you know you did it wrong.
I'm not a fan of wailing on HP walls and not being one-shotted would in some cases be drastic change - for example for a ranged character (both player and NPC) a need to shoot every target at least twice will likely mean getting killed.
Well, maybe you are just doing it wrong then? :smug:
:archers backpedalling while shooting to the sound of Benny Hill theme:
Benny Hill theme not included.


The problem is the insanely high damage of mid and high-level magic spells. Spells that drain ~125 health per second or can do well beyond >300 damage in one hit (and are essentially unavoidable once the enemy has spotted you) are not significantly affected by a potion that gives 15-20% magic resist. The effect is simply too low.
Low level spells OTOH are often low enough in damage that they are survivable even without resistances.
Actually my experience is pretty much the opposite.
High level spells hit like a freight train, but are generally avoidable, even hitscan lightning can be avoided using cover most of the time.
Concentration based spells and cloaks, OTOH will just keep hitting you if you get close. They may not have the power to just zap you dead but you really need all the help you can get to close in and every little bit of resistance gives both your sword arm and your healing potions more time to work. It's especially visible with cold based spells - you may survive for quite a while but without resists you quickly find all your stamina gone making you barely stumble forward (to the point the caster can simply keep walking backwards to stay out of your reach) hit for almost no damage and drop your weapon all the time.
Actually this is also true for ranged cold based spells - unlike most elemental spells ice spike does half physical damage (it's a giant icicle piercing the target) meaning armor will actually protect you from some damage reducing lethality, but even limited resists may keep you from getting frozen over if the caster has right perks and make all the difference between manageable damage and getting freezelocked and killed by endless stream of icicles.
It comes down to magic being comparatively overpowered in Requiem, though. Melee damage scales much more reasonably for the most part.
Start playing destruction mage and tell me how it's going.
:martini:
 

Gord

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I played a destruction mage in a slightly older version of Requiem (probably 1.7) and it felt much easier than my current melee build.
Sure, archers are your nemesis, but other than that - Draugr are easy to dispose of unless you let them swarm you. With some additional conjuration they practically provide a self-replenishing source of meat-shields. That covers already 50% of the enemies you'll meet.
Other mages are easier since you have better resistances against magic and spells to protect you.
Bandits are a bit more difficult than with a heavy armor/melee build, but no big issue either (with the exception of archers, but arrows can be evaded).
Dragons are simpler as you definitely don't need to attack them in melee and your spells do more damage then most weapons.

Btw. - I don't know how you manage to avoid lightning spells, but for me its *zap*-dead the moment I leave cover. There is practically no delay there. Fire is fast, too, but still easier to avoid. Ice can be dodged yet easier, but indeed the stamina drain can quickly overpower you. All the destruction spells have one thing in common though - the novice (and apprentice I guess) level spells are potentially dangerous, but somewhat sensible in terms of damage output. Everything Adept and higher so far is insta-kill without really high resistances.
 

Gord

Arcane
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:archers backpedalling while shooting to the sound of Benny Hill theme:

Well, it's not my fault if you insist on bringing a bow into melee, is it? Might be you are indeed doing it wrong?
If you can't reposition or find a place the enemy will have trouble getting to, think about a backup melee weapon.
 

a cut of domestic sheep prime

Guest
Because an overhead swing has to hit the head. Could never graze the front of the chest or hit the shoulder. Could never be blunted or deflected by a helmet either.
Given how much of a PITA trying to implement locational damage as a mod is, simply going for the worst case scenario is much saner.
Yeah, just assume a headshot every time. very sane. Or just do what every game in history has and use a range of damage that depends on skill level.

And yes, the damage will go through the block iirc. (don't have it installed right now) So, you will block and can often still take lethal damage. This may be dependent on skill or somesuch. Still retarded though. A block is a block. How is the weapon cutting me if I blocked it. Should be stamina damage and not being able to block once out of stamina.
 
Last edited by a moderator:

DraQ

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that video may be ridiculous, but it makes me miss acrobatics and athletics. super hard.
icarianflight.gif

(also, athletics and acrobatics should have never been individual skills, but should be handled by aspects of attributes instead.)
Well, it's not my fault if you insist on bringing a bow into melee, is it? Might be you are indeed doing it wrong?
If you can't reposition
Pay attenshun to the vid - repositioning all the time.
:troll:

or find a place the enemy will have trouble getting to
Ah, yes. The superior gameplay conferred by "AI CANNOT ONTO ROCK, LOL" as opposed to "INSTAKILL RAILGUN POPAMOLE!!!1" which is the decline.
 
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Gord

Arcane
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Feb 16, 2011
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7,049
or find a place the enemy will have trouble getting to
Ah, yes. The superior gameplay conferred by "AI CANNOT ONTO ROCK, LOL" as opposed to "INSTAKILL RAILGUN POPAMOLE!!!1" which is the decline.

You don't necessarily need to exploit the AI's inability to jump...
Btw. I don't know if Requiem improved the AI in that regard, or whether it's in vanilla Skyrim as well, but if an enemy can't reach you and you are shooting at him, he'll actually take cover...

Hey, do you happen to own the Gauldur Amulet currently? I'd be interested in knowing its stats in Requiem.
 

Gord

Arcane
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Feb 16, 2011
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In Requiem as well? I thought that I had read somewhere that it comes with additional effects.
 

Utgard-Loki

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Dec 29, 2011
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  • Gauldur Amulet (Necklace) buffs +50 of every stat, as well as the strongest secondary effect of each stat-boosting enchant.
i think that basically means poison immunity. together with the 50 that's actually pretty good. that's like 30 levels worth.
 

DraQ

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  • Gauldur Amulet (Necklace) buffs +50 of every stat, as well as the strongest secondary effect of each stat-boosting enchant.
i think that basically means poison immunity. together with the 50 that's actually pretty good. that's like 30 levels worth.
IIRC stat boosts don't give you poison immunity, though. Only paralysis immunity, drain health immunity and mana regen while running/lack of mana drain when hit.

It's extremely powerful, but has to compete with easily obtained Necromancer's Amulet for your neck.

Many artifact armors give you some sort of poison resistance or immunity - Ebony Mail, Aetherium Armor, Savior's Hide. IIRC it also applies to DB "uniform" and at least one dragon priest mask.
I don't know where you can reliably find amulet with it, though.
 

Gord

Arcane
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Feb 16, 2011
Messages
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Yes, after some more searching around, it's +50 to health/stamina/magicka and paralyze/health drain immunity plus mana regen when running.

Would be useful, but then I remembered that I need to be a member of the college to enter one of the ruins associated with the quest. Hm, maybe later.
I've already found two amulets that give stamina+paralyze immunity, but no +health amulet yet, which would be nice to have when fighting vampires...
 

GarfunkeL

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I'm about to start building my new desktop rig finally and decided to run Requiem once it's finished. I previously dabbled in Skyrim with SkyRE so I'm not a total noob when it comes to modding. However, I'm worried about compatibility:

1. Frosfall

-Neither mod states whether they work together or not. Requiem page has a note that comp ability with Frostfall is "iffy" but no details. Has anyone tried and got them working?

2. Babette's Feast

-Both change food and player state, so I'm afraid it would clash.

3. Dual Wield Parrrying

-Does it break the balance or does Requiem already have its functionality built in? The manual didn't say.

4. Run for your Lives - When vampires attack

-Do I still need these two mods to make sure that civilians run for shelter? Requiem manual wasn't 100% clear, though it did say that dragons have an aura of fear. I don't want civilians to try to fight vampires and dragons, it's silly as fuck.

5. Deadly Dragons

-I assume this is pointless with Requiem?

6. Bandolier - Bags and Pouches

-Requiem alters crafting. How does that go with mods that introduce new items through crafting? Just using this one as an example.

7. Acquisitive Soul Gems

-Does Requiem add new soul trap spells that were not in vanilla, which this mod would not see?

8. Convenient Horses and Ultimate Follower Overhaul

-Do these 2 mods play nice with Requiem?
 

Atchodas

Augur
Joined
Apr 23, 2015
Messages
1,047
Requiem will have a patch for most popular mods( like Frostfall for sure , just check Mods description page there will be requiem specific patches in there ) , meanwhile the best small gems out there will surely be incompatible
 

hell bovine

Arcane
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Sep 9, 2013
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Secret Level
I'm about to start building my new desktop rig finally and decided to run Requiem once it's finished. I previously dabbled in Skyrim with SkyRE so I'm not a total noob when it comes to modding. However, I'm worried about compatibility:

1. Frosfall

-Neither mod states whether they work together or not. Requiem page has a note that comp ability with Frostfall is "iffy" but no details. Has anyone tried and got them working?

2. Babette's Feast

-Both change food and player state, so I'm afraid it would clash.

3. Dual Wield Parrrying

-Does it break the balance or does Requiem already have its functionality built in? The manual didn't say.

4. Run for your Lives - When vampires attack

-Do I still need these two mods to make sure that civilians run for shelter? Requiem manual wasn't 100% clear, though it did say that dragons have an aura of fear. I don't want civilians to try to fight vampires and dragons, it's silly as fuck.

5. Deadly Dragons

-I assume this is pointless with Requiem?

6. Bandolier - Bags and Pouches

-Requiem alters crafting. How does that go with mods that introduce new items through crafting? Just using this one as an example.

7. Acquisitive Soul Gems

-Does Requiem add new soul trap spells that were not in vanilla, which this mod would not see?

8. Convenient Horses and Ultimate Follower Overhaul

-Do these 2 mods play nice with Requiem?
I haven't played the latest version (and probably when I finally find time to play again, the next version will be available), but:
- I dimly recall using Frostfall with a patch (it was a combined one: Frostfall, Realistic Needs and Diseases and sth else)

- You do not need run for your lives, I don't recall vampires ever raiding villages (I guess it got changed, because master vampires would just slaughter anything; if you ever get the kill a master vampire X quest from Comapnions at low level, be warned) and hapless Requiem civilians run away from fire breathing lizards. My only annoyance with the system is that the fear aura radius from dragons is large, so if you ever see people crouching and screaming, but nothing is happening, it usually means there is a lizard hiding nearby.

- Deadly Dragons is not pointless with Requiem (I've found the default lizards too weak compared to other enemies), but it crashed my game; I've used Enhanced Mighty Dragons and Dragon Combat Overhaul instead.
 

Machine

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Apr 13, 2012
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I'm about to start building my new desktop rig finally and decided to run Requiem once it's finished. I previously dabbled in Skyrim with SkyRE so I'm not a total noob when it comes to modding. However, I'm worried about compatibility:

1. Frosfall

-Neither mod states whether they work together or not. Requiem page has a note that comp ability with Frostfall is "iffy" but no details. Has anyone tried and got them working?

2. Babette's Feast

-Both change food and player state, so I'm afraid it would clash.

3. Dual Wield Parrrying

-Does it break the balance or does Requiem already have its functionality built in? The manual didn't say.

4. Run for your Lives - When vampires attack

-Do I still need these two mods to make sure that civilians run for shelter? Requiem manual wasn't 100% clear, though it did say that dragons have an aura of fear. I don't want civilians to try to fight vampires and dragons, it's silly as fuck.

5. Deadly Dragons

-I assume this is pointless with Requiem?

6. Bandolier - Bags and Pouches

-Requiem alters crafting. How does that go with mods that introduce new items through crafting? Just using this one as an example.

7. Acquisitive Soul Gems

-Does Requiem add new soul trap spells that were not in vanilla, which this mod would not see?

8. Convenient Horses and Ultimate Follower Overhaul

-Do these 2 mods play nice with Requiem?

1) works without patch even , but theres compatibilty patches that iron out some shit. frostfall was a script hog and a waste of time for bit of larperino for me... i'd prolly avoid it unless you really want it.
2)dunno
3) works by default, I rememeber seeing posts by requiem dev that he keeps it loaded always, so it was probably developed with it in mind
4) you can use it but iirc similar effect is already present in requiem itself, i'd skip it at first
5) theres a patch but better go for dragon combat overhaul , it actually makes AI better
6) crafting mods such as bandolier work as they are its just that they might make shit too easy/ break intended mechanics in requiem. In bandoliers case, the sneaking penalties and whatnot can be bypassed with vanilla bandolier values .... but theres patches and it literally takes a minute to change whatever u want on ur own in xedit.
7)dunno
8)UFO is outdated garbage, use EFF. Convinient horses work without problems, only the derp autoloot and limitless horse storage options are kinda retarded to use with requiem, but its all fixable in MCM.
 

Ashenai

Learned
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May 1, 2015
Messages
91
UFO is outdated garbage, use EFF. Convinient horses work without problems, only the derp autoloot and limitless horse storage options are kinda retarded to use with requiem, but its all fixable in MCM.

I think AFT is better than either, for most people. HERE is a comparison of the three.
 

DraQ

Arcane
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I'm about to start building my new desktop rig finally and decided to run Requiem once it's finished. I previously dabbled in Skyrim with SkyRE so I'm not a total noob when it comes to modding. However, I'm worried about compatibility:

1. Frosfall

-Neither mod states whether they work together or not. Requiem page has a note that comp ability with Frostfall is "iffy" but no details. Has anyone tried and got them working?

2. Babette's Feast

-Both change food and player state, so I'm afraid it would clash.

3. Dual Wield Parrrying

-Does it break the balance or does Requiem already have its functionality built in? The manual didn't say.

4. Run for your Lives - When vampires attack

-Do I still need these two mods to make sure that civilians run for shelter? Requiem manual wasn't 100% clear, though it did say that dragons have an aura of fear. I don't want civilians to try to fight vampires and dragons, it's silly as fuck.

5. Deadly Dragons

-I assume this is pointless with Requiem?

6. Bandolier - Bags and Pouches

-Requiem alters crafting. How does that go with mods that introduce new items through crafting? Just using this one as an example.

7. Acquisitive Soul Gems

-Does Requiem add new soul trap spells that were not in vanilla, which this mod would not see?

8. Convenient Horses and Ultimate Follower Overhaul

-Do these 2 mods play nice with Requiem?
1. Frostfall is not compatible out of the box - using certain FF spells temporarily adds caster perks and caster perks in Requiem let you select new spells to learn. There is a compatibility patch for that, but you'll need to ask yourself whether you really need FF, because it's a massive script hog and may interfere with Requiem in a way that's not really patchable by clogging up the script engine.
2. Would probably work on a purely technical level but seems to clash with Requiem massively in terms of philosophy. Requiem alters existing food so that none of the food items restore health and any long term bonuses they confer are weak, but long lasting and also prohibits eating while in combat (attempting to do so only wastes food item). Besides it doesn't look like the kind of mod one would *need*. You want to LARP a cook or something?
3. IIRC it's even semi-recommended by some due to how much more important blocking is in Requiem. Personally I don't use it and don't know if it requires patches.
4. Don't know about vampires, but NPCs in Requiem are generally more likely to flee and will keep fleeing. Dragons definitely send most NPCs running while screaming like little girls. You can disable vampire attacks themselves in Requiem if you don't like them or consider them too game breaking.
5. It seems to have compatibility patches. Dragons in Requiem are obviously much tougher than in vanilla (and generally ohk you in melee unless you have absolutely stupid AC and lots of HP), but they aren't that difficult to fight. Personally I use DCO as it changes the AI, adds physical effects of dragon landings, takeoffs and low swoops, plus some special twists to dragon encounters. There is an (obligatory) compatibility patch for DCO that seems up to date. AFAIK you can use both DCO and DD. I had used Enhanced Mighty Dragons instead of DD for some time, but it doesn't seem to have compatibility patch and without it it makes dragons' melee attacks much weaker, so nah.
6. Bandoliers work pretty ok, but I'm not sure if I would recommend them as they may bloat your inventory too much and will incentivize churning out wearable containers out of everything you can recycle instead of playing. If you do use them, get the version with reduced carry boni.
7. Dunno, lol. Requiem certainly does add spell to release souls from all carried gems without destroying the latter. The mod may interfere with that and both are solutions to the same problems. Also, I don't know if it won't interfere with perk-gated enchanting and recharging.
8. UFO is outdated and when I last tried it it failed to work with Requiem in spectacular fashion: I took Uthgerd - she wears plate by default - to White River Watch to hunt some bandits, she ran into the first cavern and was promptly one shotted by an archer despite wearing armor that should make her nearly immune to arrows. Didn't even enter bleedout, just dead. Dunno about the others.
 

vampiregrave

Educated
Joined
Jun 19, 2015
Messages
65
I'm considering a new Skyrim playthrough with Requiem. While it doesn't fix everything (after all, it would be impossible, considering the inherent design flaws), I believe it suits my tastes, and will provide a refreshing experience. I've got one question though: how's endgame in Requiem (say, level 50+)? I usually try to complete every quest and explore almost every area; will I find any challenge at higher levels, even if it's just bosses, dragons, etc.?
 

Machine

Arbiter
Joined
Apr 13, 2012
Messages
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Location
cout<<
I'm considering a new Skyrim playthrough with Requiem. While it doesn't fix everything (after all, it would be impossible, considering the inherent design flaws), I believe it suits my tastes, and will provide a refreshing experience. I've got one question though: how's endgame in Requiem (say, level 50+)? I usually try to complete every quest and explore almost every area; will I find any challenge at higher levels, even if it's just bosses, dragons, etc.?

"endgame" or anything 40+ is requiem's weakest point imo ... especially if you are playing mage. You will be literal demigod until you run into some gimmicky shit like gargoyle or smth which you cant deal with at all, magic in requiem is probably worst part of the whole mod. If you want challenge stay away from destruction and conjuration, and set experience multiplier to something like 0.5 in menu. And oh good luck enchanting everything you have with magic resist cause thats only way to play requiem.

I think AFT is better than either, for most people. HERE is a comparison of the three.

that video is from 2013... as is latest AFT version. EFF is vastly superior to any other follower mod, but use whatev the fuck you want tbh (except ufo).
 

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