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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

hell bovine

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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.?
disclaimer: I haven't played the latest version of Requiem

Depends on the character. I would say a thief or light armored warrior would have the hardest time in Requiem. Magic on the other hand is very overpowered, and I'd expect a level 50 mage to annihilate just about everything, maybe with the exception of illusion. I still had fun with my thief-necromancer (I didn't know that conjuration was that overpowered when I started Requiem; at least destruction levels very, very slowly). And then there is always Labyrinthian. :D
 

DraQ

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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.?
It's not as challenging as at lower levels, sadly.
Since it removes level scaling the truly powerful enemies remain rare and at 50, with various accessories helping you defeat particular types of foes you are become death, destroyer of worlds to most of the stuff inhabiting Skyrim.
Still, it will take much longer than in vanilla to get to high level and even enemies that are hilariously outclassed will be able to kill you fast if you let your guard down. Similarly, with good preparation and initiative you can reliably dispatch some enemies 20 levels above you especially if they are just powerful NPCs.

And oh good luck enchanting everything you have with magic resist cause thats only way to play requiem.
I never knew that.
:M
 

vampiregrave

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I was thinking about a stealth build (archer with conjuration for decoys and weapons). Usually I prefer mage builds, but considering everything you guys mentioned, perhaps the thief build will prove a better choice in terms of enjoyment.
 

DraQ

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I was thinking about a stealth build (archer with conjuration for decoys and weapons). Usually I prefer mage builds, but considering everything you guys mentioned, perhaps the thief build will prove a better choice in terms of enjoyment.
Do mind that some enemies are immune or highly resistant to some attacks (in a fairly logical manner - for example mundane arrows won't damage draugr because draugr have no functioning internal organs or blood vessels to puncture - they are just dried dead meat that can keep attacking as long as it's physically intact).
 

vampiregrave

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I was thinking about a stealth build (archer with conjuration for decoys and weapons). Usually I prefer mage builds, but considering everything you guys mentioned, perhaps the thief build will prove a better choice in terms of enjoyment.
Do mind that some enemies are immune or highly resistant to some attacks (in a fairly logical manner - for example mundane arrows won't damage draugr because draugr have no functioning internal organs or blood vessels to puncture - they are just dried dead meat that can keep attacking as long as it's physically intact).

Yes I know, I've been reading the manual. Makes sense and I don't mind it as long as I have a chance to kill those enemies either by gathering/crafting the necessary arrows, or with alternate strategies (conjured minions and melee weapons maybe).
 

hell bovine

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I was thinking about a stealth build (archer with conjuration for decoys and weapons). Usually I prefer mage builds, but considering everything you guys mentioned, perhaps the thief build will prove a better choice in terms of enjoyment.
Avoid conjuration, if you want to keep the challenge longer. I've played a thief/conjurer and that spell school is probably the most overpowered one. Master level summons are ridiculous, especially that ghostly horse on steroids, and will defeat high-end enemies on their own. If you want to use magic, but don't want a too easy game, illusion is a better choice (but due to high cost, I'd recommend a magic-inclined race and the mage stone for that one).

Otherwise, I've tried an archer using destruction runes as traps, which was fun, but it's not a character for long-term runs. The runes are bugged and give too much experience, and high level destruction just obliterates enemies, making archery obsolete. I've also considered an archer with restoration for a vampire slayer character, but never got to it.

EDIT: I've also played around with a pure destruction, no armor, no defense mage, aka "kill or be killed". It was fun, but I have the reflexes of a drugged snail, so someone with better eye-hand coordination would probably find it boring.
 
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vampiregrave

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Avoid conjuration, if you want to keep the challenge longer. I've played a thief/conjurer and that spell school is probably the most overpowered one. Master level summons are ridiculous, especially that ghostly horse on steroids, and will defeat high-end enemies on their own. If you want to use magic, but don't want a too easy game, illusion is a better choice (but due to high cost, I'd recommend a magic-inclined race and the mage stone for that one).

I'll take that in consideration, thank you.
 

hell bovine

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I've also considered an archer with restoration for a vampire slayer character, but never got to it.
Might be a cool build, sort of a take on TES witchhunter.
Yeah, especially since archery was not very good against dragon priests, so it should combine nicely with restoration. I might give it a run, once I have more time to waste on computer games. Although by that time Requiem will probably be already at version 2. :D
 

Turisas

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Someone try this shit and report so I don't have to:

http://perfectlymodded.proboards.com/

2.0.6 Features

•Over 600 mods active at any time playing the game
•Over 100 mods merged into 15.esp
•About 10 new landmasses and quests (Faalskar,Wyrmstooth)
•Almost everything in the game is re-textured in someway (about 70% i would guess)
•Build for performance and game-play not for "ohh look at this amazing 4k tree bark --> eats 20 FPS"
(not that i have anything against such textures 4k gaming is not really possible for at least a few years because it's crazy expensive)
•HDT body's
•HDT armors
•HDT hair
•HDT earrings
•HDT capes
•HDT capes for horses
•New playable races
•Bandoliers for your character
•Rucksacks for your character
•Your character can talk
•New capes (non hdt)
•More Weapons (2-4x)
•More Armors (3-5x)
•More Jewelry (3-5x)
•More NPC's
•NPC's re-textures
•A lot more MOBS variation
•Herds of horses and cows will roam around Skyrim
•New farm animals (cows,pigs,sheep)
•Small blue fairy's will wander around Skyrim to light up your nighttime adventures.
•Big number of new fish species
•You can now fish
•New cooking recipes
•New bugs and butterflys will wander around Skyrim
•Different types of small birds will roam around Skyrim(ducks and other types)
•Hunting chains predators will hunt other types of animals
•Animals will have pups that can spawn 2 times a year
•New hunting system with quests and perks
•A lot more enemy types
•MOBS/NPC will try to follow and kill you across water
•MOBS/NPC will see you way better during the day and will try to snipe you at longer distances
•MOBS/NPC will see you harder at night
•New bandit types (OBIS)around 6 new bandit factions will try to kill across Skyrim
•New enemies level (WTF mod)will add MOBS/NPC that are not based on your level(yes you can find a lvl 90 near your starting position if unlucky)
•After level 10 new harder enemies will spawn
•Random high level named enemies will spawn as you advance through the game and levels.
•A very big collection of new spells added through multiple mods should be well over 600 new spells
•Dynamic and configurable loot system(some enemies will drop enchanted weapons or enchanted armors with random proprieties,they can now also temper their weapons or have more gold or potions)
•A small number of new player homes merged into a single esp
•A big collection of new armors merged into a few esp's
•A decent collection of new robes merged into a singe esp
•A big collection of new hairs (approx 400) merged single esp
•A big collection of new eyes (approx 300) merged single esp
•Player head-tracking (npc,corpses,moving animals etc)
•Player auto-unequipps ammo if not using a bow or crossbow
•Skill books can now picked up or stored for later use
•Given the difficulty is ramped up,player will now get 2 perk points per level
•Smart cast(auto-use)of healing magic(or other magic) when health is low (configurable)
•Smart use of potions(auto-use) when magic/health/stamina is low
•New main menu and loading screens
•Dynavision - adjust DOF (dynamic or static) without an ENB
•Imaginator - Further play with brightness,colors,contrast to adjust the game to your liking
•Locational damage to different body parts
•Footprints when you walk across snow or other areas
•Improved roads, bridges , fences
•Torches will leave a longer trail of smoke
•New music
•New custom combat music mod made by RottenDub for 2.0.6
•New custom main menu music made by RottenDub for 2.0.6
•New custom death music(when you die) made by RottenDub for 2.0.6
•Extended death duration (game won't auto load)
•Treasure crafting - craft treasure and sell it for profit or even make gold armors
•New shop decorations to make some the shops actually look like shops with more stock etc
•Vendors will be stocked with more items and have more gold
•You can now control how often kill-moves will occur
•New blood textures
•Bloody facials - you can now have blood spattered on your face while fighting
•Flying spell sold at DragonsReach in Whiterun that can be combined with new craftable wings(made at cooking stations)
•New deadly dragons and ultimate dragons (new spells,behavior,health etc for dragons)
•Vampires Overhaul
•Werewolf Overhaul
•You can now build your own settlement with Tundra Defense and Pocket Empire Builder
-Construct and place custom buildings in realtime
-Recruit villagers and guards,guard captains,mages etc
-Defend it against raiders
•Added a mod to facilitate your settlement building space (a new location has been build near Lake Ilinalta) but you can build it anywhere you want
•You can now start your own guild
-Recruit new members
-Send them in Skyrim to good deeds,bad deeds,collect resources
-Level up your guild
•Scrap armors into usable materials
•Scrap junk (shovels,wooden plates,flagons,iron pots etc) into usable materials
•Uncapped perks
•New alchemy ingredients (about 300 new ones)
•New textures for dense grass everywhere without loss in FPS
•Tweaks made to grass so that it can be seen for further away,also removes the "grass generating/popping" effect
•Amazing water textures when combined with the ENB already provided and installed
•Very heavy rain storms or snow storms can now occur,your vision will be limited to 1-2 meters ahead.
•Rain splashes,shooting stars,rainbows
•Lanterns in villages and roadside to light your way in the night
•Wearable lanterns
•New textures for night sky,galaxy and moons
•New textures for towns and villages
•New textures for shops signs and road-pointers
•New textures for armor and clothes
•New textures for weapons
•New textures for clutter
•New textures for alchemy tables and enchant tables
•New textures for chopping block
•New textures for fire effects
•New textures for lighting spells and effects
•You get where this is going with "new textures" i carefully hand picked textures for even the smallest things
•Better map/s with more control (EG fast travel icons from dragonborn dlc/faalskar/wyrmstooth)
•Better dialogue controls
•Better map markers (smaller,colored,less cluttery)
•Different fixes to some ui elements
•Different fixes to body's
•Different fixes to armors and meshes

Read more: http://perfectlymodded.proboards.com/thread/84/features#ixzz3e5zjqnX5
 

Ashenai

Learned
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May 1, 2015
Messages
91
Okay, this I've got to see. At a glance it looks like a scripting catastrophe. Skyrim is quite poorly coded in a lot of ways, and Papyrus (its scripting engine) is fragile as fuck. If you overload it and it can't keep up, it will delay or even drop script commands, and if it does that at the wrong time it can irrevocably fuck your game.

That modlist has a lot of script-heavy mods. I suspect there's a 50-50 chance of unfixable save game corruption by about level 20. But fuck it, it's too ridiculous not to give it a try.
 

Turisas

Arch Devil
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May 25, 2009
Messages
10,010
Ashenai:

Yeah, my thoughts exactly. The creator claims it's stable and he's apparently worked at it for months, but 600 mods at once is just insanity. Half that would be amazing already.
 

GarfunkeL

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Huh, sad to hear about Frostfall being script hog, but the idea of actually having some survival elements in Skyrim is very enticing. Since there is a compatibility patch, I'll give it a go.
 

Ashenai

Learned
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Messages
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Huh, sad to hear about Frostfall being script hog, but the idea of actually having some survival elements in Skyrim is very enticing. Since there is a compatibility patch, I'll give it a go.

Frostfall works great (for me, at least) as long as you don't use a bunch of other script-heavy mods as well. There's also a very cool compromise called Hypothermia. It has most of Frostfall's important features, and is infinitely less of a script hog, give it a try if Frostfall is shitting itself. There's a Requiem compatibility patch for it.
 

GarfunkeL

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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?
Ah, the point of Babette's Feast is that it introduces a whole bunch of new cooking recipes into the game, making it fairly essential when paired with Essential Needs or other similar mods. Vanilla Skyrim has quite limited cooking options, which makes sense because the only point is to regain health/stamina. But when you actually have to eat/drink to stay alive, it's useful to have a wide variety of recipes. Not all of the food gives buffs and they can be toned down, which I'll do.

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.
Okay, I 'll go without those two mods to begin with.

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.
Didn't even know about DCO. Definitely getting it as it looks like it'll work in tandem with Deadly Dragons. Nice. Thanks for the other tips, DraQ and others who posted!
 

Ashenai

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Ah fuck it, I'm joining the Requiem Crew. I've spent literal weeks tuning my billions of mods, and I have to face it: the end result is still worse than Requiem in a number of ways. Skyrim is just too broken to fix piecemeal, and while I don't like all of Requiem's changes, 90% of them are awesome, and I'll learn to live with the rest. Or find specific patches maybe. I've heard Enhanced Mage Experience fixes the ridiculously OP lategame Destruction, for instance.
 

Utgard-Loki

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at the beginning you can barely kill a wolf with the mage stone and flames spell. so when you finally fire your doom laser and the frost troll just _melts_ it is one of the most satisfying things... in the world.
 

DraQ

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Ah fuck it, I'm joining the Requiem Crew. I've spent literal weeks tuning my billions of mods, and I have to face it: the end result is still worse than Requiem in a number of ways. Skyrim is just too broken to fix piecemeal, and while I don't like all of Requiem's changes, 90% of them are awesome, and I'll learn to live with the rest. Or find specific patches maybe. I've heard Enhanced Mage Experience fixes the ridiculously OP lategame Destruction, for instance.
Indeed.
Requiem is so comprehensive an unfucker that it's probably a better idea to try and mod it instead of trying to replicate its desired parts from ground up.
 

Eyeball

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at the beginning you can barely kill a wolf with the mage stone and flames spell. so when you finally fire your doom laser and the frost troll just _melts_ it is one of the most satisfying things... in the world.
This post 100% accurately describes the Requiem mage experience.

Play mage, it's real rewarding.
 
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This should be useful for those who don't want to wait for the hotfix.

http://www.reddit.com/r/skyrimrequiem/comments/3bhema/how_to_use_the_latest_uskp_212_with_requiem/

  1. Install TES5Edit.
  2. Install the new Unofficial Skyrim Patch 2.1.2.
  3. Start TES5Edit and select the Unofficial Skyrim Patch.esp only.
  4. Wait until the message log states "Background Loader: finished".
  5. Select and delete the entire Cell group. Click yes on both warnings to do so.
  6. Close TES5Edit and click OK to save the modified Unofficial Skyrim Patch.esp.
  7. Run the Reqtificator.
  8. IMPORTANT: Reinstall the original Unofficial Skyrim Patch 2.1.2 but do NOT re-run the Reqtificator!
  9. You can now play Requiem. The Reqtificator does not modify cell entries therefore your automatically generated Requiem for the Indifferent.esp will be perfect.

-

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?
Ah, the point of Babette's Feast is that it introduces a whole bunch of new cooking recipes into the game, making it fairly essential when paired with Essential Needs or other similar mods. Vanilla Skyrim has quite limited cooking options, which makes sense because the only point is to regain health/stamina. But when you actually have to eat/drink to stay alive, it's useful to have a wide variety of recipes. Not all of the food gives buffs and they can be toned down, which I'll do.

Babette's Feast has different versions, you could use the one that gives weaker effects for 1 minute if you're just interested in the extra recipes for variety's sake.

Variations There are 3 versions of the mod, depending on how powerful you want the effects to be.

Babettes Feast Balanced:
- Effects last 10 minutes
- Effect power is weak per second, but powerful over time

Babettes Feast Weaker Effects:
- Effects last 1 minute
- Effects are weaker than in the Balanced version

Babettes Feast Overpowered:
- Effects last 10 minutes
- Effects are powerful

Speaking of that, iNeed (from the same author of Hypothermia) is a "needs" mod that doesn't change the food items, so it's compatible with Requiem (and new landmass mods like Falskaar and Wyrmstooth) without issue. There's an optional "diseases" module, but I haven't tried that one.

By the way, I don't recommend activating dragon overhauls before facing the first one at Whiterun because you'll have to solo it while everyone else is taking a nap on their knees, NPCs can't really deal with them.
 
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DraQ

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Babette's Feast has different versions, you could use the one that gives weaker effects for 1 minute if you're just interested in the extra recipes for variety's sake.
You still get culinary medkits out of it,
which is something Requiem :nocountryforshitposters:'s at.
By the way, I don't recommend activating dragon overhauls before facing the first one at Whiterun because you'll have to solo it while everyone else is taking a nap on their knees, NPCs can't really deal with them.
You are blatantly exaggerating.
Guards for example don't get their knee-naps due to being insta-headnommed instead.
:troll:

SkyRe is is so awesome I can't even kill a bandit marauder or 3 regular bandits as a lvl 33 tank.
:hero:
 

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