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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

DraQ

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biggest problem I see is doing it for each EMD version, which I CBA, since I won't be using DCO myself.
Well, Requiem is unlevelled so only unlevelled versions and at most only two EMD versions are anywhere in Requiem's ballpark as far as balance s concerned (super and nightmare).
 
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biggest problem I see is doing it for each EMD version, which I CBA, since I won't be using DCO myself.
Well, Requiem is unlevelled so only unlevelled versions and at most only two EMD versions are anywhere in Requiem's ballpark as far as balance s concerned (super and nightmare).
Wanna be a guinea pig? Here's a patch based on Requiem v1.9.2 and EMD Super Mighty Unleveled.
Masters: Dongguard and Dragonporn DLCs, Requiem, EMD's Dongguard SMU and Durrnehviir addons.

Load order:
Requiem + patches
EMD + addons
DCO
<this patch>
 

DraQ

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biggest problem I see is doing it for each EMD version, which I CBA, since I won't be using DCO myself.
Well, Requiem is unlevelled so only unlevelled versions and at most only two EMD versions are anywhere in Requiem's ballpark as far as balance s concerned (super and nightmare).
Wanna be a guinea pig? Here's a patch based on Requiem v1.9.2 and EMD Super Mighty Unleveled.
Masters: Dongguard and Dragonporn DLCs, Requiem, EMD's Dongguard SMU and Durrnehviir addons.

Load order:
Requiem + patches
EMD + addons
DCO
<this patch>
DCO plus requiem requires DCO requiem patch. Else the MQ gets broken after you kill Sahloknir as soul absorption fails to trigger.
 
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DCO plus requiem requires DCO requiem patch. Else the MQ gets broken after you kill Sahloknir as soul absorption fails to trigger.
Its changes in 3 race records are already included. You don't need 'Requiem - Dragon Combat Overhaul.esp' with this patch.
 

DraQ

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DCO plus requiem requires DCO requiem patch. Else the MQ gets broken after you kill Sahloknir as soul absorption fails to trigger.
Its changes in 3 race records are already included. You don't need 'Requiem - Dragon Combat Overhaul.esp' with this patch.
What about scripts? IIRC this problem was caused by DCO using its own soul absorption script.
Does TES5Edit see the relevant data?
 
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Just found out about Dragon Disciple, sounds cool.

http://www.nexusmods.com/skyrim/mods/59905/

There's Dragon Soul Relinquishment which lets you exchange Dragon souls for perk points, but considering the very reason for the mod to exist is to give an use to all the unspent souls you're hoarding, it almost feels like cheating. This gives unique abilities and lesser powers, including some unarmed/unarmored stuff that could be used in place of more complex mods like Way of The Monk that could conflict with overhauls.
 
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Matalarata

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'Sup guys? I managed my installation and I went for a core STEP install + Requiem and Morrowloot 4E, game is very stable and even with heavy post processing I get 30FPS 99%, I'd call this a success :salute:
Atm I'm having fun with a 2hnd axe, heavy armor warrior, with alchemy, smithing and (in the future) enchanting support, I actually find the game still a bit easy, even with the crafting restrictions from ML. I managed to finish the Companions by level 16 (companion's questline pacing is still way off, the first mission is still the hardest one and act as a cockblocker for the rest of the content which is actually quite easy) and by level 18 I was able to take the Dragon Priest guarding the shrine of Namira, so stamina is a non-issue, thanks to her ring. Got some nice items, still unable to forge dwemer armor properly because morrowloot forces you to do unfathomable depths to get the perk and I still get slaughtered by dwemer constructs...

All in all playing as a warrior with craft support is still too easy. Mages are whimps, between the Lord Stone and agent of Mara I have about 20% MR, on top of that Nord elemental resistances means the only thing that can seriously damage you is fire, and a single spellshield potion using a nirnroot at 50 alchemy (I train-rushed alchemy for the regeneration perk, since I have no other means of healing except for potions/poultices) gives me +38% MR. Still need to tackle the main quest though, maybe Dragons will make me regret my build...

A couple questions: which marksmaship perks would you take to get just a little ranged support and pew-pew dragons in the sky? I got the first perk+overdraw since even at low skill Crossbows are great openers, is gruesome shot worth it?
What does "Alchemical Intellect" do? (edit: skill 100 alchemy perk)
I tried searching for a mod to give enemy npc protection from traps, I'm tired of entering a fort and having half the population darwin-award themselves on a single pressure plate, I know there are mods to give such protection to your followers, does anyone know of something similar for the enemies?
 
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hell bovine

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All in all playing as a warrior with craft support is still too easy. Mages are whimps, between the Lord Stone and agent of Mara I have about 20% MR, on top of that Nord elemental resistances means the only thing that can seriously damage you is fire, and a single spellshield potion using a nirnroot at 50 alchemy (I train-rushed alchemy for the regeneration perk, since I have no other means of healing except for potions/poultices) gives me +38% MR. Still need to tackle the main quest though, maybe Dragons will make me regret my build...

A couple questions: which marksmaship perks would you take to get just a little ranged support and pew-pew dragons in the sky? I got the first perk+overdraw since even at low skill Crossbows are great openers, is gruesome shot worth it?
What does "Alchemical Intellect" do? (edit: skill 100 alchemy perk)
I tried searching for a mod to give enemy npc protection from traps, I'm tired of entering a fort and having half the population darwin-award theirselves on a single pressure plate, I know there are mods to give such protection to your followers, does anyone know of something similar for the enemies?
I think alchemical intellect gives you 100 magicka. If you bother going that high with alchemy, then poisons combined with ranged should be enough for dragons.

As for crafting, I'd say all related skills - but especially alchemy - are still in need of balancing and tend to make the game too easy. I recall there was a talk on the nexus forums once about introducing alchemy books as a requirement for better recipes, but I don't know if it went anywhere.
 

Matalarata

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I think ingrendients should be redone... Some of them are without any doubt superior in their combination of effects and too common (eg snowberries). Nirnroots need to be nerfed, as it stands they are almost 200% better than other ingredients, either that or remove spellshield from their effects, super-invisibility potions are retarded anyway, better to have 5 x 30sec than one with 130+ sec duration.
Effects should be tiered with potential potion combinations already in mind. Rarer ingrendients should be used for useful combinations, adding shield to any restore health/stamina is a no brainer, since you mainly drink those in combat. Or adding stamina regen/restore to spellshield potions, since you'll be chasing mages around 99% of times you drink one.
That or I'm too OCD to really enjoy Skyrim using alchemy efficiently...
 

Matalarata

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No sir... I assure you I didn't remember a single alchemical effect nor have I looked it up. Recognizing how OP is having Shock, Frost and Flamebane on a single ingredient hardly falls into meta-gaming imho...
The only thing I said I rushed was Alchemy 50, and I did so because playing with no magic Regeneration comes in handy. I had also forgot about Wuuthard, but getting the axe at the end of the companion questline was a nice addition I admit*.
Also I wasn't complaining, really, I get my ass handed whenever I get too smug, and that's fine in my book.

What I was complaining about is how some quite common ingredients are OP...

*Edit that's not all that useful actually, I oneshot the majority of enemies even with my old Honed Silver axe. But it's cool and does extra damage to falmers.
 

mastroego

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Checking in in this thread again to report that I finally did it... I un-installed the game.
I procrastinated this moment for quite a while, but it was inevitable.
I think I've started the game too many times with different mods combinations, and in the "final" run I had no more steam to follow the thing to its conclusion.

Also the last Unofficial Patch broke ASIS, couldn't find a solution, and I got the urge to get rid of everything.
Kind of irrational, I spent lots of time with it, and it was fun while it lasted, but I hate the fragmentation that creates having lots of unfinished games sitting there on my drive - and on my mind.
Well, a moment of silence for the piles of hours obliterated by this quick, sudden gesture.

I'm too old to keep going after this stuff.
I had 7 gigs of mods FFS.
I need to run a tighter ship here.
 

Matalarata

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I had 7 gigs of mods FFS.

That OR you need more OCD into your life...

0dcp81c.png

I was sick at home with nothing to do past week...
 

mastroego

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Trust me, I don't need MORE ocd :D
And the mods I used were mostly of non-graphical nature so 7 gigs is still a major feat :D
 

GarfunkeL

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No sir... I assure you I didn't remember a single alchemical effect nor have I looked it up. Recognizing how OP is having Shock, Frost and Flamebane on a single ingredient hardly falls into meta-gaming imho...
The only thing I said I rushed was Alchemy 50, and I did so because playing with no magic Regeneration comes in handy. I had also forgot about Wuuthard, but getting the axe at the end of the companion questline was a nice addition I admit*.
Also I wasn't complaining, really, I get my ass handed whenever I get too smug, and that's fine in my book.

What I was complaining about is how some quite common ingredients are OP...

*Edit that's not all that useful actually, I oneshot the majority of enemies even with my old Honed Silver axe. But it's cool and does extra damage to falmers.
Right, I thought you meant that you knew of these things beforehand and made a beeline for them.

And alchemy isn't quite that OP because after 50 it becomes very difficult to raise. The durations of potions aren't that long - usually good for one encounter, not for one dungeon - and the carry weight limits your ability to bring dozens and dozens of potions with you if you still aim to haul some loot away as well.
 

Matalarata

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Well... There's a bag of holding tucked behind a chest in Ysgramor's Tomb so... :troll:
Today I managed to get the Ebony Mail. Having to go 100% ninja vs a whole dungeon of bandits as an heavy armor wielder without perks in stealth was... different. Nothing that a librul application of invisibility couldn't solve though, now I need to hunt down some Ice Wraiths to replenish supplies. That's actually what I love about alchemy, it gives a whole new dimension to looting.

As a sidenote, I think in Requiem Daedric artifacts are OP. Ring of Namira +250 Stamina :lolwut?: +100 would be more than enough to make it gud. Ebony Mail has the usual built in muffle + poison damage, +100% Poison resistance, +10% Magic Resistance. I thought it was already OP in Vanilla Skyrim, I'll try it on for a little bit but I'm already thinking about just tucking it away.


Edit: Fuck Invisible Entities. Fuck them.Fuck.Fuck.Fuck.
 
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Well, it makes sense for them to be op. They are the stuff of legends, books were written about them! Vanilla Ebony Blade and Volendrung were kind of disappointing because you can find similarly enchanted weapons for sale (at much higher levels but still). I'd rather have unique/weird/fun effects than simple attribute boosts, though.

As for crafting, I'd say all related skills - but especially alchemy - are still in need of balancing and tend to make the game too easy. I recall there was a talk on the nexus forums once about introducing alchemy books as a requirement for better recipes, but I don't know if it went anywhere.

If you have the self control, you could restrict your potion making to the recipes you find/buy. I did that for a while with a character until he succumbed to the siren's call of throwing everything in the crockpot and selling the overpriced shitty self-harming potions to hapless alchemists who really should know better than buying homemade steroids from random adventurers. There's a Morrowind mod that makes player-created potions have zero sell value, that helped more with balance than anything else I've seen.
 
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Matalarata

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Yes, don't worry. My first Invisible Entity + Spectral Werewolf combo encounter inside Azura's Star made me reconsider what I previously believed was OP. I couldn't restrict myself to vanilla recipes, half of the fun is finding useful combination of effects (healing+rigidity, stamina+shield+resist poison/magic, multiple elemental resistances) as I said before, ingredients should be balanced on a rarity vs useful combination basis...
Also, I agree, giving player-made potions a value of 0 would do wonders to balance the economy, you could maybe introduce a perk at alchemy 75, something like "Known Apothecary", to restore the gold value of what you concoct yourself.
 

hell bovine

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If you have the self control, you could restrict your potion making to the recipes you find/buy. I did that for a while with a character until he succumbed to the siren's call of throwing everything in the crockpot and selling the overpriced shitty self-harming potions to hapless alchemists who really should know better than buying homemade steroids from random adventurers. There's a Morrowind mod that makes player-created potions have zero sell value, that helped more with balance than anything else I've seen.
Well, so far I've finished Requiem once (not counting having to restart the character due to a bug) and back then I didn't know any better. But if I try again, I'll probably skip alchemy altogether.
 

DraQ

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Well, it makes sense for them to be op. They are the stuff of legends, books were written about them! Vanilla Ebony Blade and Volendrung were kind of disappointing because you can find similarly enchanted weapons for sale (at much higher levels but still). I'd rather have unique/weird/fun effects than simple attribute boosts, though.
I recommend Utter Uniques Upgrade. It makes artifacts somewhat less OP but gives them unique powers making choice between artifacts and epic self-enchanted gear meaningful.

It doesn't have compatibility patches, but you should be able to slap it on top of Requiem with no ill effects (now, also combining it with something like Improved Closefaced Helmets will be more tricky so you'll have to decide to either make your own patch or decide which conflicts you can live with).

And yeah, 0 value potions would be a gud thing.
 

Mexi

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Checking in in this thread again to report that I finally did it... I un-installed the game.
I procrastinated this moment for quite a while, but it was inevitable.
I think I've started the game too many times with different mods combinations, and in the "final" run I had no more steam to follow the thing to its conclusion.

Also the last Unofficial Patch broke ASIS, couldn't find a solution, and I got the urge to get rid of everything.
Kind of irrational, I spent lots of time with it, and it was fun while it lasted, but I hate the fragmentation that creates having lots of unfinished games sitting there on my drive - and on my mind.
Well, a moment of silence for the piles of hours obliterated by this quick, sudden gesture.

I'm too old to keep going after this stuff.
I had 7 gigs of mods FFS.
I need to run a tighter ship here.
Shit, I don't blame you. It takes 7 gigs of mods to make Skyrim a game worth playing, but even then, it's still Skyrim.
 
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So after fucking around with mod organizer and installing 15+gb of mods for 6 hours I feel dead inside and no longer want to play. Time well spent.
:negative:

Though, with all of them enboosts, anti-CTD measures and proper setup it does work much better than previously. Stable fps with about a hundred or so mods, no crashes, no endless loading screens and similar bullshit. Now all I need is another month or two to muster up my hobo energy, for one last run (never played Requiem before and I want to combine it with all of the survival mods + scarcity, for extra butthurt).
 
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(never played Requiem before and I want to combine it with all of the survival mods + scarcity, for extra butthurt).
Actually, Requiem isn't as much of a hardcore mod as many people think of it. You swim in shekels a few hours in (even with Scarcity x8) and its enemy types are forever stuck at the same levels. Meaning 90% encountered enemies - like draugr, bandits, etc - will no longer be a challenge for 90% of the game.
Just two of the reasons why I jumped ship. Others being an ever-growing list of minor, but persistent, Requiem's annoyances that finally outweighed its good parts.

Not saying Requiem + Morrowloot 4E + Scarcity doesn't have its strengths, but I find SPERG + Morrowloot Ultimate + Improved Dragon Shouts + Timing is Everything + Run for Your Lives to be an overall better experience, including performance.

:shunthenonbeliever:
 

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