It's ok to admit that the mod isn't for you and that you require an easier start, that doesn't mean the mod doesn't work, it just means it's not for you
It has nothing to do with difficulty, and it's stupid to say it does. A difficult game provides a challenge in gameplay or game mechanics that you need to overcome, either by becoming a more skilled player or getting better at coming up with appropriate solutions to problems. Requiem is not intended to be more difficult, and even the mod description says so:
There are a few common misconceptions about Requiem. It is not intended to serve as a difficulty mod, or to turn Skyrim into a hardcore-only experience. That being said, Requiem does increase the difficulty greatly compared to vanilla. However, compared to simply changing the difficulty setting to make enemies deal more damage and be harder to kill, Requiem's extensive changes are designed to make the game world more dangerous, in a logical and immersive fashion.
This distinction between "harder" and "more dangerous" is the key to Requiem's magic - the end result is a more organic, believable world that boosts immersion by providing challenges that your character can only overcome by growing in power and adapting to encounters in real time.
I have no problems with difficulty at all, and I appreciate how Requiem wants to tackle the problem by adding new mechanics and combat system, not just mindlessly increasing numbers. But it does not mean that it is implemented in a reasonable way. Requiem boasts itself to be a 'Role-Playing' overhaul, but the decisions needed to progress at the start and lack of environment to do so in a reasonable way stand in opposition to role-play. I don't need to be able to go anywhere from the start, but the problem is I don't have
anywhere to go.
Just a week ago I finished a 50h+ playthrough of Morrowind, my first throughout one, and was genuinely surprised to see how the game takes great effort at every step to be sure the player doesn't stumble danger by accident. Almost every single NPC you will meet is going to give you advice or guide you towards area or people that will provide you with training and quests, a path to progress.
Requiem does neither. It takes Skyrim's leveled world, alters it,
and doesn't give anything in return.
Requiem
doesn't need to be easier. It needs a rework of an early game through adding to the world more quests and NPCs that provide reasonable challenges in the early game, allowing the player to organicaly progress from weaker enemies to stronger ones. Not force him to cheese fights or look around for mudcrabs.
Why isn't there an NPC in Whiterun (or every large city, considering Live Another Live should be the base to think from) that does a mock-fight with you to raise your skills? A woman with fucking rat problem that asks you to get rid of them? If a game was deisgned with Requiem in mind, you would get that sort of quests, likely with an information for which levels that quest is appropriate for. But it isn't, resulting in a player banging his head against the wall, hoping to progress.
I have a suspicion that Requiem gets much better once you get past the early hurdles, but even if that is the case then everything I said about the early game still stands - if a game doesn't want to use scaling then it should alter the world in ways to complement the deleveled design. That the author of the mod hasn't done that in years speak volumes about his mindset.
To look yet again at the mod description:
Much of our inspiration for Requiem came from older titles like previous Elder Scrolls Titles (mainly Morrowind and Daggerfall), Gothic, Deus Ex, Baldur's Gate, Icewind Dale, Planescape: Torment and so on. You might also see bits of the Witcher series or even Dark Souls, too.
I played every single game on that list and any other person that also did should be aware of how those games were designed. Gothic stands as a shining beacon of perfect open-world RPG design that has never been surpassed. You can explore most of the map from the start yet it still provides a high-level challenge for appropriately strong character. But at no point will a character struggle with ideas how to progress, same in Witcher, Deus Ex, Baldur's Gate or Dark Souls. Especially Dark Souls, that has a clear path of locations the player is supposed to progress through. Requiem doesn the opposite.
To claim inspiration from Morrowind is unhinged, as they took its biggest design flaw -
reversed progression system, to progress you need to succeed at an action (failing doesn't give you experience), whether it is a weapon swing or spell cast, but to succeed you need a skill level high enough to have a chance to do that, resulting in a progression that gets
faster the better you are. Going from level 5 to 30 in Morrowind is almost impossible, meanwhile going from 75 to 100 is a breeze, organicaly developing through gameplay.
If you try to lockpick in Requiem, you will notice you don't get experience from breaking a lockpick. It
reeks of mindless copying of Morrowind's mechanics without any sense of comprehension why they were there or their contextual implementation. It's baffling that a person that created such a large mod is unaware of basics of game design. "Trying to fit the systems like trying to fit square into triangle hole" is an apt way to put that. For all the flaws of Level-scaling, Skyrim worked well with it, in comparison to Oblivion's disaster. Anyone that sumbled upon a Dragon Priest in Skyrim knows that they are tough opponents. That's because they are high-level enemies that cannot be randomly tackled at every opportunity, instead requiring the player to already be a developed character.
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Adamant is made by simonmagus, Requiem is made by probablymanuel and assorted modders.
I might have worded it incorrectly, what I meant is that the author of Adamant has a series of complementary mods that complete his vision and philosophy for ovehauling Skyrim, removing the exploits and improving on the vanilla experience. Yes, they appear somewhat 'numbery', but seem to have a coherent vision.
Aetherius - A Race Overhaul
Mundus - A Standing Stone Overhaul
Mysticism - A Magic Overhaul
Adamant - A Perk Overhaul
Arena - An Encounter Zone Overhaul
Blade and Blunt - A Combat Overhaul
Scion - A Vampire Overhaul
Manbeast - A Werewolf Overhaul
Apothecary - An Alchemy Overhaul
Pilgrim - A Religion Overhaul
Thaumaturgy - An Enchanting Overhaul
Hand to Hand - An Adamant Addon
I have not yet played any of those mods, but just from the descriptions I can see the author knows what he's doing, not trying to brute-force Skyrim into a game it isn't and cannot be without significant alterations, instead working with the existing systems to improve them and provide richer, more nuanced experience.
Arena mod in particular sets minimum level for certain enemies, like draugrs and vampires, so that the player cannot tackle them from the start. It isn't de-levelled experience by any means, but obviously the author is aware of what Skyrim is and what it isn't.
I heard that Requiem has special boss fights, and while I haven't seen any yet I'm sure that's a great idea that would be great to add to that list of mods, either by the author of Adamant in the future or by another mod.