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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Grunker

RPG Codex Ghost
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Oct 19, 2009
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Copenhagen
LoreRim gets a 6/10 in the end I think - maybe 7/10 if you value stability (once you get everything ironed out, you will crash like once every 6 hours which is a staggeringly good result for a high-end megamodlist played on a computer below suggested specs). All the strengths I highlighted hold up, but on top of my other dislikes, Biggie is not critical enough with the mods he implements, meaning some of the quest mods are just pure trash. This goes for Granite Hill - an entire town of poorly AI-voiced shitfests, or one of the new Bard-quests, where even initating conversation with an NPC makes him a permanent, unkillable follower until you complete the quest. A quest that has high-level enemies tht must be defeated for it to be completed, meaning if you want to do it honestly, you'll perhaps have to drag around this dead weight of an immortal NPC with annoying voice quips for hours on end.

I still enjoy this modlist quite alot and have found it to be fairly balanced - especially later on, where e.g. Wildlander would become an easy snoozefest, LoreRim still has a bit of punch. But I'm kind of baffled at its inclusion of terrible mods that could easily just be removed and improve the modlist in a nanosecond.
 

MakenBro

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Joined
Apr 30, 2024
Messages
83
How's Requiem nowadays? My last and only playthrough with it was on 1.9.4 back in 2018.
 

lukaszek

the determinator
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Joined
Jan 15, 2015
Messages
13,237
How's Requiem nowadays? My last and only playthrough with it was on 1.9.4 back in 2018.
overdue for next major version release, where races and artifacts will be redone. Cats will get bonuses for eating cheese, while artifacts are growing if you meet certain criteria - like hircine grows with each special boss/animal you hunt.
Otherwise its likely not recognizable game for you, Id advice to pair it with noxcrab mods at least.
 

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