Clockwork Knight
Arcane
There's Apocalypse Magic, Forgotten Magic and Dwemerverse, all should be compatible as they only add spells, not change existing ones. Not sure if they would be balanced, though. You might wanna fiddle with the magic sliders in MCM.
Also, another vital mod I'm not sure if I linked before.
http://skyrim.nexusmods.com/mods/746/?
edit: decided to change the rules a bit. Requiem is set on the equivalent of "Legendary" difficulty from vanilla (added by Dragonborn), which means you deal 25% damage and enemies deal 300%. While taking huge damage is fun, it feels a bit ridiculous that my arcane bolts of pure energy can barely scratch a bandit's hide (it would be okay in vanilla settings, but Requiem makes armor a lot more effective). Think I'll fiddle with MCM and set a mix of Adept and Legendary, so I can cause normal damage and don't have to play exclusively as a pokemon trainer.
On the other hand, setting up impromptu monster fights is a lot of fun. Decided to lure a troll into the entrance of a draugr ruin, which was guarded by a Deathlord (at least, I assume it was a Deathlord because of the sillhouette I saw from afar - I'm not coming near those things any time soon). What I expected to be an epic battle for the ages didn't last 10 seconds, as the draugr soon got fed with this bullshit and FUSROHDAH'd the troll down the mountain. I'd go loot the body, but apparently there is a breed of Giant that inhabits forests now, so NOPE.
Also, another vital mod I'm not sure if I linked before.
http://skyrim.nexusmods.com/mods/746/?
========================================
No NPC Greetings
by Cipscis
========================================
========================================
DESCRIPTION
========================================
For me, one of the most frustrating things in Skyrim is having an unrelated NPC speaking over the top of an important speech, just because they walked past you and decided to tell you about themselves. This mod stops all that, either by eliminating the chatter entirely or by reducing the distance required between the player and an NPC before they'll start talking to you outside of dialogue mode.
edit: decided to change the rules a bit. Requiem is set on the equivalent of "Legendary" difficulty from vanilla (added by Dragonborn), which means you deal 25% damage and enemies deal 300%. While taking huge damage is fun, it feels a bit ridiculous that my arcane bolts of pure energy can barely scratch a bandit's hide (it would be okay in vanilla settings, but Requiem makes armor a lot more effective). Think I'll fiddle with MCM and set a mix of Adept and Legendary, so I can cause normal damage and don't have to play exclusively as a pokemon trainer.
On the other hand, setting up impromptu monster fights is a lot of fun. Decided to lure a troll into the entrance of a draugr ruin, which was guarded by a Deathlord (at least, I assume it was a Deathlord because of the sillhouette I saw from afar - I'm not coming near those things any time soon). What I expected to be an epic battle for the ages didn't last 10 seconds, as the draugr soon got fed with this bullshit and FUSROHDAH'd the troll down the mountain. I'd go loot the body, but apparently there is a breed of Giant that inhabits forests now, so NOPE.
Last edited: