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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Well, that's well worth it then.
 

Turisas

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IIRC Requiem makes it so you spend double the cost for double performance.

You mean the base functionality when dual casting, or the overcharged perk casting (which'd be at 400% efficiency for 400% cost)? Because if you have the spell on both hands, you're already casting it like you describe, 200% efficiency at 200% cost; the reason the perks blow in vanilla is that you get 220% efficiency for 280% cost (so really only 10% increase for 40% additional cost).
 
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I see. Well, I just checked and apparently Requiem does not change that, as Skytweak points out the dualcasting values are still the same as in vanilla. Of course, maybe Requiem does change it to something more reasonable but another mod is conflicting with it. :MBetter Magic, which I used before installing Requiem, changes it to 2.5x cost for 2.5x magnitude, I think that's a good value.

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RK47

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Meh, I'll change it maybe to 25% or so at 50% more cost.
 
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Also, one of the Enchanting perks says it lets you independently research new enchantments; any idea how that's done?

Basically you use it to create a couple items with unique enchantments, then break them down for future use. They give some nifty spells for enchanting. Been awhile since I actually did it myself, since Skyrim was part of the 'all pirated games must go' purge.
 

Garmik

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Has anyone tried playing a werewolf in Requiem? If so, is lycanthropy any less pointless than it is in vanilla?

Also, one of the Enchanting perks says it lets you independently research new enchantments; any idea how that's done?
Werewolves in Requiem get a health and stamina bonus (or maybe it was just stamina) of 100 or 150 or something (constantly, in human form).
___

As for dual-casting, only a few schools have the empowered mechanics in Requiem, I don't think Destruction has it, where there's actually different effects when dual-casting rather than just stronger effect, which is pretty cool, I'm hoping eventually they modify all schools with that mechanic.
 
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Turisas

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Frostfall will be removed from the Workshop on Friday, September 20th, 2013 due to ongoing community issues and lack of moderation tools and support. Please transition to the Skyrim Nexus version (which can be upgraded to from the Workshop version, please follow instructions). Thank you for your support for the file on the Workshop and your understanding. I'm sorry for the inconvenience.


Where is your Steam god now, Metro? :smug:
 

Lhynn

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People actually use steam workshop when they can just as easily use the nexus manager? *gasps in disbelief*
 

Lhynn

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Never had a problem with it :cmcc:

Edit: looks good, will try it some day with a vanilla install when i play with requiem.
 

deuxhero

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Has anyone tried playing a werewolf in Requiem? If so, is lycanthropy any less pointless than it is in vanilla?

Also, one of the Enchanting perks says it lets you independently research new enchantments; any idea how that's done?
Werewolves in Requiem get a health and stamina bonus (or maybe it was just stamina) of 100 or 150 or something (constantly, in human form).

It's both and 100. I like the out of shift bonuses because means the Companions actually make sense instead of just being a 1/day ability that wasn't very good.
 

hell bovine

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Is there a companion mod compatible with Requiem that actually gives you some control over what they are doing? Make them stand down during battle, for example? Watching them running against a wall over and over again, because there is an enemy two rooms down the corridor, is very annoying.
Also, I am getting random light armor increases with no armor on, is that supposed to happen?
 

Garmik

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Also, I am getting random light armor increases with no armor on, is that supposed to happen?
Yeah, unarmored trains light-armor in Requiem.
And armor skills increase a little by just running.

Is there a companion mod compatible with Requiem that actually gives you some control over what they are doing? Make them stand down during battle, for example? Watching them running against a wall over and over again, because there is an enemy two rooms down the corridor, is very annoying.
I'm wondering about this too, I started a necromancer, and the path-finding is just shit.
 
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Metro

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Frostfall the mod that just adds tedious yet trivially easy resource management a la New Vegas food, water, and sleep? Not a big blow~
 

Turisas

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Frostfall the mod that just adds tedious yet trivially easy resource management a la New Vegas food, water, and sleep? Not a big blow~

Yeah it's not for everyone, obviously - but the author's right about the terrible (lack of) community that the Skyrim mods in Steam Workshop get to enjoy - if Nexus has problems with idiots who can't be bothered to even read the simple instructions the modders give, that problem is magnitudes larger in SW. One of the primary reasons why so many modders are averse to the whole thing.
 

Lhynn

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Frostfall the mod that just adds tedious yet trivially easy resource management a la New Vegas food, water, and sleep? Not a big blow~
actually its good for inmershun, especially when traveling on the north.
 

roll-a-die

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Frostfall the mod that just adds tedious yet trivially easy resource management a la New Vegas food, water, and sleep? Not a big blow~
You mean frostfall, the mod that adds the ability to set camps, an ability that is necessitated by the temperature system, that will outright murder you if you are dumb and say go swimming in the frigid water of the sea of ghosts.

So basically pointless aspie bullshit.

The one you may have been thinking of is Realistic Needs and Diseases. Also pointless aspie nonsense.
 

roll-a-die

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E-LARP goodness.
Metro, know your codex meme, LARP is an ARTIFICIAL restriction players impose on themselves by sheer willpower. IE grabbing items and carrying them to the dungeon entrance. And then picking them up, going outside and dropping them, then pulling them to their horse and picking them up, make believing they put it on their horse. The implication being that they are idiots and that they shouldn't be having their fun in what would be an otherwise utterly boring existance without the ability to imagine themselves as their character. Implying further a sense of childishness. In essense, to use street parlance, "Look at this kid, he thinks he gangsta."

Aspie bullshit on the otherhand, is when a modder makes something that enforces what would be a larp mechanic, or something said modder doesn't get in real life. Example, any Needs mod, "Sex mods, mods that make it to where you can only carry set amounts of items, etc. The implication being that the person was so deranged as to come up with this, to spend 10s of hours coming up with a mod that does something utterly pointless in the gameworld. Implying further that they are overly dedicated and have a sense of unneeded pride, and overjustification, leading to the perception of narcissism. To again lapse into stereotypical street parlance, "Damn dude, you cray cray."
 

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