Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,765
Location
Copenhagen
Wet and Cold (+DB Addon) seems to be a better alternative for climate make-believe: NPCs wear hoods/cloaks (has its own, doesn't need optional downloads) according to weather and suffer detection penalties in blizzards (same as you). Adds to the immurshun without making you the single damned soul in the universe suffering from bad weather.
Been playing with it for a bit - seems to work flawlessly and doesn't affect performance at all.

I use it, it's great.
 
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
The guy that releases compatibility patches for Requiem (including patches for Dragonborn and Falksaar) released other three patches today.

azirok

Guys!

I have added three more patches with more to come.

Please check out these and let me know what you think.

Requiem - Immersive Armors Patch
Requiem - Immersive Weapons Patch
Requiem - Skytest Realistic Animals and Predators Patch

What's in the pipeline:
Immersive Patrols patch
Wyrmstooth Patch
Interesting NPCs Patch

And my original mod that adds to Requiem called Requiem: Evolution.

The changes/additions you will find in Evolution:
Increased carriage/inn prices.
Less gold throughout Skyrim
New weapons and armor.
Mage Plate unique armor for hybrid casters which will allow you to cast easier while wearing heavy armor.
New alchemy ingredients gained through bone grinding.
Soul gems will be much, much rarer, but there will be an expansive system of soul gem crafting.
Staves can be broken down into soul gems.
Almost everything in the world can be melted down. Everything that Requiem misses, I have added recipes for.
New creatures.
It will be integrated into all my patches in a way that lets everything fit together nicely.
And more to come...

I've been using the weapon and armor one alongside Requiem and the only visible problem is that some pieces of equipment will be duplicated in the crafting list, usually with very different recipes. So this isn't a lifesaver, but good news anyway. I'm curious to see what he's gonna do for Immersive Patrols.

Shame he lost the chance to call his own mod "Requiem: 4A Dream".
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,981
Location
Flowery Land
What does "It removes all recipes of daedric and unique weapons." mean? Does this mean Daedric crafting is pointless outside of tempering, or is it reffering to IW's crafting artifacts?


edit: I neglected to setup Wyre Bash when I had a clean install. Is there anyway around it? I do have the clean directory in loose format from when I did not remove it from inventory still.
 
Last edited:
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
Not sure since I don't deal much with crafting, but I pasted your question on the comments section.

edit: Answer:

No. Immersive weapons included recipes so that you could actually craft daedric artifacts like Mehunes Razor, Dawnbreaker, etc. I just removed those because it was stupid to be able to craft those.

edit 2: I installed wrye bash with a game folder already full of shit from another save file (had to install it because Requiem demands a bashed patch) and it had no trouble recognizing my folder.
 
Last edited:
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
Installed that SkyTEST mod that changes animal behaviour mentioned above.

On the plus side, I met a bear lady that tried to protect her cub from us...

yGSFKt.jpg


...to no avail. Sorry bear lady, those Destruction and Illusion levels aren't gonna raise themselves.

vtmyCN.jpg



On the downside, I killed a wolf that had a bottle of fresh milk and horse meat inside him ( :lol: ), something that didn't happen before.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Bears are too soft. Just farm mammoths.
They're big, slow and have huge HP buffer.
 
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
A mamooth is what effortlessly killed my barbarian friend Ronnie there, who in turn is strong enough to solo a draugr overlord. I'm not attacking mamooths any time soon.

By the way, that bear killed me once. He attacked the hunter that's on the background of the second screenshot, I tried to help but the bear killed him, turned into Jesus and skiddled over the water surface at mach 3, catching me before I could react. I'm still not sure if bears are supposed to do that.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
AI companions aren't exactly bright.
But Giants & Mammoths are easy cash for ranged practice.



Tusks and coins, plus 10 Giant Toes. <3
 
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
Well, it's not like I can even kill them anyway. You have the DPS output of a 1337 sn1p3r, plus a bunch of awesome poisons. I have to enrage enemies aganst each other. And since there's nothing beefier than a mamooth for me to throw at it...

Ronnie is capable of killing a giant, though. And Jenassa survived a trip to the stratosphere, losing 25% of her HP. We're getting there.
 

Garmik

Novice
Joined
Aug 12, 2011
Messages
44
Well, it's not like I can even kill them anyway. You have the DPS output of a 1337 sn1p3r, plus a bunch of awesome poisons. I have to enrage enemies aganst each other. And since there's nothing beefier than a mamooth for me to throw at it...

Ronnie is capable of killing a giant, though. And Jenassa survived a trip to the stratosphere, losing 25% of her HP. We're getting there.
The problem with humanoid sort-of creatures is that mammoths just stomp them to the ground constantly.
With my conjurer I had Ron and summoned a flame atronach, while Ron was tanking the mammoth the flame-atronach did a hefty amount of damage. I used a few magicka potions (alchemy goodness) since summoning that flaming bitch is costly and had to re-summon and revive Ron a few times.

But then running around with a couple of mammoth servants sure was fun, too bad they can't go into interior cells.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
How is that Dragonborn Requiem patch working out? Can it be used on an older save, or do you have to start from the beginning (playing without it right now)?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
How is that Dragonborn Requiem patch working out? Can it be used on an older save, or do you have to start from the beginning (playing without it right now)?
doubt an overhaul can be started on a used save, must be a clean one most likely or youll run into errors, prolly wont even load anymore.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
10,002
Depends entirely on the mod - some'll work, others need some special steps to work on an existing save, and some will indeed wreck shit up.

So RTFM, basically.
 
Joined
May 6, 2009
Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
How is that Dragonborn Requiem patch working out? Can it be used on an older save, or do you have to start from the beginning (playing without it right now)?

Seems like you can put the Requiem - Dragonborn compatibility patch on a Requiem save without any problems (it might have some side effects if you've already been to Dragonborn-added areas, but nothing too big from what I've noticed), but adding Requiem to a vanilla save will fuck things up hardcore.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
How is that Dragonborn Requiem patch working out? Can it be used on an older save, or do you have to start from the beginning (playing without it right now)?

Seems like you can put the Requiem - Dragonborn compatibility patch on a Requiem save without any problems (it might have some side effects if you've already been to Dragonborn-added areas, but nothing too big from what I've noticed), but adding Requiem to a vanilla save will fuck things up hardcore.

That's great, thanks. I have the Dragonborn ticked off currently, so I'll just add it once I'm finished with the rest of Requiem. (by which time they have probably finished incorporating it into Requiem anyway... why can't I rob bandits in real life for money...)
 

Tripicus

Augur
Joined
Oct 22, 2011
Messages
161
I'd recommend a mod that lets you drop lit torches when using ELFX. Or any that removes ambient lighting for that matter.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,378
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Which is the best combat mod? Using the latest DUEL right now which is p. neat, but there's also Deadly Combat and Ultimate Combat. Which is best halp pls
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Wish there was a requiem with the perks and skill trees from SkyRe, id play the fuck out of that.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom