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Xarrian

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Xarrian last won the day on August 15 2012

Xarrian had the most liked content!

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    http://skyrim.nexusmods.com/mods/19281/

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  1. It's been quite a while... Here's the changelog: Changes in 0.9974 ------------------------------------------------------------------------------------------------------------------------------------- - Added a major, but still lorefriendly easter egg I am quite happy to announce: A somewhat hidden cave has been added to the path behind the Greybeard Monastery that leads further up to Mount Hrothgar, where a secluded, but mad greybeard hermit resides. To those who know Monty Python, especially John Cleese: You'll love it! For all others: The one you find obviously is a Sheogorath worshipper! Some clarification: I am quite a fan of John Cleese's work, and in a video I just found a few days ago, he claimed that he'd like to be a Greybeard in Skyrim. Now I had to do something about that! (Here's the video, for all those who are interested: - it's at the minute 3:20 and on!) - Added a few Wait functions to the script that should give you three free perk points at the start - this might fix the problem that some people do not receive it even if the script fires correctly (it seems to be an issue with the function not working properly on all systems for whatever reason, if this does not help, I'll try some more complex workarounds) With the new tweaks, you'll receive the perks about 20 seconds after starting! - Added two new spells: Terminate Undead (Rank I + II) - Restoration, 25, 50, achieved with the related perks. They deal extreme damage to undead things. - Named Dragonpriests and some other very strong bosses are now immune to most illusion spells, even with the Domination perk - The Artifact "Oghma Infinium" now also grants 5 perk points upon reading it - Some Dragonpriest masks are now considered clothing - Removed some more hostile encounters close to large towns and some villages - Armor made mainly of fur and leather can now be broken down into Leather at a tanning rack (Of course, they are toggable with the No Clutter Recipes Option!) - Werewolves now gain a 75% poison resistance - Edited the rewards of some quests - Sinding now correctly gains all benefits from being a werewolf - Exchanged the armor ratings and prices of scale Armor and Elven Armor (this decision is lore based) - Exchanged the armor ratings and prices of Dwarven Armor and Steel Plate Armor (this decision is lore based) - Steel Plate Armor now is made craftable by the perk "Advanced Blacksmithing" - The Perk "Blacksmithing Lore" has been renamed to Orcish Smithing and has been swapped with Dwarven Smithing to their original positions. - Removed all Light related changes again - Increased the power of the Archmage Robes greatly - Increased the sound running causes by 50% - Increased the cost of the spells Light (Rank I) and Fear (Rank I), as well as some other Fear and Harmony spells greatly - Increased the damage of the spell "Arcane Missile" by 50% - Increased the weight of Guard Armor to be more like that of Iron Armor - Increased the Weight of Daedric Armor and Weapons by up to 50% - Decreased the cost of the spell "Arcane Volley" by 50% - Decreased the perception of NPCs slightly more - Decreased the damage Ghosts take from normal arrows and bolts greatly - Decreased the duration of most Fear and Harmony spells greatly - Decreased the damage bonus some destruction perks grant to a level that's comparable to that of the increased weapon damage perks - Decreased the amount of valuable items most viallagers, civilians etc. carry on their person greatly - The Shout become Ethereal now lasts much shorter and has a longer cooldown - Fixed some spelling mistakes - Fixed some item descriptions - Fixed some keyword association bugs with Dragonpriest masks - Fixed a problem that caused Strange Meat to drop from things that were not supposed to when playing as a Wood Elf - Fixed a problem with some Ghosts at Rannveig's Fast not getting the proper keywords - Fixed a bug that allowed the spell lightning jolt to be cast through walls by NPCs - Fixed some minor bugs related to loot lists Added Options: ° Follower Carry Weight Bonus (Increases the carry weight of followers by an additional 100 points) Consol Command: Set AA000XarrianFollowerCarryBonusControl to 1 (0 disables it again) Changes in 0.9973 ------------------------------------------------------------------------------------------------------------------------------------- - You can no longer craft your own lockpicks at a forge with the Perk "Self-Sufficient", but you can at a smelter. (This is meant to prevent skill gain exploits, as reports have stated it seems to be just like that) - The Bandit Boss in Duskglow Crevice is now considered a small Mini-Boss, being elevated to being the tiwn brother of Halvar the Drunk - Halvar the Other! - The spell Arcane ward (Rank II) is now able to sometimes reflect spells (30%) that do not break it. They are then shot in the direction the caster is facing, so aiming is still necessary! - The spell Arcane ward (Rank III) is now able to also reflect spells that do not break it. They are then shot in the direction the caster is facing, so aiming is still necessary! - Added a new perk: Reflective Wards (Restoration, 100) - It doubles the damage reflected spells deal. - Every character now receives 3 perks to spend from the start on (These are handed out retroactively, so even if you do not start all over again, you get these! - Removed the effect bonuses from all affected shouts that were based on how often the player shouted and tweaked them some more to compensate it by default. - Removed some hostile encounters around towns and villages (If there still remain some spawns that just are too annoying, feel free to inform me! - Fleshed out the Standing Stone messages. - Increased the rewards from certain Bounty quests, somewhat according to their challenge - Decreased NPC detection rates even more - Fixed some spelling mistakes - Fixed some minor bugs Changes in 0.9972 ------------------------------------------------------------------------------------------------------------------------------------- - Spell costs are now much less affected by your skill. With a skill of 100, they were lowered to 65%, now, it is only 90%. - The main perks to decrease spell cost now do not decrease your spell cost by 50%, but by 80%. - These two changes will make spells much more expensive for those without the perks, but those who have them can actually cast them with a slightly reduced cost compared to what it costs now. - A new perk with no "Normal" requirements in the restoration tree: ° Painful Regrets: The character can still gain a Cure (Disease, Poison, temp. magic effects) at all shrines despite any crimes as long as they do not stress the new limit of a total lifetime bounty of 6000 Gold, 20 stolen items or 2 murders). However, your character will permanently suffer from the tormentation of the regrets, which lead to 15% increased spell cost, 20% to 40% worse prices at vendors, slightly increased power attack costs and an overall reduced skillgain of only 85%. This perk does not make the other parts of a gods blessing available, though! Those are only for the truly devoted! The perk can be taken as soon as your character has achieved one of the permanent conditions which render shrines unusuable (This does not cover joining the Dark Brotherhood or the Thieves Guild). - Handplaced more very small Frostbite Spiders (134) and also tweaked their stats. - Skeletons now come in a greater variety, sometimes wearing armor. - Chaurus will use their spit attack more often. - The Bandits at the Valtheim Towers have become much more aggressive and stronger in numbers and equipment - they no longer want a toll, they want whatever you have, including your very life! Be careful when trying to use that road! - Increased the speed of Chaurus Hunters - Decreased the Duration of the Spell "Mage Armor V" to 12 seconds. ! - Decreased the damage of the shout Unrelenting Force by about 50%. - Decreased sneaking difficulty somewhat again. - Decreased the field of view of NPCs to 155°. - Decreased the Health points bonus of the perk Dark Infusion by half. This will also make things raised by most vampires easier to defeat. (If they seem to be immortal, it's because their Health bar does not depict the additional Health from the perk. Nothing I can do about that, it's something with the engine itself.) - Decreased the difficulty of Dragon Priests slightly. - Decreased the chance of pickpocketing from someone who has detected you to 0%. - Highelves now gain 5% overall reduced spell cost, 10% increased range, 5% more duration and 5% more power by default and a somewhat higher magicka regen rate. - Fixed some minor bugs - Fixed some lighting issues - Fixed some spelling mistakes - Fixed some issues with ingredients - Fixed some problems with Skeleton NPCs - Fixed a problem with Chaurus Hunter loot lists - Fixed some issues with Bandits attacking random critters and other more or less harmless creatures on sight. No idea why they did that in the first place, but now, they should treat those things as Neutral and will not attack them unless provoked. Options Added: - Vanilla Sneaking - Vanilla Melee Weapon Reach Changes in 0.9971 ------------------------------------------------------------------------------------------------------------------------------------- - Bandit archers will receive less arrows and much less enchanted ones, and will almost always use iron arrows only. Crossbow Bandits are not affected. - Swapped the positions of Elven Smithing and Advanced Light Armors - Swapped the positions of Dwarven Smithing and Blacksmithing Lore - Some dragon maks received an additional enchantment: A shield effect that grants 100 points of armor - Sneaking is now much more difficult - Increased the perception of all NPCs - They will now hear you much more easily if you are not sneaking very slowly - Increased the skill-range-penalties for projectile-based weapons - Increased the Level Actor Value of some stronger enemies (This does not affect any other stats, only their resistance to some Illusion spells and some other minor things) - Increased the amount of ingredients some alchemists have for sale - Decreased the effects of some common alchemy ingredients - Decreased the weight of Elven Armor greatly - Decreased the skill gain from "Courage" Illusion spells - Decreased the power of the Spell "Arcane Dominance" - It will only last for 5 minutes and can only affect things below level 36. - Improved some more descriptions - Fixed a weird glitch which caused a Breton's off-hand equipment not to be rendered ingame (It's still beyond me how that happened...) - Fixed a bug that caused the Diadem of the Savant not to be categorized as Clothing - Fixed some minor problems with loot lists - Fixed some spelling mistakes - Fixed some minor bugs Options added: ° Vanilla Torches (Resets torches to how they are in vanilla Skyrim. This might also fix a random glitch that causes them to stop being rendered ingame.) ° Vanilla Lights (Resets all of Requiem's light tweaks to their original values) ° Vanilla Standing Stone Effects (Reverts the effects of the Standing Stones to the vanilla ones - this DOES NOT remove the limitation!) ° Lower Spell damage (This globally decreases the damage of most spells, both for the player and most NPCs - best used with lower weapon damage modifiers) Consol Command: Set AA000XarrianSpellPowerHalvedControl to 1 (0 disables it again) ° Better Marksmanship (This decreases the range/skill based penalties when using ranged weaponry) Consol Command: Set AA000XarrianBetterBowControl to 1 (0 disables it again) Changes in 0.997 ------------------------------------------------------------------------------------------------------------------------------------- - Requiem is now bundled with a new font type to further improve atmosphere. The used font is called "Smaller Kingthings Petrock Font Light" and, personally, I think it just suits the mod perfectly! Thanks to Eckhart (skyrimnexus.com) for allowing me to bundle it with Requiem! It is completely compatible with other Interface Mods, and is scaled so that no problems should result from its use. You can turn it off by going into your Skyrim Data folder, then into the Interface folder, where you just have to delete these files: fontconfig.txt fonts_en2.swf - Worked over the Optional Files folder and made it a bit more accessible - Added a lot of preset characters to each Race to provide a wider varity - Made the light from Torches and some other Fire Sources "warmer" - Overhauled the skill rate system again to make adjustments easier. - The Block skill rate has been decreased by 5% - The Restoration skill rate has been increased by 5% - The Speechcraft skill rate has been increased by 25% - The Lockpicking and Pickpocketing skill Rates have been decreased by 10% - A new Speechcraft Perk has been added: ° Leadership (req. 75, Silvery Tongue): All followers become stronger: +50 carry weight, -15% spell cost, +75% blocked damage, + 100 Stamina, +100 Magicka, +50% Stamina and Magicka regeneration rates. - The Perk "Deep Freeze" now only affects Expert and Master Level Frost Spells - The Perk "Cremation" now only affects Adept to Master Level Fire Spells - Increased the amount of enemies encountered in Labyrinthian greatly - Increased the amount of nasty surprises in Labyrinthian - Increased the amount of enemies encountered in Bleakfalls Barrow greatly - Increased the damage of silver arrows by about 50% - Increased Dragonspriests in strength - Increased the strength of Morokei further - Increased the strength of General Tullius and Ulfric Stormcloak - Increased the accuracy of NPC archers slightly - Increased the amount of items obtainable from veins - Increased the required time to draw a ranged weapon by 5% - Increased the damage Torch Bashing deals, as well as the duration of its fire effect, their price, weight and duration. - Increased the view cone of NPCs to 170° regarding their ability to detect sneaking things - Increased the Creature Limit for higher level Conjurer NPCs to 2 - Increased the strength of the strongest Draugr bosses some more: ° They are immune to any form of Paralysis ° Their Unrelenting Force Shout will fling you around if you do not bring proper resistances - Increased the strength of the strongest Giants some more: ° They are immune to any form of Paralysis - Decreased the duration of Frost Based Paralysation to only one to two seconds ! - Decreased the Carry weight bonus of the "Bags of Holding" further to 100 points each - Decreased the loot of Urns in Draugr Ruins. Also added Bone Meal to small Urns. - Decreased the shout cooldown bonus from knowing words to 4% per 6 words. - Decreased the overall chance to find very good loot further - Adjusted the treasure dwemer chests hold - now, they'll not grant anything but things related to the dwemer, but their loot has been increased to make up the loss - Replaced Frostbite Spider and Chaurus lootable Poisons with an ingredient called "Venomous Spittle" - however, Frostbite Spider poison can still be found in its current form at some merchants who know how to properly extract it, or be found in a few locations. - Removed the Paralysis property from more common ingredients and replaced it with damaging effects - Most Daedric Artifacts that can serve as weapons now again consume charges - Daedric Staffs now also consume charges - Khajiit now gain 15% more fall damage reduction - The ability "Highborn" now works as intended - Stamina dependant slowdowns have been decreased to a 25% movement penalty. - Having less than 30 points of Health will also slow the player down by 25% - Moonsugar, Skooma and Black Soulgems are not treated as critical goods - only a few more sinister merchants will consider trading with them. - Fixed some minor bugs - Fixed some spelling mistakes - Fixed a problem with some potions giving too much bonuses - Fixed a misset function with the Apprentice Conjuration Perk and its spells - Fixed a weird bug that caused the Orcs in a certain Daedric Quest to be invisible - Fixed a bug that caused NPCs to say the character was using magic despite that not being the case - Options added: ° Vanilla Caps (Reduces the maximum armor based damage resistance and magic resistance values to the vanilla ones [80%/85%]) ° Vanilla Starting Skills (Unmodified Starting skills equal 15 again) ° No Attribute System (Turns off Requiem's dynamic Attribute system entirely) ° No Shout System (Turns off Requiem's Shouting Bonus System) Consol Command: Set AA000XarrianAttributeSystemControl to 1 (o enables it again) Changes in 0.996 ------------------------------------------------------------------------------------------------------------------------------------- - Greatly improved Dragon Priests, especially Morokei - Greatly improved Ancano - Greatly improved Alain Dufont - Greatly improved Hajvarr Ironhand - Nords have received an activated racial power: "The Dragon Within" - For 5 seconds, shouting does not trigger any cooldowns - Reduced the damaging effects of Dremora Hearts by 50% - Reduced the amount of the global skill rate bonus of Dark Elves to 3% - Increased the Weakness to Fire the player receives when being a vampire greatly - Adjusted the health and height of slaughterfishes. They should be less fearsome now. - Adjusted some prices of some miscellaneous items - Werewolves and Vampires will no longer be blessed by Stendarr - The Breton Power now lasts 30 seconds - The Redguards now also gain a 20% power attack cost bonus - Added some more recipes to the Clutter Item option - Added some more lootable items to Trolls - Added a Recipe for Healing Mush, available at some alchemists and as (random) loot. It has to be in the characte's inventory in order to be able to craft Healing Mush at a tanning rack! - Added the Attribute penalties of Vampires to the respective option (You could die in daylight when your character had a to small amount of hit points, this can be turned off with the option, now, too) - Added line breaks to most perks to ensure compatibility with some font packs and to make them more readable in lower resulutions. - Improved the descriptions of some perks, skills, magic effects, spells and more. - Removed Gold Coins (septims) as random loot from most Draugr and Dwemer Chests and other containers - Fixed some spelling mistakes - Fixed some problems with spawn lists - Fixed some more inconsistencies with loot lists - Fixed some smaller bugs related to being a vampire Options added: - Vanilla Guard Armors (makes them light again) - Skill Rates Three Fourths (changes skill rates to 75%. Can be combinded with the other Skill Rate options!) Consol Command: Set AA000XarrianSkillRatesThreeFourths to 1 (0 disables it again) - Difficulty bar restored - Nightmare (This allows the configuration of overall difficulty again, and affects how much damage the player takes: Master - 450% ; Expert - 350% ; Adept - 250% ; Apprentice - 200% ; Novice - 150%) Updated Options: - Vanilla continous spells Changes in 0.9955 ------------------------------------------------------------------------------------------------------------------------------------- - Without at least one perk in Sneaking, your character will get high penalties when sneaking. This does not apply to Vampires, Khajiit, Argonians, Woodelfs and Darkelfs. - Without at least one perk in Alchemy, your character's selfmade potions will be very weak. This does not apply to Argonians, Woodelfs, Bretons and Highelfs and Darkelfs. - Without at least one perk in Enchanting, your character's selfmade enchantments will be very weak. This does not apply to Bretons and Highelfs and Darkelfs. - Racial Changes: ° Argonians: Skill Rates +10%: Light Armor, Lockpicking, Skill Rates +5%: Pickpocketing, Sneak, Alteration, Restoration ° Darkelfs: +25% fire resistance, Renamed Sanctuary to Ancestor Guardian, Skill Rates +10%: Destruction, Onehanded, Skill Rates +5%: Everything else, as they are told to be a very versatile race ° Woodelfs: 15% increased power attack cost, Skill Rates +15%: Archery, Skill Rates +5%: Sneak, Lockpicking, Pickpocketing, Light Armor, Alchemy ° Bretons: 10% increased power attack cost, Skill Rates +10%: Conjuration, Skill Rates +5%: All other magical ones, Alchemy ° Highelfs: 10% increased power attack cost, Highborn now lasts only 30 seconds, but makes their magicka practically inexhaustable, Skill Rates +10%: All magical ones ° Nords: 25% reduced power attack cost, Skill Rates +10%: Twohanded, Smithing, Skill Rates +5%: Light Armor, Heavy Armor, Block, Onehanded ° Orcs: 35% reduced power attack cost, Skill Rates +10%: All of the Warrior pattern, except Archery ° Imperials: 20% reduced power attack cost, halved sprinting cost, they can now use the racial power "Voice of the Emperor" to gain a five minute speechcraft bonus, Skill Rates +10%: Speechcraft, Restoration, Skill Rates +5%: Destruction, Onehanded, Block, Heavy Armor ° Khajiit: Halved Falling damage, Bonus on picking Novice Locks (can pick them from first level on), Skill Rates +10%: All skills related to the Thief pattern, 15% more expensive spell casting costs ° Redguards: Adrenaline Rush also renders the user immune to most paralysis effects, Skill Rates +15%: Onehanded, Skill Rates +5%: Block, Archery, Smithing, Destruction, Alteration All Racial Skill Rates can be toggled with the following consol command: Set AA000XarrianRacialSkillRateControl to 1 (0 enables them again) - You can now take away your followers standard Bow - Improved some perk descriptions (Thanks to Ogerboss for the hint! - Improved Racial descriptions - Decreased the effect of "The Gift of Charity" by 66% - Fixed some spelling mistakes - Fixed some absorption related problems with spells that should not have been absorbable - Performance Tweaks (Thanks to Ogerboss for the hint! The following optional files have been added: ° Crossbow Bolt Recipes (Allows to craft bolts without the Dawnguard quest) Set AA000XarrianCrossbowBoltsRecipeControl to 1 (0 disables it again) ° No Standing Stone Limitation (The character is no longer locked to a constellation) The following optional files have been updated: ° No Messages Changes in 0.995 ------------------------------------------------------------------------------------------------------------------------------------- - The Racial Power of Redguards now only lasts 30 seconds, but it increases stamina regeneration even more and also slows down time slightly - If your stamina is almost depleted, your dealt weapon damage will be decreased by half - The weight of arrows has been adjusted. Most arrows and Bolts now have a weight of 0.2, Glass, Forsworn and Elven have a weight of 0.1, Orcish and Dwemer have one of 0.3, and Ebony and Daedric one of 0.5. Also, enchanted arrows and all others that fall not into the above category now have a weight of 0.1! Besides, custom arrows from other mods will now also receive weight if they have the Arrow Keyword assigned to them! Since this is handled via a script, this change will only affect new savegames! - Wearing any armor (light or heavy) increases spell cost by 8% per piece. This penalty is static and cannot be reduced. In the case of Heavy Armor, it's additional to the one already in place. - Allies will turn hostile after two hits, not four - Added a new speechcraft perk: ° One as Many (100 Speechcraft, requires Silvery Tongue) - You can disguise yourself as a faction member of certain selected factions when wearing at least the cuirass/robe associated with it. Currently supported factions are: Bandits, Necromancers, Warlocks, Forsworn (Restricted to Bretons), Stormcloaks, Imperials, Thalmor (Restricted to Highelves). To disguise yourself, just equip the related item while no one can see you while being out of combat. As long as you wear the item, you are considered to be a faction member, but be careful! Certain Spellcasters might look through your disguise and blow it, and any hostile action will also blow your disguise - unfortunately, this means if you disguise yourself and run into a random animal encounter that starts combat, your disguise is also considered blown, so you'd need to reequip it after that fight. I know, it sucks, but there just doesn't seem to be a better workaround. At best, you first try to get as close to your target destination as possible before disguising yourself. Unequipping the related item will also remove you from the related faction instantly. - Added an Illusion spell that also allows to paralze opponents, but it can only be acquired with the Perk "Undisbelievable Illusions" - Reverted the absorb amount of the Atronach sign to the default value again - Halved the duration of an Orcs Berserk Ability, but it also does increase stamina by 700 points for 30 seconds, now. This means that they can also break every breakable lock from the beginning. - Thalmor Melee Fighters are now a bit tougher in terms of Hit Points, and Thalmor Wizards should use some more spells. All in all, they received some more improvements in terms of perks and skills. - A lot of equipment can now be smelted down at the smelter. The recipes only show up when you actually carry something smeltable, though, and can also be turned off entirely with the respective option! - The Spells "Silence (Rank I, II)" are now considered Expert Level Spells. - Doubled the Time Scale Value. Now, one real time minute will equal 10 ingame minutes, not 5. - Trippled the chance of certain NPCs applying their poison to the player. - In order to be able to have a chance to successfully pickpocket, you do now need to have at least the first rank of the perk "Nimble Fingers". An option has been included to turn this off again: Set AA000XarrianPickpocketBarrierControl to 1 (o enables it again) - Slightly altered some more leveled lists - Slightly altered Helgen Keep - You'll now much more often encounter very tough Draugr Bosses - Now, almost always will the boss of a Draugr Ruin be no one else but one of the most finest warriors of old times! - Reduced the impact of some perks on your enchantment strength - Reduced the impact of some perks on your potion/poison strength - Reduced the duration of Paralyze spells - Reduced the amount of spell tomes Warlocks drop - Reduced the chance to find higher quality potions and poisons - Reduced the amount of potions and poisons you find by about 50% - Reduced Armor Ratings slightly - Reduced overall chance of finding enchanted items some more - Reduced the obtainable loot from Draugr Corpses - Reduced the obtainable loot from Urns - Reduced the obtainable loot from a certain room in Fellglow Keep - Made the Executioner's Outfit playable and placed some sets by hand, along with a few Executioner's Axes - Fixed a bug that caused the Spell "Umbral Vision" not to grant any skill points at all - Fixed a bug that caused the spell "Animate Lockpick" not to grant any skill points - Fixed the prices of some potions - Fixed some spelling mistakes Added the following options: ° No Killing of Essential Characters Set AA000XarrianKillEssentialControl to 1 (0 enables it again) ° No Armor Spellcasting Penalties (Negates any magicka cost penalties associated with wearing armor) Set AA000XarrianArmorSpellPenaltyControl to 1 (0 enables it again) ° No Arrow Immunity (Makes enemies that are by default invulnerable by Arrows and Bolts vulnerable to them) Set AA000XarrianArrowResistanceControl to 1 (0 enables them again) ° Healing Rate Restored (Makes the player regenerate Health by default again) Set AA000XarrianHealRateControl to 1 (o disables it again) ° More Dragons (this esp will increase the amount of randomly encountered dragons to the vanilla value) ° No Heartbeat (this esp disables any heartbeating sounds) Updated the following options: ° Carry Weight Adjustments - they now also come in form of consol commands instead of an .esp! These commands increase your characters carry weight by a flat amount depicted in their name: Set AA000XarrianCarryWeight100Control to 1 (0 turns it off again) Set AA000XarrianCarryWeight200Control to 1 (0 turns it off again) Set AA000XarrianCarryWeight1000Control to 1 (0 turns it off again) Changes in 0.994 ------------------------------------------------------------------------------------------------------------------------------------- - All Followers can now carry 60 units more - All Followers can now also make use of the Bags of Holding - Added some more handplaced treasures - The perk "Advanced Blacksmithing" is now required to turn gems into Glitterdust at a forge - Exchanged the weight of most Dwarven and Orcish equipment - Increased the Enchanting skill rate drastically - Reduced the falling damage vampires and undead take further - Reduced the bonus of the second rank of Alchemical lore - Reduced the physical damage dragons take from projectile based weapons - Fixed a few items' somewhat weird prices - Fixed some spelling mistakes - Fixed a bug that caused the enchantment "Fortify Heal Rate" not to scale properly with enchantment perks - Fixed a bug that caused the spell "Arcane Resonance" to not grant any skill points at all The following optional files have been added: ° Easy Lockpicking (This will make lockpicking as easy as it was in vanilla, if not easier) To use this, use the following consol command: Set AA000XarrianEasyLockpickingControl to 1 (0 disables this feature again) ° No Clutter Recipes (This will disable most of Requiem's custom recipes that deal with minor stuff. Currently, this only affects a lot of Ingot Recipes at the smelter) To use this, use the following consol command: Set AA000XarrianClutterRecipeControl to 1 (0 enables this feature again) ° No Messages (Removes most messages from the UI. this is an .esp!!!) ° Skill Rates halved (This will half all skill rates when used) To use this, use the following consol command: Set AA000XarrianSkillRatesHalved to 1 (0 disables this feature again) Changes in 0.993 -------------------------------------------------------------------------------------------------------------------------------------- - Added a new mini-boss - Werewolfs now always drop a Werewolf Pelt - Sneak-Attacking a sleeping humanoid will always lead to a lethal result - Fortify Light/Heavy Armor enchantments and alchemy effects now increase the armor rating directly instead - High Level NPC spellcasters and some other characters now possess a unique ability. They telepathically monitor their sorrounding area at all times and are able to also telepahtically alert sorrounding allies of the player's presence (Technically, you get a tremendous Detection penalty when being close to these individuals) - however, a Muffle Enchantment/Spell can counter these effects. - The spell Raise Dead V has been improved so that it can raise about everything... - Halved the max carry weight bonus Bags of Holding grant - Rubies, Garnets and Sapphires can now be grinded to dust at the forge - Gem Dust can then be used as an ingredient for alchemic recipes - Minor tweaks to dragon variants: Dragons with a more redish color pattern will now only use Fire based attacks - Green dragons will now always use poison based attacks (and can paralyze with their bite attack) - Their Breath is very short ranged though, and they now tend to engage in melee. They also are much faster than most other dragons. - Made many Vampire Lord bonuses static and increased their values greatly - Increased the necessary amount of gold pieces to make a gold ingot by 100% - Increased the skill rate of smithing - Decreased the chance of randomly encountering any enchanted arrows - Decreased the duration of lootable spider and chaurus poisons to one minute - this does only affect the duration of its damaging component. This also decreases the duration of the damaging effect of most poisons NPCs use on their weapons. - Decreased the falling damage vampires and some other undead receive greatly - Decreased the loot more common boss chests yield - Fixed some issues related to the Vampire Lord (Bonuses and Penalties should now be applied correctly) - Fixed some spelling mistakes - Fixed some minor bugs Added the following options: ° Resting Bonus for Skill Rates - Greatly increases the skill rate bonuses you get for sleeping Changes in 0.992 -------------------------------------------------------------------------------------------------------------------------------------- - Elven, Glass and Dragonscale Armor now also protect from arrows, though the effect is much less effective than that of Heavy Armor! Other light armor types remain unaffected! - Silver Weapons can now be tempered - Increased the Cooldown of Iceform and decreased its paralysis effect duration - The perk "Precise Aim" now grants a stronger zoom and removed its passive damage bonus again - The lockpicking perks have further been merged so each one now allows to pick locks one level above it. - Lowered the damage bonuses of the Perk "Overdraw" slightly - Lowered the Skill Rate bonuses from resting to +5/15/25% - Lowered the necessary resistance to withstand the Shout Iceform - you now just need more than 50% frost resistance - Lowered the bonus for stealing gold from the perk "Cutpurse" - Lowered the chance that highly experienced blacksmiths have Glass or Ebony equipment for sale and the amount of more advanced smithing books at them. - Handplaced some more Blacksmithing books. - Added a key to Gallows Rock that can open all chests in that dungeon - The Perks "Perfected Art", "Cutpurse" and "Nimble Fingers" only grant tehir bonuses when the target you're stealing from cannot see you. - The NPC "Astrid" is now much more powerful - The "Lost Knife Hideout" is now home to a new mini-boss... - The Quest "Mind of Madness" will now be harder to accomplish. Suitable Alterations to the Pelagius Wing have been made... - The Quest "Waking Nightmare" will now be harder to accomplish. Suitable Alterations to the Orcish Invaders have been made... - The Quest "House of Horrors" will now be harder to accomplish. Suitable Alterations to the Tyranus have been made... - The item "Necromancer's Amulet" will quickly drain Health, Magicka and Stamina when worn by someone below who'S MAgicka has not been leveled up to 300 or more. Also, black soulgems can now only be created with it between 23 and 24 PM. - Very powerful Vampires received some more master level perks - Several Dragon Maks are now treated as Heavy Armor again - Decreased the passive magic resistance from Bretons to 15% - Decreased the duration of the Breton Racial Power Dragonskin to 5 seconds, and increased absorption chance to 100%. - Decreased the spell absorption chance of the Atronach Sign from 50% to 20% - Decreased the necessary resistances for Freezing Spells further (They now range from 25% to 75%, depending on the spell) - Decreased the melee damage of Giant Spiders greatly - Decreased all Dragons' Breath Attack damage values - Increased all Dragons' Armor penetration values - Increased the damage ghosts receive from Silver Weapons - Improved the Sword of Red Eagle greatly - Improved the "later" version of the Blade of Woe greatly and renamed it to "Awakened Blade of Woe" - Improved some animals' movement behaviour - Changed some messages - Handplaced more items and treasure... - Exchanged the names of "Gruesome Shot" and "Point Blank Shot" - Exchanged the damage values of Dwarven and Orcish Weapons - Fixed some spelling mistakes - Fixed a bug with the Spell "Phantasmal Killer (Rank III) - Fixed a bug that caused certain Silverhand Members to still use Iron or Steel weapons - Fixed the weight of Elven Longswords - Fixed a bug with crossbows - Bethesda's stock script does not remove the armor penetration effect again when unequipped (I did not notice this in the first place since they cannot opened by default, you first have to make some tweaks I did not know of), which probably caused quite some miscalculations with characters who used a crossbow. This should now work properly. Just to be sure, if your character ever used a crossbow, you might want to equip one and then unequip it again. - More performance tweaks that should further reduce any script lags and FPS loss - Added new optional files: ° Vanilla Death Cam (Resets the reload time after dying to the vanilla amount of 5 seconds again) ° Slower Arrows (Fired projectiles are slower) ° Easier Bartering (Makes selling and buying things a lot less harsh) Consol Commands: ° No Paralyzing Poisons: This consol command toggles the paralysis effects spiders and some NPCs can apply: Set AA000XarrianParalyticPoisonControl to 1 (0 will enable it again) ° No Slowdown on low Stamina: Set AA000XarrianStaminaSlowControl to 1 (0 will enable it again) ° No Staggering on being Hit: Set AA000XarrianStaggeringControl to 1 (0 will enable it again) ° No Stamina Consumption and Magicka regeneration stop while Running and Swimming: Set AA000XarrianRunningStaminaControl to 1 (0 will enable it again) ° No Health Weight (Turns off your Health affecting carry weight) Set AA000XarrianHealthWeightControl to 1 (0 will enable it again) ° No Heavy Armor Stamina Consumption (Turns off both the passive Stamina drain and the penalty when Sprinting) Set AA000XarrianHeavyArmorStaminaControl to 1 (0 will enable it again) Changes in 0.99 -------------------------------------------------------------------------------------------------------------------------------------- - Experimental Performance Tweaks: Decreased the updates of scripts constantly used by about 66% - this should decrease any script lag that may result from other script intensive contents. However, this may not work on old savegames, but since it all runs fine anyways in most cases, it's not that critical that it's a real drawback not to get it. Also, I am not sure if any problems might result with this tweak - affected features are: ° Passive Armor skill gain ° Fast Travelling ° Weapon Dropping ° Random Dawnguard Vampire Spawns - Decreased the carry weight bonus vampires get greatly - Added the following spells: ° Umbral Sanctuary (Rank II) - Illusion, Master, obtainable only by perks - It works just as Umbral Sanctuary (Rank I), but is instead targeted and channeled on a single actor ° Ward (Rank II) now also renders the caster immune to many paralysis effects as long as it is maintained. ° Ward (Rank III) now also renders the caster immune to many paralysis and life drain effects as long as it is maintained. ° Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following enchantments: ° Fortify Stamina is now available in two ranks; the second one also rendering the target immune to most paralysis effects. ° Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following perks: ° Poison Placement has been merged with the 2. rank of Nimble Fingers ° Keymaster has been merged with Cutpurse ° The required perks for Perfected Art have been adjusted ° Arcane Thesis is now called Artificer's Insight - Added some more size variations to certain creatures - Added two sets of playable Greybeard Robes (one to High Hrothgar, one in Ustengrav) - Greatly improved the Sword of Lord Harkon - Saddled Horses can now be used as storage - whenever you mount or dismount them while you do not have anything equipped to your right hand, their inventory screen will pop up where you can manage everything to your liking. (Please tell me if it is too tedious or if it feels alright - I did not yet find a more "comfortable" way to include this without making use of any third party programs.) - Handplaced another unique Mini-Boss encounter with unique loot. - Further decreased the value of self crafted poisons that deal damage over time. This also fixes the too large amount of skill gained when working with Dremora Hearts. - The Perk "Soulgem Mastery" now allows to craft Soulgems at a forge from Moonstoon and Quicksilver ingots. If you have the perk, you can craft better soulgems the better your skill level. - You can also craft Black Soulgems at a forge if you have the Perk "Soulgem Mastery" and an enchantment skill level of 100. But you also need the Necromancer's Amulet in your possesion to do that. The ingredients are a Grand Soulgem and a Human Skull. - When you possess the Wabbajack (Meaning if it's currently in your inventory), you can now turn regular Tomatos into Soul Tomatos at the cooking pot. Soul Tomatoes are working just like black soulgems, they only weigh less and are, well, tomatos. Try to eat them with cheese and a Sweetroll! Sheogorath approves it! - Vampires and Werewolves also get the Strong Stomach Feature - Further lowered the chance of finding Orcish, Elven and Dwarven equipment randomly - Fixed some spelling mistakes - Fixed some minor bugs with loot lists - Fixed some minor placement bugs - Fixed and cleaned some unneccassary entries - Fixed the dragon's fear aura effect to be unabsorbable - Fixed an issue with too many vampires wearing ebony armor - Fixed a bug that seems to have caused wearing Heavy Armor to also increase the charge amount of certain enchantments (e.g. The Mace of Molag Bal) - But I must say, I am not quite sure if it will work. If it does not, please report it!
  2. Alright, it's been a while again, so here's what's new so far, as we're now at version 0.993 - the final version 1.0 and the end of the BETA is currently scheduled to be released on 31st December 2012! Changes in 0.993 -------------------------------------------------------------------------------------------------------------------------------------- - Added a new mini-boss - Werewolfs now always drop a Werewolf Pelt - Sneak-Attacking a sleeping humanoid will always lead to a lethal result - Fortify Light/Heavy Armor enchantments and alchemy effects now increase the armor rating directly instead - High Level NPC spellcasters and some other characters now possess a unique ability. They telepathically monitor their sorrounding area at all times and are able to also telepahtically alert sorrounding allies of the player's presence (Technically, you get a tremendous Detection penalty when being close to these individuals) - however, a Muffle Enchantment/Spell can counter these effects. - The spell Raise Dead V has been improved so that it can raise about everything... - Halved the max carry weight bonus Bags of Holding grant - Rubies, Garnets and Sapphires can now be grinded to dust at the forge - Gem Dust can then be used as an ingredient for alchemic recipes - Minor tweaks to dragon variants: Dragons with a more redish color pattern will now only use Fire based attacks - Green dragons will now always use poison based attacks (and can paralyze with their bite attack) - Their Breath is very short ranged though, and they now tend to engage in melee. They also are much faster than most other dragons. - Made many Vampire Lord bonuses static and increased their values greatly - Increased the necessary amount of gold pieces to make a gold ingot by 100% - Increased the skill rate of smithing - Decreased the chance of randomly encountering any enchanted arrows - Decreased the duration of lootable spider and chaurus poisons to one minute - this does only affect the duration of its damaging component. This also decreases the duration of the damaging effect of most poisons NPCs use on their weapons. - Decreased the falling damage vampires and some other undead receive greatly - Decreased the loot more common boss chests yield - Fixed some issues related to the Vampire Lord (Bonuses and Penalties should now be applied correctly) - Fixed some spelling mistakes - Fixed some minor bugs Added the following options: ° Resting Bonus for Skill Rates - Greatly increases the skill rate bonuses you get for sleeping Changes in 0.992 -------------------------------------------------------------------------------------------------------------------------------------- - Elven, Glass and Dragonscale Armor now also protect from arrows, though the effect is much less effective than that of Heavy Armor! Other light armor types remain unaffected! - Silver Weapons can now be tempered - Increased the Cooldown of Iceform and decreased its paralysis effect duration - The perk "Precise Aim" now grants a stronger zoom and removed its passive damage bonus again - The lockpicking perks have further been merged so each one now allows to pick locks one level above it. - Lowered the damage bonuses of the Perk "Overdraw" slightly - Lowered the Skill Rate bonuses from resting to +5/15/25% - Lowered the necessary resistance to withstand the Shout Iceform - you now just need more than 50% frost resistance - Lowered the bonus for stealing gold from the perk "Cutpurse" - Lowered the chance that highly experienced blacksmiths have Glass or Ebony equipment for sale and the amount of more advanced smithing books at them. - Handplaced some more Blacksmithing books. - Added a key to Gallows Rock that can open all chests in that dungeon - The Perks "Perfected Art", "Cutpurse" and "Nimble Fingers" only grant tehir bonuses when the target you're stealing from cannot see you. - The NPC "Astrid" is now much more powerful - The "Lost Knife Hideout" is now home to a new mini-boss... - The Quest "Mind of Madness" will now be harder to accomplish. Suitable Alterations to the Pelagius Wing have been made... - The Quest "Waking Nightmare" will now be harder to accomplish. Suitable Alterations to the Orcish Invaders have been made... - The Quest "House of Horrors" will now be harder to accomplish. Suitable Alterations to the Tyranus have been made... - The item "Necromancer's Amulet" will quickly drain Health, Magicka and Stamina when worn by someone below who'S MAgicka has not been leveled up to 300 or more. Also, black soulgems can now only be created with it between 23 and 24 PM. - Very powerful Vampires received some more master level perks - Several Dragon Maks are now treated as Heavy Armor again - Decreased the passive magic resistance from Bretons to 15% - Decreased the duration of the Breton Racial Power Dragonskin to 5 seconds, and increased absorption chance to 100%. - Decreased the spell absorption chance of the Atronach Sign from 50% to 20% - Decreased the necessary resistances for Freezing Spells further (They now range from 25% to 75%, depending on the spell) - Decreased the melee damage of Giant Spiders greatly - Decreased all Dragons' Breath Attack damage values - Increased all Dragons' Armor penetration values - Increased the damage ghosts receive from Silver Weapons - Improved the Sword of Red Eagle greatly - Improved the "later" version of the Blade of Woe greatly and renamed it to "Awakened Blade of Woe" - Improved some animals' movement behaviour - Changed some messages - Handplaced more items and treasure... - Exchanged the names of "Gruesome Shot" and "Point Blank Shot" - Exchanged the damage values of Dwarven and Orcish Weapons - Fixed some spelling mistakes - Fixed a bug with the Spell "Phantasmal Killer (Rank III) - Fixed a bug that caused certain Silverhand Members to still use Iron or Steel weapons - Fixed the weight of Elven Longswords - Fixed a bug with crossbows - Bethesda's stock script does not remove the armor penetration effect again when unequipped (I did not notice this in the first place since they cannot opened by default, you first have to make some tweaks I did not know of), which probably caused quite some miscalculations with characters who used a crossbow. This should now work properly. Just to be sure, if your character ever used a crossbow, you might want to equip one and then unequip it again. - More performance tweaks that should further reduce any script lags and FPS loss - Added new optional files: ° Vanilla Death Cam (Resets the reload time after dying to the vanilla amount of 5 seconds again) ° Slower Arrows (Fired projectiles are slower) ° Easier Bartering (Makes selling and buying things a lot less harsh) Consol Commands: ° No Paralyzing Poisons: This consol command toggles the paralysis effects spiders and some NPCs can apply: Set AA000XarrianParalyticPoisonControl to 1 (0 will enable it again) ° No Slowdown on low Stamina: Set AA000XarrianStaminaSlowControl to 1 (0 will enable it again) ° No Staggering on being Hit: Set AA000XarrianStaggeringControl to 1 (0 will enable it again) ° No Stamina Consumption and Magicka regeneration stop while Running and Swimming: Set AA000XarrianRunningStaminaControl to 1 (0 will enable it again) ° No Health Weight (Turns off your Health affecting carry weight) Set AA000XarrianHealthWeightControl to 1 (0 will enable it again) ° No Heavy Armor Stamina Consumption (Turns off both the passive Stamina drain and the penalty when Sprinting) Set AA000XarrianHeavyArmorStaminaControl to 1 (0 will enable it again) Changes in 0.99 -------------------------------------------------------------------------------------------------------------------------------------- - Experimental Performance Tweaks: Decreased the updates of scripts constantly used by about 66% - this should decrease any script lag that may result from other script intensive contents. However, this may not work on old savegames, but since it all runs fine anyways in most cases, it's not that critical that it's a real drawback not to get it. Also, I am not sure if any problems might result with this tweak - affected features are: ° Passive Armor skill gain ° Fast Travelling ° Weapon Dropping ° Random Dawnguard Vampire Spawns - Decreased the carry weight bonus vampires get greatly - Added the following spells: ° Umbral Sanctuary (Rank II) - Illusion, Master, obtainable only by perks - It works just as Umbral Sanctuary (Rank I), but is instead targeted and channeled on a single actor ° Ward (Rank II) now also renders the caster immune to many paralysis effects as long as it is maintained. ° Ward (Rank III) now also renders the caster immune to many paralysis and life drain effects as long as it is maintained. ° Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following enchantments: ° Fortify Stamina is now available in two ranks; the second one also rendering the target immune to most paralysis effects. ° Waterbreathing now also negates any stamina penalties when swimming, even wearing heavy armor. (This might not work on current savegames, though, due to how the engine handles the stamina drain effect used for the feature) - Altered the following perks: ° Poison Placement has been merged with the 2. rank of Nimble Fingers ° Keymaster has been merged with Cutpurse ° The required perks for Perfected Art have been adjusted ° Arcane Thesis is now called Artificer's Insight - Added some more size variations to certain creatures - Added two sets of playable Greybeard Robes (one to High Hrothgar, one in Ustengrav) - Greatly improved the Sword of Lord Harkon - Saddled Horses can now be used as storage - whenever you mount or dismount them while you do not have anything equipped to your right hand, their inventory screen will pop up where you can manage everything to your liking. (Please tell me if it is too tedious or if it feels alright - I did not yet find a more "comfortable" way to include this without making use of any third party programs.) - Handplaced another unique Mini-Boss encounter with unique loot. - Further decreased the value of self crafted poisons that deal damage over time. This also fixes the too large amount of skill gained when working with Dremora Hearts. - The Perk "Soulgem Mastery" now allows to craft Soulgems at a forge from Moonstoon and Quicksilver ingots. If you have the perk, you can craft better soulgems the better your skill level. - You can also craft Black Soulgems at a forge if you have the Perk "Soulgem Mastery" and an enchantment skill level of 100. But you also need the Necromancer's Amulet in your possesion to do that. The ingredients are a Grand Soulgem and a Human Skull. - When you possess the Wabbajack (Meaning if it's currently in your inventory), you can now turn regular Tomatos into Soul Tomatos at the cooking pot. Soul Tomatoes are working just like black soulgems, they only weigh less and are, well, tomatos. Try to eat them with cheese and a Sweetroll! Sheogorath approves it! - Vampires and Werewolves also get the Strong Stomach Feature - Further lowered the chance of finding Orcish, Elven and Dwarven equipment randomly - Fixed some spelling mistakes - Fixed some minor bugs with loot lists - Fixed some minor placement bugs - Fixed and cleaned some unneccassary entries - Fixed the dragon's fear aura effect to be unabsorbable - Fixed an issue with too many vampires wearing ebony armor - Fixed a bug that seems to have caused wearing Heavy Armor to also increase the charge amount of certain enchantments (e.g. The Mace of Molag Bal) - But I must say, I am not quite sure if it will work. If it does not, please report it!
  3. @all It's been a while - and some new updates have been rolled out since then! Here's the changelogs: Changes in 0.988 -------------------------------------------------------------------------------------------------------------------------------------- - Added a few more small things to Helgen Keep... - Added a new spell called "Absorbing Grasp" - it's a Novice Level Alteration Spell that absorbs a minor amount of Health if the target is successfully touched. It can either be bought, found or acquired by the first alteration perk. - Adjusted some ingredients' effects some more - Adjusted created potion and poison prices - it now mostly depends on the price of the used ingredients. In general, their values have been about halved. - Removed some of the Lockpicking perks and added their effects to others - The perk "Summoning Mastery" has been removed and has been added as Rank three of "Oblivion Lore", so that Daedric and Undead Summoning are now completely seperate - The perk "Heavy Impact" now only consists of a single rank - The perks "Silence" and "Silent Roll" have been merged - it's now called acrobatics - The Ranks of "Agility" have been alterted: ° Rank one now grants 50% decreased falling damage ° Rank two now grants the attack speed bonus both perks granted together before - The Ranks of "Improved Enchantments" have been altered: ° There are only two ranks now - The impact of specialized enchanting perks has been improved greatly - The Ranks of "Alchemical Lore" have been altered: ° There are only two ranks now - Oils now also require the second rank in "Alchemical Lore" to be created. The description has been altered accordingly. - The impact on potion/poison strength of some other alchemy perks has been increased - Changed the word "Toxing" with "Poison" again - Increased the bonus of the perk "Ravaging Insects" - Increased the amount of NPCs carrying Healing Potions (which they will most likely use if things turn bad) - Increased the durability of lockpicks by about 100% - Increased the damage of the Mace of Molag Bal by 20% (I also had a look at a possible bug relating to the Mace not working correctly when wearing any Heavy Armor, but I could not really find anything on that one - if someone else is getting this bug, please tell me!) - Decreased the Health of most Dragons by half - Decreased the cost of player houses greatly (On one hand, to make it less a pain to find a way to carry that much gold, and on the other hand, I think it seems appropriate for a Thane to get a proper discount for the basic building) - Decreased the ranged damage of dwarven Spheres - Decreased the necessary amount of resistance to not get frozen by certain frost spells (You now need only 70 points of frost resistance or 50 magic resistance) - Decreased the difficulty of a certain lock at the Goldenglow Estate to Apprentice - Handplaced some more items (Mostly Glass and Ebony equipment and some more Dwarven things in some Dwemer Ruins, and in some houses of rich people) - Handplaced some more items on important persons (for instance, General Tullius now uses an Ebony Longsword) - Removed very high quality equipment from most random loot tables - Improved Ralof and Hadvar some more - Improved Serana greatly in terms of stats and overall power - Laelette the Vampire now gets less Health - Vigilants of Stendarr will now get the appropriate Silver Weapons - Vigilants of Stendarr and Dawnguard Members get a permanent resistance against most draining effects - Wearing the Ebony Mail will negate any sneak penalties Heavy Armor causes - Certain Animals should now avoid going into Water (this is meant to avoid the glitchiness of the general behaviour of them in bodies of water - I am not sure if this will work correctly, so tell me how it goes!) - Fixed a problem with murders sometimes not being accounted for - Fixed a problem with crossbows not always getting armor penetration bonuses - Fixed a problem with the Mace "Bouncer" - it was not meant to be disenchantable - Fixed a problem with certain enchantments adding too much to the value of self-made items - Fixed a problem that rendered the Horse Trampling absorbable by certain effects - Fixed a problem with vampires still not getting the correct attribute values [+300 Health, +200 Stamina] (counts for both the player and NPCs) - Fixed some spelling mistakes and changed some messages - Fixed some small bugs in Helgen Keep - The optional file "Requiem - Difficulty Bar Restored" has been adjusted. The difficulty setting won't affect the amount of damage the player deals, but only decreases the amount the player takes. The damage is dealt as follows now: Master: 100% Expert: 75% Adept : 50% Appr. : 20% Novice: 10% Changes in 0.987 -------------------------------------------------------------------------------------------------------------------------------------- - Some more Animal Faction interaction tweaks (Bears, Spiders, Wolfs, Sabrecats - they should not get along that well any longer - Decreased the Health of Alduin greatly - Reduced the frequency random dragons (re)spawn greatly (WiWaitDragon is 3 by default, I set it to 12. If I am correct, this should mean you should only encounter a random dragon every 12 ingame days or so, though I am not entirely sure if this one global suffices) - Reduced the amount of armor Dragons and some other creatures get - Rebalanced the Weight of some items (Especially Glass Equipment) - Adjusted the Vendor Gunmar of the Dawnguard - he should sell plenty of bolts now - Removed the penalty for changing armor in combat again until I find a better working solution (But the script might get stuck to your savegame, unfortunately - that's a problem with Skyrim's engine/source code, I am afraid! ) - Decreased the impact of Light on your detection risk again (might need some more tweaking) - Decreased the amount of certain enemies inside the shrine of Mehrunes Dagon - Vampires are now subjected to daylight penalties, too - Tweaked the armor some rare boss vampires wear - Removed a few speechcraft perks - Improved the effect of most remaining speechcraft perks - Improved the shields used by the dawnguard - Decreased the amount of bandits using crossbows - You also do not get staggered by common attacks if your total physical damage resistance is at least 50% (this equals an armor rating of about 300 points) - Experimental tweak that should in theory prevent chickens from reporting any crime - A new enchantment which increases your base health, and also renders you immune to most Life drain effects - Blessing of Stendarr allows you to be protected from most Life Drain effects - Corrected the armor rating of Dragon and Daedric Armor (halved) - Experienced Members of the Dawnguard are now stronger - Tweaked more ingredients so that more common ones will most often yield less potent potions/poisons - Alchemy skill is now gained twice as fast - Increased the skill rate for alchemy greatly - Decreased the impact of alchemy skill on potion strength greatly - Increased the impact of perks on potion strength greatly - Renamed all alchemic effects from ingredients according to the names of buyable potions/poisons - Soldiers have been made somewhat tougher - Lower level vampires have been made weaker, and vampire spawnlists have now a higher chance of producing lower level vampires - Training costs have been decreased - Added some new spells: °Umbral Sanctuary (Illusion, Expert) - A channeled "shadow form" that irritates opponents and makes them aim so badly that all physical damage is almost negated - magical damage is untouched, though. Costs a great amount of magicka and is currently only available through perks. °Two more ranks of Healing Aura (Both expert level with a four times stronger healing effect and the ability to block off most draining effects, only obtainable by the Superior Restoration Perk) - Further increased the bonuses the Perk "Allure" grants - Corrected the spell cost of certain rune spells - Tempering items will not give them an additional Suffix like "Epic" or "Legendary" - it's now always "Tempered" - Fixed a minor issue with the apparel vampires wear - Fixed some issues with the Vampire Traits not working correctly on the player - Fixed some spelling mistakes - Fixed a bug that caused certain scrolls to be absorbable by the Atronach Sign - Fixed a bug that caused some summoned ghosts to flee in certain situations - Fixed a vanilla bug giving horkers not the right racial abilities - Fixed the amount of Health Werewolve NPCs get Changes in 0.986 -------------------------------------------------------------------------------------------------------------------------------------- - Tweaked the spells you gain when investing in Spell Mastery Perks - Swimming: ° Wearing Light Armor drains 0.5 Stamina more per second when swimming for each piece worn ° Wearing Heavy Armor drains 2 Stamina more per second when swimming for each piece worn ° Argonians do not lose any stamina when swimming by default, only when wearing any armor - Increased the difficulty of Hagravens - Increased the effect of the Perk "Allure" slightly - Increased the skill rates of smithing, speechcraft and blocking by 20 to 50% - Rearranged the Teleport spells: Exchanged their ranks, and the new second rank is now an Expert Spell - Decreased the duration of Umbral Vision greatly for bugfixing purposes - Raw Meat can again be cooked without Salt - Adjusted the damage of Bears and Sabrecats - All Lockbreaking Values have been increased by 50 points - Rooms at inns 50 gold - Cart 100 to 200 - Decreased the damage of the Steam Breath attack of Dwarven Centurions - Possessing the Ring of Namira will allow you to eat raw food without penalties (you do not need to equip it for this, carrying it around with you in the inventory is enough) - The effects of Strange Meat and Bestial Stew do not stack anymore - Removed the spell Fear IV due to it using a faulty mechanism - Removed most hostile encounters at High Hrothgar - The slow effect of Frost Spells now only works on things with a magic or frost resistance of 50 or lower - Doubled the bonus from the Thief Stone - Doubled the bonus from the Warrior Stone - Increased the magicka regen bonus of the Elswyr fondue - changed the effects of Beef Stew so it now does increase Maximum Health and Carry weight instead of granting higher stamina regen - Nords now receive 10 Health Points as Starting Stats - Giants and Werewolves will knock you down when they hit you in combat and you do not block - Giants move 25% faster - Increased the prices of pickaxes - Fixed the radius effect of giants' power attacks - Fixed the visual effects of some spells - Fixed some spelling mistakes - Fixed a problem with the loot of Goats - Fixed an issue that made blacksmiths still offer some things they should not - Weapon Dropping due to low stamina can now be toggled via the consol: Set AA000XarrianStaminaWeapondropSwitch to 0 (1 enables the feature again) - Added two optional files: ° Restored Rewarding Sounds (Leveling up, Skillgain and Learing a Shout now plays the vanill Sound again) ° No Overencumbered Messages (Your character will not complain about being overencumbered anymore)
  4. It's been a few days, and some new updates again have been rolled out. We're now at version 0.986 and even closer to the version 1.0! Here's the changelog: Changes in 0.986 -------------------------------------------------------------------------------------------------------------------------------------- - Tweaked the spells you gain when investing in Spell Mastery Perks - Swimming: ° Wearing Light Armor drains 0.5 Stamina more per second when swimming for each piece worn ° Wearing Heavy Armor drains 2 Stamina more per second when swimming for each piece worn ° Argonians do not lose any stamina when swimming by default, only when wearing any armor - Increased the difficulty of Hagravens - Increased the effect of the Perk "Allure" slightly - Increased the skill rates of smithing, speechcraft and blocking by 20 to 50% - Rearranged the Teleport spells: Exchanged their ranks, and the new second rank is now an Expert Spell - Decreased the duration of Umbral Vision greatly for bugfixing purposes - Raw Meat can again be cooked without Salt - Adjusted the damage of Bears and Sabrecats - All Lockbreaking Values have been increased by 50 points - Rooms at inns 50 gold - Cart 100 to 200 - Decreased the damage of the Steam Breath attack of Dwarven Centurions - Possessing the Ring of Namira will allow you to eat raw food without penalties (you do not need to equip it for this, carrying it around with you in the inventory is enough) - The effects of Strange Meat and Bestial Stew do not stack anymore - Removed the spell Fear IV due to it using a faulty mechanism - Removed most hostile encounters at High Hrothgar - The slow effect of Frost Spells now only works on things with a magic or frost resistance of 50 or lower - Doubled the bonus from the Thief Stone - Doubled the bonus from the Warrior Stone - Increased the magicka regen bonus of the Elswyr fondue - changed the effects of Beef Stew so it now does increase Maximum Health and Carry weight instead of granting higher stamina regen - Nords now receive 10 Health Points as Starting Stats - Giants and Werewolves will knock you down when they hit you in combat and you do not block - Giants move 25% faster - Increased the prices of pickaxes - Fixed the radius effect of giants' power attacks - Fixed the visual effects of some spells - Fixed some spelling mistakes - Fixed a problem with the loot of Goats - Fixed an issue that made blacksmiths still offer some things they should not - Weapon Dropping due to low stamina can now be toggled via the consol: Set AA000XarrianStaminaWeaponDropSwitch to 0 (1 enables the feature again) - Added two optional files: ° Restored Rewarding Sounds (Leveling up, Skillgain and Learing a Shout now plays the vanill Sound again) ° No Overencumbered Messages (Your character will not complain about being overencumbered anymore) Changes in 0.985 -------------------------------------------------------------------------------------------------------------------------------------- - Doubled the penalty for standing in light when sneaking - Giant's are now much more dangerous - Their power attack can easily knock down the entire vicinity due to their brute strength - Increased the loot Giant's yield - they really like to collect sparkling coins and gems now! - Added a new cookable item: Bestial Stew - Increased the detection chance penalty for wearing heavy armor greatly - Again increased the protection of Heavy Armor slightly - Woodelfs can now cannibalize their slain enemies: In most cases, foes you kill will drop "Strange Meat", which will grant you exceptional bonuses (this is based on lore, look for the "Greenpact") - In some cases, however, they might not, or you might end up being able to pickpocket some. In that case, take it either as they do not taste that good or that they are a little cannibalistic themselves - It's the best results possible to get, I think! - Woodelfs now also receive the Strong Stomach feature - Namiras ring is now worthy to be called a Daedric Artifact - Added more options controllable through consol commands: ° Set AA000XarrianHorseChargeSwitch to 0 will disable the Horse trampling effects ° Set AA000XarrianFearSystemSwitch to 0 will disable the fear/yield system of Requiem - Speechcraft and Block should now level about half as fast - Fixed some problems with bandit loot lists - Made it much more likely to find Iron Equipment than any other - Added some more locks in Whiterun and made most of them much harder to pick - Merchants now restock only once every two weeks - Increased the prices merchants offer their goods for by 33% - Increased the base training costs by 500 gold - Improved the magic damage of high quality enchanted arrows - Fixed the Trainer Bug - Now, they always grant the correct amounts of experience - Reverted available training units to 3 per level - Corrected some spelling mistakes
  5. It's been a while and now we're at version 0.9822: Changes in 0.982 -------------------------------------------------------------------------------------------------------------------------------------- - Decreased the player's spell damage skill bonus by 33% and that of NPCs by 50%. [This is very experimental, please give me some feedback about overall balance!!!] - I edited a value (DLC1VQMinLevelVampireAttacks) which I think of that it controls the random vamire attacks so these attacks start only if your character is at least on level 999 - which effectively should disable them completely. I also added a script that continously resets certain EclipseAttack variables that seem to be responsible for the attacks. [if you still encounter vampire attacks, please inform me about it!!!] - Increased the bonuses the Perk "Fortitude" of the Heavy Armor perk tree grants slighty (+25 Stamina, +15 carry weight) - Replaced most of the Flame Thrall Scrolls with Conjure Atronach Scrolls at Saarthal - Swapped Power Shot and Point Blank Shot in position - Disabled three World Event Locations to prevent too many bad surprises at the very beginning - Disabled some hostile encounters around Whiterun - The Ghostly Steed now is unable to trample down any enemies - Deleveled some still leveled loot lists - Deleveled some NPCs that still were leveled and gave them some more tweaks - Increased the damage bonus of the perk Mighty Strike by 50%. - Added some "Resist" Potions in a certain key location related to an especially hard quest - Added a potion of Vitality to the Potion Barrel in Helgen - During the quest dragon rising, Jarl Balgruuf will also hand you certain potions as an aid against the first dragon. - Adjusted the spawn list for mages: You will more often find somewhat weaker mages (relatively spoken, of course) - Boss Mages remain untouched - Ice Wraith Essence now grants immunity to frost for 10 seconds - Edited all the "Resist" and selected "Fortify" Potions you can buy - they now have a longer duration based on their quality of up to 5 minutes - Some high quality ingredients also grant a higher duration on these mentioned effects by default - Added some triggerplates to certain dwemer ruins - Some more locks - Smaller tweaks to a few merchants - You can now take the armor from random Dark Brotherhood encounters - Limited training units to 2 per level (due to a major trainer bug) [if you don't like it, use the options! ] - Corrected the amount of armor frost atronachs possess - Increased heavy armor ratings by 10% - Removed the skill requirements of the second ranks of all the first perks in certain trees - Improved the perks Master Trader and Investment Strategy by 200% - Removed the Dremora from Azuras Star - Increased the amount of NPCs using heavy armor (The strongest bandits now always go for iron armor, the strongest afflicted get their hands on Dwarven Armor, and the toughest Vampires can get stuff ranging from steel plate to ebony (though the last one is restricted to the toughest of their leaders) - Amulets of the nine have been increased in value - Starting the smithing tutorial quest requires a smithing skill of 15 - Sven also is not available as a follower anymore (option available!!!) - Further tweaked certain encounters at Riverwood - Corrected the amount of obtainable spider eggs from sacs: Half of the time, they'll be empty, otherwise, they'll have 3 to 30 eggs for you! - Corrected some spelling mistakes - Slightly increased the damage bonus from the first perk in the trees Onehanded, Twohanded and Archery - Daedric Weapons pierce the damage reduction from ghosts and atronachs by 75% - Small tweaks to Vampire spawn lists - Fixed the issue with Draugr not depicting their health bar correctly (this might cause minor balancing issues with draugr already loaded in your savegame, the impact should be minimal, however) - Tweaks to certain misc items in terms of prices (animal hides and leather) Changes in 0.981 -------------------------------------------------------------------------------------------------------------------------------------- - Increased the value of a certain family heirloom by 900 gold - Adjusted the difficulty of the first Winterhold Main Quest (There are now some items accessible which make the whole encounter much more takeable, so look carefully) - The conditions for the shrines now are a little less stressing: You may have an accumulated bounty of up to 3000, and up to 9 stolen items. - Some conditions for shrines to work, however, have been changed drastically: After you have become a member of the thieves guild, the nine will not answer your prayers. The same is true if you join the dark brotherhood. - Replaced some encounters around Riverwood - Modified some NPCs in Riverwood to make them somewhat stronger - Alchemy and smithing enchantments have been improved by 200% - Tweaked the Oghma Infinium: Reading it now grants double the skill bonus as well as +300 Health/Stamina/Magicka depending on your chice - Changed the wording of some perks - Alteration Perks: ° Spell Armor (Your mage armor spells also dampen incoming elemental damage by 15%) [Done] ° Metamagical Thesis (decreases the cost of all spells by 10%) ° Metamagical Empowerment (increases duration and effect of all spells by 10% and also increases the effects of worn enchantments and passive abilities by 10%. - Magic damage: Increased the damage of certain Novice and Apprentice destruction spells by 10 points, and increased the damage of the second rank Bolt spells by 40 points. - Some tweaks altering certain stats of some dark brotherhood armors and robes - A new mini-boss (If you want to try your luck, pay a visit to the atronach stone! ) - Reduced the chance to find high quality enchanted gear as random loot (this does not affect most higher level boss loot) - Crossbows are now rarely used by the certain NPCs - Crafting staffs requires perks (Silver and Wooden Staffs still only depend on your skill level, however: °Glass staffs require you to have the Arcane Experimentation perk °Ebony staffs require you to have the Arcane Thesis perk °Daedric Staffs require the Enchantment Mastery Perk - Corrected the charge consumption of certain staffs - Soul Trap Poison added, some ingredients can be used to craft one [No, I won't spoil it right here - find out for yourself ] - Increased the damage penalty distance thresholds for archery - Fixed the alchemical properties of claws - NPCs (except the spiders) that use paralytic poisons again have received a lower chance to trigger it (now 3%) and will rarely drop unused poisons - The effect Vitality has been removed from Charred Skeever Hides and Mudcrab Chitin and was replaced with Poison Resistance - Vitality Potions only cost half as much - Vampire Dust has been halved in price
  6. Just updated the mod again to version 0.98 - here's the changelog: - Corrected the Gold rewards from the Dark Brotherhood Contracts - Archery progressive penalty (+10,20,30..., 100 flat armor bonus) - Fleshed out Blessings Blessing of Akatosh ° You gain 100 Health, Stamina and MAgicka when you have fulfilled your destiny as Dragonborn Blessing of Mara ° You gain 50 additional health while you're blessed by Mara and have completed her related temple Quest Blessing of Kynareth ° Kynareth will not grant you her blessing when you've defiled the Eldergleam ° You gain 50 additional stamina while you're blessed by her and have completed her related temple Quest Blessing of Dibella ° You gain twice the basic bonus from her blessing when you've finished her related temple quest Blessing of Julianos ° You gain 50 additional magicka from his blessing when you have a basic magicka amount of 300 or more ° You gain 25 additional magicka from his blessing when you have read 100 or more books Blessing of Arkay ° You gain a 75% magicka regen bonus from his blessing when you have read 75 books or more ° You gain 75 additional Health from his blessing when you have slain at least 250 undead things Blessing of Zenithar ° You gain a 3% better prices when you have crafted or improved 100 items of one kind (potions, armor, weapons, maximum bonus is 15% bonus when you made 100 beneficial potions, improved 100 weapons, 100 armor and craft 100 weapons and 100 armor) Blessing of Talos: ° Talos does not grant you his blessing should you be fighting for the Imperial Legion (having taken their oath will permanently disable Talos blessing, even if you change sides afterwards) ° Talos does not grant you his blessing when you offend the Greybeards Blessing of Stendarr: ° If you have slain 50 daedra, Stendarr will grant you 50 additional Health ° Stendarr will refuse to bless those who dable too much in the art of Conjuration (if your skill level is above 30) Blessing of Nocturnal: ° The sneak bonus it grants increases with you doing thief-like stuff... These bonuses all are dynamic - if you perform the respective deed, it will be bestowed upon you immediately as long as the respective blessing is still active - likewise, the blessing will immediately stop to affect you when you violate the respective god/daedra - The Snake Stone now also allows you to poison an opponent when using its tied ability, which deals a total of 750 damage over 30 seconds. The Paralysation has been reduced to 5 seconds. - Decreased the Stamina Bonus of Skooma - Mini-Boss-Fleshout (Link Gorak, Ulik and Kru'ul by text of Gorak, add history books to the crow) - More Locks - Handplace a few high quality weapons in special locations + some more handplaced enemies and loot - Alchemy: more Mutation perks, rearrange self-experimentation - Bonus for the Zoom Perk: +10% damage - Greatly increased bribe money (about 10 to 20 times) - Fixed some spelling mistakes - Fixed a bug that prevented altars from giving you their respective blessing - Fixed a bug that made certain insects deal too much damage - Fixed some bugs related to the Dawnstar Sanctuary Ghosts (they did not receive the Ghost template) - More tweaks to merchants (available goods, money etc. based on several factors)
  7. Thanks! Just wanted to point out I released several updates since the first post here, the mod is now on version 0.979, so here's the changelog: Changes in 0.979 -------------------------------------------------------------------------------------------------------------------------------------- - Added the following spells: ° Spectral Arrow (Conjuration, 50) - Fires a spectral arrow that deals 25 to 100 damage. - Khajiit received a 15% movement speed racial bonus - Removed the Bag of Holding in Twilight Sepulcher - Raised the prices of most vanilla spell tomes (about 3x) - Raised the magicka cost for almost all "Conjure Ghostly X" spells greatly - Minor bug fixes - More Locks have been placed on containers already in the game world - Doubled the skill rates for pickpocketing and lockpicking - Handplaced a few glass and ebony weapons in special locations - Ranged weapons have received another penalty in terms of armor bonus for the target when using them over longer distances - Merchant Changes: ° Common Blacksmithes will almost never sell anything better than Orcish Equipment, and they also rarely sell Elven Equipment. They will also much less often be willing to sell you their crafting materials. Also, their amount of enchanted gear has been decreased greatly, though Blacksmiths in bigger towns will still have a decent amount of them for sale. ° Smaller Shops and those in most villages now have a much smaller sortiment, which is also influenced by their location ° General Stores now have less specified items like potions, spells, enchanted gear, weapons and armor ° Inns now offer more food, which is somewhat based on their location - Lootlist Changes: ° Glass and Ebony equipment will now be found randomly about half as often - Tweaks that slightly nerf NPC poisons (they now have only a 10% chance to have it trigger) - Improved the Nightinggale Armor considerably - Added some new alchemy perks: ° Regeneration (2 ranks, 50) - They grant you regeneration passively ° Night Vision - It basically gives you a Khajiit's night eye power ° Fortified Muscles - You get +100 Stamina and Health, +50% stamina regen ° Poison Resistance - You get +50% poison resistance - Ever wondered where Skyrim's merchants stock their goods? With this update, almost all merchants goods can be stolen from their chests (but they generally are locked pretty tight, so only very experienced thiefs will get their hands on this stuff) Changes in 0.978 -------------------------------------------------------------------------------------------------------------------------------------- - You now cannot change your armor during combat. Doing so will make your character drop his current apparel and not being able to equip it again. This does not apply to rings and amulets. - Removed the bash penalty and instead built in a mechanism that provides a considerable chance that you drop your weapon when you're in a fight while having a depleted stamina - Doubled the smithing skill rate - Fleshed out a special room in Fellglow Keep - Fixed some minor bugs related to summonable Ghosts - Some other small bug fixes Changes in 0.977 -------------------------------------------------------------------------------------------------------------------------------------- - The Perk "Necromancy" is now available at skill level 25 instead of 50 - The Perk "Mage Armor" now only consists of one single perk - The Mage Armor spells have been made weaker, and the perk bonuses have been made smaller (the maximum effect possible with the MAge Armor perk, skill level 100 and the best spell is +350 armor) - Some bandits, Thalmor, many Vampires and all Alik'r now make use of potent poisons based on the one spiders use, so be careful - as they now all might paralyse you! Argonians and Redguards will rejoice, for they generally are not affect by these, for now. - Guards now have measures to defend them against spiders effectively - The Perk Gruesome Shot now works as intended - Removed the additional creature Bonus from the conjuration skill level - Removed the bluish shader from Raise Dead spells - The bash penalty is lowered to a heal value of 400 points instead of "fully healed" - The Skeleton key will allow you to pick about just any lock - Spell damage of most NPCs now scales more with their skill (this should make most mage encounters somewhat easier) - Alikr are now on the list for very hard to fear enemies - Fixed some bugs with the Perk Elemental Binding - Added five Perks to Conjuration: °Ritualism (Skil Level 50) - It decreases your spell cost for Raising the dead and Summoning Ghosts by 50%. °Mystic Disruption (the old Perk Mystic Disruption is now called Mystic Banishment)) (Skill Level 100) - All bound weapons ignore 30% of armor - this stacks with other perks. °Ravaging Insects (Skill Level 50) - Increases the damage of all swarm spells by 50% °Oblivion Lore (2 ranks, Skill Level 50, 100) - For every perk rank, you can summon an additional creature - Added three perks to Destruction: °Firemastery (Skill 100) °Frostmastery (Skill 100) - They all grant +10% damage on the respective element, -10% magicka cost and a permanent 25% resistance. °Lightning Mastery (Skill 100) - Added one perk to Smithing: °Legendary Blacksmithing (Skill 100) - It increases all tempering bonuses by another 50% - Added one Perk to Archery: °Improved Quick Shot (Skill level 100) - It adds a 200% speed bonus on all ranged attacks - Added two perks to Alchemy: °Poison Mastery (skill Level 100) - It again doubles all poisons' effects °Elixir Mastery (skill level 100) - It again doubles all beneficial potions effects - Rearranged the Restoration Perk Tree and added two perks: °Exorcism (Skill Level 75) - It works like Mysticism, but targets Daedra instead of undead °Essence of Life (Skill Level 75) - It adds two daily uses of Power of the Lifegiver - Added three perks to Two-Handed °Mighty Strike (Skill Level 100) - Doubles all damage with twohanders °Heavy Strike (Skill Level 25/50) - Increases armor penetration with all twohanders by 15/30% - Added one perk to Light Armor and reaaranged it a little: °Fleet Feed (Skill Level 25) - Grants you a speed bonus on movement when not wearing any heavy armor °Vexing Flanker (Skill Level 50) - Grants you a 25% melee damage bonus when you wear no heavy armor and you're currently running Changes in 0.976 -------------------------------------------------------------------------------------------------------------------------------------- - Set the physics of arrows about back to the values of version 0.97 - Staggering and Attribute loss due to standard attacks is now also prevented by using any mage armor spell - though this only works when perks have been invested to improve these spells - The Sword and Greatsword specialization perks now also grant a minor armor penetration of 5/10% per level. - Dwarven Automatons do receive almost normal damage from all daedric weapons - Increased the Health of Frost Atronachs slightly - Increased the magicka cost of several Conjuration Spells - Decreased the damage of rune spells by about halve - Renamed the Perk Arcane Disruption to Electrostatic Discharge - There are now two ranks of "Transmute: Muscles" - the second one is now a targetable version of the first rank, though it is harder to cast - The "Arcane" Destruction spells now have certain thresholds they bypass, over that, they are completely resisted - Fixed some more minor bugs and possible exploits - Most beneficial potions now have a limitation: You can only have one active potion of one type - Added a targetable Invisibility and Muffle Spell - Added "Summon Swarm (Rank I)" to the spells granted by the Basic Conjuration Perk - Fixed some issues with certain Ghostly Spells - The Ability "Power of the Lifegiver" now makes your health almost inexhaustable for 12 seconds - Added a lot of locks (I think about 300) to already existing containers - Tweaked the loot tables of Strongboxe of Merchants and that of safes some more - The Perk Stabilized Binding is now a part of the Perk "Extended Binding" - The Perk Stabilied Binding has received a new effect that decreases all Conjuration Spell costs further by 30% - Decreased the damage from Summon Swarm Spells by 50% + Minor Bugfixes Changes in 0.975 -------------------------------------------------------------------------------------------------------------------------------------- - Added many Elemental Arrows (They deal higher base damage, plus elemental damage, plus have no weight, and are not affected by gravity very much) - Added Silver Arrows and Silver Bolts (they deal very low damage to normal enemies, but are able to hurt Draugr. They can be crafted at a forge, be found in the game world or most likely be obtained from Dawnguard Crossbowers and Silverhand Archers) - Added some forging receips (especially Elemental Arrows (it requires the respective perk)) - Added some receips to the smelter (Death Hound Collars can be smelted down to get Steel) - Added some custom items to random lootlists (Enchanted Arrows, Oils) - Added some touchspells (Fire, Ice, Shock, Poison) - Added about 50% sneak attack bonus damage (scales with your skill level) to single-targeted damage spells (Touch Spells and most single-target projectile spells like Firebolt, Ice Bolt, Lightning Bolt and Toxic Blast - however, these effects do also only work against opponents you could sneak attack with physical weapons and only when you are within 800 units of the target [a greatsword seems to have about the length of 100 units. However, this feature is absolutely silent, so you will not really notice it except for the higher damage. This also applies to spells from staffs and scrolls) - Arrows now penetrate armor based on their quality (Iron and Steel arrows do not penetrate it at all and while daedric arrows will set it down to 45% - if you use a daedric bow, too, it's already at 22,5% - so if you are an archer, most things can say goodbye to their armor) - Fixed some spelling mistakes and changed some more messages or removed them completly - Fixed the damage of pre-placed trap runes - they now deal static damage (and much more) - Fixed some issues with Hadvar and Ralof and the spiders in the tutorial - Fixed a bug that allowed certain undead to be sneak attacked - Fixed some minor bugs - Fixed the bashing exploit with a rather temporary solution (as the mechanic itself is from Bethesda themselves and it seems to be very hard to be used with conditions): When you bash an enemy without having enough stamina to pay the full cost (40 points), the opponent will be healed completely and rendered invulnerable for 3 seconds. I am pretty sorry about this, but at the moment, I do not have another working option, as the spell effects needed to produce something else (like your shield and weapon dropping or the player tripping) seem to be working incorrectly (contact spells seem not to execute scripts properly, which makes it hard for me to make something more believable, in fact, many spell effects also seem not to work on them at all - if you have any information on this matter, please inform me - this thing also prevents me from further tweaking the combat mechanics!!!) - Removed a Damage Stamina Rate from one magic effect - this might fix the No Stamina Regen glitch, though I am not sure about that one - Arrows and bolts should now behave a little more physically accurate - their gravity pull has been increased so you'll need to aim higher to hit on longer range (might require some more tweaks, if anyone is into real life archery, I am open to suggestions! ) - Decreased the chance of meeting archers in the following factions: Bandits, Alik'r, Afflicted - Decreased the amount of consumed stamina when blocking - Decreased armor values globally by about 20% - Decreased the armor penetration default value for ranged attacks over short distances further to 25% - Decreased the effect of armor spells, but increased their values when perked - The Mask of Clavicus Vile now is considered Heavy Armor - Thalmor Mages now carry around Elven Longswords instead of Daggers - Dawnbreaker now has only a small chance to use its strongest power - however, it also deals more damage to undead things by default, while its base damage has been decreased. It also has a small chance to deal a great amount of damage to any undead target and also fears weaker undead shortly with every hit. - Increased the spell damage of elemental bolts from Dawnguard - Increased the damage from many fire hazards greatly - Increased the armor values of certain creatures by 10% to 75% (Draugr, Mudcrabs, Spiders) - Minor tweaks to existing crafting receips - The Perk "Perfected Art" now gives you a 100% success chance when pickpocketing, however, you need to have all other pickpocketing perks before being able to choose it - The Perk "Improved Block" refreshes your stamina by 12 points whenever you take a hit while blocking if you have reached the second rank of the perk. - The Perk "Runemastery" now requires you to know all Rune (Rank I) spells in order to be obtained - Made some crossbows slightly stronger than others - Increased the global armor scaling factor for NPCs by 0.25 points - Reduced the loot giants yield - Most Draugrs will now use a weaker form of unrelenting force, though some remain who use the strongest version. Remember: Having more than 50% magic resistance protects against all versions! - Decreased the chance of meeting the strongest draugr by halve - The Shout Unrelenting Force does not work on targets with an exceptionally high health - The Shout Disarm can be resisted with a high enough Magic Resistance (25/35/50) or with a high enough stamina (250/400/600) - The Spell Animate Lockpick now is considered an Adept Level spell with increased casting cost - The Spell Summon Ghostly Steed now can only be bought after completing the Ritual Spell Quest for Conjuration - except if you go for perks, then you get it with the Adept level perk - The Spell Transmute: Fists now is called Transmute: Muscles and increases Health and Carrying capacity besides the unarmed damage bonus - Added Armor Breaking Properties to some more enemies (examples: Trolls, Large Spiders, Bears, Sabrecats) - Vampires will more often use maces as their prefered weapons and much more rarely rely on daggers - Changed the effects of almost all alcoholic drinks some more so that they do increase stamina regen rate and decrease magicka regen rate - Dragons now deal about much less damage (about 350, except for alduin who still deals a 1000 with one blow) - Removed the dragon melee damage reduction from armor - Dwarven Spheres and Spiders now get the correct damage reduction perk (due to me setting a wrong value, it was 25% reduction, now it is as intended with 75% physical damage reduction) - The worn armor now only affects Alduin (each piece of the following materials (Glass, Ebony, Daedric, Dragonscale, Dragonplate) reduces the damage he deals to you (the combination does not matter any more) - however, Glass Armor protects not as good as the others! - Tweaks to the movement mechanism: ° Running now consumes 0.25 stamina per second ° Running also disables magicka regeneration and actually drains it very, very slowly ° Swimming will drain your stamina by 2.5 points per second These penalties do not apply if you are undead (a vampire)! - Major Combat Tweaks: ° If you wear a full set of heavy armor, you're now also able to tackle some opponents ° If you fullfill both tackling conditions, you will get a stronger tackling effect ° Your character will now only try to tackle down hostile NPCs ° Whenever you're hit by anything, you lose 5 points of stamina and 10 points of magicka ° Whenever you're hit by a bow, crossbow, projectile or twohanded weapon, you lose an additional 5 stamina and 10 magicka This does not happen when one of the following is true: - You are currently blocking - You wear a full set of heavy armor (shield NOT included) - You wear a full set of glass or dragonscale armor (shield NOT included) - You are undead (this is true when you are a vampire) - You are currently using a Ward Spell - You are using the spell Mage Armor V - You possess the perk Resilience ° Whenever you're hit by anything, there's a 50% chance that you will become staggered ° Whenever you're hit by a bow, crossbow or twohanded weapon, you will always be staggered (This will only make the camera shake, you still can maintain your block, but it might become a little more difficult if you fight more than one or two opponents at once) This does not happen when one of the following is true: - You are currently blocking - You wear a full set of heavy armor (shield NOT included) - You wear a full set of glass or dragonscale armor (shield NOT included) - You are undead (this is true when you are a vampire) - You are currently using a Ward Spell - You are using the spell Mage Armor V - You possess the perk Resilience - New optional files: ° Standard casting of continued spells (so they do not shoot once for 3 seconds, but work like in vanilla skyrim again - this enables all related exploits again, though!) ° Less NPC Spell Damage - Updated the Non-Dawnguard Version 0.94 to 0.941: ° Removed the arrow weight script ° Added the following optional files: Saving Messages Restored, Global Damage Modifiers, Less NPC Spell Damage
  8. Hey everyone! I've just found this wonderful site, and I wanted to present to you the project I am currently working on! It is called "Requiem - The Oldschool Roleplaying Overhaul" and is currently considered a BETA (version 0.9822 with Dawnguard support) and it is available on Skyrim Nexus at the moment for testing purposes (http://skyrim.nexusm...com/mods/19281/). Its aims can be depicted as follows: 1. Make the game experience deeper and more believable and adult while keeping the mod as lorefriendly and immersive as possible 2. Add more sense to the game by altering stuff that do not seem logical in the gameworld's own set of rules 3. Make it more challenging 4. Make it more fun 5. Make it feel more like older titles, like Arena, Daggerfall, Morrowind, Baldur's Gate, Planescape: Torment and all those other great old titles 6. Provide a lot of options so people who don't like the corerules can modify them as they please I've put more than 820 hours of pure in-front-of-the-screen work into it, and even more if you count the theoretical stuff, concepts and such - but before I say anything more - here's the list of features currently in the mod: STRUCTURE ----------------------------------------------------------------------------------------------------------------------------------- You might want to hit STRG + F on your keyboard so you can type in the stuff you want to find in order to navigate through this list of changes. Please consider that this description is somewhat trimmed, as the description length is limited on this website so I cannot really go into every detail. But the most important stuff is documented here so you can get the basic idea of the mod, and for version 1.0, a detailed external ReadMe is planned! Features with a * at the end can be adjusted via the optional files!!! 1) Leveling System 2) Skills & Perks 3) Magic - Spells, Enchantments, Shouts, Standing Stones, Shrines 4) Combat & Attributes 5) Atmosphere - Handplaced Things, User Interface, Trading, Thievery, Races, Animals, Vampires & Werewolves, Miscallaneous Settings 6) Items - New Items, Old Items 7) Bugfixes 8) What's coming next 9) Known Bugs & Workarounds 10) Known compatible Mods 11) Known incompatible Mods 12) Optional Files 1) Leveling System ----------------------------------------------------------------------------------------------------------------------------------- "It does not matter how strong or smart one is. It only matters what one can do." - M'aiq the Liar - Almost every leveled aspect of the game world is now static: ° You might walk into the forest and find nothing or you might be swallowed whole by a bunch of rampaging frost trolls on level one. You might wander into a bandit camp finding only weak and easy to dispatch individuals who somehow managed to acquire an ebony dagger, or you might just walk into an experienced marauder who doesn't need anything but his simple iron greatsword to finish you off. The list goes on infinetly. ° This also applies to loot list: You may now find everything up to ebony equipment (however, you'll find much more low quality items than high level ones) from first level on in the world or at vendors. But Daedric and Dragon equipment is very, very hard to obtain - but it'll be worth your while... ° All quest rewards are no longer dependant on your level. ° The amount of leveled locks has been reduced. ° The damage traps deal is no longer based on your level. It's always lethal, now. ° Besides everything becoming more static, it also becomes more random. You'll almost never be able to tell what opponents you're going to encounter, making it very important to improve your skills fast and to be VERY cautious at lower levels For a more comprehensive depiction, have a look at this list: °Low Level Enemies (managable from first level on, IF taken on appropriately) - Animals (Skeever, Mudcrabs, Wolfs, Bears, Sabrecats, Slaughterfish, Horkers) - Bandits - Forsworn (If they're still human!) - Normal Humans in general - Skeletons (if they're about a human's size) °Mid Level Enemies (might still be somehow managable from first level, but requires great amounts of skill and tactics!) - Soldiers and normal Guards - Draugr - Most other zombie-like creatures - Witches/Hagravens - Trolls - Icewraiths - Spiders - Spriggans - Giants - Mammoths - Fire Atronachs - Ghosts - Giant Slaughterfish °High Level Content (don't expect to have a chance against these without greatest preparations) - Vampires - Mages - Dragons - Falmer - Dwemer Constructs - Werewolfs - Giant Trolls - Gigantic Mudcrab - Dragonpriests - Dremora - Frost Atronachs - Storm Atronachs - Elite Troops (For example, Bodyguards of Rulers etc.) What's behind it techniqally: - All leveled lists have been changed so that they can spawn all available NPCs, Items etc. from level one on, without changing the possibility of getting another result with an increased level. Also, some leveled lists have been altered slightly to support the atmosphere (for example, you'll now find more small mudcrabs than big ones and more wolfs than bears, more unskilled people than skilled people etc.) - Practically all enemy NPCs have been redone - mere bandits will always be managable from first level on IF you go on them with some tactics - if you don't see an archer in a dark corner, he's most likely to kill you. If you've spotted all enemies and use cover - you'll stay much better chances. Also, NPCs that you'd expect to be very skilled now actually are very skilled - for example, guards who protect important people will always be experienced combatants that most likely mob the floor with you if you're not a high level. In case of dungeons - most of them will be very static and their difficulty is quite hard to be described - basically, it's now all about tactics and preparation. If you play all your cards right, you might find many of them quite easy. If you're not, well, any dungeon might just prove to be quite devastating. 2) Skills & Perks ----------------------------------------------------------------------------------------------------------------------------------- "That looks good. Who knows, with enough practice, you might forge the most legendary weapons one day..." - Alvor Skills - Skill rates have been adjusted to lower values, so the skill leveling should be a little bit slower than the Vanilla rates - Skill books do not increase most of your skill level by 1, but only a bit - All starting skills that aren't modified by your chosen race will start on 5, not on 15 - Available Training Units have been halved * Perks - Completley redone perk trees and new perks with more fleshed out descriptions and effects. - The descriptions now do not offer any numbers, but barely describe the effect in a more oldschool style in order to prevent power gaming triumphing over roleplaying. * Examples: °Nightly Thief: "You have learned how not to wake up targets during your "nightly visits", so you can free them from their worldly burdens with ease." °Twin Souls -> Summoning Mastery: "Oblivion's realms and entities know no limits - knowing this, you're now able to control even more creatures simultaneously." °Intense Flames -> Cremation: "Your fire spells burn so ferociously that they deal more damage by setting foes ablaze, often causing them to run away in agony." ° Regeneration (a new 2-rank perk in the alchemy tree): "Having consumed extracts from troll fat and fish eggs, you are now able to regenerate when immersed in water." °You'll notice a great difference in gameplay now when it comes to the weapons you use and their related specializations: - Swords will be even faster when perked, allowing true flurries of blows that are ideal for dealing damage with elemental enchantments or to take down unarmored foes - though you'll have a tough time against foes that aren't that easily sliced by your blade's edge. - Maces and Hammers will still be the slowest, but because many enemies now actually posses a really high armor rating, they REALLY come in handy when you've been specializing in them. - Axes now are a middlething between the two - they offer both increased damage and a weaker form of armor penetration than that of the maces. Probably the best weapon to deal with armored draugrs... - Twohanded weapons will profit more from some of their associated perks than onehanded weapons - for example, when fully specialized in, maces ignore up to 50% of armor, while warhammers ignore 75% of it, as they have a much higher weight that can be made used off when fighting with it correctly. However, twohanded weapons will be hard to handle, as they won't allow you to use a shield for protection from arrows. Use them with care! - You now need to specialize more in the trees to get the best perks available. For instance, if a perk tree splits like the Illusion tree and both strangs lead into one single perk, you have to learn every perk in both branches to get the last one - to make this up, most High End Perks have received a major boost, like increased effects or unique spells. - Smithing Perks (except Basic Blacksmithing and Advanced Blacksmithing) now require the player to have certain books in his inventory that depict how the equipment related to the given perk is made and worked with - you can find these books in the game world or at some vendors. You'll recognize them by their description! * 3) Magic ----------------------------------------------------------------------------------------------------------------------------------- "Fancy yourself a wizard, eh? You know, if you think you got the aptitude, you should consider joining the college of Winterhold..." - Farengar Secret-Fire Spells - All existing spells have been redone to suit the mod better (adjusted effects, changed some graphics, renamed for better sorting and much more). - Almost all spells now improve with a better spell school skill level. - Spell costs will double when you only have a very small amount of stamina left. - Heavy armor increases magicka cost for all spells (up to incastability) - Ongoing Battlemages can get rid of this by investing in certain heavy armor perks. - All summonable creatures have been improved. Even the once weakly Familiar now can be quite useful. - All magical projectiles are twice as fast. - Magelight (Light II) and all Wall spells can produce an unlimited amount of wall sections/light sources. - Firesparks (aka Flames), Lightning Sparks (aka Sparks), Icewind (aka Frostbite) and all Wall spells now are fired for a fixed amount of time (3 seconds) and then have to be recast instead of being continous (this is to prevent stacking their effects by just recasting them rapidly). * - Some low level spells are not available at any vendor except those in Winterhold (for instance, Healing/Heal Self I or Fast Healing/Heal Self II). They still can be found randomly in the gameworld, however! - About 80 new custom spells, some of them scripted, some of them copy pasted to provide a more wide-spread and extended quantity of them, most of them being avaiable only in Winterhold for now. A few examples: - Transmute Muscles (Alteration, 25): The caster hardens his arm and hand muscles, making them like stone. All unarmed damage is drastically increased. - Absorb [Attribute] (Alteration, 50 to 100): Drains the targets lifeforce, magic energy,... and gives it to the caster. - Telekinetic Disarry (Alteration, 75): Removes all clothing from the target and disarms it. - Telekinetic Nova (Alteration, 75): Breaks the bones of anything nearby and sends it flying through the air. - Telekinetic Blast (Alteiration, 100): A concentrated blast of telekinetic Force, sending anyone it strikes flying through the air while tearing appart their very skeletons. - Lightning Speed (Alteration, 100): The caster moves almost as fast as light, making everything slow down almost to motionlessness.- Featherfalling (Alteration, 25): Negates Falling Damage - Telekinetic Grab (Alteration, 100): Grabs the target NPC which can be thrown or roasted while grabbed. You can also use the target as a (meat)shield to protect you from projectiles (be it alive or dead - yes, it also works on corpses) or just crush them into the next rock and cast them high into the air - wating for them to die because of the fall. - Transmute Corpus (Alteration, 100): The caster attempts to turn the target into a slimey pile of ectoplasm. - Summon Ghostly Steed (Conjuration, 50): Summon the ghost of a horse thats a quite unqiue mount - it's the fastest mount available, while being completley invulnerable - it can even fall down all of mount High Hrothgar without taking a scratch. Also, the caster becomes ethereal, too, when mounting it, also making him or her invulnerable for as long as sitting on the steed. However, this also prevents attacking from this mount! - Teleport I (Conjuration, 50): Teleports the caster to the target location - Teleport II (Conjuration, 50): Works like a Mark and Recall spell - Arcane Missle (Destruction, 50): A missle of pure arcane energy that is fired instantly and deals non-specified damage, penetrating most mortal resistances. - Toxic Spray (Destruction 50): Cover your foes in toxic and corrosive slime. - Lightning Cascade (Destruction, 100): The target is tormented by ferocious lightning for a limited duration. - Umbral Vision (Ilusion, 25): You can see in the dark. Toggable. - Arcane Resonance (Illusion, 25): Works like the shout "Throw Voice", but as a spell version - Phantasmal Killer I (Illusion, 50): Kills the sleeping humanoid target instantly without any sounds. - Phantasmal Killer II (Illusion, 75): Causes the target humanoid to commit suicide. - Phantasmal Killer III (Illusion, 100): Causes the target to either face its most feared nightmares or die from a terrible heartattack. - Fury IV (Illusion, Domination): Causes the target to go beserk without the caster risking to be detected as the spell's source. - Arcane Dominance (Illusion, Domination): Completley control the minds of all nearby weak individuals, causing them to not attack you even when threatened, to give you outrageous prices while bartering and to submit to almost any proposal... Enchantments - New and unique enchantments are available via certain enchantment perks. A new mechanism has been built in to get them in a more immersive way. Examples: °Annihilation: The weapon is infused with vile energies that provide a small chance of killing almost any target instantly. °Force: The weapon is surrounded by a strong force field, sending anyone it strikes flying through the air. °Flame/Shock/Frostburst: The weapon causes elemental explosions that deal damage to all hit targets. Bows actually cause all targets nearby the arrow to explode. But every enchanter should beware when using this potent enchantment, for it also damages the caster - using it in melee will require protection from the respective element! °Spellbreaking: The weapon has a certain chance to dispel all magic from the target - which also can kill any summoned creature instantly. - Many other enchantments in the game have been edited, too, some with all-new effects. Shouts - All shouts have been improved so that whenever you make use of your Thu'um, it will really feel like your literally shouting your unfortunate foes apart! - Shouts receive fully dynamic bonuses based on what you do: °Every 5 levels decrease the player's shout cooldown by 2%. Caps at 20%. °Every six words of power known, the player gets another 5% cooldown bonus, which caps at 50%. °Every hundred times the player shouted, there is a slight bonus of 1% cooldown bonus, which caps at 10%. °Based on how often the player shouted, certain shouts' effects become even more powerful. Standing Stones - All Standing Stones have been overhauled, somewhat according more to the original effects. Also, you'll now have to make a tougher choice, as you will only be able to change the stone blessings between those stones that belong to your chosen guardian constellation: Those who have chosen the Mage will never be able to have another sign but The Mage, The Apprentice, The Atronach or The Ritual. ° The Mage grants 100 magicka. ° The Apprentice grants 300% additional magicka regen, but also a 100% weakness to magic. ° The Atronach grants 250 magicka next to its absorption bonus, but disables magicka regen. ° The Ritual has been increased in its default effect. Those who have chosen the Warrior will never be able to have another sign but The Warrior, The Lady, The Lord or The Steed. ° The Warrior grants 10% bonus damage with all weapons. ° The Lady grants a doubled Stamina regeneration rate. ° The Lord gives you 15% magick resistance and the default armor bonus. ° The Steed gives you 100 Stamina. Those who have chosen the Thief will never be able to have another sign but The Thief, The Shadow, The Lover or The Tower. ° The Thief gives you a small 5% bonus on Ranged Weapons, Onehanders, Pickpocketing, Sneaking and Lockpicking. ° The Shadow has been increased in its default effect and also makes you ultra-silent. ° The Lover gives you a speech craft/bartering bonus. ° The Tower grants you 50 additional carry weight. If you don't choose a guardian constellation, you can do it later - Or, you can choose the Snake, which renders all other signs inobtainable! Your choice is permanent, so choose wisely! ° The Snake allows to paralyze a target for 5 seconds and deals 750 poison damage over 30 seconds once a day. Shrines of the Divines - Shrines now only grant bonuses if you do not have commited too much crime during your adventure in Skyrim - for criminals aren't favored by the divines! Also, the duration of the blessing has been increased greatly. Also, if you do certain deeds, some gods might grant you even more power - for instance, Mara's blessing enhances your health if you've completed her temple quest. On the other hand, some god's might also refuse to bless you - for instance, if you join the imperial Legion, Talos will refuse to bless you for this blashpemy. * 4) Combat & Attributes ----------------------------------------------------------------------------------------------------------------------------------- "The best techniques are handed on by the survivors..." - Gaiden Shinji Combat - The Difficulty is now static - turning it up or down won't have any effect. * - Combat now varies a lot. All damage is drastically increased, yours and your enemies'. Tactic is now of high value, and can easily turn the sides of battle. Just wildly engaging in battle straightforward will most often end up in a painful death. However, the actual time a fight will last is very variable. Lightly armored human targets will drop very fast (that also counts for you) or very slow if they go for something like ebony armor and you don't bring armor penetration or magical damage. Very big enemies will take even more time to defeat, and defeating a dragon might take even longer. - Many foes now possess more perks and skills, making combat even more thrilling - if you see someone wielding a mace, he most likely has also training in its use, so make yourself ready for some armor-penetrating blows! - NPCs are more intelligent: They will block, bash and attack more often, aim better with shouts, spells and bows and will always go for the best weapon available - so better prepare well! They also have received a higher chance to carry potions with them, which they'll most likely use if things begin to look bad for them. And as they use potions, they might also use some poison on you - as you're not the only one who can take and use it from frostbite spiders! - NPCs will yield in a more believable way. When they say it, they mean it! If left alive, they'll be affected by a fear effect that will cause them to panically run away from you for quite some time - if you leave them, they might just disappear or become hostile after you return to the loaction after a long while. Also, many NPCs might choose to flee even sooner when their health drops to a critical value and the player is not severly injured or paralysed - however, certain factions and races are much more fierce in combat and do not flee that easily. Also, some animals are also affected by fear when their health drops a critical value, making them quickly run away from you when they sense their death - you'll have to chase them in that case, or you can leave them be. - Armor is required to survive direct combat, unarmored targets are dispatched in a trice. - Armor will increase your respective skill rating very slowly when your wear it while running and sprinting in it. - Armor and clothing cannot be changed during combat. Don't even try, you will not like the results! However, you can still change rings and amulets during a fight. - Heavy armor is extremely hard to wear if you're not having at least some perks invested into the respective skill tree, for if not, it'll drain your stamina, increase sprint cost by about 100% for EACH piece worn and will also increase power attack stamina consumption. - The caps of armor, blocking and resistances have been increased to about 95% - don't be fooled by this high amount, for the hardest encounters, this will be neccessary. You might even want to be much above this cap, though, as now, there is much more in the game world that makes use of armor piercing attacks. - Blocking is essential. Not blocking in combat is almost like suicide if you don't wear a second skin made of pure steel - as many enemies also have armor piercing attacks (like bears crushing you under their sheer body mass), even that might not save you from a painful death. But don't even think about blocking when you're not trained in it... You can also try to dodge, but that won't always be an easy task, especially when fighting creatures that are faster than you. - You will be staggered much more often. Whenever you're hit, in fact, though this can be prevented by fulfilling one of these terms: ° You wear a full set of heavy armor ° You are undead (a vampire, for instance) ° You are currently blocking ° You are using a Mage Armor spell while having invested at least one perk in it - Archers are now extremely deadly. Arrows are much faster, NPCs aim better, drawing a bow takes more time for untrained persons. A normal human will go down with one or two hits when not being armored heavily - for a piece of wood and metal in your intestines isn't something you just shrug off. Warriors should remember that arrows can actually be blocked manually, but that requires a great amount of skill and somewhat a bit of luck - besides having more than just some perks in blocking, timing and angle will also be of great importance. If you're feeling lucky, try to position yourself so that you look about 10 to 15 degrees to the right while blocking with a shield so it points to the archer - you might just be able to deflect it! But you've been warned! Also, Heavy Armor is almost unpenetrable by bows over longer distances, while every archer receives a high armor penetration bonus when the target is almost in melee range. Also, the range you can score a sneak attack with ranged weapons now depends on your archery skill level - if unskilled, you'll have to get VERY close to deal extra damage - if on 100, the range is without any limits. Also, NPCs do not have unlimited ammo anymore, as they now use the arrows in their inventory. When they're all used up, they either flee or, much more likely, engage in melee combat, so if you're struggling in a fight against archers, you can try make them exhaust their ammo! In addition to this, the damage you deal with ranged weapons is also generally dependant on your skill level in relation to the distance your target is away from you. Don't expect to be a perfect sniper without any skill! - The range of all melee weapons and bashing has been decreased. - Many essential characters can now be killed when you hit them with a weapon, but not with most spells. Also, characters that are important for the main quest aren't affected by this at the moment. - In general, all things you will face in battle now possess very unique traits. Examples: - Creatures with no clear, vulnerable anatomy cannot be sneak attacked for extra damage (Ghosts, most Undead, Constructs, Atronachs) - Creatures with carapaces and such now actually have a considerable armor value that can only be cracked by experinced fighters or by magic means - Creatures that use poisons against you (Spriggans, Falmer, Spiders, Charusses etc.) will "check" your poison resistance whenever you're hit by a poisonous attack by them - if it is above a certain threshold unique to the respective creature type, the poison will not affect you in any way - if it's below, well, then you've got yourself a serious problem. Races with a natural poison resistance now won't be affected by most poisonous creatures by default - Argonians and Redguard only need to fear poisons of really big enemies and have a mucher easier time to become totally invulnerable to their poisons by just drinking an Elixir of Poison Resistance, However, you should drink your potion BEFORE fighting these creatures, regardless of your race, for if the poison has entered your body, it won't help increasing your resistance. You'll have to heal yourself over the time the poison affects you or use a cure. Or seek out the blessing of one of the divines. Also, remember that poison effects stack - Each hit will increase the poison damage you take per second! - Giants are strong. VERY strong. They can crush you even when wearing an ebony armor. You'll need something thicker or better than that to engange in melee - or you dodge every single strike. - Draugr are what one would expect of a zombie: a walking tank that feels no pain. They are very resistant to physical damage, as no critical damage to organs is applied - though bladed weapons show the greatest effect. Also, they will suffer even less from frost (extreme cold is meaningless to them, only piercing them with shards might have a slight effect) and shock (Electricity wouldn't stop any organs from working, they just might get scorched a little from the heat). But they're vulnerable to fire as their dry and rotten skin would burn very easily - magic fire might also melt them down completley. Fire also would apply overall damage to the body, so flames would be the best way to deal with draugrs and other zombie-like creatures. - Fire Atronachs consist mostly of animated fire and molten lava. Therefore, physical damage will have almost no effect on them. Also, they'll explode much faster and MUCH more violently when they die, so better don't even think about engaging in melee if you don't really know what you're doing - however, they might not even let you, for they've discovered melee for themselves... - Trolls have immense regenerative abilities - one can actually see the wounds that even a greatsword inflicted closing faster than they were inflicted - Only a severe amounts of damage will suffice to slay such a beast - though some say that fire stops the regeneration completley... - Ghosts are almost immune to all forms of physical damage, requiring severe weapon damage output to destroy them - magic is highly advised, though silver swords might also be of great help - Constructs are a real pain to fight - They're highly resistant to all forms of physical damage, arrows will just bounce off them with no effect and they're immune to paralysis, poison and highly resistant to fire and frost. Only severe overloads of eletric energy seem to have a great effect on them, though one can still fight them with normal weapons - but that will be a long fight indeed - trying to kill a centurion with a regular steel greatsword will require 100 hits - if the wielder posses great skill in its use! But also make sure to have proper resistances, as these constructs will probably cook you alive with hot steam and electricity... - Dragons are truly gruesome creatures, being protected by a strong shell of scales that grants a high armor rating. They also have much more Health, a strong resistance from the element of their breath, though they also are vulnerable to the opposed one. Their bite will tear anything to shreds if its not wearing at least a full set of ebony armor. They will also strike fear in the hearts of many! Attributes - Magicka, Stamina and Health are now even more important for they also grant passive, dynamic bonuses - basically, they now do what Attributes did in older titles, with Magicka representing Willpower and Intelligence; Stamina standing for Dexterity, part Endurace and Speed; and Health also reflecting raw physical power. The bonuses granted by these are very small at the beginning, but you'll notice them when you've reached a higher level and have access to enchantments like Fortify Health, Magicka or Stamina, which of course are also calculated for these bonuses! This list provides the statistics in a more detailed way: Magicka Every 40 points increase Magic Resistance by 1%. Caps at 25%. Every 40 points increase Magicka Regen by 8%. Caps at 200%. It regenerates half as fast as in vanilla Skyrim by default. Running and Sprinting will disable magicka regeneration unless you have the Focused Mind perk. Health Every 40 points increase damage in hand-to-hand combat by 1.5 points. Caps at 50 points. Every 40 points increase damage with melee weapons (except daggers because of a vanilla bug) by about 1.4%. Caps at 50%. Every 40 points increase carry weight by 4 points. Caps at 100. Every 40 points increase poison resistance by 1%. Caps at 25%. Every 40 points increase disease resistance by 1%. Caps at 25%. It does not regenerate at all anymore naturally by default. Stamina Every 40 points increase damage with bows by about 1.4%. Caps at 50%. Every 40 points increase stamina regen by 8%. Caps at 200%. Every 40 points increase your rate of movement by 2%. Caps at 50%. Every 40 points increase poison resistance by 1%. Caps at 25%. Every 40 points increase disease resistance by 1%. Caps at 25%. - It regenerates half as fast as in vanilla Skyrim. - Running low on stamina during a fight is possibly the worst thing to happen with this mod: If you become hit by a spell, arrow or whatever sort of attack while your stamina is really low (absolute value), you will become staggered and won't regenerate any stamina for some moments. Also, you are practically unable to block when having a very low amount of stamina, as you won't have any more strength to parry or deflect incoming blows effectively. Also, you'll move slower as long as you have only a small amount of stamina left. - Having a practically depleted stamina will result in a high risk of losing the grip on your weapon and shield. - Running (not sprinting) now also consumes a small amount of stamina (about 0.2 points/second) and negates regeneration - standing still or walking solves this problem! Or you cook some more nutrtitous meal... - Sprinting costs have been drastically reduced - You receive less carry weight by leveling up Stamina. * - Also, if you have more than 200 Health and Stamina each and do sprint into an enemy of about your size or a non-armored weakened one, you might abe able to send him (or her) down to the ground. The same is true if you wear a full set of heavy armor. - Added Lockbreaking to certain weaker doors and containers: When you melee attack such a door or container (basically all which are made mainly out of wood and those with padlocks), a script attached to it will check the player's adjusted breaking value (which is 2x your health + 1x your stamina) - if it's at least equal to the break value of the lock, the container/door will be open after you hit it. Breaking values are as follows: Novice: 300 Apprentice: 500 Adept: 700 Expert and Master level locks cannot be broken, however, regardless of the material! 5) Atmosphere ----------------------------------------------------------------------------------------------------------------------------------- "You know what's wrong with Skyrim these days? Everybody is obsessed with death!" - Jon Battle-Born Handplaced Things - Fleshed Out the Start in Helgen - if you look carefully, you'll find more background information, small secrets and stuff that'll help you survive for the next few minutes. - Handplaced unique non-respawning creatures, some of them named - some just for atmospheric reasons, others might carry unique loot. - Certain Quest locations received some handplaced items that will help you at the beginning. - Many minor tweaks to many cells (handplaced locks, rearranged items and more) User Interface - Messages the player receives have been changed to First Person Singular, depicting thoughts and feelings. - Loading screens will only tell you lore-related stuff. No more hints and advises of how to interprete the HUD and such things. - If the player dies, he'll be send to the loading screen almost immediately to represent the fact that he/she is dead - no more time to look around the enviroment. If something has managed to take you out without you noticing it... You'll have to be more careful the next time. (You can overwrite this with any other Death Cam Mod - look in the compatibility list!) - Removed Quick/Auto - save/load messages * Trading - Merchants will rip you off if you aren't good in speechcraft or don't bring some illusion magic. - Merchants are now more different. Smaller ones will have less money and goods, while those in less rural locations do have much more in stock. Their goods also somewhat depend on their location, like Alchemists in Markarth selling a lot of dwarven oil and much more of such smaller things. - Most merchants' wares are now actually accessible via certain chests in which they store most of their wares - they are masterly locked, however! - Merchants will only restock every 7 days Thievery - Lockpicking is actually hard: Don't expect to even open a Novice Lock without the proper perks, raw physical strength or advanced magical help. - Added a lot of locks to the game world. - Wearing any heavy armor will render most thieving activities much harder or even impossible (pickpocketing, for example) - No more easy sneaking in heavy armor. Others will most likely spot you before you spot them. - Sneaking tweaks: ° Sneaking in general is harder ° Enemies field of view has been reduced ° Enemies will search much longer for you ° Standing in Light now means a greater risk for being detected ° The impact of your sneak skill has been reduced slightly Races - Every playable race starts with different basic stats (Health, Stamina, Magicka, regen rates, unarmed damage, carry weight, speed, starting skill levels - the impact is somewhat minimal, but it's still a difference you'll feel in the beginning) - Many racial abilities have been changed and new ones added: ° Orcs: They also got the Strong Stomach feature, which allows them to eat Raw Meat ° Khajiit: Night Eye toggable, higher claw damage, 15% speed bonus, Strong Stomach ° Argonians: Almost poison immune, Strong Stomach, Racial Power now regenerates Health ° Nord: No more activated powers, 50% frost resist, 25% shock resist ° Imperials: No more activated powers, no more imperial luck; they get exceptionally high stamina from military training ° Redguards: Higher poison resistance ° Darkelves: Ancester's Wrath is now called Sanctuary and grants 95% damage resistance for 30 seconds. - Starting max unmodified weight is reduced to 85 to 125 units, depending on your chosen race * - Removed most starting spells - only some races still have some (Bretons, Dunmer, High Elfs) Animals - Horses can sprint much longer, and are faster (not too fast, for one should remember: Skyrim's horses are stiff!) - Horses will avoid combat more often (except certain unique exceptions) - Horse charge: Weak and small enemies are trampled down when a horse charges into them - Many animal factions have been tweaked so that there are more hostile encounters - for example, Spiders now actually are hunting Skeevers if there are any nearby. - Don't expect to find anything but fur, intestines and other natural stuff on animal corpses. No more gold, jewelry or stuff like that that would make one think: Did this beast just swallow a treasure chamber, mayhap? Vampires & Werewolves - Werewolves now all have static claw damage and tweaked abilities (more Health, slightly faster, stagger resistance) - If the player becomes a Vampire, he'll also receive the Vampire Template of this mod, which decreases all damage from non-bladed weapons (Maces, Warhammers, Bows) by 66%. In addition, being a vampire also has increased benefits, as some bonuses have an increased value (Like the Fortify Health effect now granting +400 HP). Besides, vampires do regenerate their health by default, as do they have a much greater strength, allowing them to carry more with them. Most vampire powers also have been edited. However, this is based only on the vanilla stuff. It should therefore not conflict with vampire mods, though I cannot say this for sure. Miscellaneous Settings - All falling damage has been increased. - Faendal & Sven are no longer available as followers * - No more fasttraveling. Use a cart, teleport, buy a horse. Or even better: Walk. * - Time will now run slower than in Vanilla, making it feel somewhat more realistic. (The mod's value for that is 5) * - Diseases are a PLAGUE. You'll want to avoid them and always carry at least one Cure for it with you or make sure the divines are willing to free you of your afflictions... - Player Homes are now automatically locked when you leave them for immersive reasons (Who doesn't lock his house when leaving it alone?) - Those triggerplates with runes on them are now invisible. - Many sounds have been replaced with silence, for instance the critical hit sound, some sound effects when updating a quest and so on. - Most hostile NPCs now have much shorter and similar "names" so you aren't able to tell if you're facing a weenie little guy with no experience or the ex-grandmaster of the arena himself. You'll have to judge about him by looking at the equipment, for instance... - Blood Splatter on the screen when becoming hit will stay only for few seconds - Blood on your weapon will last multiple minutes and fade away slowly - Cleared Dungeons will not respawn * This is both for immersive reasons and because you can now think about actually storing some stuff or even claim a conquered dungeon as a new home (though still in some cases, there might be some trouble - as it would be realistic, there is always a certain risk that another faction occupies it) 6) Items ----------------------------------------------------------------------------------------------------------------------------------- "Some may call this junk, me, I call them treasures..." - Belethor New Items - New Weapons (Selected stuff from Weapons of the Third Era) - New Food (Milk, Water, Mudcrab Meat and some more stuff) - New Hunting Loot (Fat, Hearts, Claws, Fur, Meat...) - New Recipes (Sweetrolls, Bread, new ways to smelt down metals, some new weapons at the forge and some unique ones acquired by perks) - New Books (some are from previous Elder Scrolls Titles, others are completly new and have been written by myself) - New special items (for example, the "Bag of Holding", which increases your maximum carry weight by 500 as long as it is in your inventory) - Most new items have been integrated in loot tables, vendor lists, can be carried by NPCs, or can be crafted, while a great amount also has been handplaced. - Craftable Staffs at the forge: ° Depending on your enchantment skill and perks, you'll gain new recipes for magical staffs of different materials. The better the material, the better the spell it can hold - Artificing a Daedric Staff will yield an arcane instrument of power that does not require any charges as it feeds on the life force of a slain dremora. - Alchemists with at least 25 skill points can now craft special oils at the forge that work like poisons: - Oil of Fire: Deals fire damage - Oil of Frost: Deals frost damage - Oil of Storms: Deals shock damage - Oil of Silver: Deals severe damage to any enemy vulnerable to silver Each oil needs a certain type of salt, a metal ingot base and some dwarven oil to be crafted Unfortunately, they only work on living enemies, as the game seems not to check the associated resistance value but the poison flag of the potion in order to judge if an effect can harm an undead or otherwise poison immune NPC. Old Items - Though not depicted ingame, gold now has a weight. You'll have to find a place to store it... * - Though not depicted ingame, arrows and bolts also have a weight: * °Light Ammo (Forsworn, Iron, Elven, Steel) weigh 0.1 units each °Medium Ammo (Orcish, Dwarven, Glass, Draugr. Nord Hero) weigh 0.2 units each °Heavy Ammo (Ebony, Daedric) weigh 0.3 units each - All Potions have been changed in effect and have been renamed to make sorting somewhat less of a pain - You can only have one potion of every type active at a time - potion effects will not stack anymore, and drinking one while one other of its type is already active will just result in a wasted potion! - All scrolls are now somewhat more useful - you'll think twice if you really want to sell them immediately! - All staves have been overhauled - Many ingredients and their effects have been altered Examples: °Nirnroots' effects are stronger than that of normal ingredients °Daedra Hearts are extremely powerful ingredrients: They make your health, stamina or magicka inexhaustable for 30 seconds or can be used to make a very deadly poison that could possibly even slay a dragon... - Food will restore both Magicka and Stamina instead of Health when consumed out of combat. Raw food, on the other hand, will damage these attributes, unless you belong to beast race, in which case you'll receive a bonus instead when eating it out of combat. Also, the effects of cooked food now last much longer, making it more worth the while. Concerning how Stamina now works, you will want to have at least some food with you on longer journeys so you can restore your stamina more quickly so you'll actually want to eat/drink something once in a while. - Many other misc items have been changed, be it in prize, weight or use. Hunting pays off more, stealing precious and handcrafted things pays off even more, plus much more. - Completley redone artifacts with more fitting roleplay-like descriptions and effects Examples: ° Dragonmasks are now worthy to be considered as equipment, not to mention what power the best of them all now bestows upon its wearer... ° Daedric Artifacts are now much more that what they should be... Make sure to try them, if you're sinister enough to do the bidding of the princes... Especially the Wabbajack... But careful, for the insanity might break you. Or the Cheese. Or the sweetrolls. Or.. BOTH!!! Or maybe not? What the hell am I just talking? Ah, well, jsut carry on reading... 7) Bugfixes ----------------------------------------------------------------------------------------------------------------------------------- "How does one know there was a city of Winterhold? M'aiq did not see it with his eyes, did you?" - M'aiq the Liar - No more "I steal your pants while you wear them" - Even Garrett wouldn't bring that on... - No more unlimited pushing of enchantment/smithing/alchemy via magic effects - No more restoration/enchantment exploits - No more continous spell exploits (by firing them rapidly in succession) - Many vanilla keyword association bugs fixed - Conjuration spells don't have a chance do be absorbed from your own absorb abilities, the same is true for Diseases - Some spells now work as they were intended (Storm Thrall for example now actually summons a Storm Thrall) - Some misplaced objects placed correctly (No unsafe changes have been made [Deleting Vanilla Objects, for example] - Replaced many muffle enchantments with sneak skill bonuses as muffle seems to be glitchy - You can wear circlets and masks with hooded robes - Fixed a vanilla bug that would make enchanted generic bows too cheap - Fixed a vanilla bug that gave certain staves the wrong effect - Fixed a vanilla bug that gave certain ghosts wrong loottables - Disabled the random vampire attacks Dawnguard causes (It might be a feature, but the sheer carnage and overall weirdness of the vampires killing off their food source made this neccessary) + Many other minor fixes, though you still should use the Unofficial Patches, too! 8) What's coming next - Ideas and things I'd like to add if this mod pleases enough people: ----------------------------------------------------------------------------------------------------------------------------------- "M'aiq is always in search of calipers, yet finds none. Where could they have gone?" - M'aiq the Liar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Have a look at my current to do list: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Gruesome Prison: The Player is sentenced to death when his crimes are too vile while time spent in prison also has stronger drawbacks on the player (much slower skill gain, for example) - Make certain equipment breakable - Flesh out Daedric Quests - Increase the value of Dwemer Misc Items - Make Bows use up some stamina - Horse Charge option/workaround - Fix some more bugs and exploits - Merge Requiem with certain suitable mods and make compatibility patches for others: ° A horsemod (to add saddlebags, and more horse options in general) ° A Crime overhaul (to make it more realistic) ° A bunch of armor and weapon mods (only lorefriendly ones) ° A mod that allows to order weapons from Eorlund Greymane ° Eventually some monster mods if they fit into the whole picture ° Option for basic Need systems ° Option for Vampire/Werewolf Overhaul ° More ingredients ° More books + Much more (of course, this depends if the authors cooperate or not!) 9) Known Bugs ----------------------------------------------------------------------------------------------------------------------------------- "Dragons were never gone. They were just invisible, and very very quiet." - M'aiq the Liar 1) Conflicts with other mods, especially with those that alter leveled lists, NPCs, Items and Perk Trees might cause very weird bugs and glitches when used with my mod. Make sure to check out the copatibility list below for troubleshooting! 2) If aimed very, very bad (certain points of rooftops, for example or behind the walls of a city), the teleport spell might kick you out of the game world. 3) Telekinetic Grab might cause minor glitches when used on certain NPCs under certain conditions. 4) There seems to be a bug in Vanilla Skyrim that leads to certain summoning spells causing crashdowns after the summoned creature dies - because of this, some spells included in this mod might show a similar behaviour. Known affected spells: - Conjure Dremora Lord - Summon Ghostly Werewolf 5) Some spells seem to spawn some strange black blocks upon killing a target in some rare incidents - it's beyond me why this is happening. Known spells causing this bug from time to time: - Fireburst (aka Incinerate) 6) A bug has been reported that slows down attack speed drastically. A temporary solution is to reset the player's attack speed via the ingame consol: player.setAV WeaponSpeedMult 1.0 Also, it is possible for your attack speed to become way slow upon getting an attack speed bonus when your load order is not correct - in this case, you most likely have a mod checked and loaded after Requiem which alters the player! 7) Some players have reported a bug that causes you stamina regeneration to suddenly drop to 0 and never restoring to the default value. You can fix it by setting it to the default value via the consol: player.setAV StaminaRate 1.5 (for everything that is not an Imperial) player.setAV StaminaRate 1.8 (for Imperials) Or you save the game to a new slot and load it immediately after saving. 8) Your movement speed might not update properly according to your stamina due to a vanilla bug (or feature, actually?) that makes magic effects that alter running speed only kick in under certain conditions (like drawing/sheathing a weapon or entering/leaving sprint mod). 9) The mounted power attack does not work, as you'll get stuck in the animation. Sheathing your weapon unstucks your character again. 10) Bounties are not calculated correctly in some of the Holds. 11) Horse charge attacks might cause too much force to be applied to actors sometimes. 12) Trainers seem to grant you weird amounts of skill experience under certain conditions - so sometimes, you do not get any increase in skill, and sometimes two increases, sometimes you get a lot more than that. I am not sure why this happens, but I am aware of it and will try to fix it as soon as possible (if possible)! 13) If there still are enemies flagged on your compass, the game still thinks the player is in battle, which will disable some actions (getting bonuses from food, changing armor, pickpocketing). If this is the case, you might want to go into another cell, wait or just go farther away. After that, you are not considered in combat anymore. 10) Known compatible mods ----------------------------------------------------------------------------------------------------------------------------------- "What does it mean to combine magic? Magic plus magic is still magic." - M'aiq the Liar - Practically any graphic-enhancing mods - Practically any mod that deals with pure animations - Practically any Interface-enhancing mods (SkyUI, for example) - Alternate Start - Live another Life - Auto Perk Stats Level - Bandolier - Bags and Pouches - Banks of Skyrim - Brawl Bugs Patch (highly recommended) - Bring out your dead' - Classic Classes and Birthsigns - Compass Tuner - Deadly Dragons (should not cause any trouble when loaded after Requiem, though it will overwrite Requiems changes - use it if you prefer flashy dragon encounters over lorefriendly ones) - Death Cam Duration Options [- Duel - Combat Realism (load it before Requiem) - Some people report it works, some say it does not, for now, I am not sure if it works out fine - Use on your own Risk!] - Economics of Skyrim - Edited Colors (load it before Requiem) - Frostfall - Hypothermia Camping Survival - Horse commands - Immersive armors (load it before requiem so you get them as crafting recipes while requiem overwriting its lootlist changes for no conflicts) - Imps more complex Needs (load it after Requiem so it gets the priority on food - it should then run fine!) - Ishs soul to perk - Jaysus Swords (it should work if you load it before requiem) - Locational Damage - Lorecraft (can be used to an extend, but it'll only take effect when loading it after Requiem, thereby overwriting its tweaks to blacksmithing - some might be ok with that, however. If you like it more than the tweaks of this mod, you can still use it) - Morrowloot (If loaded before, handplaced loot will be there, though the leveled list changes from Morroloot will be overwritten by Requiem most likely. If loaded after Requiem, you won't get the loot experience that is meant to be in the game with this mod, however, it still should work without any problems.) - No Quest Items - Proper Aiming (load it after Requiem) - Skyre - Standind Stones (load it after Requiem) - Skyre - Races Overhaul (load it after Requiem) - Skytest (Load it after Requiem, but consider that it will have a minor influence on some animal encounter difficulties!) - Subliminal Traps - Ultimate Follower Overhaul - Unofficial Skyrim Patch (better load it before Requiem, highly recommended) - Warzones (though beware, it becomes even more deadly!) - Winter is Coming 2.0 (load it before Requiem, as this is needed to overwrite important leveled lists - you'll still have the stuff available enough, as I understand) To be continued... In general, everything that ONLY adds NEW stuff should be perfectly compatible. New crafting recipes and handplaced stuff for example. New weapons might also work, however, if they are integrated in already existing leveled lists, it might come to (minor) conflicts - I'm not very sure it's hard to generally say if they're even noticeable! 11) Known incompatible mods ----------------------------------------------------------------------------------------------------------------------------------- "Skyrim was once the land of many butterflies. Now, not so much." - M'aiq the Liar - Mods that add new Monsters (like Skyrim Monster Mod): Generally, they are compatible, but there are certain things that will cause a rather weird experience when using such mods with Requiem. Most of Requiems creature templates will not work on new ones, and the leveling system and overall encounter difficulty might vary greatly. Use on your own risk! - Skyrim Redone - Third Era Attributes for Skyrim 12) Optional Files available ----------------------------------------------------------------------------------------------------------------------------------- In the main archive, you'll find a folder called "Optional Files", in which you'll find an array of, well, optional files that allow you to tweak Requiem a little to make it suit your personal taste. However, I do not recommend to use them, as they somewhat defeat the overall atmosphere the mod is meant to create! If you want to use one or more, just copy the respective ones into your Skyrim Data Folder and load them AFTER Requiem in your load order. That's it, you're done with customization! IMPORTANT!!! Some optional files have been reported to only work correctly when they are installed BEFORE a new game - on existing savegames, they seem not to work correctly. In the following list, I marked the respective options with a ! , just so you know! Also, these marked options need to be installed again after you update the mod and before you load your old save again, to prevent any chaos! Atmosphere: - Additional Carry Weight +10000 - Additional Carry Weight +200 - Adjusted Game Time (resets the flow of game time to the vanilla value) - Adjusted Training Units per Level (includes multiple values to choose from) - "Alternative Altar Blessing Conditions" (this tweaks the altars so that they just require having no bounty in no hold, instead of looking at you entire lifetime as an adventurer) - "Arrows have no Weight" (also does what is says) ! - "Disabled general respawn" (disables the respawn of the entire game world) - "Faendal & Sven available as followers" (does what it says) - "Gold has no Weight" (does what it says) - "No Dragon Fear Aura" (does what it says) - "Non-Immersive Descriptions with numbers" (Affects Perks, Abilities, Standing stones and some more stuff, so for all those who need the numbers, this might interest you!) - NPCs do not use AMMO (for bugfixing reasons in the first place) - Reenable Fast Travel (well, reenables fast travel)! - Restored Saving Messages - Standard Carry Weight gain when choosing a Stamina Bonus on LevelUp - Standard Respawn Time for Cleared Dungeons (does what it says) - Vanilla Timeflow Combat: - "Difficulty bar restored" (which allows the configuration of overall difficulty again.) - "Less Arrow & Bolt Damage" (does what it says) - "Less Deadly Dragons" (which decreases all dragons' difficulty) - "Less NPC Spell damage" (which nerfs most enemy spellcasters a lot) - "No Improved Yielding" (disables the yield/fear system) - "NPCs Do NOT Use Ammo" (does what it says) - "Oldschool Combat" (makes melee combat slower paced) - "Vanilla Continous Spells" (spells like Flames work as in vanilla Skyrim again) - "Weapon Damage Modifiers (allows the custumization of all weapons' damage globally) Perks: - "No Smithing Books required" (which does what it says) Now, if you're interested in the mod, feel free to give it a shot! And if you have any feedback, suggestions, questions etc. - feel free to tell me! Cannot have enough ideas being written down in my mod book! (Yes, I actually have a book for the mod I keep at me almost at all times )
  9. Ah, alright, I'll just do that, then! Thanks for the advice and editing the post, too! I guess I am just a little excited - it's always great to join another community!
  10. Hey everyone! I just discovered this wonderful site and immediately created an account - now, I want to introduce myself and my current (massive) project! I am Xarrian, and I've been a fan of the Elder Scrolls since Oblivion's release, though I have played almost all other TES titles after that, with Daggerfall being the one I like the most. Since then, I've also been modding for the game, though I have never released anything during all these years, until the CK for Skyrim was made available - Since Oblivion, I always wanted the game to make it fit my personal taste in any possible aspect, as I didn't really like the overall feel of the vanilla titles following Morrowind - which is a reason why I decided to make my very own overhaul for Skyrim - and since I also really love everything related to roleplaying games (and especially those older ones like Arena, Daggerfall, Morrowind, Deus Ex I, Baldurs Gate, Planescape Torment, Dungeon Crawlers etc.), I also wanted the game to be made more roleplaying oriented - the result of probably more than 1000 hours (including theoretical work and making concepts) is my current project: Requiem - The Oldschool Roleplaying Overhaul (http://skyrim.nexusm...com/mods/19281/ ; currently, I have only uploaded it to Skyrim Nexus so I can better keep up with comments and such, so most reports directly go to the mod's main page) I know, the features are also listed on the linked page, but nevertheless, I think I should post it in this thread, just for completeness: http://tesalliance.o...aying-overhaul/ Well, that's about it, then. Many thanks for taking your time reading this rather long post!
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