All of my work on this file is free to use, please give credit.
All new katanas are free-to-use resources from Weapons of the Third Era by 747823.
All bonemold weapons are from Bonemold and Chitin Weapons - Morrowind Armory by GendunDrop. His permissions state: "You can use if you send me a message saying you're using them. If you use these and don't tell if I count it as stealing."
New book textures and .nifs created by Kakumei88, based on Requiem's.
Requiem is the intellectual property of the Requiem Dungeon Masters, among whom my humble self is not numbered.
File credits
747823 for the katana meshes.
Kakumei88 for the book textures and .nifs.
GendunDrop and Wulfharth for the bonemold weapon models.
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Changelogs
Version 2.2
Adjusted armor stats. Again. I made a spreadsheet this time.
Further tweaked alchemy vendor inventories.
Skaal clothing sold by the Skaal blacksmith.
Added patch for Improved Closefaced Helmets. Also forwards changes from Minor Arcana and Fozar’s patch where I did not overwrite them. Use IN ADDITION TO the Requiem patch from Patch Central.
Version 2.1
Revamped Forsworn weapon tempering to use Reqtificator functions instead of MA’s jarringly wide spread of manual tempering. Lowered the overall degree of tempering to be more in line with other tempered equipment, but remain relatively high.
Added the new smithing books to a few of Requiem’s book lists, making them occasionally available as random book spawns.
The Ebony Blade now has the WeapMaterialDaedric keyword and associated armor penetration properties. Lowered attack power to compensate. It doesn’t get much more Daedric than the Ebony Blade, folks. Its lacking this keyword was a shameless concession to gameplay over lore, and was especially jarring with the Daedric influence blessing conditions I’ve introduced.
Alchemy vendors’ inventories are a bit more regionally specific, with less well-connected alchemists in particular having fewer imports and more locally-sourced ingredients.
Salmon Roe from Hearthfire is occasionally available from Alchemists.
Reduced frequency of Old Orc random encounter so you’ll be less likely to encounter him immediately. Similarly tweaked a few other random encounters.
Touched up several more Dragonborn NPCs, mainly to overwrite (de-endgame-ifying and fully de-leveling) Fozar’s interpretations of them.
Nerfed Lurker health and regeneration a bit more. Fire halts a larger percentage of their regeneration. Adjusted death items. They will now drop a wider array of oceanic materials, as well as black soul gems.
Removed most edits to skooma dealers. They weren’t doing anything. I was reading the templates improperly and Requiem had already done what I was trying to do, which was why I thought it was working.
Removed a similarly ineffectual edit to another template I misunderstood, this time an attempt to place a katana.
Several creature types and individuals that were previously immune to reanimation spells can now be reanimated by suitably-powerful practitioners of Conjuration.
Removed Fozar’s version of the Nordic Smithing book, which does nothing in this mod because I made my own, from the Skaal blacksmith. The Skaal blacksmith will now occasionally sell raw Stalhrim, though not finished Stalhrim equipment. He is also not completely bereft of normal smithing materials.
Sadri now sells the Bone and Chitin book 50% of the time instead of 100% of the time, and has an inventory a bit more befitting a pawnbroker.
Removed edit to Breath of Nchuak because Fozar nerfed it himself.
Savos Aren’s amulet now provides 5% spell absorption in addition to its vanilla effect.
Partially unbound smithing perks. The Elven, Orcish and Nordic perks now require only Craftsmanship and their respective tomes and skill levels, rather than requiring Scaled Armors and Dwarven Smithing. Draconic now requires Advanced Blacksmithing rather than Daedric. Fixed some perk description grammar mistakes since I was editing these records anyway. Requiem desperately needs a proofreader.
The various animal hearts added by Requiem are now tagged as animal parts in addition to ingredients and can thus be sold to hunters as appropriate. They will also occasionally be sold by hunters.
Removed edits to racial base mass as this wasn’t doing what I thought it was doing and introduced needless (so far) compatibility issues.
Version 2.0
Completely revamped Dragonborn smithing to override Fozar’s recent changes to it:
• Four new perks in the smithing tree: Chitin Smithing, Bonemold Smithing, Nordic Smithing, and Stalhrim Smithing
• Two new smithing books available from appropriate vendors: “Bone and Chitin: The Smithcraft of Morrowind” and “Stars in the Night: How the Nords Tamed Ebony.”
• Taking the Chitin perk requires Craftsmanship, level 40 smithing, and the “Bone and Chitin” book. Chitin crafting does not unlock any other perks, but allows the crafting of both light and heavy armors. Falmer weapons and armor are now tempered with this perk as well.
• Taking the Bonemold perk requires Craftsmanship, level 30 smithing, and the “Bone and Chitin” book. Bonemold crafting leads into Nordic crafting, skipping Dwarven crafting.
• Taking the Nordic perk requires either Bonemold Smithing or Dwarven Smithing, level 60 smithing, and the “Stars in the Night” book. Nordic crafting leads into Ebony crafting, skipping Orcish crafting.
• Taking the Stalhrim perk requires Craftsmanship, level 70 smithing, and completion of the “A New Source of Stalhrim” quest. Stalhrim crafting does not unlock any other perks, but allows the crafting of both light and heavy armors as well as weapons.
• Netch Leather renamed to Netch Hide, and breaks down into normal leather like other hides. Crafting recipes have been altered to use normal leather or leather strips, as appropriate.
• To match well-established lore about the nature of bonemold, bonemold equipment is now crafted with Bone Meal and “Binding Resin,” which can be created with the Bonemold Smithing perk at a cooking pot using any one of the following: Netch Jelly, Ash Hopper Jelly, Spriggan Sap or Gleamblossoms.
• Ash Hoppers now drop Ash Hopper Chitin rather than Chitin Plates. Ash Hopper Chitin, Chaurus Chitin, Shellbug Chitin, and Mudcrab Chitin can all be turned into Chitin Plates at a workbench provided you have the Chitin Smithing perk.
• Adjusted armor stats for balance and build definition.
Added bonemold weapons from Morrowind Armory and integrated them into Solstheim leveled lists. Generally they are steel quality, but lighter.
Daedric influence (carrying a daedric item, being a werewolf or a vampire) will preclude you from divine blessings, just as being a criminal does. Crime conditions not changed.
Disabled many of MA’s Forsworn changes (or buffed Requiem’s Forsworn incorporating ideas from MA, from the perspective of a non-MA user). They still have many more perks than in vanilla Requiem and thus will do much more damage, but have lost player-unobtainable bonuses such as increased speed, two-in-one buff spells, and flat damage resistance. Slightly lowered the health of archer and mage variants.
The enchantment on Vigilant weapons works for the player if they are under the Blessing of Stendarr. Increased damage dealt to daedra, but decreased damage dealt to undead as well as generic fire damage. Made charges infinite.
Added a Vigilant Nodachi, using the Silver Nodachi model.
Increased the chance of contracting Sanguine Vampiris from eating vampire dust or being hit with vampiric drain. The disease has an MA-style constant health drain, rather than Requiem’s one-time health loss, but does not disable restoration spells.
Diadem of the Savant buffed to 7% reduction and 45 armor.
Saarthal amulet gives 3 armor, 3 stamina, 3 health, and 3 magicka, in addition to its 3% spell cost reduction.
Removed enchanted telvanni robes from merchants.
Changed ralis’s destruction specialty back to fire from frost. Why you do dis, USLEEP?
The testimony of creatures such as spriggans, skeevers, dragons and atronachs is no longer accepted in court and you may freely commit crimes in their presence.
Your spouse and housecarl will no longer report you for being a werewolf.
Added Requiem speed change fix mechanic to several vanilla and Dragonborn effects that were missing it.
The Dawnguard questline starts at 30, the Requiem default, overwriting Minor Arcana.
Reimagined (nerfed) Fozar’s lurkers. Halved health regen to 30 per second (reduced to 10 while under fire effects) reduced racial health and stamina to vanilla+150, reduced poison resistance from 100% (lol) to 80%, added paralysis immunity, and added 50% fire resistance, making their elemental weakness shock.
Reverted Fozar’s recent changes to the Ring of Necromancy, Ignite, and Secret of Arcana.
Reduced Mora’s Agony damage and duration to 200/3 from 300/5 in Fozar’s patch.
Reduced Visage of Muzund’s steam breath damage to 75 from 100 in Fozar’s patch.
Stalhrim strengthens frost enchantments by a third, and does not affect other enchantments.
Fixed skooma dealer perks.
Ash Hoppers no longer drop gold and gems.
Non-daedric katanas will now correctly benefit from tempering.
Version 1.2
Armor arrow resistance system reverted to Requiem 1.9.4. Blur is not touched.
Light Chitin and light Stahlrim have 1.9.4-style light armor resistance (like Elven and Glass) following Fozar's patch.
Orcish armor's stats adjusted a bit more to compete less directly with other heavy armors.
Steel Plate and heavy Imperial armors slightly buffed, based on MA's stats. Heavy Imperial is now between Iron and Steel in both weight and protection, rather than just being a worse Iron set, while Steel Plate is much heavier than the adjusted Orcish but slightly more protective.
Nerfed Daedric Katana's attack power so it is no longer strictly better than Daedric Sword.
Septims can once again be melted down into gold ingots, as they could before Requiem 2.0. The new recipe reflects the decreased weight of gold pieces.
Gold ore and gold ingots are more valuable, reflecting the change in the weight of gold pieces.
Bandit bounty rewards are no longer all the same. Some bandits are more wanted than others.
Giant bounty rewards are no longer all the same. Some giants are more giant than others.
The Huntsman's Prowess enchantment from Poacher's Axe has been greatly buffed, and it should now be a valuable find for hunters, especially if they dabble in enchanting.
Lowered racial base health and stamina for Ash Spawn.
Captain Veleth is much better suited to fighting Ash Spawn and will no longer instapop against those three at the farm.
Version 1.1
Fixed leveled list tags for vampire death items which were causing them to drop far too many blood phials.
A personal tweak file that began by tweaking vampires and progressed to tweaking everything.
Rather than try to transform Requiem, I've tried instead to polish and expand.