for the most part, I like it. I would like to see red guards have buff like the rest of the races though. All they get seems to be a tradeoff and not a very useful one either.
lore-wise you could add something like plus 20% speed/damage when wielding swords and/or 20% speed/damage when dual-wielding one-handed weapons
No. 2.0.2 only. The reverted arrow resistance mechanics are not compatible with 3.0's expertise mechanics, but are not cleanly overwritten by them since they aren't on the same records. This will lead to bizarre interactions.
Update is 90% done, but will still be for 2.0.2. I won't move from that version until SSE.
Thanks for the heads up. I just checked this in xEdit. There is no compatibility issue with the vendor change. RftI correctly uses my version of Brand-Shei's merchant chest, even with "merge leveled items" checked, provided that this mod is loaded after Fozar's patch (which it should be, as stated in this mod's description). You're free to use 2.2.1 of Fozar's patch with 2.2 of this mod.
I am trying to remove the USLEEP dependency and replace those references with the same ones from the Unofficial SSE Patch. I'm not having a good time with it, but I consider 2.0 to be near unplayable without your mod. Could you perhaps upload a version with the replaced references or a complete port to SE, or give some general directions about which references should I look for? Not having this mod might just make me revert to 1.9.
I have no record of USLEEP references because USLEEP is a master for Requiem 2.0, which is a master for this file. Therefore this file was developed with USLEEP loaded at all times and I never conceived of a situation where someone would want to remove that master. Also, I can't really support SSE for a variety of reasons, including that I don't have it and that there's no official Requiem release on it, so everyone's SSE Requiem is slightly different. If you want a list of these references you should remove USLEEP as a master for the LE version of this file, close xEdit, then reopen it and check for errors. That will give you most of the relevant form IDs. You can then check those IDs in a version that still has the master, note what the references are, and try to find equivalencies in SSE with a converted version. I'd really recommend against this though. If you have to ask me how to do this you probably aren't going to find all the resulting issues. It would probably be easier to just duplicate the parts of the mod that you consider to be necessary for 2.0 to be playable. Is it the arrow resistance changes, the economy changes, or what? It might be easier to just cut out the most error-ridden parts of the mod and duplicate those you most want. I have no idea which parts would be throwing errors without USLEEP though, because again, I never imagined someone playing Requiem wouldn't be using USLEEP. Sorry for the late response.
Can I use LS Revamps with Requiem - Immersive Divine Blessings? I want the werewolf changes from IDB, but IDB also includes changes to vampires and I do not know if it would cause issues.
My vampire edits are almost entirely confined to player vampires, and the few edits to NPC vampires are all minor things like inventory tweaks, so as long as you’re becoming a werewolf and not a vampire you should be fine loading IDB after LSR. Let me know if you encounter any problems.
I don't see why not, though it will probably overwrite or be overwritten by many of my crafting changes, depending on load order. I've never used that series of mods myself, so if you notice any major incompatibilities please let me know.
Thank you! I love the whole thing, which is abnormal for tweak packs. I hope your tweaks get integrated into Requiem, particularly the vampire stuff and the gold weight.
Thanks, glad you’re enjoying it. An update is coming later this week: Fozar’s 2.1 update introduced an incompatibility with its new smithing perks, so my 1.2 should be used with his 2.0 until I can fix that.
This won’t include the rework of duration spells I’ve discussed on Reddit, but it will have some new features.
Hello! Really enjoying the mod, especially the katanas :)
Was just thinking about the old orc encounter; its definitely in between the vanilla requiem and MA in difficulty, but it was still relatively easy to kite as a low level evasion character with a stamina regen source. I was thinking that it would be more challenging if the orc wore iron armor instead of scale; iron armor is arguably less valuable, but the orc would be able to make use of the heavy armor perks to shrug off quick attacks, making the encounter more difficult.
I wanted to make him mixed armor so neither light armor nor heavy armor characters got a full set out of him. If I give him more armor it will probably be through a helm. He's already set up to have a scaled helmet, but I zeroed it out at the last minute because it made him look like more of a rando to be helmetless.
He actually already has a slight speed boost to make that kind of thing more difficult to pull off. I might try tweaking his AI so he's more willing to pull out his bow if you're at range, but kiting is always going to be the bane of heavy armor warriors. Maybe I'll just increase the speed boost a bit.
As long as you're not a vampire it should be okay, since the only script change is to the player vampire quest script. I personally do not make any changes to a load order midgame and always advise people to do the same.
21 comments
lore-wise you could add something like plus 20% speed/damage when wielding swords and/or 20% speed/damage when dual-wielding one-handed weapons
Update is 90% done, but will still be for 2.0.2. I won't move from that version until SSE.
This won’t include the rework of duration spells I’ve discussed on Reddit, but it will have some new features.
Was just thinking about the old orc encounter; its definitely in between the vanilla requiem and MA in difficulty, but it was still relatively easy to kite as a low level evasion character with a stamina regen source. I was thinking that it would be more challenging if the orc wore iron armor instead of scale; iron armor is arguably less valuable, but the orc would be able to make use of the heavy armor perks to shrug off quick attacks, making the encounter more difficult.
Thanks again for the great mod!!
He actually already has a slight speed boost to make that kind of thing more difficult to pull off. I might try tweaking his AI so he's more willing to pull out his bow if you're at range, but kiting is always going to be the bane of heavy armor warriors. Maybe I'll just increase the speed boost a bit.
I dont usually do this, but just to know...
Thank you!