Is this mod compatible with locational damage, amazing followers tweaks, animated weapons enchants and deadly dragons? Thanks
Requiem
Started by
Site Bot
, Jun 23 2012 05:44 PM
46236 replies to this topic
#12271
Posted 11 April 2013 - 06:15 PM
#12272
Posted 11 April 2013 - 06:35 PM
Animated weapons:yes. Others I don't know. Location scripts lag.
#12274
Posted 11 April 2013 - 07:02 PM
Update 1.6
Finally, the update is out again, with all the critical things fixed. I should no longer give you any trouble with the messages, regardless of the mods you are using!
Remember, from now on, the modification needs the Skyrim Script Extender to run properly!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Troubleshooting
To anyone having strange mod issues: You should first try putting Requiem and its options LAST in load order. Also, starting a new game with Requiem last is the second step in troubleshooting, as well as disabling any other mods that might be a conflict source. If the odd thing still happens just with Requiem loaded, and nothing else, then it might actually be a problem with the mod. Please, do not post a "bug" report if you do not have gone through this procedure -
otherwise, it's also unlikely that we'll be able to help you!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collecting small problems for a Hotfix for version 1.6
Alright, I just uploaded the Hotfix in the Update part of the Files section!
Here's what it's addressing so far:
- Sometimes, the character got stuck upon entering Helgen (when following Ralof), with the camera shaking.
- A few spelling mistakes
- Some Skeleton Mages did not properly use their spells.
- A few very minor tweaks
- A few optional files that were supposed to be added with the main file (Starting Skills starting on 0 points, Less Arrow Damage)
- A few vigilants didn't get the right faction relations and weapons
- Werewolve and Vampire Lord Armors are now excluded from the No Armor Changing During Combat rule
- There's now an option to allow changing armors during combat
- Blood/Blood Potions should no longer have any effects on Non-Vampire characters
- The Spell Soul Gem Restoration now can only be used with your right hand to avoid glitches where it would double the number of gems you had
- The Damage Caused by feeding is currently instant, thus preventing the feeding animation from time to time. A workaround might be possible, and we're currently experimenting! (Done)
- The Spell Heal Self (Rank III) should show up in the UI (Done)
- Ward spells yield a bit few skill XP - their rate will be doubled (Done)
- Fix some more spelling mistakes (Done)
- Adjust Training Values some more [300 gold pieces base-price, and +10 gold pieces for every point in the skill to raise, raise the base training units to 5 to further reduce some grinding-necessities] (Done)
- Idea: Make Slaughterfish die quickly if they glitch out of the water to avoid immersion breaking slaugherfish that chase you over the land (Done)
- Slightly decrease the lockpicking skill rate (Done)
- Fix a few remaining bugs related to spellcasting skeletons (Done)
- The Light Power from Illumination-Enchantments should be toggable (Done)
- Tweak the Vampire system some more balance-wise:
° Increase the amount of Blood needed to progress a stage/Increase the frequency of feeding (Done - A vampire now has to feed four to five times a day in order to be as powerful as he or she can get)
- Make Potions overwrite each other instead of the current implementation if technically possible (Done)
- Make certain spells (Healing Aura, Mage Armor) overwrite their respective versions (Done)
- There still seems to be a problem with some skeleton mages, as they don't properly use their spells (Done)
- Healing Poultices will always be craftable after having read the formula (Done)
- Minor Tweaks to NPCs (Some Dawnguard Members didn't get the right passive abilities, some random encounters featured a bit too much loot in relation to their own challenge rating)
(Done)
- Fixed some more spelling mistakes (Done)
- Adjusted a few spells in a few minor ways (Done)
- Some Mages spawn without a robe, due to the robe list currently containing hoods. (Done)
- Minor fixes (Done)
- Tyranus Sword now works as intended
- The Shout Kyne's Grace now also cures all diseases if the strongest version is used
- The Shout Predator's Might now also makes you immune to most paralysis effects if the strongest
version is used
- The Tome "Bound Bow" can no longer be found in the 50-Skill-Points-Loot-Lists of most vendors
- Tweaked Mammoth and Bear Hearts to have Health increasing effects instead of Unarmed Damage boosts
to prevent exploits
- Enthir should now sell a Bag of Holding
- Members of the Silver Hand should no longer be affected by the Fear & Yield System
- The Dawnguard will now look out for the player from level 20 on
- The Daedric Quests that have a level requirement now only require a level of 20 instead of 35 to
start
- Decreased the power of Enchanted Dwarven Spheres somewhat
- Decreased the Enchanting Skill Rate slightly
- Decreased the chance of encountering bears randomly
- Increased the base time Atronach Thralls and Mage Armor V last
- Guards should no longer attack certain randomly appearing thieves on sight
- Fixed some more minor bugs
- Fixed some more spelling mistakes
- Fixed some minor bugs related to some Illusion spells
- Fixed a bug that caused many food-related effects not to overwrite each other, causing them to stack
- The Brawl Bugs Patch has been added in the form of the provided modder's resource
Pending:
- There seems to be a script performance issue causing minor script lag, which is mostly affecting certain scripted NPCs in the main game to act with a delay of a few seconds (Mostly those that are quest-related).
Edit: We have spent many hours on finding the source of this problem, but we cannot pin-point anything. So far, we have no idea where this issue comes from, exactly, and we are not even sure if it's something specific about Requiem itself. So far, we don't know how to address this issue. Any hints would be appreciated!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
What's next
And for those who wonder how things will go from now: We're going to take a little break from modding, and will update the readme in the next days. After that, we'll tend to the Dragonborn Implementation, plus whatever bugs and tweaks are needed.
After that, we'll continue with adding features and content, as well as the regular polishing.
Finally, the update is out again, with all the critical things fixed. I should no longer give you any trouble with the messages, regardless of the mods you are using!
Remember, from now on, the modification needs the Skyrim Script Extender to run properly!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Troubleshooting
To anyone having strange mod issues: You should first try putting Requiem and its options LAST in load order. Also, starting a new game with Requiem last is the second step in troubleshooting, as well as disabling any other mods that might be a conflict source. If the odd thing still happens just with Requiem loaded, and nothing else, then it might actually be a problem with the mod. Please, do not post a "bug" report if you do not have gone through this procedure -
otherwise, it's also unlikely that we'll be able to help you!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Collecting small problems for a Hotfix for version 1.6
Alright, I just uploaded the Hotfix in the Update part of the Files section!
Here's what it's addressing so far:
- Sometimes, the character got stuck upon entering Helgen (when following Ralof), with the camera shaking.
- A few spelling mistakes
- Some Skeleton Mages did not properly use their spells.
- A few very minor tweaks
- A few optional files that were supposed to be added with the main file (Starting Skills starting on 0 points, Less Arrow Damage)
- A few vigilants didn't get the right faction relations and weapons
- Werewolve and Vampire Lord Armors are now excluded from the No Armor Changing During Combat rule
- There's now an option to allow changing armors during combat
- Blood/Blood Potions should no longer have any effects on Non-Vampire characters
- The Spell Soul Gem Restoration now can only be used with your right hand to avoid glitches where it would double the number of gems you had
- The Damage Caused by feeding is currently instant, thus preventing the feeding animation from time to time. A workaround might be possible, and we're currently experimenting! (Done)
- The Spell Heal Self (Rank III) should show up in the UI (Done)
- Ward spells yield a bit few skill XP - their rate will be doubled (Done)
- Fix some more spelling mistakes (Done)
- Adjust Training Values some more [300 gold pieces base-price, and +10 gold pieces for every point in the skill to raise, raise the base training units to 5 to further reduce some grinding-necessities] (Done)
- Idea: Make Slaughterfish die quickly if they glitch out of the water to avoid immersion breaking slaugherfish that chase you over the land (Done)
- Slightly decrease the lockpicking skill rate (Done)
- Fix a few remaining bugs related to spellcasting skeletons (Done)
- The Light Power from Illumination-Enchantments should be toggable (Done)
- Tweak the Vampire system some more balance-wise:
° Increase the amount of Blood needed to progress a stage/Increase the frequency of feeding (Done - A vampire now has to feed four to five times a day in order to be as powerful as he or she can get)
- Make Potions overwrite each other instead of the current implementation if technically possible (Done)
- Make certain spells (Healing Aura, Mage Armor) overwrite their respective versions (Done)
- There still seems to be a problem with some skeleton mages, as they don't properly use their spells (Done)
- Healing Poultices will always be craftable after having read the formula (Done)
- Minor Tweaks to NPCs (Some Dawnguard Members didn't get the right passive abilities, some random encounters featured a bit too much loot in relation to their own challenge rating)
(Done)
- Fixed some more spelling mistakes (Done)
- Adjusted a few spells in a few minor ways (Done)
- Some Mages spawn without a robe, due to the robe list currently containing hoods. (Done)
- Minor fixes (Done)
- Tyranus Sword now works as intended
- The Shout Kyne's Grace now also cures all diseases if the strongest version is used
- The Shout Predator's Might now also makes you immune to most paralysis effects if the strongest
version is used
- The Tome "Bound Bow" can no longer be found in the 50-Skill-Points-Loot-Lists of most vendors
- Tweaked Mammoth and Bear Hearts to have Health increasing effects instead of Unarmed Damage boosts
to prevent exploits
- Enthir should now sell a Bag of Holding
- Members of the Silver Hand should no longer be affected by the Fear & Yield System
- The Dawnguard will now look out for the player from level 20 on
- The Daedric Quests that have a level requirement now only require a level of 20 instead of 35 to
start
- Decreased the power of Enchanted Dwarven Spheres somewhat
- Decreased the Enchanting Skill Rate slightly
- Decreased the chance of encountering bears randomly
- Increased the base time Atronach Thralls and Mage Armor V last
- Guards should no longer attack certain randomly appearing thieves on sight
- Fixed some more minor bugs
- Fixed some more spelling mistakes
- Fixed some minor bugs related to some Illusion spells
- Fixed a bug that caused many food-related effects not to overwrite each other, causing them to stack
- The Brawl Bugs Patch has been added in the form of the provided modder's resource
Pending:
- There seems to be a script performance issue causing minor script lag, which is mostly affecting certain scripted NPCs in the main game to act with a delay of a few seconds (Mostly those that are quest-related).
Edit: We have spent many hours on finding the source of this problem, but we cannot pin-point anything. So far, we have no idea where this issue comes from, exactly, and we are not even sure if it's something specific about Requiem itself. So far, we don't know how to address this issue. Any hints would be appreciated!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
What's next
And for those who wonder how things will go from now: We're going to take a little break from modding, and will update the readme in the next days. After that, we'll tend to the Dragonborn Implementation, plus whatever bugs and tweaks are needed.
After that, we'll continue with adding features and content, as well as the regular polishing.
Edited by Xarrian, 30 April 2013 - 12:57 PM.
#12275
Posted 11 April 2013 - 07:06 PM
1.6 OMFG! I love you Xarrian woo hoo!
#12276
Posted 11 April 2013 - 07:13 PM
Yes, yes, yes!
#12277
Posted 11 April 2013 - 07:20 PM
Woohoo!! Greatest Mod ever, love all your work!
#12278
Posted 11 April 2013 - 07:20 PM
I absolutely can take the next perk, I'm focused on the text description (it's a minor niggle).
I think I've confirmed that it doesn't update the text after taking the first perk. After taking the first perk in blocking the description is still
"You strengthened your shield arm, and trained to parry blows a little..."
I added the next Improved Blocking perk using the console, and only afterward the text switched to
"Be it with a weapon or shield--you can block almost any blow..."
Maybe it makes enough sense from the title of the perk that having the updated description isn't needed, but I wasn't sure if it would make deciding on other multi-level perks difficult if the description of the next level of a perk wasn't shown.
I hope I'm making sense here... :-p
Edited by aikiwav, 11 April 2013 - 07:22 PM.
#12279
Posted 11 April 2013 - 07:22 PM
Sorry if I mistook you for a troll but your post seemed to contain just a lot of really unhelpful and angry opinions rather than constructive criticism. Honest criticism is usually handled very well on this thread. Your complaints have been made by several before you but it usually just comes down to the fact that this mod might not be to your tastes. Good or bad doesn't come into it. Anyway, good luck with your playthrough. Hopefully you enjoy this one more.
#12280
Posted 11 April 2013 - 07:24 PM
For multi-level perks, the descriptions of the highest perk the player currently has, is shown. Only if the player has at least one perk-point to spend, the description of the next level is shown instead. This is a vanilla feature and cannot be changed according to my knowledge.



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