I am not sure I understand. So I get a weapon speed debuff for my sword when I equip it after using the bow, you said that's because an intended debuff on the bow? I assume the debuff should only affect the bow then, not the sword.
Requiem
Started by
Site Bot
, Jun 23 2012 05:44 PM
46236 replies to this topic
#24371
Posted 16 November 2013 - 05:56 AM
#24372
Posted 16 November 2013 - 10:09 AM
First off love the modd. The difficulty really adds something extra to the game play. Keep up the good work!
So to the issue at hand, Not sure its an issue thats why i'm posting. I have started my first play using Alternative start and its a mage character, i have killed 15 wolfs, 5 bandits. After all this fighting i have yet to gain a level up and my skill progression in lets say destruction is next to none. I started with 15 in destruction with the mage stone. I has just moved half the bar to 16 and i've killed all the mobs with destruction.
So my question is if this is they way it should act or if i have issues with conflict mods? I do play with a lot of mods but before i begin the research on what mod might cause it i need a conformation that its not working as intended or if its working correctly.
Thank you for your response.
So to the issue at hand, Not sure its an issue thats why i'm posting. I have started my first play using Alternative start and its a mage character, i have killed 15 wolfs, 5 bandits. After all this fighting i have yet to gain a level up and my skill progression in lets say destruction is next to none. I started with 15 in destruction with the mage stone. I has just moved half the bar to 16 and i've killed all the mobs with destruction.
So my question is if this is they way it should act or if i have issues with conflict mods? I do play with a lot of mods but before i begin the research on what mod might cause it i need a conformation that its not working as intended or if its working correctly.
Thank you for your response.
#24373
Posted 16 November 2013 - 11:20 AM
Anybody any ideas why most animals are running away from me (mudcrabs seem to be unaffected)?
Also, every ingredient is reveling all four of the potions that it can be used in from the start?
Perks I've taken at the start are
1 in Archery
2 in Alchemy
Load order below.
Apologies if this has been discussed a lot. This forum moves very fast
Skyrim.esm
Update.esm (cleaned)
Unofficial Skyrim Patch.esp
Dawnguard.esm (cleaned)
Unofficial Dawnguard.esp
Hearthfires.esm
Unofficial Hearthfires.esp (cleaned)
Dragonborn.esm
Unofficial Dragonborn.esp (cleaned)
Falskaar.esm
ApachiiHair.esm
Skyrim Project Optimization - Full Version.esm
CoT.esm
SPIKE.esm
Chesko_Frostfall.esp
AOS.esp
FantasySoundtrackProject.esp
FantasySoundtrackProjectCombatMUsic.emp
SMIM.esp
SMIM-FurnitureChestSnowFix.esp
Birdsofskyrim.esp
Immersive Battles.esp
Immersive Brigands
Immersive Dawnguard
Immersive Dragonborn
Immersive Factions
Immersive Mercanaries
Immersive Patrols
Immersive Travelers
Immersive Werewolves
MOss Rocks
WetandCold
WeatandCold - Ashes
RaceMenu
SkyUI
Cloaks
Cloaks - Dawnguard
1nivWICCloaks
1nivWICSkyCloaksPatch
Gimmer
Hothtrooper44_AmorCompilation
Immersive Weapons
isilNarsil
KWTelescope
nordicangeramor
Run for your lives
Bounty Gold
FalskaarDAwnguad
SkyFalls plus SkyMills - All DLC
Conveniant Horses
ELFX
ELFX - Exteriors
ELFX - Dawnguad
ELFX - Dragonborn
CinematicFireFX
CoT - Dawnguard
Cot - Dragonborn
AoS_CoT 3.1 patch
CoT Falskaar
CoT_SnowPAtch
prod80_CoT_Patch
ELFXEnhancer
Beards
DirtHairColors_Natural
Purewaters
PurewatersDG
PurewatersDB
Purewaters-Falskaar
Requiem
Requiem - Resources
Requiem - Hearthfires
Requiem - Dragonborn
Requiem - immersive armors
Requiem - falskaar
Requiem - immersive weapons
Requiem- USKP Patch
Automatic Variants
Any help would be great!
Also, every ingredient is reveling all four of the potions that it can be used in from the start?
Perks I've taken at the start are
1 in Archery
2 in Alchemy
Load order below.
Apologies if this has been discussed a lot. This forum moves very fast
Skyrim.esm
Update.esm (cleaned)
Unofficial Skyrim Patch.esp
Dawnguard.esm (cleaned)
Unofficial Dawnguard.esp
Hearthfires.esm
Unofficial Hearthfires.esp (cleaned)
Dragonborn.esm
Unofficial Dragonborn.esp (cleaned)
Falskaar.esm
ApachiiHair.esm
Skyrim Project Optimization - Full Version.esm
CoT.esm
SPIKE.esm
Chesko_Frostfall.esp
AOS.esp
FantasySoundtrackProject.esp
FantasySoundtrackProjectCombatMUsic.emp
SMIM.esp
SMIM-FurnitureChestSnowFix.esp
Birdsofskyrim.esp
Immersive Battles.esp
Immersive Brigands
Immersive Dawnguard
Immersive Dragonborn
Immersive Factions
Immersive Mercanaries
Immersive Patrols
Immersive Travelers
Immersive Werewolves
MOss Rocks
WetandCold
WeatandCold - Ashes
RaceMenu
SkyUI
Cloaks
Cloaks - Dawnguard
1nivWICCloaks
1nivWICSkyCloaksPatch
Gimmer
Hothtrooper44_AmorCompilation
Immersive Weapons
isilNarsil
KWTelescope
nordicangeramor
Run for your lives
Bounty Gold
FalskaarDAwnguad
SkyFalls plus SkyMills - All DLC
Conveniant Horses
ELFX
ELFX - Exteriors
ELFX - Dawnguad
ELFX - Dragonborn
CinematicFireFX
CoT - Dawnguard
Cot - Dragonborn
AoS_CoT 3.1 patch
CoT Falskaar
CoT_SnowPAtch
prod80_CoT_Patch
ELFXEnhancer
Beards
DirtHairColors_Natural
Purewaters
PurewatersDG
PurewatersDB
Purewaters-Falskaar
Requiem
Requiem - Resources
Requiem - Hearthfires
Requiem - Dragonborn
Requiem - immersive armors
Requiem - falskaar
Requiem - immersive weapons
Requiem- USKP Patch
Automatic Variants
Any help would be great!
#24374
Posted 16 November 2013 - 11:51 AM
I wonder why peoples keeps using run for your lives with Requiem.. its quite redundant.
Azirok also have Immersive Patrols patches out.. Be warned tho, it seems like Vampire patrols under his patches goes out regardless of time and frequently, which means you'll likely to stumbled upon them.
Azirok also have Immersive Patrols patches out.. Be warned tho, it seems like Vampire patrols under his patches goes out regardless of time and frequently, which means you'll likely to stumbled upon them.
Edited by deane9850, 16 November 2013 - 11:53 AM.
#24375
Posted 16 November 2013 - 12:01 PM
In response to post #10121710. #10121802, #10122219, #10122435, #10144849 are all replies on the same post.
Sounds like script lag. Do you have any errors in your papyrus log and/or a lot of script heavy mods like Footsteps/Wet and Cold/Frostfall/etc?
Edited by myztikrice, 16 November 2013 - 12:02 PM.
#24376
Posted 16 November 2013 - 12:10 PM
In response to post #10121710. #10121802, #10122219, #10122435, #10144849, #10148039 are all replies on the same post.
It's not a script in this case, just a conditional magic effect, so its updated once per second. That means if you are unlucky, the effect just updated before you switch and if you then strike immediately, the next check might not have been made.
Or are you talking about crossbows?
#24377
Posted 16 November 2013 - 12:10 PM
the effect of stones are completely different (and the only documentation is a year old) in this mod.
but at the very least, it seems to correlate with my experements, so this list by the first modder would be helpful:
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.
you could find the rest here: http://tesalliance.org/forums/index.php?/topic/5327-wip-requiem-the-oldschool-roleplaying-overhaul/
but again, note that post is a year old, so I'm guessing that's only 60% useful
of course, there's the more updated manual, but not everything is in the manual as well (at the very least, I don't recall seeing that list above in the manual), so it's all about a matter of detective guesswork to know if something is intentionally changed by the mod or a bug.
that, or asking here like you did
but at the very least, it seems to correlate with my experements, so this list by the first modder would be helpful:
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.
you could find the rest here: http://tesalliance.org/forums/index.php?/topic/5327-wip-requiem-the-oldschool-roleplaying-overhaul/
but again, note that post is a year old, so I'm guessing that's only 60% useful
of course, there's the more updated manual, but not everything is in the manual as well (at the very least, I don't recall seeing that list above in the manual), so it's all about a matter of detective guesswork to know if something is intentionally changed by the mod or a bug.
that, or asking here like you did
Edited by riknap, 16 November 2013 - 12:15 PM.
#24378
Posted 16 November 2013 - 12:32 PM
Hey, thanks for the advice.
I was aware Requiem fixed random vampire attacks but didn't know it also did what Run for your lives did.
So, I'll remove that.
Any thoughts on the alchemy?
I was aware Requiem fixed random vampire attacks but didn't know it also did what Run for your lives did.
So, I'll remove that.
Any thoughts on the alchemy?
#24379
Posted 16 November 2013 - 12:58 PM
Isn't it stated in the second rank of the base alchemy perk that you now can uncover all effects easily?
#24380
Posted 16 November 2013 - 12:59 PM
small appendix: The mage stone also negates the reduced magicka regeneration while running.



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