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Requiem


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#30001
ogerboss

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In response to post #11524517.

To make them really work with Requiem, you will need more than a bashed patch, since there is nothing to merge since these NPCs do not exist in vanilla Skyrim. ;) And without a custom patch, they both might have issues:
-Hoth will likely be a whim that dies from an arrow to the knee because he has no heavy armor arrow resistance.
-Cerwiden might have issues with her scripted AI not being optimized for Requiem spells (assuming she does not use a bunch of self-made spells only)
- ...

#30002
ogerboss

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In response to post #11499991. #11522173, #11523501, #11524377 are all replies on the same post.

confirmed and fixed, thanks for the tip :)

#30003
Xarrian

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In response to post #11402904. #11403204, #11403714, #11409145, #11423540, #11423839, #11423912, #11424092, #11425705, #11426164, #11428477, #11428710, #11429587, #11434558, #11434792, #11435577, #11436172, #11436512, #11439275, #11439405, #11439710, #11444100 are all replies on the same post.

Personally, I think the real problem lies within Skyrim's engine itself...

First of all, there unfortunately seems to be no really reliable way to detect hit zones and alocate damage modifiers and hit effects accordingly - especially when it comes to racial differences like living/undead etc. - I don't understand why Bethesda did not include anything in particular, especially because it works rather well with the Fallout Games which are based on the same engine...

Second, it would be really cool to scale the efficiency of archery via the accuracy in relation to the archer's skill, both for the player and the NPCs - again, unfortunately, the engine doesn't allow this to a satisfying degree - especially in regards to NPCs. The accuracy of them - in terms of degrees a projectile can deviate from the target upon being fired - is determined by a single variable that counts for ALL NPCs globally, regardless of their skill, race, weather conditions, lighting etc. etc. (I was quite disappointed when I found that one out - no shockingly badly aiming drunken bandits and amazingly accurate vampire ancients...)

Thus, I think an actually "perfect" archery system just isn't within the possibilities the Creation Engine can grant up to this point, no idea when/if Bethesda will address this stuff; unfortunately, all these things are most likely controlled by the source code, and you can't modify that as a simple mortal modder... It's really up to Todd and his crew.

Now I need to start focusing not to write down all those quadrillion things I would also like to see improved regarding the engine for the next TES title... :P

Edited by Xarrian, 29 January 2014 - 06:30 PM.


#30004
CountMRVHS

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In response to post #11527855.

Hmm, my first Requiem long-term character was a conjurer. He definitely had issues with Stendarr shrines - couldn't access them from very early on (likely due to that first conditional).

But I don't know about the second one. Maybe it's an either/or - as in, if your conjuration is very high, you can overcome the Stendarr shrine denial by killing 50 daedra?

As for how many daedra exist in the world, I think Invisible Entities count. Maybe summoned daedra count too?

#30005
Kazekage1

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In response to post #11402904. #11403204, #11403714, #11409145, #11423540, #11423839, #11423912, #11424092, #11425705, #11426164, #11428477, #11428710, #11429587, #11434558, #11434792, #11435577, #11436172, #11436512, #11439275, #11439405, #11439710, #11444100, #11529672 are all replies on the same post.

Hey Xarrian,

Nice to see you here :)

#30006
Xarrian

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In response to post #11402904. #11403204, #11403714, #11409145, #11423540, #11423839, #11423912, #11424092, #11425705, #11426164, #11428477, #11428710, #11429587, #11434558, #11434792, #11435577, #11436172, #11436512, #11439275, #11439405, #11439710, #11444100, #11529672, #11530042 are all replies on the same post.

Just taking another look... I am - of course - still very curious about how things go regarding the project! :D

#30007
battled

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Do the first two sneak perks and muffed movement actually do anything? I've checked move noise and it's the same with or without them, yet the muffle spell does impact this value. I'm confused what those perks actually do.

#30008
siemic

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This mod was definitly made for me!
Game aspects like cooking, silver weapons, scrolls, carriage traveling, tactical considerations,...with Requiem they are filled with life and make sense now, respectively.
It has been a while since I encountered such stimulating experience in any game.

Thank you for this!

#30009
ogerboss

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In response to post #11532224.

They work as intended. :) The sneak perk affects values closer to the engine. The movementnoisemult is an additional actor value (and thus in contrast to the other variables accessible to magic effects). The value displayed in the MCM is there to be taken as "relative to your current sneaking skill", i.e. a circumstance modifier and not a final value.

#30010
Vulgate

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Hello! I love the mod. I'll never play without it.

I had a question. By what means do the various constantly-regenerating creatures (trolls, spriggan, Ragnok, etc.) regenerate? I'm basically trying to figure out how to remove the regeneration. In game, I've tried setting to 0 their HealRate, HealRateMult, and CombatHealthRegenMult, and they still regenerate. Then I remove all spells they have, and they still regenerate. Adding a perk to them with the "Modify Recovered Health" doesn't seem to do it either. I can't open Requiem in the Creation Kit (even with all appropriate ESMs checked--some Dawnguard Strings error), so I can't look at the actors and their abilities to figure it out. Mind giving it away?




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