They have abilities that restore a given amount of health per second. There is a very simple solution to this issue: most creatures are allergic to a specific element, for example set a troll or spriggan on fire (simplest way is a torch bash) and the regeneration will be suppressed as long as the fire damage over time is active.
Requiem
Started by
Site Bot
, Jun 23 2012 05:44 PM
46236 replies to this topic
#30011
Posted 29 January 2014 - 09:53 PM
#30012
Posted 29 January 2014 - 10:07 PM
I have a problem and maybe someone else has this...
All slaughterfishs in lake Klinalth (the one near Riverwood) are dead... ALL! Ok, I also have some of the "populated" mods, thus the mercenaries might kill one or two, but all? Or might it be due to Frostfall? They die just because it's cold? What could be the problem?
Edit: Ok, I searched the forum and found that quite a few people had this problem... Maybe related to the fact that the slaughterfish die if outside of water?
All slaughterfishs in lake Klinalth (the one near Riverwood) are dead... ALL! Ok, I also have some of the "populated" mods, thus the mercenaries might kill one or two, but all? Or might it be due to Frostfall? They die just because it's cold? What could be the problem?
Edit: Ok, I searched the forum and found that quite a few people had this problem... Maybe related to the fact that the slaughterfish die if outside of water?
Edited by FleischHals, 29 January 2014 - 10:57 PM.
#30013
Posted 29 January 2014 - 11:03 PM
I have the same issue, happened even with only Requiem + SIC-Requiem installed. Never saw a living slaughterfish in the entire game. Not just Lake Ilinalta but everywhere, they just float dead in the current wherever i went.
Probably it's just the other creatures like Large Mudcrabs being insanely strong.
Probably it's just the other creatures like Large Mudcrabs being insanely strong.
Edited by ScrollTron1c, 29 January 2014 - 11:04 PM.
#30014
Posted 29 January 2014 - 11:15 PM
Thanks for the quick reply. An ability with constant heal is what I figured it'd be. But now I'm baffled as to why they were still regenerating when I removed (in game) the only spell that GetSpellCount caught? Basically, I'm working on a spell that prevents any healing, and the effect would be cleaner (than what I'm doing now) if I could have it stop regenerating altogether.
Edit: Oh, so if I added a fire damage keyword to my magic effect, you think they'd stop regenerating?
Edit: Oh, so if I added a fire damage keyword to my magic effect, you think they'd stop regenerating?
Edited by Vulgate, 29 January 2014 - 11:16 PM.
#30015
Posted 30 January 2014 - 01:06 AM
From what i've seen Requiem increases aggro ranges by A LOT. So every time i go somewhere they are supposed to be, they are either fighting wolves and mudcrabs or are already dead. I do not have SIC nor Frostfall, and the issue does not affect the giant mudcrabs because wolves and mudcrabs just arent strong enough to kill them.
#30016
Posted 30 January 2014 - 01:18 AM
I only seen one live slaughterfish and it was BIG. All others are always dead, everywhere. I think it has to do with what Xarrian did with them to fix the problem of them on land. Possibly if you removed slaughterfish from Requiem it might get back to normal.
#30017
Posted 30 January 2014 - 01:36 AM
I only seen one live slaughterfish and it was BIG. All others are always dead, everywhere. I think it has to do with what Xarrian did with them to fix the problem of them on land. Possibly if you removed slaughterfish from Requiem it might get back to normal.
Same here, i was crossing some lake and it literally made me jump when i saw it. It of course killed me.
#30018
Posted 30 January 2014 - 02:29 AM
I think the fishes being dead has something to do with them being generated mid-air as soon as you enter the cell.
Ogerboss, as for the crossbow/construct issue I asked you earlier, I guess the constructs and atronach are just are semi-immune to ranged physical attacks.. Sorry to bother you. I just thought if I could kill dragons with bows, I should be able to do the same with constructs, but I guess their immunity makes sense in general! (Btw I leveled up in enchanting and gave them shockburst crossbow shots, so satisfying!)
Also for the controversial invisible entities, I guess that's the monster which tells you to level up in at least one sort of magic! I think you can kill them fairly easily with destruction(50 with fireball and slow time shout), conjuration(50 with teleport vital?), and finally with alteration (master level detection and telekinetic execution or something, don't exactly remember). I haven't played an illusionist, which I will be trying next.
As a pure melee, I don't think you have any chance with the entities unless you are equipped with at least fully-tempered ebony armor or above(preferably dragonplate, since they are easier to get than daedric) and a health-absorbing weapon or Volendrung(power attacking to strike every entity down and repeat).
As for the light-armored melee(and if you want to stay that way, meaning you want to beat them with physical weapons and not magic) I suggest leveling up alteration. With the Mage armor V on, (which you can cast with fortify alteration potion/magicka ring/alteration circlet, etc., even if your magicka is low // and also alteration is fairly easy to level up in requiem), .can attack those invisible bastards without being killed. But if you don't mind being a conjurer, I say level up conjuration to get teleport vital. If you are LA, you probably have a shield and sword style, so whenever your magicka fills up, use soul trap and switch back to the shield, doing that constantly I think you can get conj up to 50 at the time you meet invisible entities.
And finally, as for the pure archer... I say it is viable to clear the main story with it, but you will have to level up sneaking to bypass constructs (you can kill them, but its just not cost-efficient), or spend lot of septims to buy void salts and make lighting arrow or bolts. You can also "bypass" enhanced spheres, with master Lockpick skill. And alchemy will make up for lack of dmg to kill alduin, by which I mean poisons with daedra hearts. But compared to melee, it is a lot easier to clear the "easier part" of the game like bandits and animals, so the choice is up to the player.
I guess my next character, after I finish the archer, will be a khajit boxer/alterer/semi-HA. I'm not sure if pure fist fighter will be viable
Ogerboss, as for the crossbow/construct issue I asked you earlier, I guess the constructs and atronach are just are semi-immune to ranged physical attacks.. Sorry to bother you. I just thought if I could kill dragons with bows, I should be able to do the same with constructs, but I guess their immunity makes sense in general! (Btw I leveled up in enchanting and gave them shockburst crossbow shots, so satisfying!)
Also for the controversial invisible entities, I guess that's the monster which tells you to level up in at least one sort of magic! I think you can kill them fairly easily with destruction(50 with fireball and slow time shout), conjuration(50 with teleport vital?), and finally with alteration (master level detection and telekinetic execution or something, don't exactly remember). I haven't played an illusionist, which I will be trying next.
As a pure melee, I don't think you have any chance with the entities unless you are equipped with at least fully-tempered ebony armor or above(preferably dragonplate, since they are easier to get than daedric) and a health-absorbing weapon or Volendrung(power attacking to strike every entity down and repeat).
As for the light-armored melee(and if you want to stay that way, meaning you want to beat them with physical weapons and not magic) I suggest leveling up alteration. With the Mage armor V on, (which you can cast with fortify alteration potion/magicka ring/alteration circlet, etc., even if your magicka is low // and also alteration is fairly easy to level up in requiem), .can attack those invisible bastards without being killed. But if you don't mind being a conjurer, I say level up conjuration to get teleport vital. If you are LA, you probably have a shield and sword style, so whenever your magicka fills up, use soul trap and switch back to the shield, doing that constantly I think you can get conj up to 50 at the time you meet invisible entities.
And finally, as for the pure archer... I say it is viable to clear the main story with it, but you will have to level up sneaking to bypass constructs (you can kill them, but its just not cost-efficient), or spend lot of septims to buy void salts and make lighting arrow or bolts. You can also "bypass" enhanced spheres, with master Lockpick skill. And alchemy will make up for lack of dmg to kill alduin, by which I mean poisons with daedra hearts. But compared to melee, it is a lot easier to clear the "easier part" of the game like bandits and animals, so the choice is up to the player.
I guess my next character, after I finish the archer, will be a khajit boxer/alterer/semi-HA. I'm not sure if pure fist fighter will be viable
#30019
Posted 30 January 2014 - 04:00 AM
In response to post #11494944. #11497554, #11498398, #11498939, #11498952, #11501271, #11501605 are all replies on the same post.
Thanks for the quick reply. One more question though...does Requiem alter anything Werewolf related? I have Moonlight tales,Bloodmoon rising and Werewolf mastery installed, so do i need to load it after Requiem without any conflicts?
#30020
Posted 30 January 2014 - 07:50 AM
Hi guys, can someone lend me a hand for a second?
Decided to try out this mod for a coming-back-to-Skyrim run and have been really enjoying it. I finally made it to a point I could fight Draugr and I was hit with the dreaded Draugr eye-bug you sometimes get when they hit you with a shout. However, the normal steps of addspell/removespell are not fixing the issue. Does anyone know if there is an alternate code that's used in this mod, or work-around that can remove the blue light from my characters face?
Decided to try out this mod for a coming-back-to-Skyrim run and have been really enjoying it. I finally made it to a point I could fight Draugr and I was hit with the dreaded Draugr eye-bug you sometimes get when they hit you with a shout. However, the normal steps of addspell/removespell are not fixing the issue. Does anyone know if there is an alternate code that's used in this mod, or work-around that can remove the blue light from my characters face?
Edited by Swoo, 30 January 2014 - 07:51 AM.



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