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[REL/WIP] Requiem - The Oldschool Roleplaying Overhaul - The first Com


Xarrian

What do you think?  

195 members have voted

  1. 1. Do you like the ideas behind the mod presented in this thread?

  2. 2. What do you prefer - A lorefriendly Skyrim or an unlorefriendly one?

  3. 3. What would you like to see in this overhaul?

    • More items!
    • More monsters!
    • More quests!
    • More exploarable stuff!
    • More options!
    • More spells!
    • More minor mechanisms (like how attributes work etc.)!
    • More new abilities!
    • More (save) vanilla Bugfixes!
    • More new NPCs!


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Hi everyone, i've a question...sorry for my english, i'm italian so, now i've skyrim without dawnguard, and i've installed without problem requiem. But i'm going to download dawnguard, and the last requiem version for it. The question is: it's enough to update requiem and the game will run without problem with the character that i'm using now, or i have to create a new one???
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  • 3 months later...
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I came to this mod after trying SkyRe first, and I must say I love what you are trying to do here. That being said this mod suffers from the same mod bias that ALL these ultra-realism mods suffer from=

 

The Mod is heavily biased towards sword and board for meele, and archery for ranged. two handed and magic are not viable

 

 

Lets start with meele combat=

You state the one-handed and two handed trees are balanced to one another (with two handed getting a bigger boost from the armor penetration, bleeds, etc.) and yet one handed has an added attack speed increase which ups their dps. Also two handers only do 50% more damage than one handers, yet one handers have the amazing benefit of adding a spell to the opposite hand or a godly shield, having a perk that increases attack speed for more dps, and have naturally higher attack speeds for increased dps from weapon enchantments, all which HEAVILY outweigh a meger boost to armor penetration etc. Furthermore the vast majority of block perks really only effect shields, and twohanded blocking is hardly viable, not to mention with the buff to archer, shields are king.

 

Twohanded combat needs a serious boost. I would suggest increasing the attack speed of twohanders as well as integrating more twohanded perks in the block tree.

 

 

Ranged combat=

This one is easy. The mod makes bows amazing (which is good!) but magic is a joke. It is extremely difficult to level magic as even the starting spells you recieve are insufficient to kill most low level enemies. Even through using the console to test if destruction skill 25 spells fared better against entry level bandits the answer was again NO. Meele and archery are king. Despite being pierced with iceicles or hit with lightning bolts, bandits do not go down and require 3-times the hits or more than an equal level meele weapon or bow. Magic needs a serious boost for the PC, as the spells themselves are far to weak.

 

 

Like the mod but its so hard to play as a pure mage.

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Xarrian,

 

I just wanted to take the time to thank you for this mod. Skyrim has become a completely new game for me. No longer can you waltz across Skyrim and not worry about what you'll encounter.

 

I've also had a dirty little fantasy for quite sometime in which players woud have to scrap and scrape what they could get in order to survive the next battle. This mod does it in spades. One can no longer worry about wether or not that iron helmet clashes with that steel breastplate; you take what you can get in order to get the best armor rating as possible. This can also drive the player to desperation like it did my Imperial: he ripped off Alvor who had a steel shield and steel plate gauntlets that he couldn't afford. Survival makes people behave criminally at times.

 

Skyrim is a thinking man's game now with this mod. Skyrim Requiem is an adult's game now.

 

Once again, thank you for your hard work.

Edited by Antiks72
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I came to this mod after trying SkyRe first, and I must say I love what you are trying to do here. That being said this mod suffers from the same mod bias that ALL these ultra-realism mods suffer from=

 

The Mod is heavily biased towards sword and board for meele, and archery for ranged. two handed and magic are not viable

 

 

Lets start with meele combat=

You state the one-handed and two handed trees are balanced to one another (with two handed getting a bigger boost from the armor penetration, bleeds, etc.) and yet one handed has an added attack speed increase which ups their dps. Also two handers only do 50% more damage than one handers, yet one handers have the amazing benefit of adding a spell to the opposite hand or a godly shield, having a perk that increases attack speed for more dps, and have naturally higher attack speeds for increased dps from weapon enchantments, all which HEAVILY outweigh a meger boost to armor penetration etc. Furthermore the vast majority of block perks really only effect shields, and twohanded blocking is hardly viable, not to mention with the buff to archer, shields are king.

 

Twohanded combat needs a serious boost. I would suggest increasing the attack speed of twohanders as well as integrating more twohanded perks in the block tree.

 

 

Ranged combat=

This one is easy. The mod makes bows amazing (which is good!) but magic is a joke. It is extremely difficult to level magic as even the starting spells you recieve are insufficient to kill most low level enemies. Even through using the console to test if destruction skill 25 spells fared better against entry level bandits the answer was again NO. Meele and archery are king. Despite being pierced with iceicles or hit with lightning bolts, bandits do not go down and require 3-times the hits or more than an equal level meele weapon or bow. Magic needs a serious boost for the PC, as the spells themselves are far to weak.

 

 

Like the mod but its so hard to play as a pure mage.

My pure low level mage just cleared a bandit keep all by himself. It requires a lot of time, patience and thinking, but it can be done. The low level destruction spells work fine on bandits, but don't expect to just kill them. You need to be fast on your feet. Contrast that with my 1h + shield Imperial warrior and there's not much way to do it, unless you line them up in a narrow corrider. Prepare to bring potions, however. Edited by Antiks72
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  • 1 month later...

Could it be the in-fight magicka regeneration is severely reduced? I have 700% faster regen through items (+ an additinal 200 from the Restoration perk, which doesnt work or shows up in the active effects anymore..) and out of combat its really fast, but infight its slows down a lot. Is there a cap for regeneration through effects such as xxx% more regeneration, in combat or is it a bug? I just started as a mage and I dont have a lot of magicka yet, so its okay for me if there is a cap. But its a pain at the moment to fight because most of the time I am waiting.. its a pain if it is a bug. If there is a cap to discourage stacking of those buffs its fine with me, because it felt too strong in my taste. (I have around 200 magicke but can cast continious casts like fire sparks infinitely since my regen is so high. Otherwise it feels odd. Out of combat my regen is fine, in combat it is really really slow. And my health and stamina is full btw, so no interference there. I found nothing in the Readme for that matter.

Edited by Ariathos92
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  • 1 month later...

I want just friendly manual. That's all.

 

The reason Requiem has no chewed out manual is because a lot of details about the game's mechanics and monster abilities can be read in game, in books, that you must buy to learn.

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  • 4 weeks later...

I think I'm having some trouble with Requiem, but not positive... just looking for a little feedback. I am level 7 with specialization in 1h, blocking, and light armor. I have arrived at bleak falls barrow for the first time with a silver longsword and a few silver arrows. When I fight the draugr, even my silver weapon does almost no damage - with no exaggeration I would guess it'd take me over 100 blows to kill one with my silver sword, but they kill me in 2. Here are some getAV values I took:

health 500 heavyarmor 23 speedmult100 damageresist 760. Is this all correct, and is there anything else I should check?

 

Edit: Btw sorry about the cross post, I was confused about how the "forum" and "posts" tabs work on skyrim nexus.

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I just searched Northwatch Keep and didn't find a book for Elven Forging. Of all the places in game that should have it, this is one (or I missed it).

 

Also: Can you add the ability to craft the silver katana (and any other new base weapons added I didn't notice)? Can you also add a reciipie that lets you smelt toggether iron ingots and corundum ingots to make steel? There is a shortage of corundum ore, and it just doesn't make sense to not be able to.

 

As for feats, I'd love to see a perk that gives bonuses when wielding a one handed weapon in one hand and nothing in the other if possible.

Edited by Mytileneanprince
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