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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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Has anyone else experienced the bug where some npcs, like for instance the one you have to defeat to join the companions, die when their health gets to zero, but the death/defeat doesn't register, and then they auto resurrect? This makes it unable to complete certain quests because some npcs are essentially unkillable/undefeatable. This is the second character I have made where this happened.

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Hey, I was wondering if anyone could help me. I am currently experiencing a glitch during the quest "Lost to the Ages" where the Forgermaster does not die. Every time his health hits zero he stop moving and my follower and summons all act as if he had died, but then about a minute later he will start fighting again with full health. This is really the only problem i've run into with this mod. Other than that, it is amazing!

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  • 2 weeks later...

Overall, so far I've found this to be a refreshing upgrade to Skyrim. The Vanilla experience was fun, but after a certain point (1000+ armor, 100% magic resist, etc.), the game basically became a walkthrough. This mod actually makes you feel like you've accomplished something when you clear out that bandit camp or dungeon. It also makes things like having a party (something I miss from the old Ultima 4-7 days) much more of a necessity. So far, there are only a couple of small tweaks that I might suggest:

 

1. Archery is too consistently strong. Arrows can be lethal, but they have to hit you in the right spot to be so. Some shots are not quite so lethal (shot in the leg, arm, body that misses a vital, etc.), and when things are moving, hitting a vital organ with a bow is much harder. Therefore, I would recommend that bows consistently do good damage, and occasionally do more lethal damage (you hit the organ or got a lucky headshot). Modifying the bows' damage downward at the base while giving bows/crossbows a critical hit-type mechanic would replicate this. Also, if you shoot before combat begins, the chance of the critical could be much higher, to reflect the slower/unsuspecting movement of the target and greater ease at which the shooter can aim and concentrate.

 

2. Weapon weight should be reduced to make it more realistic. A single iron sword does not weigh the same as entire suit (head, chest, boots and gloves) of imperial light/studded armor. Maybe half. Also, material shouldn't mean as much as it does when it comes to most weapon weight. A daedric sword shouldn't weigh twice as much as an iron sword. Both are swords that need to be a reasonable weight in order to be wielded properly. Although perhaps the weight variance with crushing weapons might be a bit higher, they still need to be a certain weight and balance in order to be used effectively. And bows shouldn't weigh much at all, as reflected by the fact that they can now break when in melee combat due to their fragility.

 

Just my two cents. Thanks for all the effort!

Edited by abadinis
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  • 3 weeks later...

when i try to open the books tab from the blacksmith in whiterun the game closes. what wrong im doing ? (sry for bad english)

 

Make sure you have all of the Requiem files installed correctly; it may be that you don't have the mesh/texture files for the items that Requiem adds. Try uninstalling Requiem and re-downloading it and installing with NMM.

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