Requiem players - how do you play?

Post » Fri Mar 25, 2016 3:14 am

Just wondering what options and additional mods you all use.


As for me :


Mods - sound and graphic mods and immersive patrols. I let requiem handle the rest.


Options - after having reached level 3 I have disable "gold has weight" and made it so that my carry weight increases whenever I choose to increase stamina on a level up. I was finding my carry weight a little too harsh as a heavy armor dunmer otherwise.


I must say Requiem has completely revived the game for me. I have used Skyrim Redone in the past, and while it's very good, at it core it is still vanilla like and a "vanilla plus" experience if you will. Requiem actually changes the game. There are some downsides of course and the beginning can be extremely slow going, but everything is so much more meaningful when you do pull it off. Clearing out embershard mine for example - now that was hard, whereas on Vanilla and even SkyRe you could just blast through it.


I am finding some high level gear really soon though - found some enchanted steel plate armor and an elven sword on the thalmor agent near that talos statue in the beginning - hope that was supposed to be there and not a glitch.


So - how about you requiem players? What additional mods / options do you use and what are your thoughts so far?
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Fri Mar 25, 2016 6:53 am


Why would you think this is a glitch? You installed Requiem because you wanted an unleveled game. This is what an unleveled game plays like.

User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Fri Mar 25, 2016 7:21 am

Because I have never played requiem. I know what unleveled means.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Fri Mar 25, 2016 10:24 am

Nice to see another Requiem player here. I think you and I are the only two active here at the moment. I will give you a more detailed response later when I am not on my phone but wanted to pop in and say hey and answer your question about whether the elven/enchanted steel armor is a glitch.


Although I suspect Lady Selene has not actually played Requiem, she's correct. It's not a glitch. Armors and weapons up to elven/orcish in quality can be found at low levels. It's not real common And usually you have to fight for it, but the dead Thalmor at the Talos shrine is one of the places you can find some slightly better gear without having to fight for it.


Glass and ebony are a LOT harder to come by and it's much much harder to acquire them without killing something really difficult to kill. But even at level 1 certain vendors (like Eorland) will sometimes (but very rarely) carry an item of glass or ebony quality. But the cost will be out of reach for a low level character.


Daedric and dragonbone/dragonscale are exceedingly rare and difficult to find. Daedric items have been completely removed from the leveled lists (and in some instances replaced by cursed daedric items) and are only available in a few instances of hand placed loot guarded by terrifying enemies.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri Mar 25, 2016 2:29 pm

I'm a big fan of Requiem. It makes the game so much more interesting and rewarding. If you're looking for a challenge, I suggest building a base with Elderwind's http://www.nexusmods.com/skyrim/mods/22330/? and recruiting followers to help you fight off waves of enemy attacks. Fun stuff. I also suggest trying Apollodown's http://www.nexusmods.com/skyrim/mods/32597/?, it does for dragons what Requiem does for the whole of Skyrim, it makes them more dangerous, interesting, and rewarding to defeat. You might want to use the http://www.nexusmods.com/skyrim/mods/61853/? though.



That's all I can think of offhand. I haven't played Skyrim in a long time and I can't remember what other mods I was using but there were a lot of them.

User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri Mar 25, 2016 9:36 am

Turija - seems that way! After having tried both overhaul mods, I'm baffled as to why SkyRe is the vastly more popular mod of the two. I'm not that far along into this play through, but I find myself continously thinking that this "is what skyrim should have been". Good stuff. Thanks for the extra insights on loot as well - guess I just got lucky really early on! Even still, I'm still getting wasted left and right so that feels right for a low level character.


Iron head - thanks for those additions! Tundra defense kind of reminds me of settlement defense from FO 4.


Question : does immersive npcs play nice with requiem? In particular during a playthrough?
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Fri Mar 25, 2016 11:42 am

The MCM options I use are as follows: I disable running drains stamina and animal poisons paralyze (the double vision is bad enough). I enable better archery and widen the NPC archery spread a little. I make sure you can't bull rush a friendly NPC to avoid accidental assault charges from sprinting past someone in town. I set it so choosing either health or stamina on level up increases carry weight by a couple points. That's all I can remember at the moment. I think everything else, I just leave at default settings.



As for mods, I too use Immersive Patrols (with Requiem patch).



I use some graphical/sound/weather mods (Official High Res packs (optimized) SMIM, Skyrim HD, CoT 5.0, WATER, SFO, Amidianborn, Audio Overhaul Skyrim, and Dyndolod) and UI mods (SkyUI, Racemenu, iHud, Less intrusive HUD and Warburg's Paper Map).



Also I use several of what I consider bug fixing type mods like Violens, flora respawn fix (with Requiem patch), Kryptopyrs Clotheing and Clutter Fixes, Weapons and Armor Remade and Complete Crafting Overhaul (with Requiem patches by Unmeix), NARC, Convenient Horses, http://www.nexusmods.com/skyrim/mods/72321/?and Better Quest Objectives.



Then a few mods with Requiem patches to spruce up magic a bit more: Apocalypse, Wintermyst and Immersive College of Winterhold.



Then Frostfall and Wet and Cold to add some cold atmosphere. And http://www.nexusmods.com/skyrim/mods/71708/? to make eating and sleeping a bit more immersive without adding in mandatory eat/sleep requirements.



Notice Board to add more radiant quests.



ETaC and JK Skyrim (major cities only) to spruce up towns and cities.



And of course Alternate Start. I really didn't like the vanilla start much at all.



Then I have made a bunch of personal mods to tweak a variety of things to suit my own personal tastes, including revamping some of the archery and smithing perks, rebalancing certain weapon and armor types (more on that below), added or modified some of the blessings conditions (like adding a condition where Arkay won't give you a blessing if you take any necromancy perks, since Arkay hates necromancers), removed some of the visual spell effects from Healing Aura spells, and a whole bunch of minor tweaks to numerous to list and most of which I cannot even remember of hand.



Basically, whenever I encounter something in game that I think should be handled differently, I whip out x Edit and change it. Most recently, I decided that you should not need quicksilver ore to cast an animate lockpick spell, or at least the ore should not be used up when you cast the spell. That was something Ogerboss put in for balance to prevent alteration from being all out "better" than lockpicking. I'd rather have roleplaying options than balance and I though it was annoying for my mage to have to lug around a sack full of ore just to open a few locks, so I got into xEdit and removed the script from the spell. I have made literally hundreds of little tweaks like that.



One of the most significant changes I made was to rebalance scale, Dwemer and Orcish armor and weapons. I wanted to be able to have a character that identified with a particular armor type and be able to use it through most of the game. I also wanted to bring back the concept of medium armor from Morrowind. So, I increased the weight of scale slightly and dramatically increased the protection it offers, making it on par with glass in terms of protection, but weigh about twice as much (which is a big deal in Requiem because of the "mass effect" system). Since scale weighs twice as much as glass, it is quite inferior despite being able to offer a similar amount of protection. Since light armor never provides all that much protection in Requiem anyway, having scale provide as much protection as glass but at the cost of significantly increased weight does not seem that unbalancing -- although I have yet to really test it out on a character. My current light armor barbarian does not quite have the smithing skill yet to switch from furs/leathers to scale, but he is getting close.



Then I increased the weight of Dwemer armor and weapons a bit and dramatically increased the protection provided. At the same time, I reduced the weight of Orcish down to about the same as wolf armor, maybe slightly less and tweaked some of the damage/AR values slightly. So, now I have a medium armor in the light tree (scale) and a medium armor in the heavy tree (Orcish), either of which is suitable for mid game and can carry you all the way into late game if you have a character who identifies with those armors/weapons more than the more exotic glasses, ebonys, etc.






I think Requiem is just too hard for most players. I have heard a lot of players complain that they can't kill a bandit or a mudcrab, or they run straight to Bleak Falls Barrows and get creamed, or they put on a full suit of heavy armor without adequate skill or perks in heavy armor and find themselves drained of stamina and can't fight at all, or any number of similar scenarios. Then they decide the mod is unplayable.



Requiem has a bit of a learning curve. Once you know how the mod works, it is not that hard to kill bandits, wolves, mudcrabs, or even draugr at level 1, but you still can't just charge up and start hacking like in vanilla, you have got to be prepared and approach every combat situation tactically and strategically. I agree with you though, it is what Skyrim should have been and I wouldn't want to play Skyrim without it.






I am not familiar with immersive NPCs, are you meaning Interesting NPCs? I think that is compatible with the NRM patch. I don't use that mod myself though -- tried it and then decided I didn't need it and uninstalled it. Having extra free followers can make the game a lot easier though if you use them.

User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Thu Mar 24, 2016 11:55 pm

I run a few mods alongside Requiem, but not a ton. I switch back & forth between Requiem and more vanilla style setups. Playing Requiem for a while makes a mostly vanilla playthrough feel very different!



As for mods I use with Requiem, they include -



ELFX and Realistic Nights, along with Realistic NPCs in the Dark. (I don't think Requiem handles lighting)


Unofficial patches (+Requiem patches)


SKYUI & iHUD


Warburg's paper map


VioLens


Alternate Start


Cloaks of Skyrim



Those are the main ones. I do have another profile (using Mod Organizer) which has a more 'hardcoe' Requiem setup - that profile is where I have Frostfall and iNeed. But lately I find I don't really use those sorts of mods.



Like Turija, I don't use Interesting NPCs currently, though I used to. I suspect it was making my game a little crashy (my memory is not the best). For that reason I try to stick to a setup with relatively few mods, especially avoiding those that are heavy graphics-wise or encounter-wise. (I don't have Immersive Patrols, for example, but I've heard good things. I'm also curious to try out a mod formerly known as Sands of Time that featured surprise encounters while you waited or fast-travelled, but I'm skeptical that it will work well for me.)



Notice Board is a nice one - I really liked the Job Board mod in Oblivion, and Notice Board does the same sort of thing, except with a board in every town. My only 'complaint' is that the jobs seem to be the same from town to town, and sometimes they send you all across the map. In Requiem, just getting from Whiterun to Windhelm can be a real challenge!



I find that the vanilla cities are enough for me. In Oblivion, I loved Better Cities and can't imagine playing without it, but I haven't found a Skyrim mod (yet) that has the same scope and detail.



I'm quite interested in Immersive College of Winterhold, but was scared away from installing it because it seemed I needed to make some more technical adjustments than would normally be required for a mod.





As for MCM options, I think the only thing I change is to prevent bullrushing non-hostiles.




Requiem has a totally different feel from vanilla, you're right. I never played another Skyrim overhaul, but I'm happy to have found Requiem. That said, I don't play it all the time. Sometimes I just want to rush into battle and start cleaving skulls. Sometimes I want to be able to take an arrow or two without dying. But the early levels in Requiem do have a very old-school charm, and a lot of that has precisely to do with the knowledge that you can get killed easily.

User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Fri Mar 25, 2016 1:39 pm

I hated that jumping consumed so much stamina with Requiem, so I also used http://www.nexusmods.com/skyrim/mods/73672/? which allows you to tweak Requiem a little more to your liking, such as no stamina penalty for jumping



Also ditto to what the folks above me said

User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Fri Mar 25, 2016 12:21 am

I'll reply in more detail when I'm off my phone - thanks for the detailed feedback all. Requiem plus sounds interesting - can I install it on a existing play through or would I have to start fresh?
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Fri Mar 25, 2016 1:06 am



Then get used to the idea of possibly finding loot "before" your supposed to. If you find it then your either very lucky or you earned it.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Fri Mar 25, 2016 9:13 am


Not sure. I installed it on an existing save and I didn't have any issues, but some of the more educated people here might know better

User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Fri Mar 25, 2016 10:15 am

I have not used it but reading the description, it looks like you could probably add it to an existing save, just remember to rerun the reqtifactor.



I noticed this mod replaces invisible entites. I replace them with http://www.nexusmods.com/skyrim/mods/72165/?. Forgot to list that in my mods list above.

User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Fri Mar 25, 2016 3:42 pm

I'm actually preparing for a Requiem survival playthrough. Can anyone tell me how well Morrowloot plays with it? 4E or Ultimate?


Also what about a mod like Immersive Jewelry?
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Fri Mar 25, 2016 6:57 am

Charon - awesome, as that is exactly what I am looking for. Sorry, can't help you with your questions though...though I vaguely remember reading about a patch for Morrowloot to use it with REquiem.



Turija - that's quite an extensive mod list! I'm guessing the game is now absolutely tailor-made for you? Also I get what you are saying about the difficulty level and people being discouraged by it. Understandable I think, given the "freedom" you have in vanilla from the get-go and the relative easy going. Have bookmarked that invisible entities replacer - haven't met them yet but they sound right annoying.



JaberkatysHusband - I get that you just want to "get to it" sometimes. That can be one of the downsides of Requiem sometimes. Though whenever I get that "action-game" craving I usually play a shooter. But that's just me personally of course.

User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am


Return to V - Skyrim