Skyrim

This "news" article is simply a copy of a former sticky post. But since it is rather lengthy and has decorated the discussion topic for some time now, it's time to free some space. Since I don't want to hide this piece of news, it's now an article about Requiem. ;)

First details about Requiem 1.8 - Requiem for the Indifferent

It has been a long time now since the last Requiem update and it still will take some time until the next release, but now the Requiem dev team finally considers the new core features stable enough to make a public announcement.
At first, Requiem 1.8 was thought to become a minor content upgrade, fixing the mass effect to work better with heavy armor NPCs and light-armor players, but once I implemented the upgraded version which takes your perks into account, I made a horrible discovery: almost no NPC in the land had any armor perks, so my refined system ended up as a player-exclusive feature again. At this point it became clear, that this update would be more work than I thought at the beginning. After having a close look at the hold guards, I began to undestand how generic these NPCs truly are (even after Xarrians awesome work). A nice example: All guards derive from the generic civil war soldier, as such they need to master both armor types and all three weapon types, despite the fact that imperial guards only use one type of armor, one sword and one bow in Vanilla. As a consequence they are severely underskilled for their levels and often would not naturally qualify for the high-skill perks Xarrian gave them. To change this arbitrariness, one has to go the very core of the game and restructure the complete actor inheritance tree, which is no simple task because these structures are quite complex. This also brings you straight to the next problem of the system: Actor Data Inheritance from Templates has a severe shortcoming which makes it impossible to generate both a variety in skills and look at the same time without an extreme amount of work. Have a look at the Bethesda bandit inheritance pattern to get a rough idea of the nightmare that awaits one, if you ever want a real variation...
When I realized all of this, I decided it is time to do something against this generic stuff and bring a new level of detail to all those generic actors, granting them individual fighting styles with suitable equipment (instead of random stuff), stats and skills that would match the player on the same level as closely as possible.
In the end I spent a lot of time in my dark programming pit, torturing my betatesters and finally I came up with a black magic construct so utter dark you probably would not have expected it, but... Requiem for the Indifferent will make use of the SkyProc library!

So, what have I done to suddenly need SkyProc or what can I achieve I could not without it?

a) tempered equipment for NPCs (without any side-effects so far, no items occasionally lying on the floor or other oddities)
b) chosen NPCs (for 1.8 this likely means "bandits and guards" as the major generic factions) will no longer use "outfits" but instead use the best available armor, i.e. they actually wear the tempered stuff given to them (and guards that end up with a random divine amulet will actually equip it, contrary to Vanilla Skyrim)
c) chosen NPCs no longer have at will chosen skill and stat offsets, but they now follow the same leveling rules as the player and all have their specializations, both in terms of skills and perks. When a guard approaches with sword and shield in hand, better be prepared that he might shield-bash you into the mud if you're unlucky. And if he has a ranged weapon instead...well, you better find cover quickly, he surely has more skill and perks than ever before! :D
d) Actor variation: Instead of at most a handful different visual templates per NPC-skilltemplate, SkyProc allows to generate a much wider range of looks per skilltemplate.
e) The mass effect is now split into the "mass" which governs knockdowns and the "penalties" where your perks factor in. This means with more heavy armor perks you still gain the full knockdown protection you had in 1.7.3 but the penalties will reduce, making all kinds of things easier for seasoned warriors. This also opens the path to all kind of "mass bonuses" that do not affect the magnitude of the penalties.
f) Tempered items now have a wide range of qualities, so you will find items in lots of different qualities among your enemies

That's of course not everything in 1.8, but these are the major features which took so long to reach a sufficiently stable state. I hope you like those changes. I am locking this sticky to replies, but feel free to leave your thoughts below, as a normal comment.

Since it seems that the time span became not really clear from the original post, let me state it again: Requiem 1.8 will still take at least several weeks until it is ready for publication. But since a lot of time has passed since the last update, I wanted to let you know where the journey goes, now that we finally consider those features stable enough for an announcement. ;)

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Written by

ogerboss

15 comments

  1. selfnamed
    selfnamed
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    Let me just speak my mind for a second:
    I love you.
    Very passioantely.
    Even though I have no idea who you are aside from your internet persona.

    Bethesda should step off its high horse and take you as an example.
    Maybe bow down and lick your boots too a little bit while it's at it.
    1. Skorchhead
      Skorchhead
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      I second that statement.
    2. CabooseP47
      CabooseP47
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      me three
    3. 45akaColt
      45akaColt
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      Betheseda could do better indeed. Hopefully they implement some of the features of this mod in the next TES game.

      Edit: They overlooked (or ignored) a surprising amount of bugs (i.e. some of the dialogue that npc's say are untrue, as I've previously noted in the suggestions forum for this mod, and there's no red mist in Redbelly mine). Flaws like that make me think they just changed their mind half way through and left things as is. They are not consistent with certain things (i.e. all Orcish gear contains some iron. All the Orcish weapons and the shield are green, but the armor set isn't).

      Edit 2: I also find it slightly annoying that they didn't explain how certain spells work (i.e. lightning somehow drains enemy magicka).
    4. UnmeiX
      UnmeiX
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      Orcs are the best example of Bethesda's screwups though... In Daggerfall, orcish weapons were nearly the best there were. Even Ebony fell short of the might of Orcish craft.

      In Skyrim, Orcish weapons look like they'll fall apart at any minute, and their stats... You're telling me weapons forged by dead Dwarves are suddenly better than Orcish steel? What part of the millenia since they vanished made their weapons suddenly better?

      XD The lulz. Why establish lore if you won't maintain it? Silly Bethesda.
    5. falador wiz1
      falador wiz1
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      I was going to comment the same thing selfnamed, but you took the words out of my mouth

      thanks for sharing and working diligently on this project which makes the game so interesting and fun
  2. Infiltrator84
    Infiltrator84
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    Hello! I am using requiem with a couple of other mods (that do not interfere) but I'm having weird issues where I constantly say how I'm encumbered (even though Im not) and I often get encumbered when I take a hit in (stamina is lowered by getting attacked?)

    That said, do tell me if the update is coming soon, should I wait for it for a fresh character? Also, I'm curious if you're going to adjust lycanthropy/vampirism and stealth somewhat? Vampires seem too strong.. and I think lycanthropy, especially items like ring of hicrine should be edited so you can't just shapeshift at will 24/7, it should grant something else for werewolves.

    Also, stealth! Stealth perks are really not interesting at all. Especially the last in line, just a bonus to stealth and fall damage, very boring for 100 points. I'm not saying give us back crouch-invis, but something should be done about that.

    Ok as my last question.. I have dragonborn, and as such I downloaded (http://www.nexusmods.com/skyrim/mods/38197/?) because I needed that right? Now, with your major update, will I need/not need that? How would that work? Thank you!
  3. KensaiTonada
    KensaiTonada
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    Out of curiosity... is there any type of "ReProccer" on the way to equalize weapons and armors in mods? Maybe a noob question, but...
    1. ogerboss
      ogerboss
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      • 453 kudos
      Requiem already adjusts armor ratings and weapon damage for items from third-party mods on the fly. If they were balanced against Vanilla Skyrim, they should also be balanced for Requiem.
      But yes, in Requiem 1.8 this functionality will be outsourced to the SkyProc-patcher for mostly technical reasons.
  4. monsfarrar
    monsfarrar
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    I just wanted to compliment the Requiem team on your (sometimes insane) attention to detail and dedication to quality. Huge kudos!
  5. fooraap13
    fooraap13
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    Great work you did, but i wonder why nobody(bandit etc) when they spot you, use a horn to sound alarm and regroup before they start to attack, just a thing i ask every time
    look forward to 1.8
  6. Grogthenailer
    Grogthenailer
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    Suggestion, you should add this to another section where people can see it, i found this info by luck it seems, looking forward to 1.8
    1. ogerboss
      ogerboss
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      It was a sticky post in the discussion topic for several weeks before I copied it over here.