Skyrim

File information

Last updated

Original upload

Created by

Mnt28rkdwn

Uploaded by

Mnt28rkdwn

Virus scan

Safe to use

About this mod

A small patch that aims to improve experience of playing mages for users of Requiem - The Roleplaying Overhaul. This patch seeks to provide more balance in using magic and make various spells less obsolete at higher levels.

Requirements
Permissions and credits
***IMPORTANT!  I've heard that this patch should still be compatible with Requiem 1.8.2 as long as you DON'T use the SkillBasedPerks.esp.

***I haven't had the time to update this mod for quite a long while. Still, I happened to be able to create a simple little mod that you Requiem fellows might enjoy: No Saving in Combat


Requiem
is an amazing overhaul created by Xarrian and Ogerboss. I enjoy using it a lot and want to contribute in its improvements.
The goal of this patch is to change the experience of using magic in Requiem, to give more balance and reduce obsolescence of various spells. I will try to keep the changes minimal, so that the patch is safe to be installed/uninstalled at any time.

**********************

(Update Version 1.10a):

Alchemy:
- Remake changes to ingredients and alchemy effects for better compatibility with mods that add new ingredients.
- Rebalance magnitude, duration, and values of most potions. Potion values are closer to each other.
- Magic school potions now increase power modifiers instead of decreasing spell cost.

(Update Version 1.10):

Alteration:
- Magic Resistance perk now requires you to have a Mage Armor spell active.
- Magic Absorption perk now requires you to have a Mage Armor spell active.
- Spell Armor perk has been changed so it behaves differently from the new Magic Resistance perk.
It reduces damage taken from subsequential spells of the same element greatly.
For example, if you are under an effect of fire spells, you will receive much less damage from fire spells.
This perk requires you to have a Mage Armor spell active.
Enemy mages also have a similar perk, but their version also require them to keep Alteration skill level above 75 (Even if you don't use SkillBasedPerks.esp).
So now you will really want to use shock spells against mages with high Alteration skill to do more damage. (Or you can swicth to another element while they are under the effect of one element).
- Improved Mage Armor perk now gives extra protection no matter if you are wearing any armors or not. However, it will only reduce the upkeep-cost if you don't wear any armors.
- Increase base magnitude of Mage Armor spells, but decrease bonus from Improved Mage Armor perk.
- Reduce upkeep-costs of higher-ranked Mage Armor spells.
- Decrease duration of Mage Shield spells and Mage Armor (Rank V) greatly.
- Mage Shield (Rank III) has no effect in normal Requiem due to engine limitation. I have changed the way it works and it should be usable now.
- I haven't rework telekinetic spells yet, but I have tweaked them to be a little less op for now.

Conjuration:
- All Conjuration spells now scale at the same rate.
- Spectral Arrow has been buffed. It deals more damage and cost a lot less.

Illusion:
- The ability 'Break Concentration' can now toggle Muffling Sphere properly.


**********************

Here is the summarized list of what this patch does:

Alteration:
- Mage Armor spells are now upkeep-based.
- Fix a bug that makes some spells abnormally strong in Requiem.
- Replace some overpowered spells with more balanced ones.
- Tweak various spells.
- Change some perks to require having a Mage Armor spell active.
- Shock spells are now great for breaking high-leveled mages' defense.
- Make all Alteration spells scale equally.

Conjuration:
- Significantly nerf necromancy in many aspects.
- Your raised entities will turn to ashes when killed unless you are wearing the Necromancer's Amulet or have the power of Ritual Stone.
- Your raised entities cannot utilize magic until you have 'Dark Infusion' perk. Some vendors sell a new scroll called 'Scroll of Necromantic Infusion' which allows you to bypass this restriction.
- Fix a bug that makes some spells abnormally strong in Requiem.
- Tweak some spells that were previously OP.
- Change requirements of Necromancer's Amulet so the player must really be a powerful necromancer in order to use it.

Destruction:
- Make all Destruction spells scale equally.
- Tweak various spells to support different tactical uses.
- Nerf the overall damage of Destruction spells somewhat.
- Destruction spells can debuff various stats of the targets. (Fire: Armor Rating, Frost: One-handed/Two-handed/Archery/Blocking, Shock: Alteration/Conjuration/Destruction/Illusion/Restoration)
- There's an optional file that make bonus from perks only active when you have enough skill points. This emphasize the impact of skill debuffing.

Illusion:
- Nerf 'Blur' spell a little.

Restoration:
- Make all Restoration spells scale equally.
- Healing Aura (Rank I) is a toggle-able spell that grants XP over time. Rank III is an upkeep-based spell.
- Balance healing spells.
- Fix a bug that makes Mysticism perk not working for the player in Requiem.
- Tweak Sunfire and Sunburst spells so they are not too damaging but increase their usefulness in crowd-controlling.
- Move 'Arcane Disjunction' spells to Alteration school. They are replaced by two new spells that enable using poison or frost/shock spells on undead effectively. -> You can now freeze a vampire solid!

Misc:
- Fix a handful of magic-related bugs.

Alchemy (Optional File):
- Change Fortified Muscles and Alchemistic Intellect so they promote using potions.
- Replace Immunization perk with a new perk that increase the strength of self-crafted potions and poisons.
- Rebalance potions and poisons.

Enchanting (Optional File):
- Rebalance many enchantments.
- Fix some bugs.

///////////////////////////////////////////////////////

You can read the full changelog in the Read Me section!

///////////////////////////////////////////////////////


Please feel free to add any suggestions for the future versions :).


(Requirement)
Requiem - The Roleplaying Overhaul

(Installation)
Download and install with Nexus Mod Manager.
OR
Manually download the archive and extract the contents into Skyrim's Data folder.

Enable EnhancedMageExpForRequiem.esp in your mod list.

(Load Order)
Load EnhancedMageExpForRequiem.esp anywhere below Requiem.esp, but preferably after mods that also alter spells.
Load other of my esp files under EnhancedMageExpForRequiem.esp

You can disable EnhancedMageExpForRequiem-SkillBasedPerks.esp if you don't want boni from perks to be disabled when skills get too low.
Enable EnhancedMageExpForRequiem-MageArmorVFX.esp if you want alternate visual effects for Mage Armor spells.
Changes to Alchemy and Enchanting are in separated optional esp files. Disable them if you use other mods that overhaul these skill trees.

(Uninstallation)
Uninstall with Nexus Mod Manager.
OR
Delete the files from this patch from skyrim's data folder.

(Credits)
Thanks Bethesda for this great game.
Xarrian and Ogerboss for the amazing mod: Requiem - The Roleplaying Overhaul.

**********************

Final Note

If you want some more challange for your Requiem experience, you can check out another mod of mine:

No Saving in Combat