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burndtdan

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burndtdan

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About this mod

This is an Invisible Entity replacer for Requiem

Requirements
Permissions and credits
- Requiem 2.0+ compatible -

Have at it:

I haven't played Skyrim in years.  The only reason I published any mods was to give back to the community that gave me so much joy along the way.  My mods, especially the Requiem mods, are almost certainly out of date.  So I'm officially releasing my mods to the community.  If you need an updated version, go ahead an make it.  If you want to take what I've done and roll it into something you are working on, feel free.  If you want to make a translation, please do.  I don't really even care if you cite my mod, just go have fun.  If you are creating an updated version of one of my mods, drop me a message and I will gladly put a link in the original mod page (although I probably won't happen to notice the message for a while, I don't stop by Nexus that often).  Thanks to the modding community for all the fun times.


Description:


This is a mod that replaces Invisible Entities in Requiem, changing them into Soultorn Entities.

Soultorn Entities are ghostly apparitions from the Soul Cairn.  These deadly creatures seem almost feral, abandoning weapons and magic and instead attacking with their razor sharp claws.  They seem to be able to phase in and out of reality while stalking their prey, and it is said that if you ever actually see one, it might already be too late.




Check Out My Other Mods:

Harbinger Armor for Requiem and Vanilla
More Silver Weapons for Requiem and Vanilla
Soultorn Entities for Requiem
Dragon Aspect Heavy Armor Fix for Requiem




Installing / Updating:

There shouldn't be any complications installing or updating this mod on an existing save.  If you use Requiem Plus, load this after it.

Change Log:


5/9/2018
Uploaded v1.3
- Requiem 2.0 compatibilty
- Only change was a new/different actor effect the Requiem devs added to the NPCs

12/31/2015
Uploaded v1.2
- Slowed them down even more.  I tested different speeds extensively and decided on a speed that would make them nigh inescapable without making the physics go all wonky.  You aren't likely to be able to run away from them, but you should be able to break away enough to cast a spell uninterrupted (but sprinting alone won't accomplish this).  They are still the fastest creatures you are likely to encounter, except perhaps Thunder (whose speed stems more from his size than anything).
- The debuff applied when they get hit now only lasts 6 seconds, and has changed a bit.  It still prevents them from turning invisible, and it now also affects their health regen.
- Their base health regen has doubled.  When you hit them (and apply the debuff), they will have 0 regen for 2 seconds, followed by 4 seconds of 25% of their base regen.  If you let the debuff wear off, they will once again be able to disappear, and will return to their base health regen.  You probably don't want to let the debuff wear off.
- The inhabitants of the Soul Cairn talked about it and decided that the Whispering Spirits aren't so bad after all, and should no longer chase them around.  And besides, those little wispy buggers never take any damage, so what's the point?  They will now be much more focused on killing you instead.
- v1.0 was an initial build.  v1.1 was focused mostly on the phasing.  v1.2 has been focused mostly on the combat encounter.  Hopefully this is the last version.


12/28/2015
Uploaded v1.1
- Slowed their movement speed a little bit.  They are still fast as hell, no worries.
- Removed Advanced Avoidance from the new race.  Some users reported increased aggression (or perhaps more effective aggression) over the original Invisible Entities, and this was the only setting that was different that seemed like it could have something to do with it.  Or maybe not, I'm not entirely certain what this setting does.  Anyways, plenty of respectable predators in Skyrim don't have Advanced Avoidance, and this change will bring that aspect in line with the original design.
- Almost entirely rewrote the script that handles their phasing to make it more fluid, and to allow them to pop in and out of view during combat.
- Hitting them with any attack will make them become visible (if they weren't already) and will prevent them from turning invisible for 10 seconds.

12/24/2015
Uploaded v1.0