While the goal is a noble one there is a little problem with the prices. There are mechanics in requiem that will inflate the prices a lot from their standard value, so a spell that costs 400 in the editor might end up costing 1400 from the merchant. Not really fair if you consider what you get for your gold. Because of this I looked at the esp in TES5Edit. Is 12000g for a spell really in line with Requiem standards? You can get a house for that.
This patch is pretty old and I'm no longer really that happy with it, nor am I motivated enough to fix it because I no longer really enjoy Lost Grimoire as a whole. But many requiem books are very pricy and a number of spell books are too cheap. I think only the master books are that expensive.
Found these in xEdit, are they an issue? [00:00] xCONBoneOverlordFF "Summon Bone Overlord" [MGEF:5E05BAF1] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0505BAED] < Error: Could not be resolved > [00:00] xCONLadyoftheVeilFF "Lady of the Veil" [MGEF:5E075042] [00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05075041] < Error: Could not be resolved >
I believe that I those currently don't actually get sold as books in game, but I'll take a look anyways. It has been way too long since I've done anything involving Skyrim so my memory is a bit faulty.
Sorry it's been a while. I believe it currently has no keyword so that it won't impact the mass system or impose armor penalties, but it has a fairly high armor rating to compensate. And it still blocks like normal.
llanga wrote: Hello ANoobInDisguise, I have not installed LG+patch yet, before I'd like to ask you about " Dummied out the sneak damage perk"; you have eliminated sneak multiplicator from some spells, but I feel confused about it. Is that related to spells wich you can silently cast, like "flare" or "zap" (Novice Destro)? Did you change the "silent" feature?
I'd like to play a illusion destro assasin, vanilla Requiem doesn't allow to use Destruction spells with no sound, and it seems LG have made some spells wich I could use to do so... but I'm unsure if I would be able to use flare in sneak mode with no noise with your patch. Anyway, thank you for sharing it
ANoobInDisguise wrote: Basically the sneak damage thing made all of your spells do 3x magnitude when isSneaking returns to true, not just for silent spells. Just about everything got buffed, not just the sneaky spells, and the effect was basically just tied to crouching. As it just plain didn't work I changed its multiplier from 3.00 to 1.00.
nox42 wrote: Could you help me disable the sneak damage in non-requiem games?
Using TES5Edit, look for the "perk" section in Lost Grimoire, and then you should find the sneak damage perk option. Change the "3.00" to 1.00 and save your changes. That should be all!
Thank you I think I found it! I attempted to look for it before without success, that was helpful.
Hello ANoobInDisguise, I have not installed LG+patch yet, before I'd like to ask you about " Dummied out the sneak damage perk"; you have eliminated sneak multiplicator from some spells, but I feel confused about it. Is that related to spells wich you can silently cast, like "flare" or "zap" (Novice Destro)? Did you change the "silent" feature?
I'd like to play a illusion destro assasin, vanilla Requiem doesn't allow to use Destruction spells with no sound, and it seems LG have made some spells wich I could use to do so... but I'm unsure if I would be able to use flare in sneak mode with no noise with your patch. Anyway, thank you for sharing it
Basically the sneak damage thing made all of your spells do 3x magnitude when isSneaking returns to true, not just for silent spells. Just about everything got buffed, not just the sneaky spells, and the effect was basically just tied to crouching. As it just plain didn't work I changed its multiplier from 3.00 to 1.00.
Using TES5Edit, look for the "perk" section in Lost Grimoire, and then you should find the sneak damage perk option. Change the "3.00" to 1.00 and save your changes. That should be all!
Thank you so much for taking the time to make this patch, I have neither the time or the expertise to make something like this but I love both of these mods so you can imagine my relief when I found someone had done all of the work for me!
is this something that needs to be patched or is it just how it is game mechanics??
When I cast 'Mage Armor IV' from Requiem, my armor rating is 525. Immediately afterwards, I cast the 'Conjure Spectral Shield' spell and my armor rating drops to 287.
Probably because the shield is classified as armor, thus deactivating the "Improved Mage Armor". Light or Heavy, I don't remember, but it would be wonky if it was clothing (then it wouldn't scale properly). One solution would be to tie its armor rating to spellpower, but the game already has armor spells and it would be a bit redundant that way. I'll find a solution eventually.
hey, much respect for you doing the dirty work of patching and balancing mods (especially magic mods at that). Just giving an opinion on a specific spell.
First time using this spell package, and while it seems very well made, I agree that it's balanced poorly for requiem. On that note I feel the need to report on the conjure staff spell, and how it seems to break the balance of requiem in a number of ways. it does not consume any resources to use (barring initial summon cost) can cast projectiles near instantly, and on top of that (XD) can summon (many) extra minions upon impact. In the end this results in a rapid fire hail storm of death bolts which deal insane amounts of damage collectively, ending with everything but you dying, and a full magicka and stamina bar to boot.
don't know what was going through Steelfeathers' head when he was balancing this XD. Can't fault him though, must be pain balancing magic mods with interesting mechanics.
I feel like all this would need for an acceptable balance is to nerf the dps by adding a spell charge time (possibly even longer than most spells), and removing the minion summon thing (if that's even possible, don't know how that would be implemented in the creation kit), justification being that a ranged damage dealing option that affects all targets and does not consume resources is enough of a justification to use it, without the need for the gimics it brings along
regardless, just thought I might let you know in case you plan on updating (which I don't expect btw).
That staff may be a bit OP in terms of magicka efficiency and its damage. Ordinary destruction will outclass it after a period of time but I could lower its damage at some point. The spell being OP is partially my fault because I did buff its damage a good bit in addition to increasing its magicka cost and lowering its duration. But if you want to see a WTFOP spell, look at Black Swarm in the base mod (which did 105 damage over 15sec, stacked, was nearly irresistable (because constructs, Draugr, Dragons and so on didn't have disease resist so only vamps, wood elves and argonians could resist it) and cost something like 50 magicka before perks.
The other spell I see being not so good with Requiem is Sleight of Hand, since it lets you trivialize things by swapping iron daggers onto people, but ultimately I decided to leave it in (at a high magicka cost) unlike some simply redundant spells, which were instead dummied out.
I'll probably update the patch when I have enough to do that a patch would be worthwhile. (so do point out any other imbalanced things)
33 comments
[00:00] xCONBoneOverlordFF "Summon Bone Overlord" [MGEF:5E05BAF1]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0505BAED] < Error: Could not be resolved >
[00:00] xCONLadyoftheVeilFF "Lady of the Veil" [MGEF:5E075042]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05075041] < Error: Could not be resolved >
one question: conjure spectral shield has heavy or light armor keyword?
thanks for your patch btw, lost grimoire + requiem = LOAD OF FUN
now that Requiem 2.0 is out are you still intend to make an update to your patch?
Thank you I think I found it! I attempted to look for it before without success, that was helpful.
I'd like to play a illusion destro assasin, vanilla Requiem doesn't allow to use Destruction spells with no sound, and it seems LG have made some spells wich I could use to do so... but I'm unsure if I would be able to use flare in sneak mode with no noise with your patch. Anyway, thank you for sharing it
When I cast 'Mage Armor IV' from Requiem, my armor rating is 525. Immediately afterwards, I cast the 'Conjure Spectral Shield' spell and my armor rating drops to 287.
First time using this spell package, and while it seems very well made, I agree that it's balanced poorly for requiem. On that note I feel the need to report on the conjure staff spell, and how it seems to break the balance of requiem in a number of ways.
it does not consume any resources to use (barring initial summon cost) can cast projectiles near instantly, and on top of that (XD) can summon (many) extra minions upon impact.
In the end this results in a rapid fire hail storm of death bolts which deal insane amounts of damage collectively, ending with everything but you dying, and a full magicka and stamina bar to boot.
don't know what was going through Steelfeathers' head when he was balancing this XD. Can't fault him though, must be pain balancing magic mods with interesting mechanics.
I feel like all this would need for an acceptable balance is to nerf the dps by adding a spell charge time (possibly even longer than most spells), and removing the minion summon thing (if that's even possible, don't know how that would be implemented in the creation kit), justification being that a ranged damage dealing option that affects all targets and does not consume resources is enough of a justification to use it, without the need for the gimics it brings along
regardless, just thought I might let you know in case you plan on updating (which I don't expect btw).
The other spell I see being not so good with Requiem is Sleight of Hand, since it lets you trivialize things by swapping iron daggers onto people, but ultimately I decided to leave it in (at a high magicka cost) unlike some simply redundant spells, which were instead dummied out.
I'll probably update the patch when I have enough to do that a patch would be worthwhile. (so do point out any other imbalanced things)