Rebalances the PC werewolf and vampire experience in Requiem to no longer be so immediately overpowered, and gives default buffs to more closely reflects the power of low-tier NPC werewolves and vampires. Also gives paths for werewolf and vampire PCs to gain power by integrating existing elements from the game world supported by lore.
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File credits
Thanks to Xarrian and Ogerboss for Requiem.
This patch follows the permission statement posted on the Requiem mod Nexus page.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.2
8/25/2018:
Bestial Blood
- Disease Resist is returned to 100% regardless of wearing Hircine's Ring
- If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight":
- Werewolf PCs who hunt down and slay unusual/unique and powerful prey scattered throughout Skyrim (the unusual/unique giant animals, special atronach, special dwarven constructs, special giants, and Xivilai Requiem adds) are granted either +5 Health, +5 Stamina, or +5 unarmed damage for each one slain.
Werewolf Abilities
- Vanilla Skyrim provides werewolf perks up through the 164th maul, then no benefits thereafter. If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight": For every 20 PC werewolf mauls starting with 180, a PC in werewolf form will alternatingly receive an additional +20 Heath, +20 Stamina, or +5 Unarmed Damage, capping at +100 to both Health and Stamina, and +25 Unarmed Damage after 460 mauls.
Vampirism
- Vanilla Skyrim provides vampire perks up through the 156th neck bitten, then no benefits thereafter. For every 10 necks bitten starting at 160, vampire PCs are granted an alternating cycle of +5 to Health or Stamina, capping at +75 to both Health and Stamina after 450 necks bitten.
Version 3.1
8/21/2018:
Bestial Blood
- Default buffs are now all set at +25 to Health, Stamina, Stamina Regeneration, and Carry Weight, +50% to Resist Disease, and +10 to Unarmed Damage.
- Wearing the Ring of Hircine now grants werewolves PCs an additional +25 to Health, Stamina, Stamina Regeneration, and Carry Weight, +50% to Resist Disease, and +10 to Unarmed Damage.
- If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight":
- Werewolf PCs who hunt down and slay unusual/unique and powerful prey scattered throughout Skyrim (the unusual/unique giant animals, special atronach, special dwarven constructs, special giants, and Xivilai Requiem adds) are granted either +10 Health, +10 Stamina, or +5 unarmed damage for each one slain.
- Werewolf PCs who hunt down and slay dragons are granted an alternating cycle of +10 Health, +10 Stamina, and +5 Unarmed Damage for every 3 dragon souls absorbed, capping at +50 to both Health and Stamina, and +25 Unarmed Damage at/after 45 dragon souls absorbed.
Werewolf Abilities
- PCs in werewolf form now have a default +50% Stamina regeneration. Taking the Animal Vigor Perk adds another +50% to Stamina regeneration.
- If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight": For every 20 PC werewolf mauls, a PC in werewolf form will alternatingly receive an additional +25 Heath, +25 Stamina, or +5 Unarmed Damage, capping at +150 to both Health and Stamina, and +30 Unarmed Damage after 360 mauls.
Vampirism
- Default buffs are now reduced to +150 for both Health and Stamina.
- Vampire PCs with The Mace of Molag Bal equipped are granted +50 to both Health and Stamina.
- Vampire PCs wearing the Necromancer's Amulet are granted +25 to both Health and Stamina.
- For every 10 necks bitten, vampire PCs are granted an alternating cycle of +5 to Health and Stamina, capping at +75 to both Health and Stamina after 300 necks bitten.
- Searing Sun penalties are same as base Requiem values, though all stages of Searing Sun penalties for Health, Stamina, and Magicka are each reduced by 25% each for wearing the Necromancer's Amulet or having the Mace of Molag Bal equipped. Equipping both at the same time reduces Health, Stamina, and Magicka penalties for all stages by 50%.
Version 3.0
8/13/2018:
Bestial Blood:
- Fortify Health buff reduced to +25 (from +50).
- Fortify Stamina rate raised to +25% (from +20%).
Version 2.0.1
3/30/2018:
Version 2.0.1 updated for Requiem 2.0.0 and 2.0.1, fixes an update error and provides more fine tuned balancing as listed below:
Bestial Blood - the passive effects that occur when a werewolf PC is in their normal player form:
Health and Stamina buffs are each reduced (from +100 in base Requiem) to +50.
Stamina Regeneration is buffed to +20%, giving context to PCs being unable to restfully sleep after contracting lycanthropy.
All other effects are unchanged from base Requiem.
Werewolf Abilities - the PC passive effects that occur when transformed into a werewolf:
The Health buff is reduced (from +900 in base Requiem) to *+400. This puts a low level werewolf PC around the Health quantity of low-tier NPC werewolves. With this starting buff, high level PCs that emphasize gaining Health can achieve similar Health quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy.
Stamina Regeneration is passively buffed +25% in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.
Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +25% in werewolf form. The standard buffs for that perk are unchanged.
All other effects and werewolf perks are unchanged from base Requiem.
Vampirism - the passive effects that occur for a PC vampire in normal player form:
The Health buff is reduced (from +300 in base Requiem) to *+200. This more closely matches a PC vampire to the Health of low-tier NPC vampires of comparable level encountered in Requiem.
*Low level "Searing Sun" Health debuffs are reduced by one-quarter to one-third to reflect the above Health buff reduction, so that a low level vampire PC has a similar chance of survival to base Requiem if unprotected from sunlight.
All other effects are unchanged from base Requiem.
Vampire Lord Enhancements - the PC passive effects that occur when transformed into a vampire lord:
Requiem 2.0.0 rebalanced Vampire Lord PCs excellently, so changes are no longer made to them in this mod.
Version 2.0.0
2/26/2018:
Version 2.0.0 (Purist and non-Purist options) updated for Requiem 2.0.0 and 2.0.1.
Bestial Blood - the passive effects that occur when a werewolf PC is in their normal player form:
Health and Stamina buffs are each reduced (from +100 in base Requiem) to +50.
Stamina Regeneration is buffed to +20%, giving context to PCs being unable to restfully sleep after contracting lycanthropy.
Only included in the non-Purist version: "Your primal urges, feral smell, and constant restlessness make negotiations more challenging." Your PC's bartering ability is 20% weaker for both buying and selling, though the PC's ability to intimidate NPCs is 20% stronger.
All other effects are unchanged from base Requiem.
Werewolf Abilities - the PC passive effects that occur when transformed into a werewolf:
The Health buff is reduced (from +900 in base Requiem) to +450. This puts a low level werewolf PC just above the Health quantity of low-tier NPC werewolves. With this starting buff, high level PCs that emphasize gaining Health can achieve similar Health quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy.
Stamina Regeneration is passively buffed +25% in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.
Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +25% in werewolf form. The standard buffs for that perk are unchanged.
All other effects and werewolf perks are unchanged from base Requiem.
Vampirism - the passive effects that occur for a PC vampire in normal player form:
The Health buff is reduced (from +300 in base Requiem) to +150. This more closely matches a PC vampire to the Health of low-tier NPC vampires of comparable level encountered in Requiem.
* All "Searing Sun" Health debuffs are reduced by approximately half to reflect the above Health buff reduction, so that a low level vampire PC has a similar chance of survival to base Requiem if unprotected from sunlight.
All other effects are unchanged from base Requiem.
Vampire Lord Enhancements - the PC passive effects that occur when transformed into a vampire lord:
Requiem 2.0.0 rebalanced Vampire Lord PCs excellently, so changes are no longer made to them in this mod.
You should be able to update from version 1.0 to 1.1 mid-playthrough for Requiem 1.9.4.1 without affecting game stability. Use only one version at a time.
Version 1.1.1
10/30/2017:
Requiem - Werewolf and Vampire Rebalance 1.1.1 - Altered Beast:
Changes are labeled with an asterisk (*).
Version 1.1.1 is a bug fix for 1.1, and updates text and Health/Stamina buffs to correctly show up as listed below. You should be able to update mid-game without issue.
Bestial Blood - the passive bonuses that occur when a werewolf PC is in their normal player form:
Health and Stamina buffs are each reduced (from +100 in base Requiem) to +50.
Stamina Regeneration is buffed to +20%*, giving context to PCs being unable to restfully sleep after contracting lycanthropy.
* "Your primal urges, feral smell, and constant restlessness make negotiations and spell casting more challenging." Your PC's bartering ability is 20% weaker for both buying and selling, though the PC's ability to intimidate NPCs is 20% stronger. Spell casting costs are also 20% higher.
All other effects are unchanged from base Requiem.
Werewolf Abilities - the PC passive bonuses that occur when transformed into a werewolf:
The Health buff is reduced (from +900 in base Requiem) to +450. This puts a low level werewolf PC just above the Health quantity of low-tier NPC werewolves. With this starting buff, high level PCs that emphasize gaining Health can achieve similar Health quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy.
Stamina Regeneration is passively buffed +25%* in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.
Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +25%* in werewolf form. The standard buffs for that perk are unchanged.
* Following Elder Scrolls lore, Hircine's blessing and curse of lycanthropy grants stealthy hunting. Your PC moves silently while in werewolf form.
All other effects and werewolf perks are unchanged from base Requiem.
Vampirism and Vampire Lord Enhancements are identical to version 1.0.
Version 1.0
10/19/2017:
Requiem - Werewolf and Vampire Rebalance 1.0 - Purist Fixes:
Bestial Blood - the passive bonuses that occur when a werewolf PC is in their normal player form:
Health and Stamina buffs are each reduced (from +100 in base Requiem) to +50.
Stamina Regeneration is buffed to +15%, giving context to PCs being unable to restfully sleep after contracting lycanthropy.
All other effects are unchanged from base Requiem.
Werewolf Abilities - the PC passive bonuses that occur when transformed into a werewolf:
The Health buff is reduced (from +900 in base Requiem) to +450. This puts a low level werewolf PC just above the Health quantity of low-tier NPC werewolves. With this starting buff, high level PCs that emphasize gaining Health can achieve similar Health quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy.
Stamina Regeneration is passively buffed to +20% in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.
Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +20% in werewolf form. The standard buffs for that perk are unchanged.
All other effects and werewolf perks are unchanged from base Requiem.
Vampirism - the passive bonuses that occur for a PC vampire in normal player form:
The Health buff is reduced (from +300 in base Requiem) to +150. This more closely matches a PC vampire to the Health of low-tier NPC vampires of comparable level encountered in Requiem.
All other effects are unchanged from base Requiem.
Vampire Lord Enhancements - the PC passive bonuses that occur when transformed into a vampire lord:
The Health buff is reduced (from +400 in base Requiem) to +200. This puts the combined vampire PC Health buffs (plus base PC Health) above the range of low-tier NPC vampires of comparable level.
All other effects are unchanged from base Requiem.
Requiem - Werewolf and Vampire Rebalance (W&VR) is now fully integrated into Requiem - Immersive Divine Blessings (IDB) as of version 1.11. I'm leaving W&VR up for those who wouldn't want to use IDB, and may make further updates if there's anything else that comes up in the future that doesn't require the features and numerous record changes built specifically around IDB. Pending any new bugs, W&VR is feature complete, and should work well for any mod combination compatible with Requiem that doesn't include IDB.
Have you noticed in Requiem - The Oldschool Roleplaying Overhaul that even if your PC gains the ability to transform into a werewolf at a relatively low level, they inexplicably already have some of the highest Health of all werewolves in Skyrim? Or have you noticed that a relatively low level PC vampire can pretty easily have more Health than a low-tier NPC vampire?
Requiem - Werewolf and Vampire Rebalance fixes these world-building and game balance inconsistencies -and a few others- with a design focus of following lore to better integrate existing game world elements, and changing the least amount necessary to preserve the experience and play style of Requiem.
Below is an in depth look at Requiem - Werewolf and Vampire Rebalance 3.2:
Bestial Blood - the passive effects that occur when a werewolf PC is in their normal player form:
Default buffs are reduced to +25 to Health, Stamina, Carry Weight, and +10 to Unarmed Damage.
Stamina Regeneration is added as a default buff for +25%, giving context to PCs being unable to restfully sleep after contracting lycanthropy.
Wearing the Ring of Hircine now grants werewolves PCs an additional +25 to Health, Stamina, Stamina Regeneration, and Carry Weight, and +10 to Unarmed Damage.
If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight": werewolf PCs who hunt down and slay unusual/unique and powerful prey scattered throughout Skyrim (the unusual/unique giant animals, special atronach, special dwarven constructs, special giants, and Xivilai Requiem adds) are granted either +5 Health, +5 Stamina, or +5 Unarmed Damage for each one slain.
If the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight": werewolf PCs who hunt down and slay dragons are granted an alternating cycle of +10 Health, +10 Stamina, and +5 Unarmed Damage for every 3 dragon souls absorbed, capping at +50 to both Health and Stamina, and +25 Unarmed Damage at/after 45 dragon souls absorbed.
Werewolf Abilities - the PC passive effects that occur when transformed into a werewolf:
The Health buff is reduced (from +900 in base Requiem) to +400. This puts a low level werewolf PC around the Health quantity of low-tier NPC werewolves. With this starting buff, high level PCs that emphasize gaining Health can achieve similar Health quantities to high-tier NPC werewolves. A low level PC will no longer be a wrecking machine for all early and much of mid-game content upon contracting lycanthropy.
Stamina Regeneration is added at +50% in werewolf form to reflect Hircine's blessing and curse of unrelenting restless bloodlust.
Gaining the Animal Vigor werewolf perk provides an additional buff to Stamina Regeneration of +50% in werewolf form. The standard buffs for that perk are unchanged.
Vanilla Skyrim provides werewolf perks up through the 164th maul, then no benefits thereafter. In this mod, if the PC has met with Hircine in the Daedric Quest "Ill Met By Moonlight": For every 20 PC werewolf mauls starting at 180, a PC in werewolf form will alternately receive an additional +20 Heath, +20 Stamina, or +5 Unarmed Damage, capping at +100 to both Health and Stamina, and +25 Unarmed Damage after 460 mauls.
Vampirism - the passive effects that occur for a PC vampire in normal player form:
The Health and Stamina buffs are reduced (from +300 in base Requiem) to +150. This more closely matches a PC vampire to the Health of low-tier NPC vampires of comparable level encountered in Requiem.
Vampire PCs with The Mace of Molag Bal equipped are granted +50 to both Health and Stamina.
Vampire PCs wearing the Necromancer's Amulet are granted +25 to both Health and Stamina.
Vanilla Skyrim provides vampire perks up through the 156th neck bitten. In this mod, for every 10 necks bitten starting at 160, vampire PCs are granted an alternating cycle of +5 to Health or Stamina, capping at +75 to both Health and Stamina after 450 necks bitten.
"Searing Sun" Health/Stamina/Magicka debuffs are the same intensity as base Requiem (making them potentially deadly for a low level unprepared vampire PC), though all stages of Searing Sun penalties for H/M/S are each reduced by 25% for wearing the Necromancer's Amulet or having the Mace of Molag Bal equipped. Equipping both at the same time reduces H/M/S penalties for all stages by 50%.
Vampire Lord Enhancements - the PC passive effects that occur when transformed into a vampire lord:
Requiem 2.0.x rebalances Vampire Lord PCs excellently, so changes are not made to them in this mod.
No perks are added to -or removed from- base Requiem by this patch.
Requiem - Werewolf and Vampire Rebalance contains no scripts or new resources, so it should have no effect on game stability or FPS.