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  1. Nerimir
    Nerimir
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    Undeath changelog
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    Changes in v 1.0 :
    Release of the patch

    Interesting NPCs changelog
    Spoiler:  
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    Changes in v 1.0 :
    Release of the patch

    Dragonborn changelog
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    Changes in v 1.0.3 :
    Altered actors - Solstheim bandits*, Haknir Death-Brand, ash spawn, Thalin Ebonhand, Teldryn Sero, Redoran guards, Captain Veleth, General Falx Carius.
    Changes in v 1.0.4 :
    Altered - potions, alcohol drinks, ingridients, food (effects, duration ,magnitude, etc)
    Altered- stalhrim/nordic arrows, dwarwen balista bolt, riekling spear (damage, projectile)
    Altered - whirlwind cloak, poison rune, cyclone and various non-playable spells (creatures abilities)
    Altered actors - Garuk Windrime, Ralis Sedarys, Akar, Hjordis, Rakel, Majni, Haknir's crew, cultists, Morag Tong assassins, lurker(s), seeker(s).
    Altered - various "race" records (creatures)
    Changes in v 1.0.5 :
    Altered - archmage robe ench (mana regen increased)
    Altered actors - Bujold the Intrepid, Drovas Relvi, Ettiene, Fallaise, Isobel, Ebony Warrior, Elmus, Elynea Mothren, Ash Guardian, Ash Spawn, Seeker, Burnt Spriggan, Frea, Herkja, Hilund, Kuvar, Elder Othreloth, Galdrus Hlervu, Mirri Severin, Teldryn Sero, Tilisu Severin, Vendil Severin, Hulking Draugr, DLC2 dragons, Miraak.
    Changes in v 1.0.6 (REQ v 1.8.2) :
    Altered - DLC2 bows and arrows
    Altered - some of the "race" records
    Altered actors - Ahzidal, Dukaan, Zahkriisos, Vahlok the Jailor, Rahgot, Otar the Mad, Krosis, Nahkriin, Hevnoraak, Volsung, Vokun, Morokei, Akar, Hjordis, Majni, Rakel, Haknir Death-Brand, Thalin Ebonhand, riekling, General Falx Carius, Halbarn Iron-Fur, Redoran Guard, Captain Veleth.
    Changes in v 1.0.7 :
    Altered -some of the lvl lists, weight of all ceremonial masks, Miraak.
    Added - bash tags (Delev,Relev)
    Changes in v 1.0.8 :
    Altered - Dremora merchant/butler max carry weight (350), dremora merchant max gold (5k), heavy stalhrim cuirass weight (32), power of the weapon ench "Chaos Damage"(max 10/10/10), DLC2CultistAmbushNode("The Way of the Voice"->"The Horn of Jurgen Windcaller" ), DLC2EbonyWarriorNode (80lvl->30lvl)
    Changes in v 1.0.9 :
    Altered- actor Miraak, power of the Miraak's sword/staff enchantments, weight of the stalhrim heavy equipment (reduced), "conjure seeker" spell, goldreward lvl lists (less gold).
    Changes in v 1.1 :
    Changed - name of the file
    Fixed - Property Axe on script DLC2DBAncientDragonbornSCRIPT
    Fixed - Dragon Aspect Shout
    More effective "Miraak ebony flesh" spell
    New templates for Reqtificator (bandits)
    Main quest won't start until you'll reach 25 lvl (hello cultists)
    Cultists won't spawn after you'll read "cultists notes" (not tested! )
    Various small fixes and tweaks
    Removed some records from 1.0.9 (skyrim priests and their masks)
    Fully compatible with USLEEP

    Wyrmstooth changelog
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    Changes in v1.0.1 (REQ v1.8.2) :
    Altered - some of the Vulom's spells
    Altered actors - Ajira, Nehfrinqeth, Nehkrahqeth, Suleyk, Draugr Ceremony Overlord, Draugr Kitchen Overlord, Athir, Daenlit, Elmera, Shargam, Castus Arius, Fort Valus Guard, Gashnag, Geitrich, Legate Hamlin, Lorumend, Fort Commander, Pelena Petilia, Roderic Valerius, imperial soldier/guard/mage, Spriggan Matriarch, summonable Dragon priest/Draugr Deathlord/Draugr Scourge/Draugr Wight, Tobus Turnicus, Ulfgar, Ushlog, Vork, Vulom, Vulthurkrah.
    Changes in v1.0.2 (WT v1.15) :
    Altered actors -Ajira, Alberthor, Athir, Balmir, Bazrob, Bulak, Castus Arius, Daenlit, Dunyick, Elmera, Gashnag, Geitrich, Ghorlag, Hroldar, Largahk, Lorumend, Lorzub, Pelena Petilia, Roderic Valerius, Shargam, Theodyn Bienne, Ulfgar, Ushlog, Yngfa
    Changes in v1.0.3 :
    Made for WT v 1.16

    Falskaar changelog
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    Changes in v1.0.1 (REQ v1.8.2) :
    Altered actors - Jarl Agnar, Brother Arnand, Brother Thorlogh, Falskaar Guard, Gabrial, Goran, Kolgrim, bandits (missile,magic), necromancers, Ahkrinviing, Svegard, Ulgar, Wulf, Yngvarr.
    Changes in v1.0.2 :
    Made for Falskaar v 1.2.0.1

    After each update, do not forget to rerun REQ patcher !
    Do not change name(s) of file(s) from the DLC2 patch archive!
  2. Nerimir
    Nerimir
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    NRM_Reqtification_Experiments was uploaded only for testing purposes !!! This mod replaces draugrs (new are generated by reqtificator). Anyone can visit some dungeons, fight against draugrs and leave their suggestions here (but don't reply directly to this post ).
  3. Nerimir
    Nerimir
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    Latest news.

    I have deleted requiem more than 2 months ago. My current load order is minimal (2 dlc,skyui,alt start and undeath). What does it mean? It means that i can not update/improve my patches without installed requiem.

    It's time for me to join Azirok team
  4. Tyler799
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    Are permissions on this mod open or closed? I may try to port this patch to Requiem SSE 4.01 and 3DNPC 4.4 if possible.
    1. DefinedAscent
      DefinedAscent
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      Hey man, did you ever port this? The current wyrmstooth patch I'm using gives me the infinite loading screen issue.
  5. toquinho97
    toquinho97
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    3DNPC current version is 3.4.1. Does this patch still work?
    1. florisw
      florisw
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      Did you ever find out whether it works or not?
    2. ashes18
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      I hope so, anyone have info on this?
    3. FA1212ELL
      FA1212ELL
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      I tried but sadly it doesn't. Followers have some slow motion effect while in combat until the combat is over.
  6. TheNoremac42
    TheNoremac42
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    Is there a version for this patch that doesn't require Dragonborn? I just need it to make 3DNPC compatible with Requiem, neither of which requires the DLC.
  7. Rivenfae
    Rivenfae
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    Does this need an update for Requiem 2.0?
    1. Bivo
      Bivo
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      I have same questions. After dinnee i check it on TES V Edit and i tell u if encounter some error. Crossfingers
    2. Bivo
      Bivo
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      Well, work complete...i have bad news. TES V Edit say this on Falskaar patch: [00:00] Checking for Errors in [37] NRM Falskaar - Requiem Patch.esp [00:00] CreatureFaction "Creature Faction" [FACT:00000013] [00:00] FACT \ Relations \ XNAM - Relation \ Faction -> [044FE3ED] < Error: Could not be resolved > [00:00] FSMQ01DwarvenCenturion "Weakened Centurion" [NPC_:060FF967] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> [04464A7F] < Error: Could not be resolved > [00:00] FSTreasCorpseCaptainBallarms "Captain Platearms" [NPC_:06189469] [00:00] NPC_ \ Perks \ PRKR - Perk \ Perk -> [04464A81] < Error: Could not be resolved > [00:00] FSFoodWineBastedVenison "Wine Basted Venison" [ALCH:0615DB7E] [00:00] ALCH \ Effects \ Effect \ EFID - Base Effect -> [0404A317] < Error: Could not be resolved > [00:00] All Done! There is a small error. The first is related on creature faction, some creatures could fight each other when they should not. The other 2 is related on NPC perks, I'm not sure what they are, it could be a problem if they were about damage reduction. If there is u encounter some op enemies, But maybe is related on friendly npcs and u just ignore that. I dont ever play Falskaar i dont say... And last is a lost alchemy effect (?) for wine. I do not know if these errors are intentional and were already included but I do not think so...i think is not gameplay breaking error
  8. Oooiii
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    Note that Requiem patch - Wyrmstooth does not work with Wyrmstooth 1.17A found here https://archive.org/details/Wyrmstooth1.17A. You must use 1.16.
  9. GMDogeful
    GMDogeful
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    Crash to Desktop when I install this mod (NRM Patches- Requiem - NRM 3DNPC - Requiem Patch)
    Works great without this mod enabled/installed, LOOT says that "3DNPC.esp needs to be installed but is missing".

    The old version "NRM Dragonborn - Requiem Patch" under old versions doesn't crash the game and does not show any error messages in LOOT but I have yet to see if it does what it's supposed to.
  10. safeblood
    safeblood
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    how to balance the data?is there any formula?i want to make requiem patch like you.
    1. Nerimir
      Nerimir
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      I'm the guy who dares to edit an archmage robe, people hate me "To make requiem patch like me" is a bad idea.
  11. Orvandel87
    Orvandel87
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    Question for the community: For Dragonborn with Requiem, Its fine to use this patch (for 1.9.3 Requien)?? or the new one Fozar patch (for version 1.9.4.1 requiem)???
    1. Nepogod
      Nepogod
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      One grew out of another. Use Fozar patch.
    2. Acerac
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      You can use either one. Nothing in Requiem 1.9.4 changed anything that would have required an update to NRM's patch.
    3. Nepogod
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      Major changes:

      Almost all actors will have static level
      Almost all actors will have appropriate perks and stats
      Crafting, tempering, cooking recipes were modified to fit Requiem
      Potions, alcohol drinks, ingridients were modified to fit Requiem
      Leveled lists were modified to fit Requiem
      Some of the armour/weapons/ammo stats were modified to fit Requiem
      Some of the spells were modified to fit Requiem
      The damage from the traps is now huge and static.
      Renamed potion similar to the Requiem. The effect is protracted, not instant.
      Reworked the loot in the Apocrypha.
      Bandits and Guards now have classes: Marksmen, Archers, Swordsmen, and so on. Bandits have random race with a predominance of the Nords and Dunmer. Bandits have occasional random quality equipment, including Chitin and Bonemold.
      Seekers and Lurkers is now very serious opponents.
      The main storyline Dragonborn should start after completing the quest "Blade in the Dark."
      Ingredients are now harvest in an amount of several pieces.
      Increased fines for crimes in Raven Rock, in analogy with the Requiem.
      Added recipes for destruction Nordic equipment to quicksilver ingots.
      Stalhrim armor and weapons now have a worse stats, but ALL enchantings 25% better.
      Added explosive Stalhrim/Nordic arrows/bolts.
      Added new weapons. Stalhrim: Battlestaff, Crossbow, Longsword, 3 kinds of magical staves, Katana. Nordic: Crossbow.
      And a lot of changes and innovations.


      No change?
  12. Sephiroth9901
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    Hello! Sorry if i bother you, i've been played requiem for while and when a patch for undeath come out my eye pop out! BUT when immersive lichom overhaoul comes i've run in some problem. I want to say that the previous version of the 3.5 (3.0) works better with the immersive lichdom patch even the nrm undeath patchusing this load order:
    1.Undeath
    2.rcecomptibility uskpoverride(the one indicated in the download section o immersive lichdom)
    3.immersive lichom v 3
    4.requiem
    5.requiem legenary edition bugfix
    6.fozars dragonborn requiem patch
    7.undeath immersive lichdom requiem patch
    8.nrm undeath requiem patch
    With this load order everything works all but for one exepction, the necrohealing spell in nercolich form doesn't affect me i've undersood that for some reason the race is indeed affected by healing spell of the restoration school(but in requiem this shouldn't be possible) but not from the nercohaling spell such as the lich form spell and the custom necro healing spell of requiem. i've tried to solve the problem as i could but without success. Thanks for your time ^^. (sorry for the bad grammar i'm not a mother toungue).
  13. Nepogod
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    Tested NRM Reqtification Experiments on Requeim 1.9.4.1. Probably for this reason, and the flight was on the skeleton Warlock. Why did not you said that NRM Reqtification Experiment was designed to 1.9.3?
    Nevertheless, everything works fine. DRAUGR evil, as expected.