Skyrim

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Zer0Morph

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zer0morph

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About this mod

Behind the Curtain is a character building overhaul project designed for Requiem 1.9.4.

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Permissions and credits
Translations
  • Italian

I'm a big fan of Requiem and an even bigger fan of playing different 
character builds, so I began creating mods specifically
for Requiem 1.9.4 that allows the player to custom tailor their
character for specific builds and classes.

Much of my inspiration comes from the 
Tamriel Vault - Skyrim Character Building website
and I want to thank them for their amazing dedication to 
role-playing and character design ideas.


 *While some of the modular files are still available for download
I am no longer supporting or updating them. All of the mods and future updates
will be included together in the main .esp, Behind the Curtain.

 



After several requests, I have decided to go ahead and take all of these wonderful overhauls and mods and merge them together into one seamless package. For those of you who want ALL of these but don't want a massive load order, this compilation is for YOU! I will also be packaging all of the information found on the Nexus, into an easy to read .pdf file so everything is in one place. I am naming this all-in-one package 'Requiem - Behind the Curtain' showing you ALL of the information for better character building and planning.

Version 1.1 Updated and rebalanced the base magicka/stamina regeneration values. Overhauled the once per day abilities; Ancestor's Wrath, Highborn, Berserker Rage, and Adrenaline Rush.

Version 1.2 Fixed "Way of the Voice" perk as it used the same Form ID as the Nord racial power. Now they are separate and stack, and Tongue's Trance was renamed to Birthright.

Version 1.3 Reworked the Aetherial Crown.

Version 1.4 Integrated Divines Overhaul, restored the Ice Wraith guarding the Serpent Stone.

Version 1.5 Rewrote the races descriptions accurately describing each race.

Version 1.6 Dragonpriest Masks no longer remove blessings, Breton Power "Dragonskin" no longer removes blessings when used, Argonian Vampires retain Histskin power, Herbalism & Naturopathy perks no longer suppress healing poultices when running.

Version 1.7 Integrated True Priests of Skyrim, fixed bug where switching blessings to Arkay would not end the previous blessings.

Version 1.8 Integrated Alchemical Symmetry, Integrated Not-So-Friendly Jarls, Court Wizards now sell mage & priest robes according to player character level, Court Wizards now sell Restoration Heal Self I spell, Zenithar's merchant transaction requirements are now 2,000 instead of 200, Apprentice & Lady stones now increase with character level, Altar Purge spell fixed for Arkay shrine.

Version 1.8.1 Fixed the Adroit & Consummate Robes of Kynareth not granting Spriggan Regeneration.

Version 1.8.2 Fixed the Atronach Stone message not displaying the same message as the other stones.

Version 1.9 Integrated The Forgemaster; Blacksmithing tree has been completely overhauled. Many craftable armors have been renamed or had their stats adjusted. Most blacksmithing perks have been renamed and have a new description. Steel Plate, Nordic, and Bosmer armors/weapons now have their own perks and corresponding crafting manuals. Eorlund Gray Mane sells Scale, Altmer, Steel Plate, Dwemer, Nordic, and Orsimer crafting manuals. Most blacksmiths sell Scale & Steel Plate crafting manuals.

All bows and crossbows have been renamed to reflect light vs. heavy, and light bows and crossbows have had their draw/reload times reduced by 20%. Iron and Banded Iron armor weights have been reduced for easier beginning characters using heavy armor. Leather, hide, and fur materials for gauntlets, boots, and helmets now break down into leather strips. You can now break down werewolf pelts into raw leather. Leather from animal skins have been increased, the weights and values adjusted, to promote hunting. Many weapons and armors have been adjusted to fit the appropriate crafting categories. Altmer, Dwemer, and Orismer manual prices have been adjusted. Fire salts and Dwarven oil are more common among apothecaries to make Dwemer smithing more accessible.

Reduced all global disposition values to expand on "Not-So-Friendly Jarls" concept. Replaced the Ebony dagger in Helgen with the Steel dagger. Reduced the speed of the Giant/Daedric Slaughterfish. Bosmer's Greenpact Feast no longer cancels out food, and vice versa. Updated Greenpact Feast description to display the weapon/shield bonus.

Restoration Sun spells now suppress Dragon Priest health regeneration by 50%, same as Fire spells - Full credit to Noxcrab

Fixed issue with the Robes of Julianos not stacking MR properly. Fixed issue with Breton Dragonskin ability granting major health regeneration. Fixed issue with Kynareth Featherfall blessing granting health regeneration. Fixed issue with spider/chaurus eggs returning very low harvest amounts. Fixed issue with Nocturnal Shrine needing 9 Tenets for her Purge spell. A Special Thanks to Pamposzek and MeteoricTrail for fixing these issues!


How to Install:
1.) Keep the file structure intact, and copy the files over.
2.) Your mod load order should look like this...
Requiem.esp
Bugsmasher.esp
Behind the Curtain.esp
Requiem for the Indifferent.esp
3.) Run the Reqtificator which will import new data values from BtC into Requiem for the Indifferent.esp.
4.) Run the game and start having fun!! ;)

My mod uses a script called powerShrineScript.pex
for the Standing Stones Overhaul. If you upgrade Requiem you risk overwriting that script. Please do not overwrite it, but if you do, download this again and overwrite Requiem's version of the script.




Admittedly, Requiem has done a fine job with the overall direction of Blacksmithing, however, after playing a blacksmith character and reaching level 50, I found many aspects of it confusing and off-putting. I asked myself "Why am I getting more leather sheets from enemy armor instead of hunting animals in the wild? I'm not a bounty hunter, I'm a blacksmith." I also asked myself "Why am I able to forge extremely powerful Nordic Carved armor, which is a heavy armor, after getting the level 25 perk Advanced Light Armors?" I had many more questions that just didn't make sense to me pertaining to other aspects of Blacksmithing and armors/weapons in general, so I felt a complete overhaul was needed.

The main feature of The Forgemaster is a completely overhauled Blacksmithing tree allowing you many more diverse options. Armors such as Steel Plate, Nordic, and the new Bosmer sets sport their own perk and corresponding book, and you can even bypass many armor perks to get to the higher level stuff. Almost all armors have been rebalanced in stats, including bows and crossbows, which have been renamed to reflect whether they're light or heavy. Animal skins produce more leather which encourages hunting as your characters main source of leather, while gauntlets, boots, and helmets from hide, leather, and fur armors break down into leather strips instead of full leather. Many other quality of life changes and bug fixes are also included in The Forgemaster as well! 

Craftable Armor Breakdown
See the screenshots I posted for the Craftable Armor breakdown...


Full credit goes to Maty743 for letting us use his Bosmer Armor Pack Mod, and additional credit to Arynn and Isilmeriels. Also, full credit goes to DecimusMaximus for letting us use his Real Bows Mod.


Note: This version requires the Dragonborn DLC to use. Also, MeteoricTrail has created compatibility patches for Complete Crafting Overhaul Remade (CCOR), Clothing and Clutter Fixes (CCF), Weapon and Armor Fixes Remade (WAFR), and Requiem - Destiny. See the Miscellaneous Download section for more details.


No doubt, the largest complaint about Requiem is the absolutely broken and overpowered nature of the Alchemy skill. In fact, it’s so exploitable that it’s become a hallmark of absolute necessity for leveling up an early character quickly, and a cheap and easy way to garner thousands of Septims within a few hours with little to no risk to your character. This, I’m afraid, is not the Requiem way. For an overhaul that does such a good job at realism, fear of survivability, and the need to earn every inch of your power, I felt an Alchemy overhaul was critical.
 
I achieved this by drastically reducing the harvest amount of every alchemical ingredient. No longer will you run around with 150 blue mountain flowers and 200 spider eggs – those days are over. Alchemy will challenge you the same way Blacksmithing and Enchanting do – you will have to earn it. No more jumping 3-4 character levels at a time while earning 6,000 septims within an hour of harvesting. Be prepared, this will absolutely change the way you play Requiem! 
 




So here I was, starting a new character in Requiem with Behind the Curtain, all ready and set to play as a genuine robed priest of [Insert Divine]. I had this amazing concept character all planned in my head, a dark robed mysterious figure cloaked in the divine power of the gods, smiting down undead at every turn... except... I was wearing mage robes. Was I a mage? No! I wanted to play as a priest, not a mage! I know the two use magic but they use it very differently. Why did my priest feel more like a mage?

True Priests of Skyrim is a simple mod that adds priest's robes to the lands of Skyrim - Requiem. There are three different ranks and your robes grant you additional priestly powers the higher you level your divine character. Built upon the success and rules set of the Divines Overhaul, and professionally re-skinned by the infamous Lind001, these robes are used to give a genuine unique look and feeling to your priest. You can purchase these robes from any court wizard and will find NPC priests wearing the new robes as well. Now you can easily distinguish a priest from a mage visually as these robes grow in power along side your priest. See the official game manual for more details on this priestly overhaul!

Note: These robes come with hoods however, you can still wear circlets under the hoods. I did this to balance out the fact that mages get separate hoods. Also, if you want to remove the hood, there's a great little mod called Helmet Toggle that allows you to make the hood invisible by the simple press of a hotkey.



My largest and most extensive modification to date, the Divines Overhaul features a complete rework of all 10 shrines in Requiem. No longer are the Divine's blessings a quick dash to power or a cheesy after thought, but rather they can become the backbone of your character and a source of true power for a good aligned character. You, as the player, must be intentional if you wish to follow the Divine of your choice as each group of blessings grow in power over time as you develop a relationship with your deity. Taken directly from The Elder Scrolls Lore, the Divines follow the canon rules that Bethesda developed over a decade ago, and seamlessly integrates the Faithful Transcendence perk tree in this new and exciting overhaul.

Divines Breakdown
See the screenshots I posted for the divines breakdown...




Have you ever wanted to become a poisons expert? Perhaps a cat burglar who after stealing the goods, can jump out of 3rd story window and dash away into the night with his prize. Maybe you want to command the undead at the slight twist of your wand, or become a living shadow with one foot in this life and one in the next. I present to you Requiem - Standing Stones Overhaul where you can build characters to do all of these things, and more!

Let's face it, the best stones in Requiem are the Lord Stone and Mage Stone. Some players will transition to the Atronach stone at higher levels for the magicka absorption, but other than those 3, the other 10 stones are rarely used. I saw this as an opportunity to greatly expand character building allowing each player to customize their characters around their stone of choice. Two of the largest changes in this overhaul are that stones are now birth signs, and once choosing your birth sign, you can never choose another. Also, birth signs (stones) are incredibly powerful and each one is as beneficial as the next, so choose carefully, as this decision will follow your character for the rest of his/her life.

Standing Stones Breakdown
See the screenshots I posted for the standing stones breakdown...




I did a complete overhaul on all of the races in Requiem, including the once-per-day powers and the hidden perks. Some of the more noticeable changes include the Argonian - Histskin power, which is always on now. Another change is the Imperial - Voice of the Emperor power, which is always on too, giving a barter bonus. When making changes, I went back to the days of Morrowind and Oblivion, along with official lore websites, referencing them to keep in line with Elder Scrolls canon. I have included a .pdf file that explains ALL of the changes and reveals ALL of the stats, once per day powers, hidden perks (which aren't documented in vanilla Requiem), resistances, and regeneration rates. You will have ALL of the information before you begin building and designing a new character! Enjoy! :)

Race Breakdown
See the screenshots I posted for the race breakdowns...



Faithful Transcendence is a new perk tree for the Restoration Skill Branch. The Divines have witnessed your steadfast devotion to the faith and will bless those who seek morality and justice. Those who are blessed by the divines, seek the knowledge of the light, and have dedicated their lives to the eradication of the blasphemous undead, will be sanctified in the power of the eternal. This perk tree is designed specifically for Paladin (Crusader), Priest (Healer), and Undead Hunter builds and classes.

Note: At any time if your character does any of the following, you will lose your divine gifts immediately... forever.
  • Murder anyone
  • Steal 10 items or more
  • Have a lifetime bounty of 3,000 or more
  • Have a bounty currently anywhere (once the bounty is settled, your power will return)
  • Join the Thieves Guild
  • Join the Dark Brotherhood
  • Become a Lycanthrope (curing Lycanthropy will restore your divine powers)
  • Become a Vampire 

Note: Mistakes happen, like accidentally stealing something or murdering someone you didn't know would count as murder. Sometimes you will get a bounty for following a quest line, like Cidhna Mine, or for "murdering" the vampire impostor in Dawnguard. To offset these injustices, open the console using ~ and type in the following commands...

To lower your murder count by 1: ModPCMiscStat murders -1
To lower your stolen items by 1: ModPCMiscStat "items stolen" -1
To lower your total lifetime bounty by 1000: ModPCMiscStat "total lifetime bounty" -1000
To lower your largest bounty by 1000: ModPCMiscStat "largest bounty" -1000

Name:
 
Immaculate Mending

Requirements: Restoration Skill 25, have killed 10+ undead, you remain pure and holy

Description: The Divines look favorably upon you and have witnessed your desecration of the undead, ridding the world of their foulness. As long as you maintain the strict code of righteousness, all healing aura spells will cost half as much and be slightly more potent.

Effect: All healing aura spells cost 50% less and are 25% more potent.

Name: Sterling Strike

Requirements: Restoration Skill 50, have killed 25+ undead, you remain pure and holy

Description: While maintaining a devotion of faith and cleanliness, while purifying more of the undead scourge from the earth, the Divines see fit to imbue your silver weapons with angelic power increasing their destruction to both the living and the dead.

Effect: All silver weapons (melee & ranged) will be 25% more damaging to both living and undead.

Name: Celestial Shield

Requirements: Restoration Skill 75, have killed 45+ undead, you remain pure and holy

Description: Continuing your pursuits of the sacrilegious undead, the Divines have recognized the need to protect you from both violence and magical misuse. While you remain holy, less harm will come to you from draining spells, elemental spells, and physical damage.

Effect: 15% resistance to Magic, 75 increased armor rating, and 10 resistance to all absorb/drain spells.

Name: Faithful Transcendence

Requirements: Restoration Skill 100, have killed 70+ undead, you remain pure and holy

Description: You are the living embodiment of saintly piety and have risen to the Divine's leading champion. For your continued pursuance of the undead, the Divines have gifted you with enhanced life, endurance, and magical intensity and you can rejuvenate these faster.

Effect: 50 bonus points to health, stamina, and magicka, and a 50% regeneration rate to stamina and magicka.

Note: You do not need to run the Reqtificator in order to get this to work, or show up in game.


 

This is a simple mod that adds 2 additional perks to the Alchemy tree. The idea behind this was to allow non-magical characters such as Rangers, Woodsmen, and Knights, to enhance the healing qualities of a healing poultice without fully investing in Alchemy. Simply put, this mod is added content specifically designed for Ranger or non-magic using builds.

Name: Herbalism

Requirements: Nothing

Description: Your experience in the wilderness has conditioned your body to benefit more from herbal remedies. Therefore, healing poultices are three times more effective in recovering health.

Effect: Healing poultices that you consume heal you 3 times faster, including enemy poultices.

Name: Naturopathy

Requirements: Alchemy Skill 25 & Herbalism 

Description: Your body's ability to benefit from herbs are far beyond even the most seasoned ranger. Healing poultices rid you of common diseases, and are even more effective at healing wounds.

Effect: Healing poultices cure common diseases (not including Lycanthropy or Vampirism) and heals you 5 times faster.


Note: You do not need to run the Reqtificator in order to get this to work, or show up in game.


 

This is a another simple mod that adds 4 additional perks to the Alteration tree. The idea behind this was to allow characters who want to specialize in absorption magic, the ability to do so. People who enjoy absorption builds like Death Knights, Liches, or Necromancers, will find the All-Consuming Perks very beneficial. Note: These perks only affect the absorption spells (Absorbing Grasp, Absorb Health, Absorb Stamina, and Absorb Magicka) 

Name: Vital Conversion

Requirements: Absorbing Grasp & Alteration Skill 25

Description: You've unlocked the secrets of absorbing the essence of life, magical energies, and the very endurance of living matter. Thus, all of your absorption spells are slightly more potent.

Effect: All absorption spells are 20% more powerful.

Name: Extract Essence

Requirements: Alteration Skill 50

Description: Experience in the school of Alteration has opened your mind to even deeper knowledge of extracting the spirit from living things. Therefore, all of your absorption spells are even more potent than before.

Effect: All absorption spells are 20% more powerful.

Name: Devouring Spirit

Requirements: Alteration Skill 75

Description: Your erudition is beyond comprehension to most scholars on Nirn, and your capacity to abduct another's power is frightening. Your spellbound ingestions are even more potent in aptitude, and can be cast with less effort.

Effect: All absorption spells are 15% more powerful with a decrease in spell cost by 10%.

Name: All-Consuming

Requirements: Alteration Skill 100

Description: They don't have a word for what you can do, as your unearthly dynamism knows no bounds. Your absorption spells crackle with undying power, as now they are even more dominant, and can be cast with ease.

Effect: All absorption spells are 15% more powerful with a decrease in spell cost by 15%.


Note: You do not need to run the Reqtificator in order to get this to work, or show up in game.



I made this mod for myself and found out others wanted it too. This is a simple mod that doubles the brightness and removes the annoying radial blur for the Khajiit ability; Night Eye, the Dark Vision spell, and the Alchemy ability; Night Vision. 

Note: You do not need to run the Reqtificator in order to get this to work, or show up in game. This will not help you if you use an ENB that disables the Night Eye Image Space Adapter.



Delusive Phantasms is a Requiem perk that stands in the 25 Skill Rank section on the right side of the Illusion Tree. By default, it allows the Illusionist the ability to empower (dual cast) the following spells; Lionheart, Charming Touch, Frightening Sphere, and Frightening Orb. It also increases these spells magnitude by 30%, however, I decided to lower their spell cost by 10% in addition to the vanilla bonuses. It's a very small tweak, hardly worth mentioning, but I found having the slight cost reduction more fun to play with. Feel free to add this change to your Requiem experience!

Name: Delusive Phantasms

Requirements: Illusion Skill 25

Description: You have studied the most common spell formulae that affect basic emotions like fear, calmness and courage. Thus, you can empower related spells, cast them with less effort, and increase their overall effectiveness.

Effect: Lionheart, Charming Touch, Frightening Sphere, and Frightening Orb can be empowered. Also increases the spell magnitude by 30% and reduces the cost by 10%.


Note: You do not need to run the Reqtificator in order to get this to work, or show up in game.

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Behind the Curtain - Merciful Divines by Sekhmet13
This mod removes many of the conditions put on Divine blessings. This mod was not created by me and any questions should be directed to the author.

Behind the Curtain Consistency Patch by theparanoidguy
This mod makes KFR - Kryptopyr's Fixes Reqtified and WM Flora Fixes (Optional) compatible with Behind the Curtain. This mod was not created by me and any questions should be directed to the author.

Behind the Curtain - AZ Tweaks by Applesaucez
This is an overhaul for BtC using changes that Applesaucez felt enhanced Requiem. This mod was not created by me and any questions should be directed to the author.