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About this mod

A collection of tweaks I've made to my own game with Requiem. Thought I'd share.

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Tweaks by Paulicus


This is simply a small collection of minor tweaks I made to my own game of Requiem. Some are done for reasons of lore-friendliness or consistency in the game world, others are just to satisfy my own sense of game balance or fill empty niches. I hope you find something you like.

All of my tweaks are available in separate files. Most don't overlap at all, so they are likely fine to merge. If nothing else, they are very simple to combine in TES5Edit by copying some of the overrides. I've combined my most popular tweaks into a single file for easier maintenance, and left a few others separate. I left the latest versions of my 'standalone' files in the "Old Files" section in case anyone wants them.

All tweaks are made with Requiem and USLEEP in mind. Requiem 2.0/3.0 versions available where required.

Note: As of version 1.3 of this mod I'm no longer supporting Requiem 2.X. It seems like most people are playing 1.9 or the newest version anyway, and I need to cut down on the number of files to maintain.


Updated for Requiem 3.0 (versions available for Requiem 1.9)

Changes in New Combined Files

Sneak Attack Resistances Redone

This is probably my most involved tweak. I've gone through a few iterations, and I'm pretty happy with the version I've arrived on. As a player of Pathfinder/D&D, I used to just disable sneak attack immunity, as it didn't make much sense to me for most enemies. This is my attempt at a more nuanced version.

  • Perks in the sneak tree are required to perform sneak attacks on creatures with unusual anatomies. The Anatomical Lore perk will unlock basic sneak attacks on creatures that were previously immune. The Advanced Anatomical Lore perk will allow you to gain the larger sneak attack multiplier on such enemies, but the below restrictions will still apply. Vampires are included in this category.
  • All enemies that were previously immune will take half damage from sneak attacks (undead, constructs, spriggans, wraiths, etc.).
  • Undead and ghosts are only susceptible to sneak attacks with silver or daedric weapons - and still take half damage with these weapons.
  • Elemental daedra (atronachs) are not vulnerable to sneaks attacks at all, having no anatomy or natural weakness to weapons.
  • Undead and other 'sneak immune' creatures take no extra damage while sleeping (made it a bit too easy to clear some draugr dungeons).
  • Daedric bows will be able to perform sneak attacks on undead with any ammunition, but normal damage reductions still apply if not using silver arrows.
  • Enables dual-wield sneak attacks at half normal sneak attack multiplier (for Requiem 1.9, emulates Requiem 2.0 behavior)

More Armor Piercing

Adds a bit more variety in AP options for melee weapons, especially for characters that reject the Daedric Princes.

  • Ebony and Dragonbone melee weapons have 10% armor piercing.
  • Glass melee weapons have 5% armor piercing.
  • (For Requiem 1.9 version) Daedric weapon AP is reduced to 30%, as in Requiem 2.0.

This is not present in the version for Requiem 3.0, as all material-based AP has been removed.

Alchemy Tweaks

I made some quality-of-life changes to a few alchemy effects. Some durations have been increased for convenience. Some magnitudes have been increased to make high-tier pre-made items actually useful beyond early levels. Some ingredients have been tweaked to make rare ingredients truly stand out, and some common ingredients that were too strong were nerfed. To be clear, this is a far cry from other in-depth alchemy overhauls (such as Requiem Alchemy Rebalance). All I've done is tweaked a few things I that didn't like. If you have an overhaul you'd like to use, just load it after my mod and let it overwrite my edits. Speaking of, here's a list of what I've done (Includes ingredients and pre-made potions):

  • Featherweight (Carry weight): durations increased to 600-1800 seconds.
  • Fortify Lockpicking/Pickpocketing/Smithing/Enchanting: most durations increased to 300 seconds. Useful if you're using SkyrimSouls or another mod to unpause menus.
  • Soul Trap: durations set between the massive values in Requiem 1.9 and the much shorter ones in 2.0. Will scale with alchemy perks to reach approximately 300-600 seconds at higher levels (instead of multiple thousands like it would in 1.9). Duration varies with rarity of ingredients.
  • Some rare ingredients buffed slightly to make them stand out. A few common ingredients there were too strong were nerfed.
  • Poisons of Fury and Fear (Pre-Made): increased magnitudes so that the most valuable poisons are still useful beyond the early game. Maximum effect is Level 40 for "Remarkable" poisons. I didn't alter ingredient magnitudes in this case, I may do so in the future after testing.
  • It's not alchemy, but I also similarly increased the magnitudes for a few types of Raise Dead scrolls, so that they can actually raise "powerful dead bodies."

I also included my tweak to the second rank of the Alchemical Lore perk, making the effect scale with alchemy skill. Instead of instantly unlocking the ability to determine all four effects of ingested ingredients, you will instead learn one more effect at skill levels 25, 40, and 65.

In addition, I included my tweak to make Powdered Mammoth Tusk craftable. First, you'll need to piece together the recipe by reading a "note" that some enterprising giant tried to write (can occasionally be found on dead giants or in their chests). The recipe requires some rare ingredients at a smelter, and starts out quite inefficient, but you will improve with the Alchemical Lore (Rank 2) and Catalysis perks, as well as alchemy skill.

Finally, I gave soul gem fragments a purpose by creating some recipes at the smelter that allow you to grind them into dust, which has some use in making potions (mostly useful for Soulreaping effects). Requires the first rank of the Alchemical Lore perk.

New in 1.3: Invisibility effects now provide a 50% to ignore all damage, similar to the miss chance provided in D&D. Invisibility still breaks as normal, so it won't be a strong option, but it might give you an edge at the start of a fight or when running away.

Azura's Star

Inspired by a tweak I once downloaded from the Requiem reddit (unfortunately I copied it into my personal patch and couldn't find the original author to give credit), I added an effect to Azura's Star that boosts the player's enchanting abilities by 20% when you're carrying Azura's artifact. Unlike the original tweak, I didn't apply this ability to the Black Star, which I think gives some extra utility to the "unblackened" Star, and creates in interesting choice for the player. You can take the Black Star and have easy access to black souls for repeated enchanting, or leave Azura's artifact intact and increase your overall enchanting power.

Thunder's Heart

Thunder (the storm atronach guarding the Atronach stone) drops a curious but ultimately useless item: his heart. I decided to give it a use, making his heart into a potent alchemical catalyst that increases the potency of any potions you brew by 15%, as long as you have it in your inventory. I also increased the weight, so there's a cost to simply carrying it around at all times.

Between this tweak, the enchanting bonus from Azura's Star (above), and the tempering bonus that can be acquired from the Ancient Knowledge buff, I think this creates a nice trio of crafting bonuses for players to discover.

Note: I'm thinking about how I could change this now that I know about the reward from the crimson nirnroot quest.

More Head Enchantments

Inspired by Noxcrab's tweak, I made my own with a different set of enchantments. I didn't want to add another slot for the powerful "Resist Magic" enchantment, or another slot for Health Regeneration (for balance reasons with my Regeneration tweak, below). Instead, I added elemental resistances (Fire, Frost, Shock), Poison and Disease resistance as options for head-slot enchantments.

Distinct Weapon Types

Requiem adds a number of 'new' weapon types - Longswords, sabres, clubs, katanas, etc. - however, the difference between weapons is often so small as to be almost unnoticeable. I made small edits to each type of weapon to give them each a distinct feel, as listed below.


Other Minor Tweaks

  • The player now recovers health when sleeping. I also added effects for magicka recovery (for users of the Atronach stone), and Stamina (in case you're using some kind of mod or item that restricts stamina regeneration, like Build-Defining Artifacts).
  • Stamina drain from jumping is now tied to the amount of heavy armor you wear. Wearing no heavy armor will reduce the penalty to one-half. Wearing one or two pieces of heavy armor will reduce the penalty to 3/4 of the original. Wearing 3+ pieces of heavy armor will give the full penalty for jumping.
  • Stamina drain for wearing heavy armor without training now only applies during combat. I made this tweak because I was once playing a character that used 'disguises' for roleplay purposes, and trying to disguise myself as an imperial soldier was a challenge. The extra stamina drain from sprinting is unaffected, so you'll still have trouble moving quickly in plate.
  • Spellflux potions will disable magicka drain from running or swimming while they're in effect, similar to stamina regeneration potions and exhaustion from running.
  • Scroll magnitudes for some "Raise Dead" scrolls were increased, so that higher-levels scrolls truly can raise "powerful dead bodies."
  • Dwemer automatons have reduced resistance to frost - slightly lower than their resistance to electricity, making both elements a viable option for dealing with them.
  • Couriers are now equipped with minor rings of stamina regeneration. I just thought it made sense for a messenger that runs long distances to be given an item that helps them do so.
  • V1.2 Stamina drain from the Dodge perk no longer triggers when standing still and pressing sprint.
  • V1.2 Wuuthrad now has an enchantment (aside from hurting elves) inspired by its creation story (unlimited charges in V1.3.3).

Requiem 1.9 'Updates'

As you may have noticed in my mentions above, the Requiem 1.9 version of my mod includes a number of edits that incorporate some of the updates added in Requiem 2.0. Originally I made these tweaks for myself when 2.0 was released, since I wasn't planning to migrate from 1.9.4 for some time. Specifically:

  • Stamina drain from running or swimming is disabled when under the effect of Spiritedness potions or enchantments.
  • Dwemer automatons no longer have arbitrary damage reduction that can only be bypassed by daedric weapons, and instead just have very high armor values.
  • Daedric weapon armor piercing reduced to 30%.
  • Dual-wield sneak attacks are now allowed, but at half damage (this reduction stacks with the reductions under "Sneak Attack Resistances Redone").
  • Equipped armor weighs less.
  • Incorporates changes to daedra hearts (less magnitude, longer durations).
  • Player-made stoneskin potions are stronger (removes stoneskin effects from a list of effects that are specifically weakened when crafted by the player).
  • Enchanting: weapons can be recharged with just the first enchanting perk, or by races with enchanting affinity. Members of those races can no longer enchant items without perk investment.
  • Changes to weapon damage and blocking efficiency when stamina is low.

Compatibility/Load Order
Load your chose main file after Requiem, and anything else that edits similar records unless you want my changes overwritten. Some specifics:
  • Load my tweaks after Enchanting Awakened and my own 'fixes' mod.
  • Load after Minor Arcana (most of my records include changes from MA).
  • Load before Classic Alchemy Overhaul, most of my alchemy changes are similar to those already present in R-CAO.
  • However, if using CAO with my Health Regeneration Tweak (below), be sure to load that tweak after R-CAO.
Example Load order:

Enchanting Awakened
Enchanting Awakened Requiem patch
Enchanting Awakened Fixes
Paulicus Requiem Tweaks
Requiem - Classic Alchemy Overhaul

Most other files can be loaded anywhere after Requiem, though it's best to load them as late as possible.


Optional Files

These are a few options tweaks that are a bit more far-reaching than the others, so I didn't want to include them in the All-in-One. They can be used with the main file or independently.

Spell Pack

I've added a few new spells that allow the player to enchant their weapons. I wanted to give destruction a bit more synergy with spellsword builds, and fill this niche without needing to install a large spell pack. I've also added one or two Magic Weapon spells to other magic schools. (Fire/Frost/Shock spells moved from skill 50 to 25 in v1.3)

  • Magic Weapon: Fire (Apprentice Destruction, Skill level 25)
  • Magic Weapon: Frost (Apprentice Destruction, Skill level 25)
  • Magic Weapon: Lightning (Apprentice Destruction, Skill level 25)
  • Magic Weapon: Arcane (Expert Destruction, Skill level 75)

New in v1.3:
  • Magic Weapon: Venom (Apprentice Destruction, Skill level 25)
  • Magic Weapon: Silver (Apprentice Alteration, Skill level 25)*
  • Magic Weapon: Keen (Adept Alteration, Skill level 50)
  • Magic Weapon: Holy (Apprentice Restoration, Skill level 25)
  • Magic Weapon: Curse (Adept Conjuration, Skill level 50)

All spells can be purchased from the usual spell tome vendors. For more detail, click the spoiler:

In addition to these spells, I also restored the Rank 2 Soul Trap spell that was hidden in Requiem. It is a silent, area-of-effect soul trap spell that does not register as hostile (NPCs will not attack you just for casting it on them). It can be learned when selecting the Level 50 conjuration perk or bought from vendors.

Acquiring Spells

All of the spells I added can be purchased from the usual spell tome vendors. Some can be learned upon taking the relevant casting perk. However, because Requiem's scripts are limited to only showing a list of 9 spells on level up, some cannot be learned when choosing their perk. If you want more information, keep reading.

Most of the spell lists I was adding these new spells to were already full, so in some instances I had to 'replace' a spell (meaning that I moved it to the bottom of the list, Requiem will only show the first 9 entries when choosing a spell from a perk).

For Destruction spells, I added the Fire/Frost/Shock spell to the Apprentice spell list, displacing Lightning Jolt. You will have to get it and the Magic Weapon: Venom spell from vendors or chests. For Magic Weapon: Arcane, I replaced Lighting Ray.

For Alteration, the Silver Weapon spell fit into the list without removing anything. The Keen Weapon spell (Requiem 3.1 only) replaced Mage Armor on Target (Rank 1).

The Holy Weapon spell replaced Dispel Soul Gems.

For Conjuration, I replaced Spectral Archer and Summon Ghostly Bear

If you want to change these, either to add a spell to the list, or undo the replacement I've done, this is what you must do: Open TES5Edit and load my Spell Pack mod. Open the Formlist section and you'll see lists for each perk that allows you to learn spells (currently there are three). Pick the relevant list and you will see the spells in the right-hand pane. I've added all of my spells to the lists and haven't removed any that are there by default, but Requiem will only show you the first nine listed. So, if you want to change which ones are shown to you upon selecting the perk, you must simply rearrange the list to exclude the spells you aren't interested in. Right clicking on a spell and selecting "Move up" or "Move down" is probably the easiest way.

One more note about Magic Weapon spells: These spells use the "Apply Combat Hit Spell" perk entry effect. The game engine only allows one perk of this type to take effect at once. I added keywords to the Magic Weapon spells so they will cancel each other if you try to cast more than one, but there are a few other instances where this type of perk is used - usually only applied under specific conditions, such as high-level weapon perks that can paralyze enemies with certain types of power attacks. I have set the perk effect priorities such that my spells should take precedence over most effects, except for those that are conditional or need to take priority. I included the magic effects that govern bow-breaking and killing essential characters from Requiem into my spells, so those effects should work in-tandem without conflict. And obviously if you have other mods that add similar spells they probably won't stack.

* Future Plans
  • Add a few more spells. I have ideas for a few extra utility/buff spells for Alteration (an out-of-combat speed-boosting spell for alternative means of travel, a higher-level "Haste" spell for combat, some kind of 'Combat Transformation' spell that lets mages trade away their spellcasting ability for combat prowess).

V1.3.3: Updated Fire/Frost/Shock spells to use vanilla enchantment effects for better compatibility with mods editing those effects. No upgrade needed unless you have a mod that does so (few do).

Health Regeneration Tweak

I was always disappointed in Regeneration effects in Requiem. Because the player's natural healing rate is severely reduced, they do very little. In my personal patch I used to simply increase the magnitude of all potions/ingredients 5x, but that led to large numbers in descriptions that were hard to interpret as actual healing numbers. Increasing the base healing rate would've caused all sorts of compatibility issues with healing poultices and related mods. There's no good solution that doesn't require patching, but I've at least developed a tweak that is easier to balance across characters by removing the percentage-based aspect of regeneration effects.

With this tweak, the Regeneration alchemy effects have been essentially turned into long-duration healing potions, while enchantments provide a constant rate of healing at all times. In order to balance this, the magnitudes will start off very small - you may see magnitudes of 1 even with powerful ingredients/soul gems at low levels, and fractional amounts (0.4 for example) may be displayed as 0 due to the limitations of Skyrim's engine. But with experience you will see those values grow to more useful, but still balanced amounts.

This change does require editing alchemy ingredient magnitudes (the default magnitudes are way too high), and will require patches for any mods that add new alchemy ingredients with Regeneration effects to avoided insanely-overpowered potions. I've included optional patches for Spell Research and Hunterborn (I can confirm that Scrimshaw Expanded does not require a patch). If you know of another mod that you'd like a patch for, let me know and I may create one. If you'd like to know how to balance ingredients for your own patch, or want more detailed information on the mod, check the spoiler below.

This tweak should be loaded after anything the edits alchemy ingredients, potions, object enchantments, or the relevant magic effect (MGEF) records - pretty close to the bottom of your load order. When in doubt, check with TES5Edit. This includes Requiem - Classic Alchemy Overhaul (I've incorporated the few conflicts with R-CAO into this tweak for compatibility).

HP Regen Patches:

Patch Included:
  • Hunterborn
  • Spell Research

Patch not required:
  • Scrimshaw Expanded
  • Falskaar?


v1.2.2: Adjusted prices of vendor regeneration potions to more closely match crafted potions.

Atronach Stone Redone

There are two version for this tweak, both included in the zip file - PICK ONE! They'll overwrite each other anyway.

When I think of a Atronach character in a fight, I picture something like this: A warrior, while in the midst of battle, spots an enemy wizard off to one side. Flames are rolling down his arms into a nearly-finished spell held in his hands. A raging ball of fire flies from his fingertips towards the hero, leaving a faint trail of smoke as it passes. The hero turns his attention to the oncoming flames, taking one hand from his sword and holding it outstretched, almost as if to catch the spell before it lands. The rest is quick and subtle, but complex. The Atronach-user concentrates and pulls magicka away from the air in front of him, trying to deaden the spell as it approaches. Right before impact, he releases a stream of his own stored magicka, attempting to entwine it with the energy of the mage's fireball. If he's quick and perceptive enough (and a little bit lucky), he manages to 'catch' the spell before it detonates, capturing the magicka and drawing it into himself harmlessly... That's what I'm trying to emulate with this mod.

This tweak replaces the Atronach stone passive spell absorption effect with a lesser power (Ward of the Atronach) that gives you 100% spell absorption, but with only a 1 second duration. You will still be governed by the 3 second global cooldown on lesser powers, so you can't just spam this new ability, you have to time it right! This change makes the Atronach stone a much more active ability. It's not easy, but with practice you can reliably absorb most spells directed at you. I recommend spawning a mage and using the 'tgm' console command to get a bit of practice before relying on it, but that's up to you!

I've moved the original version to old files. Info kept here for those who may be interested.

Tempering Tweaks

As many have noted over the years, the way that "tempering" works in Skyrim is rather strange (how do you add material to the blade while sharpening?). I created this tweak to make weapon tempering a bit more similar to our world.

Instead of using ingots of a weapon's crafting material, melee weapons are now sharpened and maintained with "Weapon Oil." The oil can be purchased from blacksmiths, or crafted by beginning smiths at either the forge or smelter by crushing a diamond and adding a binding agent (either Dwarven Oil or Troll Fat). Bows and crossbows are maintained with Beeswax, created from honeycomb at a cooking pot, or purchased from fletchers or smiths.

I've left recipes for tempering armor unchanged. In those cases, it makes sense to me that using some metal/leather to patch worn armor would work for improving it.

Includes options patches for the following mods (safe to merge)
  • Immersive Weapons 1.5
  • aMidianborn Skyforge Weapons 1.9
  • More Silver Weapons & Skyforge Silver Weapons
  • Fozar's Dragonborn Patch for 1.9.4 (likely works with 2.0 as well, not tested)
  • Requiem - Missing Katanas from Weapons of the Third Era
  • Spellsword (1.2 and 2.0)

Works with Requiem 1.9 up to 3.1 (and possibly later versions).

I put this together in an evening and haven't tested it thoroughly, so let me know what you think and how it could be improved!

Thanks to Mator for his TES5Edit Automation Tool scripts. I probably wouldn't have done this without them!

Unique Materials

My newest tweak, this file uses perk and spell effects to apply small bonuses to players and NPCs when they're using certain types of weapons and armor. I did this by editing one of the Reqtificator-distributed perks, so it affects both the player and NPCs and is compatible with pretty much everything. I used keyword-based conditions so it will also work with mod-added weapons/armor as long as they have the appropriate material keywords (most authors add these keywords).

I tried to keep the effects minimal and grounded in reality, to avoid unbalancing the game or breaking immersion (for example, elven and glass weapons provide a minor boost to swing speed when equipped). I only added effects where it seemed appropriate, so not all types of weapons/armors are affected, just those that I could find a logical addition for, mostly focused on the items that aren't already top-tier. Hopefully this will provide a bit of distinction between material types and give you a reason to use weapons or armor other than those with just the best raw numbers.

Unique Materials:

V1.1: Fixed conditions on daedric weapon absorption effect.

Skooma Addiction

Adds a few debuffs and visual effects to skooma usage to simulate withdrawal. I haven't changed any of skooma's base effects aside from the instant-death overdose effect, which I replaced with a longer-duration health drain similar to other mods that I've seen. The real magic comes from the new effects that I added.

Skooma is highly addictive. Even a single dose is highly likely to lead to dependence (though it's not quite 100%). Within 12-24 hours after ingesting you may begin to feel the effects. Taking another dose will stave off the withdrawal, but if you resist, things will get worse. The first stage of withdrawal lasts for ~9-10 in-game days, and comes with noticeable debuffs that are somewhat opposite of the boons granted by skooma (your stamina and damage output will suffer, along with your magical abilities). You'll also have some blurred vision, but nothing too extreme.

If you continue to resist the urge for skooma, you reach the second stage of withdrawal. This stage comes with much higher penalties and significantly blurred vision and almost a complete loss of color vision. It's designed to be a debilitating debuff and an annoying visual effect to really push you back towards the drug. However, if you can tough it out for another 5 days or so, you'll finally be in the clear. Just don't fall off the wagon again...

I wanted to restrict your ability to wait through the withdrawal effects, but I couldn't find a way to do so that wouldn't take effect before the withdrawal kicked in. I'm sure it would be possible with scripts, but I'm not familiar with papyrus so I haven't included any scripts in this tweak. Ultimately, it's a roleplaying tool so it's up to you not to abuse it. At least the time left on each withdrawal stage won't be shown in your effects menu. Alternatively, you can use a needs mod to discourage waiting without cost.

Addiction can be removed with blessings and vitality potions (1.9.4), though the newer cure poison/disease potions from Requiem 3.X will not work. Unfortunately I'm not sure how to block the former ones from removing it as well.

Compatibility: I only edited a few records (skooma itself, one of the skooma-specific magic effects, and one of the Reqtificator-distributed perks to apply withdrawal effects in the background), so it should be compatible with almost everything. Compatible with all versions of Requiem as far back as 1.9.4, and probably earlier.

V1.1: Added conditions to the 'Cure Disease' effect of blessings. The Divines will no longer dispel any effects if you are addicted to skooma. I didn't edit any other parts of the blessings in order to maintain compatibility.

Slow Time Shout Rebalance

Rebalances the Slow Time shout so that it hopefully isn't quite so overpowered. The slow time effect is greatly increased for all three words of the shout (99% slowdown), enough that I thought it was worth renaming the shout to Stop Time. However, the duration is also massively reduced (2/5/10 seconds). Because the shorter effects of the first two words give the shout less impact, I set the cooldowns to start short like older Requiem versions, but quickly increase with more words (cooldowns of 30/90/180 seconds, not including Requiem's 1.5x default shout cooldown multiplier). The player also moves at full speed while under the shout's effects. Other abilities, such as such as the Combat Reflexes perk, are unaffected.

The increased magnitude increases the utility of the shout, while the new duration prevents Slow Time from being a universally-good "I win" button, especially later in the game. The first two words of the shout give you enough time for a few free weapon strikes/spells, or to get out of a dangerous situation. It's only with all 3 words that the shout lasts long enough to recapture it's original feeling of strength, and with such a long cooldown you'll need to make it count.

I've kept the descriptions of my old, individual tweaks (found under "Old Files), in case anyone needs them:

Some of my other mods you may appreciate:
Walk Faster
Shields Block Poisons (works with more than just shields, despite the name)
Requiem Smithing Rebalanced
Bandolier Expanded
Requiem-Enchanting Awakened Fixes
Holy Places Effects patch for Vampiric Thirst and Requiem
No Slow Walking with 2H Weapons