Paulicus1, I've been searching for your mod for months. I have put a thousand keywords into google but it always took me to other mods. All I remembered is that wearing steel armor would make you weaker to shock haha.
Are you still active around here? I really miss your mod, especially the Unique Materials feature. Do you plan on updating the mod for the Special Edition version once it releases or are you no longer playing?
But no, I'm no longer active. I got burned out on Skyrim and modding and I don't expect to return. Plenty of other games I want to play and never enough time! If it helps, I was using my mod on SSE with the Requiem 3.4 conversion that was/is available, it would probably need updating for anything 4.0+ depending on how much the Requiem team changed.
It's updated for at least 3.2, I don't think anything changed that would affect this mod, but I'd suggest checking the Requiem changelogs to see if anything I've edited was changed recently.
Hi, I wanted to change the ammount of passive stamina regenaration both in combat and non-combat situations. Could you tell me which records should I change in xEdit? Thanks in advance.
There are many ways to accomplish that, depending on your goals. It's a bit beyond the scope of this mod though, you might be better off asking on some of the Skyrim subreddits.
Absolutely love magic weapon: holy. Used it with my character that used a silver warhammer in bleak falls barrow last night with astounding success. Definitely has a Vigilant of Stendarr feel, and it works perfectly for the character I'm currently using.
I'm trying to build a paladin's char and your magic weapon: holy seems to be what I'm looking for; is there a way to add only this spell? I thought of downloading and editing with TES5EDIT the mod, to remove everything else, but I don't know how to properly do it without messing the whole mod... Would it be like I said, or should I do something else?
I know I could just install all and only buy that spell, but honestly, if I have the temptation to have all the others, I know I finally will do it and screw my roleplay :(
It might be possible, just be cognizant of what you're removing because each weapon spell had a few different spells, magic effects, and a perk or two attached to it. I think the Holy spell might have some other effects that imitate silver weapon qualities against vulnerable enemies.
It'd be best to have some prior TES5Edit experience before trying that, and obviously I can't guarantee it will work :p
That I don't know, as I've never used AZT, though I did read up on it as I was curious in the past. Some conflicts could just be a matter of preference, but if AZT also edits the general player mechanics perk (I'm assuming 1.9.4) then they probably wouldn't be compatible as you'd lose the changes from whichever mod is overwritten.
hi. the anatomical lore perk doesn't seem the unlock the basic sneak attack bonus on undead using silver arrows but somehow the advanced anatomical lore does. the 2.0x multiplier only appears when i have both have the anatomical lore and advanced anatomical lore perks. is this intended? using requiem 3.2 version of the mod btw :)
I don't believe so. Can you give me a few details? Specifically, which enemies are you testing on, and what kind of messages do you get when using one or both perks?
having the anatomical lore perk,i was using orcish bow and silver arrows against draugrs undetected. the "ouch that must have hurt" message doesnt appear. i then consoled my sneak skill to 100 just to get the advanced anatomical lore perk for testing and proceeded to sneak attack the same draugr again and finally the "the ouch that must have hurt" multiplier finally appeared but only 2.0x. im using the 1.3.3 version of the mod for requiem 3.2 from the main files. am i missing something? thank you for reply
Alright, I know what's happening. Technically all is working as intended, I just overlooked the sneak attack multipliers on bows. :p Most sneak-immune enemies reduce the multiplier by 1/2 even after sneak attacks are unlocked. I tested with daggers mostly, and forgot that bows get smaller bonuses. So the 2x/4x (with perk) multiplier gets reduced to 1x/2x. Whoops!
I think I'll reduce the multiplier penalty for bows when I check for updates with Requiem 3.3, so you'll end up with something like 1.5x/3x. Shouldn't take too long, I don't think there are many changes I need to address in 3.3, if any.
The spell pack for Requiem 3.1 lists the main tweak pack as a master, although the description tells me it could be used independently. Is this intended?
Ah, yes sorry I forgot to update the description. I believe it requires the main file due to perk edits needed to make the silver weapon spell work. You can probably remove the dependency by opening the spell pack in TES5Edit and removing the changes to the Requiem Sneak perk, though it will also break the Silver Weapon spell and the resistance-bypassing aspects of the Holy Weapon spell.
Actually, now that I think about it I might be able to make a standalone version without needing an extra file. I'll look into that this weekend.
Thank you for looking into this. My only issue with requiring the full pack is that the alchemy changes are not compatible with snbcj's Alchemy rebalance which I like.
Should be up shortly. I undid the hard dependency but the spell pack still edits some records touched by the main mod, so it has to carry over a few changes - mostly just the sneak attack tweaks.
If you load snbcj's mod after mine it should overwrite most or all of my alchemy edits, if you wanted to combine them. I haven't tested that specifically though.
Just to update that, load CAO after my file and his mod should work fine. I checked it in TES5Edit and most of the convenience changes I made are already represented in his mod in some form.
You'll want to load my health regen tweak AFTER his mod though, if you're using it.
Good point, though it could still leave you exposed if there are melee enemies nearby. And you have to stand still to get the most effect. :P
Maybe I could change the conditions to having weapons sheathed, though that would make it easier for mages to 'exploit' it. On the other hand, maybe that's how it should be since they're not holding anything anyway. To be honest, I'm not really thinking much about that version anymore as I'm trying out the "Lesser power" version, which I think is a much cleaner solution.
Thanks for the update. Look forward to using your Unique Materials tweak. Loving the Tempering Tweak - fixes something that has always bugged me about smithing in this game.
Glad you like it! The tempering tweak has been a nice little addition to my own games so far. Let me know about your experience with the Unique Material plugin, if anything needs some re-balancing I'd be happy to hear about it.
55 comments
I updated the Sneak Attack Resistances tweak. See the main page for details (V1.4)
Are you still active around here? I really miss your mod, especially the Unique Materials feature. Do you plan on updating the mod for the Special Edition version once it releases or are you no longer playing?
But no, I'm no longer active. I got burned out on Skyrim and modding and I don't expect to return. Plenty of other games I want to play and never enough time! If it helps, I was using my mod on SSE with the Requiem 3.4 conversion that was/is available, it would probably need updating for anything 4.0+ depending on how much the Requiem team changed.
I'm trying to build a paladin's char and your magic weapon: holy seems to be what I'm looking for; is there a way to add only this spell? I thought of downloading and editing with TES5EDIT the mod, to remove everything else, but I don't know how to properly do it without messing the whole mod... Would it be like I said, or should I do something else?
I know I could just install all and only buy that spell, but honestly, if I have the temptation to have all the others, I know I finally will do it and screw my roleplay :(
It'd be best to have some prior TES5Edit experience before trying that, and obviously I can't guarantee it will work :p
I think I'll reduce the multiplier penalty for bows when I check for updates with Requiem 3.3, so you'll end up with something like 1.5x/3x. Shouldn't take too long, I don't think there are many changes I need to address in 3.3, if any.
Actually, now that I think about it I might be able to make a standalone version without needing an extra file. I'll look into that this weekend.
If you load snbcj's mod after mine it should overwrite most or all of my alchemy edits, if you wanted to combine them. I haven't tested that specifically though.
You'll want to load my health regen tweak AFTER his mod though, if you're using it.
Maybe I could change the conditions to having weapons sheathed, though that would make it easier for mages to 'exploit' it. On the other hand, maybe that's how it should be since they're not holding anything anyway. To be honest, I'm not really thinking much about that version anymore as I'm trying out the "Lesser power" version, which I think is a much cleaner solution.