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XArgon42

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About this mod

A set of tweaks that tone down some aspects of Requiem in a (hopefully) immersive way.

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This is a set of tweaks for Requiem - The Roleplaying Overhaul based purely on personal preference and a subjective opinion on "balance" and roleplay. Use only if you like what you see below, and keep in mind that some of these changes haven't been extensively tested to confirm their balance. Feedback is welcome.

Versions available for Requiem 2.0 as well as 1.9.4.

Reimagined Magic for Requiem is optional.
Some tweaks rely on a player being willing to roleplay without abusing some of the game mechanics.

Summary:

- Hireling cost set to 1000.
- Horse purchase cost set to 2000.
- Significantly lowered health regeneration of Trolls, Spriggans, Enchanted Dwemer Spheres and Dragon Priests, but raised their health to compensate (armor in case of Enchanted Sphere). Being affected by the appropriate elemental damage almost negates their regeneration.
- Dwemer Constructs now get much less damage reduction from non-daedric weapons (25% -> 75%), but received a respectable armor rating. (650) (Requiem 1.9.4 only)
- Removed sneak attack immunity from Draugr and Dwemer Constructs.
- Slightly lowered the armor rating value that Requiem assigns to Frostbite Spiders, Draugr and some Mudcrabs (also Rieklings, if you have Fozar's mod). (400 -> 300)
- Lowered the armor rating of Dragons just a little bit. (900 -> 850)
- Toned down both elemental resistances and vulnerabilities of Frost and Fire Dragons, and tweaked resistances of some other creatures.
- Sanguinare Vampiris disease now only lowers max health by 75.
- The Lover Stone ability now also grants slight buffs to Barter and Illusion. (10%)
- Haggling is slightly more effective.
- Reduced the prices of soul gems and healing poultices by half.

...also, Slaughterfish no longer dies within 3 seconds when out of water. It's more like 30 seconds now...

- Non-RMR 1.9.4 version only: Doubled spell costs for NPCs to balance Requiem mage enemies.
- 1.9.4 RMR version: Reduced durations of potions changed by RMR, mainly to reduce cost.
- Campfire + Requiem Survival Experience tweak (Optional): Removed Smithing perk requirement from some primitive crafting recipes (Fur armor, tanning rack, wooden bow, linen wraps from clothing).

Installation:

Just place the .esp in Skyrim's Data folder and activate it in your load order, after Requiem and any of the additional mods listed here.
Adding or removing it during a playthrough should be safe. Updating in case of rebalance - even safer.

Notes:

- Edited records for Draugr and Dwemer Constructs (removed sneak attack immunity) use base combat behavior values provided by Mortal Enemies - De-aimbot Your Foes mod for Requiem. Therefore, it will be easier to dodge the attacks from these foes in close quarters. I highly recommend this mod to make dodging more viable in Requiem.

- Some of the creatures resistances are rebalanced in line with Reimagined Magic for Requiem, no matter which version of these tweaks you use. Draugr and Dwemer Constructs also regenerate when out of combat, like in RMR, but at a slower rate.

Description:

Horse and Hireling costs
In Skyrim, if you take care of your horse you will likely need to only buy one. And once you hire a mercenary, they are sworn to carry your burdens for life.
And Requiem sure reflects that, by setting their cost to that of a good house. Incidentally, this also means I've never bought a horse or hired a mercenary in Requiem.
In my opinion, such prices make little sense from roleplaying perspective. On top of that, depending on what other mods and game settings you have (Essential actors invincible?), both hirelings and horses can be quite mortal, plus there's no shortage of other means to acquire followers (and the rather simple quest to get Frost the horse).
So, this tweak just aims to make the player somewhat more willing to buy/hire them, and not reload in the unfortunate case when they die.

Regenerating creatures
In Requiem, the way to deal with regenerating creatures is to deal damage as quickly as possible, preferably ending the fight within 5 seconds. Even using the appropriate elemental damage isn't always worth the effort.
By lowering their regeneration and raising their health, these tweaks aim to make longer fights with these creatures more viable. While you still can't hope to bring them down by attrition, at least now you should be able to rely on endurance rather than just raw damage-per-second. Low-level characters with access to the appropriate elemental damage should also fare better.
* Tweaks inspired after seeing a Troll get kicked around by a Giant, a Mammoth and a Saber Cat, regenerating to full health after each knockback.

Natural armor tweaks
Nothing major here. Dragons (and some other creatures) should now be just a bit easier to take down for lower-level non-mage characters, while high level characters shouldn't notice much difference.
The balance for Dwemer constructs wasn't tested, but the basic idea was to make them more vulnerable to armor-piercing perks, tweaking them to rely more on armor rating than straight-up damage reduction. The tweak for Dwemer Constructs has been removed in the version for Requiem 2.0, as it implements the same idea.

Sneak attack immunity tweaks
Draugr and Dwemer Constructs being immune to sneak attacks looks like something out of DnD rules, where it is explained that such creatures are immune to critical hits due to having no vital organs.
However, they still have a humanoid body (or at least a recognizable shape in case of Dwemer constructs). It makes sense that a chop to the neck or a limb would still be fairly effective against them, and it is easier to deliver if they are unaware of you. So, sneak attacks against these creatures are back. Should make things easier for sneaky characters.
Other immune creatures, such as Spriggans and Atronachs, are unaffected.

Reduced soul gem and (RMR) potion prices
Well, nothing to go in-depth about. More affordable to buy, less effective as "vendor trash". Inspired by a character looking to buy a black soul gem, only to find out that it costs as much as a house. Same goes for high-level potions edited by RMR, and they are ridiculously profitable to sell when obtained as quest rewards.
Healing poultices can now be more readily bought at low levels to recover health while resting.
Still, same as with Horse/Hireling costs, this tweak is mostly done with roleplay in mind, not game balance.

Sanguinare Vampiris
In Requiem 1.9.4, this disease is immediately deadly for any characters that don't specifically upgrade their health, and only "warriors" are likely to do it on purpose enough to survive it (without health-enhancing gear).
And while I like the way the disease is handled in Requiem - Minor Arcana (and Requiem 2.0), the fact that the constant health drain effect disables the ability to wait or sleep clashes with survival mods you might use, and especially with Death Alternative - Captured, which could leave you without the ability to heal, wait, or do anything meaningful for 3 in-game days.
Long story short: any character can survive the disease now, similar to vanilla game. No notion of gameplay balance here whatsoever. Roleplay as you see fit.
If you have Minor Arcana, load these tweaks after it if you want to replace its effects.

Campfire + RSE tweaks
I like starting the game as a survivalist character in the wilds. However, there's not much such a character can craft via Campfire's menu when a lot of its recipes require you to have the Craftsmanship perk, which in turn requires reading a book.
Well, now even an illiterate character lost in the wilds should be able to rip their clothes into rags for a torch, wrap themselves in animal furs and make a primitive bow to hunt for food while they make their way to civilization.