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Sunny333456

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  1. Moduser336
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    Just wanted to note that with NPC statefix installed, Corrupted Shades in Meridia's temple are practically invincible. Marksmanship at lvl 77 and silver arrows do nothing. Nor are silver katanas or scroll of fireball effective whatsoever. Zero damage. I saw someone mention that resto still works, but if you're running an archer or otherwise non-magic chararacter you've got little to no chance of clearing this temple without stockpiling tons of resto scrolls or possibly enchantments against undead. Don't know if the latter has any effect.

    I like that these shades are supposed to be much more challenging as dawnbreaker is one of the best items in the game, but silver weapons should do something. Same with fireball.
    1. QlH9ovVcxCwEx9S4
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      Thanks for the warning - I've been trying to find out where this was coming from, as I've had a couple of playthroughs where I've seen this behavior.

      Here's hoping the author will have the time to resolve this on LE (not sure if it occurs for SE users).
  2. Tyler799
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    I hope these get updated to Requiem 5.2 :)

    EDIT: I'm a doofus, there is an SE version here: https://www.nexusmods.com/skyrimspecialedition/mods/42633
  3. Dooshken
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    Been playing with this mod in the Serenity mod list and it's pretty great, from what I've seen, so thanks for putting it out! I have another save I've progressed in to around level thirty on regular Skyrim Requiem and I'm wondering if it's fine to add this mid game? I know it's generally advised to only add certain mods on a new play-through, but I'd like to make some of the content I haven't done harder, if possible.

    Edit: From testing in-game, I can say that it most definitely does work, as I've fought a couple of the Orcish Vampires with the Dawnguard and encountered Silver Hand with different, smithed gear. Again, great mod, thanks for making it!
  4. clarency
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    Thank you for your work and these great mods, I am still trying them out so nothing to report, but I love the concept and wanted to let you know. Keep up the great work!
    1. clarency
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      btw, is the Sep 15 update for the Alduin one still ok for Requiem 3.0+ - just wanted to check you did not forget to update the commentary of the mod
    2. SUNNY333456
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      Alduin redone is compatible for both Requiem 3.0+ and 4.0+
    3. clarency
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      Thank you for the quick answer Sunny!
  5. gost939
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    will this work with se?
    1. SUNNY333456
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      lilmoefow in Requiem discord made SE version. Here is his dropbox: https://www.dropbox.com/sh/0e6czyadxgl5sne/AAAcVsOpOGgccCaLwCKCaOR3a/Requiem%203.4%20SSE%20Patches?dl=0&preview=Requiem+SSE+3.4+-+Small+Tweaks+(npc+and+vampire+collection)+v7.7z&subfolder_nav_tracking=1
    2. whermer
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      That's only for v3.4. Any chance that it works with v4.0.1 as well?
    3. SUNNY333456
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      No, it has multiple errors on 4.0.
      I remember there are some people in discord who ported 4.0 version to SSE. Perhaps you can ask them for it.
  6. xiaochangjue
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    Thanks for all the hard work you've done here. Was going to do something similar until I came across your edits. Gotta say, I've been very happy with the changes you've made!

    One minor incompatibilities I've found between NPC statefix and Immersive Patrols - it appears that you've changed ArmorImperialHeavyOutfitOfficer [OTFT:000AD241] into REQ_Outfit_Rikke_Full specifically for Rikke and changed other references around it. But the issue is that Immersive Patrols also utilizes the same outfit on their Imperial Captains, so Rikke's unique armor started to appear all over in my game XD.

    I've forwarded that record into a new one, so not a big deal. Just thought I drop this here in case anyone else stumble across the same issue.
    1. SUNNY333456
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      Glad you solve this incompatibility. It may look dumb in the first place, but I have my reason: Rikke swaps her outfit in quests, so I have to either modify quests, which may cause other incompatibility problems, or make the outfit specifically for Rikke. I chose the later solution obviously.
    2. xiaochangjue
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      Ah, I see. That makes sense.
      Thanks again~
  7. thetrader
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    When killing the dragon summoned by Alduin, it disappears immediately which looks weird for such a huge creature. Then the game still runs the death script on the dragon and throws a bunch of Papyrus errors because the dragon has already been deleted. You also absorb a soul despite not visually absorbing anything.

    Perhaps it would be better to summon a second dragon priest instead? Seeing Alduin summon a dragon seemed a bit strange to me anyway. In the main quest they talk about how Alduin jealously guards his ability to travel to Sovngarde and feed on the souls. Why (and how) does Alduin summon another dragon to Sovngarde then?
    1. SUNNY333456
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      I will remove the scripts on those summoned dragons.

      He uses summoning spell/shout to bring dragons into Sovenguard, but he can also banish them if the dragons try to feast on souls. Just like an atronach going crazy so conjurer cuts the spell and sends the atronach back to its realm. Other dragons can't enter Sovenguard unless Alduin permits, so Alduin still keeps his privilege. It is also strange that he doesn't call his strong generals to fight the great enemy dragonborn, who defeated him once, but summons a lot of humble slaves.
      For gameplay, I don't really like the battle becoming undead festival. There already have so many undead in Skyrim, and Dawnguard DLC is also focusing at killing undead. Actually my original plan was summoning 3 dragons to Sovenguard, but it might be a tedious battle so I made the current version.
    2. thetrader
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      Undead are indeed omnipresent in endgame content. But what else is there? Dragon combat in Skyrim sucks. Dragons in the air are harmless (if you have magic resistance) and multiple dragons on the ground can't swarm you because they're too big and clunky. Especially on the uneven and comparatively small terrain in Sovngarde. I can easily ignore the second dragon and just attack Alduin instead. However summons in the ground force me to react.

      It is also strange that he doesn't call his strong generals to fight the great enemy dragonborn, who defeated him once, but summons a lot of humble slaves.


      My interpretation is that Alduin is arrogant to the point of losing touch with reality. When you defeat Alduin at the Throat of the World, he gives a speech about how he is the firstborn of Akatosh and no one can defeat him even though he has just been defeated. Later Odahviing reveals that the dragons start questioning Alduin's supremacy. Alduin's pride compels him to defeat the Dragonborn without the help of other dragons and the legitimacy of his rule depends on it. Summoning mindless slaves is fine because they are just that. To Alduin that's probably no different than using cutlery is to us.
    3. SUNNY333456
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      Dragonpriests are also harmless if you have magic resistance. Combined force is much harder and funnier to deal with than pure draugrs or pure dragons, and I think it is much better for gameplay.

      In my explanation, Alduin is arrogant but not completely dumb. The failure of Mirmulnir, Sahloknir and himself make him realize that the Dragonborn is a real threat, so he calls his army rather than trying to kill the Dragonborn by himself again. He is also a racism, so he should always bring the superior race - dragon to the ground.

      Anyway, I will make a fomod that gives people options to choose which summon they want, so they can make their own explanation to the battle. Just need some time to learn the process.
    4. thetrader
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      A personal recommendation: Keep optional files to a minimum. You will likely regret it at some point in the future because of the maintenance effort. If you like the current summons, why not leave them (besides fixing the script bug of course)? In the end it doesn't make a major difference for the player.
    5. SUNNY333456
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      True. I assume patch central gives you the lecture. So many files there :)
  8. PUNCHCATGYYGYY
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    I would really like it if you would nerf Movarth a bit. Requiem already makes him insane. You bumped him an extra 50 levels and allow him to heal himself. You do realize you have to kill him to get a certain player home, right? So you have basically locked that player home behind max character level.
    1. SUNNY333456
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      I think I'll make a optional file for that. How weak you want him to be?
    2. thetrader
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      In Requiem you only need to help three citizens to buy the Hearthfire house/land in the Pale and Hjaalmarch.
  9. hazardass
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    Hey SUNNY333456,
    Thanks for your work buddy, it's good stuff!

    Any chance you could make the NPC State fix more modular? I wanted to try only the follower tweaks first, and maybe later on the enemy tweaks.
    Thanks for considering!
    1. SUNNY333456
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      It's a strange request, because most people would rather want enemy tweaks being kept. Why do you want follower tweaks?
    2. hazardass
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      I'll attempt an explanation. Followers are hands down the 'most' broken aspect of NPCs in general, when Lydia for example only gets a few HA perks and no perks in her other specializations like 1H, Block, Marksmanship ( I still don't understand why Ogerboss hasn't addressed any of this). Also, followers level with the player. other NPCs don't. So followers will still be pretty weak in the beginning, but the tweaked NPCs will always be more difficult from the get-go. That's the big difference. That's why I think they should be modular.
      Requiem is already tough enough as is (talking DiD primarily), even without enemies getting extra perks. By all means those who want to make it more difficult should use the enemy tweak as well, but IMO it would be nice to be able to fix the most pressing issue, which is followers, and then enemies and merchants are more of a preference IMO.
    3. SUNNY333456
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      This mod isn't intended to make the game difficult, but put some enemies into right tier. Most tweaked enemies are mid game content which means draugrs, bandits and beasts are still in their place, so you won't feel hard to start.
      Anyway, I can make it when I have time.
    4. hazardass
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      Ah OK, that's good to know. Then maybe it's not that big of a deal.
      No worries. I understand if you don't feel like maintaining multiple plugins.
      Thanks!
  10. nicolasnbk
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    Finally... I'm trying these mods, mainy because of 3Tweaks.
    1. SUNNY333456
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      Wish you luck.