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  1. XYWS
    XYWS
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    why add kyne‘s fury?it makes three mer race can’t join companion......
    and my stendarr believer can‘t drop red eagle’s bane?it‘s sadly...
    1. snbcj
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      Lore based narrative world building

      Why would Mer PCs join an organization centered around eradicating their people (other than Dunmer whose worship includes those who would destroy them)? Perhaps they'd join if they don't know their own history (or hated the children of Auri-El), though understanding Wuuthrad, and coming in contact with it would clear up any uncertainty for them. Makes for interesting narratives for character development arcs
    2. XYWS
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      but one of the great harbinger is an elf...
    3. XYWS
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      Also, i don't think the three mer races in forth era will see falmer as "their people".
    4. snbcj
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      Henantier the Outsider set the precedent that Mer foolish or zealous enough to serve Kyne's cause would be tolerated in the Companions, not that they would survive Kyne's will

      https://elderscrolls.fandom.com/wiki/Henantier_the_Outsider
    5. XYWS
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      I don't think companion should be tied to kyne like thieves guild(there are no a companion version "nightingale" in game or lore(in forth era, anicent nordic pantheon has already extinct)). In fact, according to this logic, why my orismer dragonborn can learn “voice of sky” and study "the way of voice"?And there are a dragon shout called "Kyne's Peace"... Isn't greybeard more like kyne's follower than companion? or you can make "the horn of jurgen windcaller" also become a curse item to mer race like wuuthrad...
      And the most embarrassing things, my orismer dragonborn welcomed by ysgramor in sovngrade(the realm belonged to kyne's husband), but i can't touch the fragment of his weapon...
      Maybe some deity will care about race. But dovahkin should be an exception, his/her soul belongs to Aka, not other deity. Otherwise, why Auri-el/Akatosh create an orismer dragonborn, or Shor and Tsun let a orismer(their god - Trinimac/Malacth killed Lorkhan/Shor in dawn era) dragonborn come into their realm and guide him. And how Malacath can curse a orismer whose soul doesn't belong to him?
    6. snbcj
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      Shouts are dragon language that mortals can harness and learn with enough training

      Wuuthrad's purpose is to slaughter Mer. The Horn of Jurgen Windcaller is not defined as such

      Ysgramor is not Kyne or Wuuthrad. See my above comment (and the link) for the change in Companion tolerance for Mer serving their purposes, regardless of whether they would survive Kyne's will

      Akatosh/Auri-El is time. In the Dragon Break that is the TESV initial character customization, all permutations of possible time inevitably and simultaneously spring into existence and play out on their own shard of Akatosh/Auri-El's being. Each player is merely a conduit through which that occurs

      Lorkan is the et'Ada most directly responsible for the existence of Nirn, and is the god of mortals. Why would his Shor enantiomer not allow a mortal to serve his will in protecting the existence of all mortals and his realm?

      Orsimer are the children of Malacath
    7. mantikor1
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      So if i touch Wuuthrad piece as an orc, i'll die or what? I am playing DiD and it would be nice to know is there any sudden deaths or something.

      And it's quite wtf that mod breaks some quests without even mention it in the description.
    8. lamarwilson
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      iirc Wuuthrad doesn't damage your health it just constantly drains your stamina/magicka.
    9. dinomite59
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      Really think the wuuthraad fragments need to be droppable (don't see how you can't get the shock to your system and hand the macguffin to Farkas), and/or the magnitudes be reduced to something like 1 or 2. Don't see how the challenge to join the companions has to include fighting a horde of draugr, many of whom are equipped with shouts, while losing 3 magic and stamina per second and having your regen cancelled.
  2. wolfstriker
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    Hello SNBCJ,did you give up on the classic requiem mod?No activity from you for quite awhile.
    1. snbcj
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      Wild year, though still here. Working on it during free moments outside of work
    2. wolfstriker
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      Just awesome to read this! :)
  3. FolkenNexus
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    Glad to know you're alive and well!
    1. snbcj
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      Appreciate you, and glad to know you've survived this last year as well
  4. SpellBlue
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    Is it possible to install only the height part of this mod? otherwise it would be incompatible with 3tweaks.
    1. snbcj
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      Sounds like you're looking for a Racial Body Morphs patch for 3tweaks. Not sure if someone's made that, though if not it's a good potential introduction for you to try out xEdit
  5. TheMenAreFleeing
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    Hey snbcj, correct me if I'm wrong, this doesn't work with Requiem 4.0.1 (Reqtificator will not proceed properly) but if you delete the entire race edits it does. Do you think I can play it safely if the edits are only for the abilities?
    1. snbcj
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      This mod isn't patched for the 4.0.1 fork. Been working on other projects
  6. hazardass
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    Issues with Altmer racial traits:
    In Requiem 3.x the Altmer have the following racial traits:  +10% skill rate to all 5 magic schools, +10% stamina cost for power attacks, -5% spell magicka cost, +5% spell magnitude and duration, +10% spell range.  This is done via the 'REQ_Perk_Ability_Altmer' perk.
    It seems that R-IA makes certain changes to that perk that causes unintended consequences in Requiem 3.x.  Or at least I think they are unintended, but the mod description doesn't mention any of this, so I can't be certain.  After checking the Requiem change logs, I suspect it's because R-IA is still using outdated features from Requiem 1.7 that are bugged. 
     
    1)  R-IA applies the Altmer's +5% spell magnitude and duration buffs to all spells across the board, including internal/status spells from 3rd party mods that should not be affected.   In Requiem 3.x the MAG and DUR buffs apply only to spells that belong to the 5 magic schools, while all other spells are excluded.  R-IA removes the condition checks for the magic schools and replaces them with a single condition "Subject.GetIsObjectType(Spell) = 1.000000 AND" (which I think comes from an old version of Requiem), which affects all spells without exception, e.g. status spells from mods like iNeed and Frostfall for thirst, hunger, warmth, etc. - basically anything that's defined as a spell in the editor and has a non-zero MAG or DUR will receive +5% bonus.  Similarly, if you activate any standing stone or blessing that's based on spells, their effects will be off by 5% from the intended value.
     
    I think the change log for Reqiem 2.0 addresses this exact issue with Altmers, and it seems R-IA still carries this old bug because it maintains compatibility with Requiem 1.7.
     
    2) The other issue with the Altmer racial perk is that the +10% skill rate bonus is erroneously applied during training sessions.  The bonus should only apply to normal skill leveling. 
    Requiem 3.x handles this correctly using the condition:
    Subject.GetGlobalValue(REQ_Internal_Player_Is_In_Training [GLOB:96AD3A1B]) = 0.000000 AND
    (the global is set to 1 during training via script)
     
    R-IA replaces that condition with this pair of conditions (probably from an old version of Requiem):
    Subject.HasMagicEffect(AA000Xarrian_Effect_TrainerRates "Trainer's Rates" [MGEF:9627D18F]) = 0.000000 AND
    Subject.GetGlobalValue(REQ_Skills_NoRacialSkillRate [GLOB:963E9319]) = 0.000000 AND


    That doesn't work.  The pair of conditions always returns true during training sessions, and as a result it doesn't block the skill rate bonus during training.  A simple test confirms that the 10% bonus is granted when purchasing training.  (I got Conjuration training from Runil, and I received 10% more skill with R-IA installed compared to base Requiem).  You can also confirm in the console that the "Trainer's Rates" effect is not active during training sessions (using HasMagicEffect command).  I'm guessing that the effect has been disabled in recent versions of Requiem, because I noticed that the EDID was renamed to 'depricated', and probably no longer used.  But even if you managed to turn on the magic effect to make it work, it would probably be a bad idea to use it because that method doesn't support new potential trainers or 3rd party trainers from other mods (and possibly other unexpected consequences since it is deprecated).  This is mentioned somewhere in the Requiem change logs so you can read about it there. 
     
    The second condition in the pair - the one with the global var is always true, because from what I can tell the global value is defaulted to zero by R-IA, and is not referenced in anything that changes its value so it's always equal to zero.  I don't know the purpose of that global and the extra condition.
     
    SNBCJ,
    I checked the Requiem - IA Chasing the Dragon Plus patch again, and it doesn't address these issues.  Looking at the records, the patch adds a couple of basic compatibility keywords to all the races, but I'm guessing that there are multiple changes and fixes in the Requiem changelog that date back from Requiem 1.7 all the way to 3.4, that are not included in this compatibility patch.  I understand your desire to keep R-IA compatible with Req 1.7, but IMO it should not retain all the old bugs with it.  It's even more essential to bring all those bug fixes from Requiem to your 3.x patch, in order to call it an actual "3.x patch".  I think it might be a good idea to go through the Requiem change logs, and get all the fixes in. 
    1. kevinj349
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      Is this being addressed?
    2. hazardass
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      The author has been inactive for a while, so none of this has been addressed.  Either way, these specific issues are only a symptom of a bigger issue in his approach of using old Requiem versions (1.5-1.7) as a basis for his rebalance mods.  Those old versions are full of bugs which have been fixed in more recent Requiem versions, but SNBCJ hasn't carried over those fixes into his own mods. 
    3. snbcj
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      Appreciate your in depth feedback hazardass

      Been working on a bug fix and rebalance overhaul of 1.51-1.7. Was realizing chasing after patching changes for more recent Requiem forks was eating up the time I had to restore Xarrian's art, and that these mods would have a better foundation for patching when that overhaul is ready for release
  7. eljavi
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    What version do I get to fix the Redguard insane speed in Requiem 3.0.2?
  8. kevinj349
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    Retract
  9. eljavi
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    What version do I get to fix the Redguard insane speed in Requiem 3.0.2?
  10. deleted4896204
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    Quite the healthy changes regarding the Altmer race. My last character was an Altmer mage, and even with my modlist that nerfed magic in general and restricting myself pretty heavily, it did feel really good pretty fast. Especially the removal of elemental weaknesses after getting any Daedric item was way too good IMHO. When you get to higher levels, elemental/magic resistance is basically your only weakness as a pure mage, depending on the build of course, but still. So it's really nice to keep those weaknesses around for a very long time, if ever. And the natural magicka regen stacking up with leveling up magicka bonuses and other enchants was pretty insane. Much welcome nerfs IMHO.

    I was wondering if I could also bother you for a sec with something else. If you don't know that's fine. I tried converting the version 7.0 for this next character but the CK would throw me an error and crash when loading R-IA into it, for whatever reason. I think it also used to happen to some other version of R-CAO a while back. Was wondering if you had heard of such issues and if you knew anything about it. If not, that's okay.
    1. snbcj
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      Glad to hear our Altmer playtesting perspectives are turning out similarly

      Are you using this for your CK?
      https://www.nexusmods.com/skyrimspecialedition/mods/20061
    2. deleted4896204
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      I am. Latest versions of both the CK and CK fixes. I'll look into it again later I guess, I rolled a Nord for now, so I don't need to upgrade, really.
    3. deleted4896204
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      I am. Latest versions of both the CK and CK fixes. I'll look into it again later I guess, I rolled a Nord for now, so I don't need to upgrade, really.
    4. deleted4896204
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      Sorry I never replied, problem solved, I think it was a wrong dependency with Fozar's Patch that's known to cause some issues.