The information below is for patches found in the installer up to ver. 3.0.8 of Requiem for a Knave. I will leave it up here for archival purposes, but please see the new article for information on patches for ver. 4.0+
General Patches
Requiem for a Knave - AI Overhaul SSE
Requires: AI Overhaul.esp, Requiem.esp, Requiem for a Knave.esp
Consistency patch that combines the changes/new AI packages etc. from AI Overhaul SSE with changes to NPCs from both Requiem and Requiem for a Knave.
Requiem for a Knave - Animated Eating Redux
Requires: AnimatedEatingRedux.esp, Requiem.esp, Requiem for a Knave.esp
Adds all of the food items added by Requiem and Requiem for a Knave to the correct FormID lists from Animated Eating Redux, so using any of these food items will trigger an animation (without needing to use the mod's built-in "registration" feature in-game). There isn't a one-to-one choice of options between the food items and available anim objects, so not all of the items used in the animations will match exactly, but it should at least play something.
Requiem for a Knave - Book Covers Skyrim
Requires: Book Covers Skyrim.esp, Requiem.esp
Patch for Requiem and the SSE version of Book Covers Skyrim (the way the plugin is arranged has changed from the LE edition, so the Patch Central Requiem patch will not work).
Requiem for a Knave - Common Clothes and Armors
Requires: Common Clothes and Armors.esp, Requiem.esp
For Requiem 4.0.2 and Common Clothes and Armors. This is basically the same as the Patch Central patch, but adds some SE-specific survival keywords, and I also added breakdown recipes with Requiem's conditions.
Requiem for a Knave - Dino's Spell Discovery
Requires: DinoSpellDiscovery.esp, Requiem.esp, Requiem for a Knave.esp
For Dino's Spell Discovery. A worthy replacement to Spell Research has arrived! This patch forwards all the spells from Requiem and Requiem for a Knave into the appropriate FormID lists to be recognized by the mod. The "Spell Patch" and "Ancient Texts" plugins that come with the mod can be hidden/removed (all the necessary records are forwarded in this patch).
Requiem for a Knave - Dino's Spell Discovery - Craftable Ink
Requires: Requiem.esp, Requiem for a Knave.esp
An optional extra, which adds a few recipes for ink at the crafting pot. I found a shortage of ink was constantly an issue when using Dino's Spell Discovery - although this patch does not technically require that mod, as the ink itself is a vanilla game item.
Requiem for a Knave - Dirt and Blood
Requires: Dirt and Blood - Dynamic Visuals.esp, Requiem.esp
A simple patch for Requiem and Dirt and Blood - Dynamic Visuals. Tweaks some magic effects to appear consistently in the Magic Effects UI, and changes first-person messages to second, as per Requiem for a Knave's style. Can also make soap with Requiem's Horker Fat.
Requiem for a Knave - Eating Animations and Sounds
Requires: TaberuAnimation.esp, Requiem for a Knave.esp
Combines changes to ingestibles from this mod and Requiem for a Knave, so that the animations will play correctly while keeping Knave's effects. An alternative to "Animated Eating Redux", if you prefer this mod's animations.
Patch provided by u/13coins - thank you!
Requiem for a Knave - FleshFX
Requires: FleshFX.esp, Requiem for a Knave.esp
Combines the relevant changes from the armor spell effect entries so they should appear correctly in-game.
Requiem for a Knave - Hearthfire Extended
Requires: hearthfireextended.esp, Requiem.esp, Requiem for a Knave.esp
Patch for Hearthfire Extended - a nice little mod I use to to give some more options for Hearthfires' houses. It adds a number of NPCs (guards, etc.), to whom this patch distributes some relevant perks. Forwards the mod's changes to cows, so they can all be milked!
Requiem for a Knave - Rustic Soulgems
Requires: Requiem.esp
A patch for Requiem and Rustic Soulgems. Similar to the one from Patch Central, but item naming has been tweaked so they sort better in your inventory. If you have an esp file from Rustic Soulgems active in your load order, you can disable/hide it (but leave the mod itself active, so this patch can find the necessary meshes).
Requiem for a Knave - Simplest Horses
Requires: SimplestHorses.esp, Requiem.esp
Fairly sure this will be the horse mod I use going forward. Simple and does what it needs to do as unobtrusively as possible (and by the same author as Immersive Spell Learning - DESTified, which I also use and recommend!)
As simple as it is, still needs a patch to reconcile some necessary edits to horses between this mod and Requiem. Although it does not actually require Requiem for a Knave as a master, I'll put it here with the other Knave patches for now since I've made some "preferential edits" (removing some of the more outlandish saddles added by Requiem - I just think they look kinda stupid).
Requiem for a Knave - Unique Stros M'kai Rum
Requires: StrosMKaiRum.esp, Requiem.esp, Requiem for a Knave.esp
Clearly the most important patch here. Allows you to use Unique Stros M'Kai Rum with Requiem for a Knave, keeping my new alcohol effects while giving the item its unique appearance. Ahoy mateys!
Requiem for a Knave - Wearable Lanterns
Requires: Chesko_WearableLantern.esp, Requiem.esp, Requiem for a Knave.esp
Don't forget to grab the SSE fix patch for Wearable Lanterns as well.
An optional patch, which just adds lantern oil recipes at the cookpot using certain ingredients from the vanilla game, Requiem, and Requiem for a Knave.
Survival Experience Patches
While these are provided as discrete patches, the idea is that they should all be used together.
Requiem for a Knave - The Frozen North
Requires: SurvivalControlPanel.esp, TheFrozenNorth.esp, Requiem.esp
Like many others, I used Frostfall for years but eventually found it was just making the game more tedious than actually more interesting. Still, Skyrim is supposed to be cold, so I felt there needed to be some kind of mechanic to reflect that.
This is for the "lite" version of Frozen North (the "Cold Standalone" version, since Requiem for a Knave already has a fairly elaborate food system).
Requires Survival Control Panel, as you will need this to turn off the "baked-in" survival mode arrow weight and lockpicking weight (since Requiem already introduces this, in a way that's a bit more intrusive to deactivate). You can also turn off "sleep to level up", if you want.
Requiem for a Knave - SunHelm Survival
Requires: SunHelmSurvival.esp, SunHelmDiseases.esp, Requiem.esp
This patch should be considered experimental/"beta" for the time being.
I've only recently started using SunHelm, so there may still be many edge cases/features that this patch does not properly cover yet. In particular, please note this patch makes heavy changes to the effects applied by SunHelm - so if you have any issues/thoughts about these please direct them at me and not the author of SunHelm. Basically, the top three levels (out of six) of each need will no longer provide any buff or debuff, just a dummy effect in the UI to let you know what stage you are on. This fixed for me what I found the biggest issue with SunHelm (and iNeed before it, in the past), the constant need for fiddly "topping up" to maximize buffs. Food buffs in Knave are generally 10 mins for snacks and 30 mins for meals, so now, going from "full" to "hungry" should roughly coincide with the time it takes for a meal buff to run out. The debuff effects when they do kick in have also generally been simplified.
Also, removed the "give me a full meal" dialogue option from innkeepers. I didn't spend all that time messing about with their merchant lists just so you could bypass it, lol. They will still refill your waterskins for a price, though.
Requiem for a Knave - Campfire
Requires: Campfire.esm, Requiem.esp, Requiem for a Knave.esp
For Campfire SSE. Basically just like the Requiem Patch Central patch, but with the edits to messages removed, to match my "no first-person messages" rule. Also disables the Campfire quest which scripts injection of its various items into vandor chests, etc. This is now handled by leveled lists from this patch.
Requiem for a Knave - Campsite
Requires: Campsite.esp, Requiem.esp, Requiem for a Knave.esp
A streamlined alternative to Campfire. This patch modifies a few crafting recipes to be more consistent with Requiem (requiring Craftsmanship perk), and adds Requiem's/Knave's spells to the FormID lists which control which spells can light/put out fires (wasn't really much else that needed to be done, as far as I could see).
Requiem for a Knave - Knapsack Backpacks
Requires: DrSKnapsacks.esp, Requiem.esp, Requiem for a Knave.esp
If using Campfire, I recommend using Knapsack Enhanced (see below), but if using Campsite, or no camping mod at all, use this one instead. Adjusted crafting recipes to be more in-line with Requiem, ensured the knapsacks appear at vendors, and added the ability to pick up any knapsacks you find out in the world. There's no variation to this feature, all of these knapsacks are standard "large" (+35 CW), brown knapsacks. If you want a bigger (or smaller) one, or one in a different colour, you'll have to get lucky with vendors or craft it yourself.
Requiem for a Knave - Knapsack Enhanced
Requires: Campfire.esm, Knapsack Enhanced.esp, Requiem.esp, Requiem for a Knave.esp, Requiem for a Knave - Campfire.esp
A cool-looking, Campfire-enabled knapsack mod (seriously, why didn't Campfire just use the existing knapsack mesh in the game to begin with!?). This patch is not only a consistency patch - also includes a bunch of bugfixes and preferential edits to the original mod. You can pick up knapsacks you find in the world, although they will need to be repaired (at a tanning rack or Campfire's crafting menu) before you can use them. Removed the original mod's dye system - you can just create the knapsacks (with the Craftsmanship perk) in the colour you want. Knapsacks found in the world will always be brown.
Requiem for a Knave - Facemasks of Skyrim
Requires: FaceMasksOfSkyrim.esp, Requiem for a Knave.esp
Fixes some naming/recipe issues, also distributes to some NPCs (mostly bandits). The masks should grant a small amount of warmth if using a cold survival mod.
Note on compatibility with AllGUD: By default, these use the same equip slot as the "right-side" 1H slot in AllGUD - 44. I recommend switching this to a different slot in AllGUDs MCM (will depend on your setup, in my own game slot 48 was unused, so I use that for AllGUD).
Requiem for a Knave - Bandoliers
Requires: Dr_Bandolier.esp, Requiem.esp, Requiem for a Knave.esp
My edit for "balance"/QOL. Only front left and front right pouches can be found/crafted. Satchel-type bags use the same slots as pouches, so the idea is you only get up to two bags/pouches in addition to the bandolier (along with a backpack, I feel this is enough). Also handles distribution to various NPCs.
As of Requiem for a Knave 3.0, I do not recommend using CCOR; but if you do, I recommend not installing any Bandoliers - CCOR patch (my patch will handle all recipes/distribution)
Requiem for a Knave - Cloaks and Capes - Winter is Coming
Requires: 1nivWICCLoaks.esp, Cloaks&Capes.esp, Requiem.esp, Requiem for a Knave.esp
Intended for use with the HDT-enabled cloak patches via Artesian Cloaks of Skyrim (but may still work without this?)
Adjusts naming, keywords, recipes, etc. Distributes cloaks to various NPCs. There are several "fixes"-type patches for Cloaks and Capes floating around Nexus - these are not needed. The patch provided here should cover all of the necessary fixes.
As of Requiem for a Knave 3.0, I do not recommend using CCOR; but if you do, I recommend not installing any Winter is Coming - CCOR patch (my patch will handle all recipes/distribution).
Requiem for a Knave - Cloaks and Capes - Winter is Coming - Campfire
Requires: Requiem for a Knave - Cloaks and Capes - Winter is Coming.esp, Requiem for a Knave - Campfire.esp
A further, optional patch if using these two cloak mods along with Campfire. Removes the (imo, worse-looking) Campfire cloaks from vendor lists and disables their recipes from crafting menus, so they are effectively removed from the game.
Cities and Locations
Requiem for a Knave - JK's Skyrim
Requires: JKs Skyrim.esp, Requiem.esp, Requiem for a Knave.esp
Patch for JK's Skyrim. Adjusts vendor lists for vendor NPCs added by this mod for consistency with my edits to vanilla vendors.
Requiem for a Knave - Solitude Docks
Requires: Solitude Docks.esp, Requiem.esp, Requiem for a Knave.esp
For Solitude Docks Updated (recommend this over the original, unmaintained version). Updates vendor lists for consistency with Requiem for a Knave.
Requiem for a Knave - Run of the Mill Inn
Requires: Run_Of_The_Mill_Inn.esp, Requiem.esp, Requiem for a Knave.esp
A cute little inn just outside Whiterun. This patch edits the inn's vendor list for consistency.
Audio
Requiem for a Knave - Audio Overhaul Skyrim
Requires: Audio Overhaul Skyrim.esp, Requiem.esp, Requiem for a Knave.esp
Requiem for a Knave - Immersive Sounds Compendium
Requires: Immersive Sounds - Compendium.esp, Requiem.esp, Requiem for a Knave.esp
If using AOS and ISC together (with a patch to reconcile them), the Knave patches should also follow the same order (in most cases, I assume this will be the ISC patch overwriting the AOS patch. E.g.:
Audio Overhaul Skyrim.esp
Immersive Sounds - Compendium.esp
AOS_ISC_Integration.esp (or other patch, this is the main one I'm aware of)
Requiem.esp
Requiem for a Knave.esp
Requiem for a Knave - Audio Overhaul Skyrim.esp
Requiem for a Knave - Immersive Sounds Compendium.esp
Old / Unsupported
These are patches for mods I'm no longer using myself. They may be removed in future, but for now the patches themselves are still up-to-date, so I'll leave them in the installer.
Requiem for a Knave - Cutting Room Floor
Requires: Cutting Room Floor.esp, Requiem.esp, Requiem for a Knave.esp
For Cutting Room Floor. Mostly covers the same as the patch from Patch Central, but uses my new buffs system for added food items. I've let Requiem override the quests (and rewards) for "Infiltration" and "Shalidor's Insights" (I think Requiem's are better).
Requiem for a Knave - Hunterborn
Requires: Hunterborn.esp, Requiem.esp, Requiem for a Knave.esp
Consistency patch for Hunterborn (with Hunterborn MCM addon - might still work without this edited version of the esp, I haven't tested): adjusts food and recipes to match my system. A number of redundant recipes disabled. Allows brewing of more powerful versions of spider and chaurus venoms at a cookpot. Paralyze effect removed from "level 1" (now named "Faint", following Requiem's potion/poison naming system) version of spider venom, now only appears on levels 3 ("Good") and 4 ("Remarkable"). Brewing level 2 poisons requires the first perk in Alchemy, brewing level 3 and 4 poisons requires "Improved Poisons" perk. Bestial stews and Alchemy perks which require animal parts will look for Hunterborn versions of these items instead. "Mundane" Hunterborn ingredients (wolf claws, bear teeth, etc.) will show up at apothecaries and other places using these leveled lists. Should function as a "complete" Requiem - Hunterborn patch. Note that this does not patch Hunterborn's "soups and stews" addon (sorry, while I like the idea of this, it's just far too much work in practice).
Highly recommended: Retexture for Soup by quilb (or FOMOD installer version here) - Skyrim LE but can be used on SE as is. This patch uses a number of textures from his "modder resource" pack, so your vanilla soups and stews may look lackluster by comparison! By extension, SMIM is also a soft requirement; if this is not installed textures may not line up properly on the meshes.
Requiem for a Knave - Immersive Horses and Craftable Barding
Requires: Immersive Horses.esp, Craftable Horse Barding.esp, Requiem.esp, Requiem for a Knave.esp
Patches for Requiem/Requiem for a Knave and Immersive Horses and Craftable Horse Barding. Requiem Patch Central does already contain patches for these two mods, but the Immersive Horses one in particular does not work properly in SSE. Provided as a combined patch because, basically, I don't see any reason not to use these two mods together (and they cover a lot of the same records). Immersive Horses' first-person messages changed to second-person.
If your horse keeps running back to the stable after dismounting, you have another mod/patch overwriting the "Stables" quest. Check your load order in xEdit.
I'm moving this to "Unsupported" for now, since I'm using "Simplest Horses" in my own game.
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