Changelog for versions prior to 4.0 moved here for archival purposes.
Version 3.0.8
REQUIEM FOR A KNAVE
Fixed conditions on Julianos blessing for Daedric items.
REQUIEM FOR A KNAVE - EATING ANIMATIONS AND SOUNDS
Fixed Boiled Creme Treat and Potato Bread entries.
Version 3.0.7
2022/02/06: Added patch for "Eating Animations and Sounds", courtesy of u/13coins.
REQUIEM FOR A KNAVE
Fixed "Agile Spellcasting" perk requirements.
Fixed conditions on Lightning Sparks spell so it will not spam "resisted" message despite working.
Fixed typo in Ice Nova spell description.
Fixed description for Talos amulet (temporary - better fix will be included in next major update).
Removed a couple of unused experimental scripts from the installation.
REQUIEM FOR A KNAVE - AUDIO OVERHAUL FOR SKYRIM
Update to match change on Lightning Sparks effect.
Version 3.0.6
REQUIEM FOR A KNAVE
Updated REQ_VendorChest_General_Whiterun (Requiem 5.0 change)
Fixed typo in Altmer race description.
Fixed Altmer racial fortifying rather than restoring Magicka as described. Also reduced this to 1 Magicka/sec, rather than 2 (a bit OP since it also stacks with food buffs, etc.)
Fixed description of Alchemical Intellect perk.
REQUIEM FOR A KNAVE - HEARTHFIRE EXTENDED
Update to match main plugin (REQ_VendorChest_General_Whiterun vendor list)
REQUIEM FOR A KNAVE - DINO'S SPELL DISCOVERY
Removed a number of LItem entries from the patch - they were somewhat redundant and causing issues/unintended dupes during patching. Make sure "Merge Leveled Lists" is checked when running Requiem's patcher to make sure this works properly.
Version 3.0.5
REQUIEM FOR A KNAVE - MAIN PLUGIN
Fixed typo in Great Weapon Mastery 2 description.
Fixed Raw Clam Meat not giving "raw meat" debuff.
Fixed incorrect description effect duration on Grilled Mora Tapinella.
Conjuration perks relating to bound weapons will now work on all new bound weapons added in Knave.
"Lightning Cascade" spell reworked. It previously did not work entirely correctly with scrolls, and was just kinda janky and underwhelming in general. It is now renamed "Lightning Storm", and is basically a spell version of Storm Call shout (self-targeted, 150-foot radius, all targets aside from caster get zapped every few seconds).
REQUIEM FOR A KNAVE - DINO'S SPELL DISCOVERY
Updated to match changes to Lightning Cascade/Storm (aimed -> self)
REQUIEM FOR A KNAVE - IMMERSIVE SOUNDS COMPENDIUM
Forwarded missing record for Steel Battleaxe
Version 3.0.4
REQUIEM FOR A KNAVE - MAIN PLUGIN
Quick fix for Alik'r templates. They should all use the "MaleEvenTempered" voice type now, so no chance of "In My Time of Need" breaking. Should not need a new game, but will need to re-run Reqtificator to apply changes.
Version 3.0.3
REQUIEM FOR A KNAVE - MAIN PLUGIN
This update should be fine to apply to a game in progress. Just be sure to re-run the Reqtificator.
A few tweaks to values for unarmed on RACE records. Unarmed power attack damage and stagger mult values should be more consistent now (based on tweaks found in "Hand to Hand Rebalanced" https://www.nexusmods.com/skyrimspecialedition/mods/38085)
Soul Gem values tweaked for (brought over some changes that were previously only in the Rustic Soulgems patch). Unfilled soul gems are less valuable overall.
Added "Non-Playable" flags to certain bound weapon variants which were missing it. Not sure this is actually necessary, but seems to be the proper way to do it looking at the vanilla game records.
Fixed dummy "Food Description - Snack" magic effect appearing in Active Effects after eating various (Knave-added) boiled egg snack items.
Tidied up some enchantments for Raise Dead/Turn Undead. Staffs of Raise Dead are actually usable now (whoops...).
While I was at it, tidied up enchantment effects on other staffs as well.
"Fear" weapon enchantments adjusted to match how the spells work in the Illusion tree (duration scales instead of magnitude).
Flame Atronach death explosion effect tweak - now simply does 80 damage with standard 3-sec taper (like other fire spells), rather than 160 spread evenly over 4 seconds (!?)
Moved Wylandriah's vendor chest back to the nether where it belongs.
REQUIEM FOR A KNAVE - CAPES AND CLOAKS - WINTER IS COMING
Removed a few remaining purple capes from certain Imperial chrs. (incl. Idolaf Battle-Born).
NEW PATCHES
Requiem for a Knave - Simplest Horses
Requiem for a Knave - Audio Overhaul for Skyrim
Requiem for a Knave - Immersive Sounds Compendium
Version 3.0.2
REQUIEM FOR A KNAVE - MAIN PLUGIN
Sabre Cats no longer drop "bear claws".
RfaK-added "left-hand" (NPC) version of firewall (Expert Destruction) removed - there was already one in Dragonborn! That one has now been Reqtified and given to relevant NPCs instead (at this point, was only the Hagraven). Also forwarded into the Dragonborn patch, just in case.
Changed instances of "Increased/Reduced" in Magic Effect names to "Increase/Reduce" to match other present-tense names ("Fortify", "Resist" etc.).
REQUIEM FOR A KNAVE - DRAGONBORN
Forwarded left-hand Firewall spell changes from main plugin.
OTHER UPDATED PATCHES
Requiem for a Knave - Book Covers Skyrim
Requiem for a Knave - The Frozen North
Requiem for a Knave - Bandolier
Requiem for a Knave - Campfire
Requiem for a Knave - Knapsack Enhanced
Minor updates to the above patches. A number of leveled lists were changed, which will require re-running the Reqtificator (but otherwise should be fine for a game in-progress).
NEW PATCHES
Requiem for a Knave - Campsite
Requiem for a Knave - Knapsack Backpacks
Requiem for a Knave - Sunhelm Survival
Requiem for a Knave - Flesh FX
See info an Article page for details.
Version 3.0.1
Power of Life fixes/improvements. Your character will stay in bleedout for a few seconds before the revive fires. Hopefully this will reduce issues with animation bugs. Effect is still not perfect - really bad ragdoll deaths can still end up "bypassing" this and going straight to the part where you die. If anyone better at Papyrus than me wants to look at this and see if they can improve it more, you are most welcome. Also added a dummy UI effect for Power of Life, which will change depending on whether the effect is "on cooldown" or not.
Fixed conditions oversight in Rank II of Force of Will perk (Illusion) that was preventing it from affecting the relevant spells.
Fixed Way of the Voice perk (Speech). Think this might have been accidentally reverted at some point? Not sure why it hadn't been changed from base Requiem, but in any case it now "correctly" just provides a flat 10% shout cooldown reduction (stacks with other sources) as it was supposed to in Knave.
Version 3.0
REQUIEM FOR A KNAVE - MAIN PLUGIN
Removed "bottled water" requirement from Cabbage Soup recipe.
Renamed "Iron Dagger of Flamebursting/Frostbursting/Shockbursting" to better match the actual enchantments.
Silent Casting perk (Illusion) now correctly lvl 100.
Illusion tree: "Force of Will" now has two ranks.
Spell tome prices revisited. Should be a bit more consistent.
New mesh/texture for cooked dog meat courtesy of Sticz's Dog Meat -Cooked- (https://www.nexusmods.com/skyrimspecialedition/mods/16716), thank you for the open permissions!
Three new items (alchemy ingredients) added to animal loot: Wolf Eye, Wolf Fang, Bear Fat. Wolves, bears, and sabre cats now each drop three types of mats in addition to their pelt and meat.
Night eye, featherfalling, waterwalking are now effects which can be used in alchemy (and are found on certain ingredients). Pre-made potions of these effects can also occasionally be found at apothecary vendors.
Night Vision perk removed from Alchemy tree, as the new effects above render it somewhat redundant.
Potions of Fortify (Magic Skill) are all now standardized at 20-30-40-50% magnitide (spell cost reduction).
Restoration fire-and-forget spells which restore health are all HOTs now (like potions), except for Grand Healing at Expert.
"FX Persist" flag removed from Healing Aura spells.
Illusory Dremora Warrior/Countess at Illusion Expert/Master replaced by "Command" and "Commanding Blast" spells. New spell "Commanding Touch" at Illusion Adept.
Illusion Master spell "Mind Maelstrom" replaced by "Hibernation Blast".
New spell: Hibernation (Illusion Expert)
Various other tweaks to Illusion effects for consistency/UI clarity.
Rework of "Lockpicking Expertise". This value still exists behind the scenes, but you should never really see the number in-game. The threshold values and amounts granted by sources of Lockpicking Expertise now simply always allow you to "pick locks one level higher (including Novice-level locks if you have no perks in Lockpicking at all)". Lockpicking potions no longer increase expertise, just skill. As in base Requiem, Lockpicking Expertise enchantments (e.g. on rings and gloves) do not stack, but an enchantment will stack with a standing stone effect (Thief or Tower).
Updated Requiem's help menu card (remember those?) to reflect these changes.
Lockpicking skill tree reworked. Now four "baseline" perks for the different lock levels (at 0, 30, 60, 90 skill respectively), and "Locksmith" perk from vanilla (pick starts closer to sweet spot) has been reinstated (skill level 80).
Number of changes to game settings relating to enchantments, and enchantment magnitudes, etc. Player made enchantments should now generally scale similar to bought/found ones, and should always come out to a "round number" at skill level 100 with all relevant perks (but before enchancements from potions, etc.)
Removed Requiem's "time passing" mechanic on Hearthfire house-building. Other changes (such as getting the letter from Sidgeir at 50 people killed instead of hitting level 9) have been kept. I recommend using "Time Flies SE" for a much better, customizable implementation of the time mechanic.
Hearthfire house plots now cost 3000g.
Thief wilderness encounter NPC now wears (unenchanted) Thieves Guild gear.
Atronach Thralls and Potent Thralls cast Adept versions of their elemental destruction spells (Fireball, Ice Sphere, Chain Lightning), and have relevant perks.
Serana now has a unique class, to ensure she actually has high enough skills in the relevant schools to cast the spells that Requiem added to her (Ice Sphere, Chain Lightning, Lightning Strike). Buffed her HP and Magicka too.
REQUIEM FOR A KNAVE - DRAGONBORN
New Patch: REQUIRES Fozar's Dragonborn.
Mostly brings certain record types such as vendor containers into line with RfaK, nerfs some cases of enemy HP regen, etc.
The patch should catch most major conflicts, but still recommend load order of: Requiem.esp -> Fozars_Dragonborn_-_Requiem_Patch.esp -> Requiem for a Knave.esp -> Requiem for a Knave - Dragonborn.esp for best consistency.
REQUIEM FOR A KNAVE - HUNTERBORN
Updated incorrect keywords on a few raw meat items.
Reduced duration and increased magnitide on "lingering" poisons to match previous updates to main plugin.
Tweaked Elven/Dwarven/Orcish/Glass hunting knives' weights/damage to better match this material progression in Requiem.
Separate patches for Hunterborn with Animated Eating Redux, Wearable Lanterns, and Campfire.
This is planned to be the last release of Hunterborn patches (I no longer use the mod myself).
REQUIEM FOR A KNAVE - DINO'S SPELL DISCOVERY
Knock spells are now under "Force" category (as I rewrote the descriptions to imply these spells are telekinetic in nature).
Drain spells are now under "Modification" (instead of "Abstract").
Descriptions of spell notes revised to better match spells actually available in Requiem/Knave.
More paper and ink on spell vendors and general merchants.
Prevent a few duped entries from appearing in leveled lists on Reqtification, hopefully.
REQUIEM FOR A KNAVE - THE FROZEN NORTH
No longer disables Requiem's arrow weight mechanic. Use Survival Control Panel (https://www.nexusmods.com/skyrimspecialedition/mods/41891) to disable survival arrow weight instead. I still think the survival mode is mechanically a bit better, but this is a "cleaner" solution for now.
NEW/REVAMPED PATCHES
Requiem for a Knave - Animated Eating Redux
Requiem for a Knave - Bandoliers
Requiem for a Knave - Facemasks of Skyrim
Requiem for a Knave - Cloaks and Capes - Winter is Coming (and additional optional patch for Campfire)
Requiem for a Knave - Knapsacks Enhanced
Requiem for a Knave - Wearable Lanterns
Requiem for a Knave - Solitude Docks
Requiem for a Knave - Run of the Mill Inn
Version 2.2.1
REQUIEM FOR A KNAVE - MAIN PLUGIN
Bugfix Update - safe to install on a game in-progress, does not require re-running Reqtificator. But just in case, make sure you (or any currently loaded companions/NPCs) are presently not affected by any Mage Armor, Transmute Muscles, Blur, or Healing Aura spells before updating.
-Spell effects which used to have scaled magnitudes/durations in base Requiem but have been changed by this mod will no longer dispel other such effects. This affects: Mage Armor, Transmute Muscles, Blur, and Healing Aura (all ranks, and on self/target).
-Candlelight spell description updated (toggling it off is not, in fact, free of Magicka cost - that was something I was attempting but couldn't get to work at the time. May revisit in future).
-Darkvision now has a visual effect on hand when equipped, and will appear correctly in the active effects UI.
-Blur now grants XP. 50 for Rank I, 200 for Rank II. This has to be done via script since the engine does not seem to recognize Damage Resist as a valid effect for spell xp calculation (outside Mage Armor spells). The XP values are floats that can be edited in the plugin (attached to the MGEF), if you think it should grant more/less. These values seemed about commensurate to other spells of the same levels.
-Blur now has a shader effect (similar to Requiem's Shadow Shield effect, but more subtle).
-Phantasmal Pain Blast and Stupefying Blast now correctly create an AOE blast, as per the description.
-Scroll of Phantasmal Pain Miasma will now work correctly for the player, and not cause a CTD when in the inventory of an NPC that is aggroed.
-Typo fixed in "Silent Casting" perk.
2021/04/20 UPDATE: Requiem for a Knave - Cutting Room Floor Patch
-Forwarded Mage Armor edits from last update of main plugin. Sorry about that!
Version 2.2
REQUIEM FOR A KNAVE - MAIN PLUGIN
-Loading screen typo fix
-Nord "Sky Above" racial ability fix
-A few other tweaks to racial abilities, notably Bretons and Dunmer (see Races section in main description for more details).
-A user report lead me to find out that the "IsBlocking" condition on MGEFs can cause CTDs on any projectile attack in certain circumstances, not just the spider/chaurus spitballs (although it was annoyingly difficult to reproduce consistently). A "safeguard" condition has been added to all these effects now which will hopefully prevent any such CTDs. On the plus side, spider/chaurus spitballs can also now be blocked! (but only with a shield)
New Features:
-Various changes/tweaks to wildlife death item lists, so quantity of loot from dead animals will be somewhat randomized.
-Raw Meat" renamed "Raw Tough Meat"
-"Raw Dog Meat" renamed "Raw Canine Meat", also dropped by wolves now. Canine meat is now a "meal-sized" food item (weight, buffs edited accordingly)
-Added recipe: Canine Chop (canine meat, salt)
-Added recipe: Canine Stew (canine meat, salt, potato, garlic)
-Added recipe: Wild Stew (tough meat, salt, cabbage, garlic), so non-beast races can make a stew with this stuff too.
-Bandit template tweaks. Level 24 bandits (the most powerful ones) now spawn only as bosses. Weaker variants removed from potential boss spawns. Bandit bosses now named "Bandit Chief".
Follower NPCs review:
-Most potential followers are a little tougher and have higher minimum levels.
-Spell loadouts for casters tweaked to remove some redundant/inappropriate spells. They should always have something to cast now, regardless of level.
-In particular, college apprentices now have more distinct niches: Brelyna focuses on flame spells and atronachs, J'zargo on flame/shock spells (pure Destro), Onmund on frost/shock spells and spirit summons (a kinda "Nord shaman" archetype).
Other NPCs:
- Avulstein Gray-Mane and his two cohorts that appear in Missing in Action quest significantly buffed (they still probably won't be able to take that whole fort by themselves, but at least won't be quite so pathetic now).
Magic:
- Projectiles in most spells are now affected by gravity.
Alteration:
-New spell "Waterwalking". Apprentice.
-New spell "Absorbing Blast", Expert. Aimed AOE Health Absorb explosion.
-"Arcane Mending" now a concentration spell.
-"Telekinetic Blast" renamed "Telekinetic Push (Rank III)".
Conjuration:
-New spells: Summon Spirit Skeever (Novice), Summon Spirit Hound (Novice), Summon Spirit Horker (Adept), Summon Spirit Mammoth (Master, can only be cast outdoors).
-Spirit Mudcrab moved Apprentice->Novice, Spirit Bear moved Adept->Apprentice, Spirit Sabrecat moved Expert->Adept, Sprit Troll moved Adept->Expert.
-Bound dagger added to Novice spell choices, tomes to relevant leveled lists.
-Filled out roster of bound weapons to include war axe, mace, greatsword, warhammer. They don't have the flames/distortion effects yet, though, sorry - I'll see if I can figure out a not-too-complicated way to recreate that effect.
-Necromantic Healing on Self AND on Target are both now concentration spells.
Destruction:
-"Arcane Missile" moved to Apprentice, renamed "Arcane Bolt". New "Arcane Missile" spell at Adept, has a 15-foot AOE like Fireball.
-"Arcane Volley" moved to Expert, magnitude, cost etc., reduced to compensate.
-As a general rule, "Arcane" spells in Destruction school cost same Magicka as equivalent elemental spell, but do two-thirds the damage (but are only affected by MR, not any elemental resistances), and also do not get further boosts from perks (like "Pyromancy", etc.).
-New spell: Frost Nova (Expert). All nova spells also cost a little less to cast (since they do much less damage now).
-"Fireshock", "Frostshock", "Lightning Shock" (formerly Lightning Ray) moved to Master. There are already Concentration spells at Expert Destruction (Wall spells). May reuse the beam projectile from Lightning Ray for some other spell in future.
Restoration:
-Further split up poison projectile spells. Poison Bolt (Apprentice, single target), Poison Blast (Adept, 25-foot fireball-like AOE, uses poison explosion visual effect from Dragonborn DLC). Both projectiles now use the "spider spit" projectile mesh instead of... whatever that green glowy thing in Requiem was, and are also affected by gravity.
Scrolls:
-More scrolls than I can count added, from new Requiem and Requiem for a Knave spells. Will show up in leveled lists, on bandits, etc.
-"Strange Scroll" reverted to a normal "Scroll of Fire Storm", no longer just an unfunny joke item that kills you.
Staffs (...Staves?):
-Adjusted naming of various staffs to match up to the relevant spells.
Thu'um:
-Health damage from Unrelenting Force/Marked for Death and Armor Damage from MFD now resisted by Magic Resistance. No more arbitrary MR cutoff where it either works or does nothing at all.
-Drain attributes from Drain Vitality Shout (both player's and dragons') also now reduced by Magic Resistance.
-Arbitrary Health thresholds for Unrelenting Force removed. You still can't ragdoll any actor with the "Immune to Strong Unrelenting Force" keyword.
Misc:
-Disabled dubious Requiem hidden "feature" that just massively increases/decreases buying/selling prices if not wearing any torso armor/clothing. The only situations I can think these conditions might apply would be some kind of intentional RP, or due to mechanics of another mod that automatically swaps player's outfits (like Honed Metal).
-Reverted Requiem's change to "fAttachedArrowAgeMax" game setting. So you'll see arrows sticking out of NPCs/you for a little while after getting shot.
-Updated description for "Waterbreathing" magic effect description to remove the part about "negating stamina drain" and "increasing swim speed". The effect doesn't actually do this, and as far as I know, never has.
REQUIEM FOR A KNAVE - CUTTING ROOM FLOOR
-Minor updates to match tweaks in main mod.
REQUIEM FOR A KNAVE - CAMPFIRE
-"Cooking Pot" requires iron ingots, not steel.
-Various other tweaks to a few crafting recipes, to play better with other survivial mods.
-Added Divine's conditions for the amulet effects on backpacks (no more rules-lawyering the Aedra by putting the amulet on your pack instead of your person!)
REQUIEM FOR A KNAVE - HUNTERBORN
-Tweaked various pelt prices, including a few that I'd missed the first time around.
- Disables redundant new recipes from main Requiem for a Knave plugin.
REQUIEM FOR A KNAVE - DINO'S SPELL DISCOVERY
-A replacement for Spell Research! Huzzah!
-Forwarded all spells from Requiem and Requiem for a Knave into the appropriate leveled lists for this mod.
-Forwarded/resolved lists for "ancient texts" and writing materials. "DinoSpellDiscovery - Spell Patch.esp" and "DinoSpellDiscovery - Ancient Texts.esp" from the original mod can be disabled.
REQUIEM FOR A KNAVE - BETTER SPELL LEARNING
-Deprecated. I recommend using "Immersive Spell Learning - DESTified" now instead.
REQUIEM FOR A KNAVE - AI OVERHAUL SSE
-Minor updates to match tweaks in main mod.
2021/04/07 UPDATE: REQUIEM FOR A KNAVE - DINO'S SPELL DISCOVERY
-Quick fix that should prevent the mod from failing to initialize properly.
Version 2.1.1
Requiem for Knave: Main File:
- Fixed Alik'r templates. They should now be applied to the correct NPCs, with the correct factions, etc.
- Removed description text on normal bows (as it interferes with enchantment description text, etc.).
- Fixed ghost NPC templates. Should cover all hostile ghosts in the vanilla game, at least.
Requiem for a Knave - AI Overhaul SSE:
Forwarded a few updates from the main file ver. 2.1 I missed the first time around.
Version 2.1
Description Updated
Requiem for a Knave
Fixes/Features:
-More new recipes. Grilled mushrooms, grilled pondfish, more boiled bird eggs, glazed carrots. Thanks to authors of BRG The Gourmet/High Quality Food and Ingredients for the texture resources!
-"Damage Resistance" effect from Requiem armor type bonuses renamed "Fortify Armor Rating" for better sorting in the Magic Effects UI, and because, y'know, that's what the effect actually is.
-Perk descriptions for Pyromancy, Cryomancy, and Electromancy perks in Destruction tree, and Toxomancy and Improved Healing in Restoration tree, updated (there is actually no scaling bonus for the player with these - misunderstanding of the mechanics on my part).
-Fixed a few spell tome names for consistency.
-Requiem sneakily had a second template for skeleton mages. That one's been updated now too.
-"Vampire Leather Hood" item added by this mod had an incorrect enchantment attached.
-Typo in "Merchant" perk fixed.
-Vendors now reset every two days (down from five in Requiem).
-Speech tree changes: Investor and Merchant perks split again as in vanilla Skyrim. Investor available at skill level 35, Merchant at 65. Fence unchanged at 100.
-A few dirty AVIF edits removed (no idea how those got there).
-Requiem's perk-dependent magic-scaling tweaked. See description for more info.
-Destruction spell effects/values/costs given another once-over. These should all be just about right/logical/"""balanced""" now, hopefully.
-Minor edits to many more effects from other Schools, generally for consistency/clarity (too many to list at this point).
-Physical damage component removed from certain frost/swarm spells. These are now just pure frost/poison damage respectively. This was an interesting idea from Requiem, it just doesn't work in practice (anything with over 100 AR just negates the physical component completely).
-Arcane Missile/Volley/Vortex now work the way you'd probably expect. Do lower damage than elemental spells (well, except Vortex...) but are resisted by only MR. No longer have have some weird resistance threshold where they either do full damage or do nothing at all.
-Further tweaks/fixes to the now-Restoration School poison spells. As a general rule, poison spells do 50% more total damage than an equivalent elemental Destruction spell, but over 15 seconds.
-Poison Touch now Novice, Poison Spray at Apprentice, Poison Blast at Adept, Poison Shock at Expert (sorta mirroring the progression in the Destruction school).
-"Snow Spume" renamed "Icy Blast" so it sorts with the other ice spells.
-"Incinerate" renamed "Fiery Lance" so it sorts with the other fire spells, and make it clear that it's a single-target spell (like Icy Lance).
-"Steam Cloud" renamed "Funneled Steam" so it (kinda) sorts with other fire spells.
-New "Transmute Muscles on Self/Target (Rank II)" added at Expert Alteration.
-Both self and target variations of Transmute Muscles (Rank I) now available at Apprentice.
-New "Telekinetic Push (Rank I)" spell at Apprentice Alteration. Basically a spell version of one-word Unrelenting Force. Staggers most weaker enemies (those without the "minor knockdown immunity" or "immune to strong unrelenting force" keywords) but does not knock down.
-New "Telekinetic Push (Rank II) spell at Adept Alteration. Knocks down weaker enemies (those without the "minor knockdown immunity" keyword), and staggers stronger ones (with that keyword). Enemies with "immune to strong unrelenting force" keyword are still completely immune.
-"Telekinetic Disarray" reconfigured into "Telekinetic Disarm". The original effect was just a bit too silly for me, and had a lot of arbitrary restrictions. Will work on most corporeal enemies, except those with "immune to strong unrelenting force" keyword.
-"Teleport Vitals" spell from Requiem now works as you would hope/expect from the description.
-"Disincorporate" (formerly "Transmute Corpus" from Requiem) also tidied up a little: now removes things like meat, hearts, pelts etc. from the target (since that is the matter that you are presumably transmuting). Giants and mammoths are also immune to disincorporation now.
-Restoration spells given another pass.
-New perk in Restoration tree - Neurotoxicity. Poison equivalent of Pyrolysis, Deep Freeze, etc. Poison spells can paralyze targets with low Poison Resist (less than 75%).
-Healing Aura Rank I/II now include a Poison Resist buff.
-"Protection from Poison on Self/Target" refactored into "Cure Poison on Self/Target".
-Magnitude of Turn/Repel Undead-type spells now static. Spell descriptions should tell you what type of enemies it will work against.
-Requiem's "Circle of Palladium" (Guardian Circle) renamed "Circle of Sanctity". I know "Palladium", other than being a rare earth used to make catalytic converters and electrodes, can carry a meaning of providing protection or safety (esp. in a religious context), but it just always felt to me like Xarrian was trying a bit too hard with this one.
-Likewise, "Arcane Disjunction" renamed to "Arcane Susceptibility", so it's a little more clear what this actually does.
-Vanilla game's "defaultGhostScript" edited so that it actually removes all the template NPC's items (armor, weapons, etc.) on death. Ghost corpse piles should now contain only ectoplasm (and any quest items, if applicable - I think - I couldn't think of any quest-item holding ghosts in the game to actually test it on).
-Conjuration spells - duration tweaks to match new scaling, and static, more predictable level conditions on Banish/Command Daedra spells.
-A couple of warlocks incorrectly linked as boss warlocks have been changed to "normal" warlocks (vanilla Skyrim issue). Boss ("Arch") warlocks are very powerful in RfaK - in general they should only appear at the end of dungeons.
-Warlock combat style tweaked so they will favor weaker spells even if they have a "powerful" weapon like a battlestaff in their inventory.
-Warlock inventories/equipment tweaked to be a little more consistent to their archetypes. Lower chance of having magical staffs. Boss warlocks have better loot than generic warlocks.
-Several game settings adjusted so that magic-using NPCs are playing closer to the rules that the player does re: spell costs, regen delays, and they can no longer regen magicka while casting (their magicka regen will still be very fast compared to the player, though). This might make it *too* easy to OOM them, though, if you're willing to play chicken with enough spells - may need some more playtesting.
-Agile Spellcasting perk still requires 50 skill in Evasion, but is now gated behind only the first perk in the tree.
-While I was at it, tweaked the positions of the perks in the Evasion tree to line up better with the background image (all hail MatorTheEternal and his amazing Automation Tools for xEdit - trying to edit perk tree layout in the CK is like pulling teeth...)
-Removed the elemental weakness from Altmer racial. Without their bonkers Highborn once-per-day power the balancing aspect of it isn't necessary, and while I know that's how it was in Morrowind/Oblivion, even with Requiem no other races have to deal with penalties like that. Also boosted their constant Magicka regen to 2/sec.
-Ebony vampire and glass vampire (from this mod) bosses removed from "random" vampire boss spawns. Now appear in dedicated locations only - Only Movarth and Bloodlet Throne boss are ebony vamps, Haemar's Shame boss is glass vamp. For an upcoming release I'll work on diversifying standard "fighter" vampire boss outfits a little more.
-Master Conjuration robes removed from Broken Fang Cave, now in Bloodlet Throne (in a basket behind the boss' throne). Requiem-placed Ebony vampire in Broken Fang Cave removed.
-Master Restoration robes removed from Nightcaller Temple (no reason for one dungeon to have both Illusion and Resto robes...) - now in Potema's Sanctum, in her throneroom.
-The Aetherium Helmet's night-eye effect is now a toggle-able lesser power, thanks to a handy script that was bundled in the Dragonborn DLC.
Requiem for a Knave - Better Spell Learning
-Updates for new spells in main mod.
Version 2.0
Requiem for a Knave - Main Plugin
Fixes:
-Adjusted some bandit loot leveled lists to incorporate Requiem changes from 4.0.1 I missed the first time round.
-Deer, foxes, goats, cows, rabbits, and friendly dogs no longer drop blood for vampires (if you were relying on these for easy blood before - sorry, that wasn't intended).
-Fixed some minor template issues in Silver Hand NPCs.
-Some misnamed scrolls corrected.
New Features:
-Race Ability and Divine Blessing Overhauls merged into the main plugin.
-As frequently requested (and I'd wanted to do this anyway), there's now a little progression in werewolf and vampire PC power levels. Details added to Description.
-Fewer healing poultices/potions on bandits. Now that you can get some slow hp regen with food, I figured these aren't quite so vital.
-Bandit chest/bandit boss chest loot overhaul. Now have more gold or valuable items (monetarily valuable, not necessarily useful like weapons or armor - things that, y'know, bandits might steal).
-Requiem's "True Yield" parameters tweaked. Now works on HP percentage base (chance to trigger when NPC is below 25% HP, so should no longer have bandits at nearly full HP fleeing from combat).
-Nords, like Orcs, also do not flee.
-Poison and disease image space modifiers "nerfed". Double vision almost completely removed and radial blur reduced (was actually done in a previous version, but now further tweaked).
-Evasion "Combat Reflexes" perk now a flat 15% weapon speed increase as long as wearing no heavy armor.
-Reverted Requiem's change to the player starting outfit back to rags (from the red robe) - the captain during the execution scene specifically says "the XXXX in the rags!"
-Irileth's armor now an enchanted suit of heavy Whiterun guard armor, not Ebony. Sorry, I just couldn't help thinking it was ridiculous that this one spellsword housecarl has, like, the best armor in the whole game.
-Massive overhaul of Civil War NPCs. Distinct archers, light infantry, heavy infantry, champions/berserkers (rare) and mages (rare) for both sides.
-Ralof gets a suit of heavy Stormcloak armor at the start of Jagged Crown quest too (seemed only fair, since Hadvar gets one).
-Galmar no longer gives you some "Ice Wraith Bane" poisons at the start of "Joining the Stormcloaks". Ice Wraiths are immune to poison in Requiem. He now gives you a stamina potion instead, along with the Resist Frost one.
-"King Borgas" (the draugr wearing the Jagged Crown at end of Korvanjund) should now always be a boss draugr.
-Rewards at each "rank" of the "Liberation/Reunification of Skyrim" main CW quest have been made a bit more impressive and logical in terms of progression (i.e., you no longer get a kick-arse sword right at the start, then nothing but junk thereafter).
-To achieve the above changes, the quests "CW", "CW02A" and "CW02B" had to be edited in the plugin (scripts themselves are untouched though). If you use other mods that edit these quests (other than USSEP) too, they are likely incompatible. I don't use any myself, but I would guess this may include mods such as Civil War Overhaul or Open Civil War.
-Tempering tier names reverted to vanilla Skyrim terms (except "Epic", which has been kept as "Masterwork").
-The Ghostblade unique item also deals full damage to ghosts and spirits on top of its other effect.
-Further cleanup to spells - all NPC-use variants of spells are now identical to player's.
-Conjuration "Raise Dead" spells now have no (meaningful) level restriction. This doesn't really make sense in Requiem's "deleveled" world. Higher ranks just last longer now.
-Many Restoration healing spells renamed to make the delivery mechanism more apparent.
-New "Circle of Vitality" spell at Master level Restoration.
-As per the precedent set by Dragonborn DLC, all poison spells moved from Destruction to Restoration school. Two new perks in Restoration tree to augment these ("Toxomancy").
-New poison spell, Poison Touch, available at Apprentice Restoration (weaker version of Poison Grasp).
-Poison grasp, and elemental grasp spells from Destruction school are much more powerful, to compensate for the inherent risk.
-At the same time, range of all touch/grasp spell increased from 1 foot to 3 feet, so you can kinda, maybe, perhaps actually use them in combat.
-All "ritual" spells charge time reverted to vanilla Skyrim's 3 seconds, from Requiem's 4.5 secs.
-Ward "charge-up" time reduced by half, so they might actually be useful in Requiem combat.
-Vendor changes to spell merchants similar to that from my old Spell Research patch moved to main module (no longer sell all tomes, just a randomized selection).
-Generic food barrels have slightly less food in them than before.
NPCs:
-Overhaul of Civil War NPCs. Distinct archers, light infantry, heavy infantry, champions/berserkers (rare) and mages (rare) for both sides.
-Forsworn perk/ability overhaul. Should be a little more challenging and varied than base Requiem, but still nothing like the insanity of Minor Arcana.
-Vigilant of Stendarr NPC perk/ability overhaul. Now two distinct sub-types, a "paladin" (heavy armor) and a "cleric" (robes, more magic-focused).
-Thalmor NPC perk/ability overhaul. Templates made a little more distinct/varied (although by their nature these NPCs are fairly same-y).
-Full overhaul of generic vampire NPCs. More distinct fighter/caster sub-types and bosses. Generic vampires can now be male, and bosses can now be female.
-Full overhaul of generic Dawnguard NPCs. Distinct heavy melee/marksman/caster sub-types.
-Full overhaul of warlock faction NPCs. Overall warlocks will usually have low HP, but have a wider variety of spells, which should also now be more consistent to their archetypes.
-Full overhaul of Alik'r. Yes, even though there's basically only one combat encounter with them in the game. They have archers and wizards now too (these templates actually existed in vanilla Skyrim, just unused).
-All the NPC factions mentioned above now use Requiem's "Actor Variations" function to pull from all of that faction's appearance templates, so you should see MUCH more variety in the appearance of these NPCs. The Rectificator patching process may take a little longer though, depending on your system.
-Hagravens slightly buffed, cast some Expert-level spells now.
-Adjustments to Draugr templates. Weaker draugr should be somewhat tougher, more likely to see 2H/archers.
-Curalmil, Warlord Gathrik, Red Eagle draugr bosses now have unique appearances/abilities.
-End-dungeon draugr bosses in general should always be "bosses" now (Death Overlords, in vanilla Skyrim parlance). Fodder draugr will still be any level from lowest to Deathlord.
-To facilitate some of the changes to Illusion (listed below), the weakest draugr starts at lvl 25, but stat-wise all draugr are largely unchanged from base Requiem.
-Ambush spider boss at end of Krovangr Cave will always be a giant.
Part II of Illusion overhaul:
-All traces of Requiem's upkeep and convoluted failure check mechanics removed. All Illusion spells just use vanilla-type effects now. Most secondary effects removed; unless otherwise noted in the spell description, empowering usually just improves duration (as with other Schools).
-Illusion tree pruned (visual layout reverted to vanilla Skyrim's, although the perk effects themselves are not necessarily the same as they used to be).
-Standard mind-altering spells (Calm, Fear, Frenzy, Courage) now all have touch (novice), single target ranged (apprentice), multiple target ranged "blast" (adept), rune (adept), and mass AOE (master) variations. Reusing records and assets from Dragonborn DLC (frenzy rune and poison rune) where appropriate.
-Rune of Dampening repurposed as "Blur on Target". Apprentice-level. For now, the arrow damage-reduction part of the spell does not actually work for NPCs. I'll look into ways around this soon (probably by distributing perks via Reqtificator).
-Veil of Silence repurposed as "Phantasmal Pain Blast". Expert-level aimed AOE variant of Phantasmal Pain (which is now called "Phantasmal Pain Touch").
-Invisibility moved Apprentice->Adept
-Muffling Sphere repurposed as "Muffle on Target", moved Expert->Apprentice
-Shadow Shield repurposed as "Blur (Rank II)", moved to Expert.
-Shadow Stride repurposed as "Blur on Target (Rank II)", moved to Expert.
-Blackout renamed Stupefy, large damage max magicka effect (effectively nullifies enemy mages)
-Fog of Shadows now reduces enemy MR by 30% (help bump high-level mage enemies, etc., with high MR back down under the 25% MR threshold for other Illusion spells).
-Shadow Simulacrum renamed "Shadow Dremora Warrior" - slightly weaker than normal dremora but immune to poison and with high magic and physical damage resist. "Shadow Simulacrum" just sounds like it should make a shadowy copy of the caster (which would be cool, but I don't know how to make something like that.)
-Similarly, Mistress of the Dark renamed "Shadow Dremora Countess".
-Phantasmal Miasma now a giant AOE blast effect (like the other Illusion ritual spells). I tried making it a cloak effect like in Requiem, but in practice that just felt... boring?
-Veil Of Shadows repurposed as "Stupefying Blast", aimed AOE variant of Stupefy.
-Invisibility Sphere repurposed as "Mass Shadow Sanctuary" (Master level), applies Shadow Sanctuary on caster and all teammates within 50 feet.
Alchemy Changes:
-ALL fortify potions now last 5 minutes (300 seconds)
-Lingering poisons all standardized at 60 second durations, "damage max" and "weakness to" poisons at 30.
-Stamina and Magicka poisons significantly more effective, so you may actually want to use these against certain enemies.
-Various alchemy-related effects and values changed. Created potions should not be significantly stronger or weaker than purchasable/lootable versions at a "comparable" skill level.
-This probably needs a bunch more tweaking, but it's a start and I don't think anything is completely broken at least.
-Yields on some plants/spider sacs, etc., reduced a little.
Requiem for a Knave - Backpacks and Bandoliers
-Adjusted some keywords to play better with WACCF/CCOR/Survival Mode/Frozen North.
-Now an ESL-flagged ESP.
Requiem for a Knave - Better Spell Learning
-Now functions as a "proper" patch (requires Better Spell Learning.esp to be present as a master).
-Cutting Room Floor patch no longer necessary (Requiem for a Knave implements the "same" spell tomes itself now).
-Now an ESL-flagged ESP.
Requiem for a Knave - Campfire
-Adjusted keywords on cloaks to work with Survival Mode/Frozen North.
-Reduced weight of Mortar & Pestle 4->2
-Reduced yield of stone arrow recipes to match Requiem standard (12 per deadwood/firewood)
-Increased stone arrow damage 30->48 (still slightly weaker than iron arrow)
-Now an ESL-flagged ESP.
Requiem for a Knave - Cutting Room Floor
-Various adjustments to match changes to main plugin.
-Now an ESL-flagged ESP.
Requiem for a Knave - Hunterborn
-Rectified/rebalanced bone arrows. Weakest on par with Campfire stone arrow (slightly weaker than iron), strongest on par with Elven. Highest two tiers have small amount of AP.
-Iron Hunting Knife recipe requires "Craftsmanship" perk (bone and stone versions can still be crafted without this).
-Now an ESL-flagged ESP.
Requiem for a Knave - Backpacks and Bandoliers
-Forwards distribution leveled lists from CCOR to Requiem bandit templates.
-Now an ESL-flagged ESP.
Requiem for a Knave - Spell Research
-DEPRECATED
-Apologies to the SR fans out there, but this just became too much of a burden to keep up to date. I'm working on an alternative though.
Requiem for a Knave - Guards Armor Replacer
-DEPRECATED
-Also apologies to the GAR fans. I quite like this mod too, but between Requiem for a Knave 2.0's changes to Stormcloaks and Requiem 4.0.1's new guard outfits, I felt there was enough visual variety for now. Not ruling out a return of this patch at some point, but it's not a priority for me at the moment.
New Plugin: Requiem for a Knave - Face Masks and Cloaks
-Combined patch for Facemasks of Skyrim and Cloaks and Capes (also requiring CCOR).
-Renamed various items for consistency/better sorting.
-Keywords adjusted to work with Frostfall/Survival Mode/Frozen North
-Cloaks added to outfits for guards, housecarls, bandits. Uses CCOR system, so will have higher chance to appear on bandits in colder regions
-ESL-flagged ESP.
New Plugin: Requiem for a Knave - RS Children
-Reqtifies a number of armor, NPC, and race records for Requiem/Requiem for a Knave.
-No other Requiem - RS Children patch should be necessary.
New Plugin: Requiem for a Knave - Backpacks and Bandoliers - Reduced Pouches
-Just a little thing I threw together to reduce some of the "clutter" of all those pouches, and help with compatibility with AllGUD (since the two mods were fighting over a lot of the same equip slots).
New Plugin: Requiem for a Knave - Dirt and Blood
-Simple patch for the Dirt and Blood mod. Tweaks some magic effects to appear consistently in the active window, and changes first-person messages to second.
New Plugin: Requiem for a Knave - The Frozen North
-Patch for the "lite" version (no food changes) of Frozen North and Requiem.
-This patch permanently breaks Requiem's arrow weight mechanic, as The Frozen North already has a "better" version of this mechanic baked in. This requires a completely new game to take effect, and it also can't be "unbroken" on a game in progress if you uninstall the patch later on. Just as an FYI. There's probably a more elegant way to do this, but I couldn't be bothered figuring out how to re-write a bunch of Requiem's core scripts just for this.
-Reweights Requiem's arrrows and bolts to work with The Frozen North arrow-weight implementation.
-If you are using my Requiem - WACCF and CCOR patch, as well as the Facemasks and Capes plugin above, all clothing/armor should have the correct keywords to work The Frozen North's "Survival Mode"-like cold survival system.
Version 1.1
Major update for Requiem 4.0.1. Requires new game start.
Main Plugin:
Food buffs: Alcohol debuffs will not appear while buffs are active. Alcohol "unique effects" (like on Talen-Jei's special drinks) are now separate from, and will stack alongside, potion buffs of the same type.
Silver Hand faction has been overhauled. In general they should be much tougher and better equipped. A small number of Silver Hand Mages added in relevant dungeons.
Standing Stones: a few changes, mostly to once-per-day power stones. See Description for more details.
Magic: Broad changes to spell casting. Illusion "upkeep" system removed. Alteration Mage Armor and Transmute Muscles have fixed magnitude. Spells have longer cast times the more high-level they are. See Description for more details.
Werewolf and Vampire: numerous changes inspired by LS Revamps. See Description for more details.
Combat perks added to Thieves Guild NPCs. Probably only useful if you're using another mod like RDO to make them into followers.
Descriptions for perks, load screens, magic effect, spells, unique armor and weapons all rewritten for better clarity and sorting in UI. I think I got most of 'em, but will continue to tidy these up in future.
Requiem for a Knave - Hunterborn:
Added correct "tiers" and recipes for Chaurus Poison to match the Frostbite Poisons.
Requiem for a Knave - Spell Research:
Removed "Summon Invisible Stalker" spell (as it is removed in Requiem 4.0.1)
For your immersion, all instances of the phrase "Fire and Forget" in MCM, dialog boxes, descriptions, etc., should now be replaced by "Charge and Release".
Requiem for a Knave - Better Spell Learning (new file)
Requiem for a Knave - Better Spell Learning - Cutting Room Floor Patch (new file)
Requiem for a Knave - Bosmer Ceremonial as Glass (new file)
Requiem for a Knave - Backpacks and Bandoliers (new file)
Requiem for a Knave - Lightweight Divine Blessing Overhaul (new file)
Requiem for a Knave - Lightweight Racial Ability Overhaul:
Fixed Argonian Histskin ability (it didn't work at all before, whoops), also nerfed to 0.25 HP/sec.
New effect for Dunmer Ancestor Guardian: +100 Armor Rating and 1 HP/sec while under 30% Health.
New effect for Nords: Last Stand: Increases weapon damage by 15% and unarmed by 15 points when under 30% Health (replaces the +50 Natural Armor)
Bosmer and Orc racial proficiencies tweaked to use new Armor Penetration values as well as small flat damage increase with ranged and melee weapons, respectively.
Version 1.0
Initial release.
2020/03/16: Updated description with a few features I forgot (Gameplay/Factions, Food Buffs, Merchants sections).
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