General
As a general rule, patches for Requiem for a Knave can also replace any standard Requiem patch for the same mod (i.e., if you use Campfire, you only need Requiem for a Knave - Campfire.esp from my installer, and can remove/disable Requiem - Campfire.esp from the Requiem Patch Central installer, if you were using it) - although there may be some notable exception, explained below.
Requiem CC Integration and WACCF/ACE "Replacer"
Requiem Creation Club Integration
Requires Requiem - Creation Club.esp (from the Requiem installer)
Should be loaded after Requiem for a Knave - WACCF.esp, if present.
Ensures consistency with the model changes in Requiem - Creation Club and the balance changes in Requiem for a Knave.
Creation Club Open HelmetsNOTE: CC Open Helmets 2.0+ has been updated to use Skypatcher, and this patch should no longer be needed. I'll leave it up for the moment, but may move to Deprecated section soon if this turns out to be the case.
EDIT: Alright, turns out this doesn't work, since Requiem is using its own new FormID for the armor pieces. A new patch using Skypatcher will be needed. I'll see about making this soon (or maybe asking the author of the CC Open Helmets mod to include a Requiem patch there). For the time being I'd recommend using the patch here, following the instructions below:
EDIT 2: A Requiem patch has now been added to the CC Open Helmets mod itself (in the patches installer). This will work with Requiem for a Knave as well, since the new Skypatcher implementation avoids needing to edit the Armor records in the plugin. I'll move my own patch here to the Deprecated section in the next release.
Using this mod with Requiem for a Knave will also require a little tinkering.
1. Install the above mod with your preferred options (for appearance-related items - other "patches" will be irrelevant as we will hide the esp(s) in the next step anyway).
2. Delete or hide any esp files that are installed with the mod, leaving only the meshes and textures active (i.e., do not disable the mod itself in your mod manager!).
All of the necessary Armor Addon (ARMA) records are defined in the Requiem for a Knave - Creation Club Open Helmets.esp patch, but the meshes and textures still need to be on their file paths in order to appear correctly in the game.
I usually try to avoid doing things this way - but in this case it was the only way to avoid bringing in a whole lot of extra, unnecessary CC masters into the game.
WACCF ACE Replacer (also requires SPID)
As of Requiem for a Knave 4.2, I no longer recommend using this mod together with WACCF (although, continuing to do so for the time being also shouldn't hurt anything in particular). However, like a lot of others I'd grown quite attached to the nice robe designs in ACE. Hence this "replacer".
Like the Creation Club Open Helmets patch above, this requires some manual setup. This is all fairly straightforward to perform in MO2 - I apologize that I can't really help Vortex users with specifics.
1. Install WACCF. Unpack the BSA. In the newly installed mod folder, delete everything except the "meshes" and "textures" folders.
2. Install ACE. Unpack the BSA. In the newly installed mod folder, delete everything except the "meshes" and "textures" folders.
3. Leave the above two "mods" (which now contain nothing except meshes and textures) active in your mod manager. Feel free to rename them to make keeping track easier.
NOTE: It is important to delete everything, not just the .esp plugin files, as the other loose files from WACCF include vanilla scripts which can cause issues without the attending plugin.
4. Install the Requiem for a Knave - WACCF ACE Replacer.esp file from my patch installer. Load order-wise, this should be placed immediately after Requiem for a Knave.esp, and just before Requiem for a Knave - Creation Club.esp.
The .esp file for this patch defines the new items (mostly robes, hoods, and outfits) and overwrites a number of vanilla items to redirect to WACCF meshes (hence needing to load before the Creation Club patch, as that one needs priority). It also separates all "hooded" variants of vanilla robes into separate robe and hood. The outfits are distributed via SPID, so there are no overwrites on NPC records.
The installer also includes a further patch for this and Dynamic Lowered Hoods, to ensure the newly defined hoods will be lowered correctly (as the plugin name and Form IDs have changed, the built-in WACCF patch from that mod doesn't work).
Race and NPC Mods
Project ja-Kha'Jay - Khajiit Diversity Overhaul
Applies Requiem-based abilities and keywords to the various new Khajiit variants (RACE records) introduced by this mod (the Reqtificator will take care of patching the NPCs).
Probably not strictly necessary, but the Khajiit caravan members do occasionally get into fights in the wilderness, etc., so you might want this to ensure everything is playing by the "proper" rules.
RS Children Overhaul
Relevant stats/abilities/keywords applied to the new children race variants added by this mod.
These "races" are not playable and I don't think there is any situation under normal gameplay conditions where these characters can be in combat, but patched for posterity's sake anyway.
High Poly Head Vampire Fix
If you use the mod "High Poly Head" (not on Nexus, but a staple in many load orders), you may have a file called "High Poly Head Vampire Fix", which modifies all of the Vampire RACE records.
This patch forwards these while maintaining consistency for Requiem/Knave changes.
Unique Barbas
Patches NPC and Race changes to work with Knave.
Audio Overhauls
Audio Overhaul for Skyrim
This requires the 4.0+ version of Audio Overhaul for Skyrim, which in turn requires Sound Record Distributor.
Most of the new sounds are now distributed by an SRD config file, avoiding the need for overwrites inside the plugin. My apologies if you cannot use this utility for whatever reason, but manually patching audio conflicts in an overhaul this large is simply too much of a pain otherwise.
Immersive Sounds Compendium - Sound Record Distributor...ded
As with AOS, my ISC patch going forward will also require the Sound Recorder Distributor version of the mod.
If both AOS and ISC patch are present, the ISC one should take priority in the case of any overlap (its config file has higher priority, if I understand this system correctly).
Survival and Camping Mods
Survival Mods
Survival Mode Improved - SKSE
I actually don't mind CC Survival Mode. It's a pretty straightforward and intuitive take on survival mechanics. Still, it has some issues "out of the box". I therefore recommend the above mod, along with this patch if you want to use it alongside Requiem for a Knave. Note this patch is only for the SKSE version of the mod - the records are slightly different in the non-SKSE version.
Among other things, Survival Mode's disease effects will take priority over Requiem's.
SunHelm Survival
If you don't use CC Survival and want a "full-feature" survival mod, you're probably already using this one.
This patch will rebalance some of the effects and ensure consistency with Requiem/Knave. Among other things, Sunhelm's disease effects will take priority over Requiem's. You also don't get any "buffs" from being well-fed/hydrated, and the debuffs only start to kick in once you reach "hungry"/"thirsty" (this should coincide roughly with when the food buffs from the food items themselves run out).
The Frozen North - Cold Standalone
This is my personal choice for a survival mod. After playing for hundreds of hours with various other survival mods, I've come to the conclusion that babysitting hunger/thirst/tiredness widgets is not interesting gameplay. Note this works with the "Cold Standalone" version only (if you want hunger/rest mechanics, use one of the other two mods above).
Make sure to pick up the Survival Control Panel as well.
Camping and Backpack Mods
I've arranged these into several "sets". They do not strictly need to be used in these configurations, but I feel they make the most sense this way.
Creation Club Set
Creation Club Camping
This patch requires ccqdrsse002-firewood.esl
CC Camping isn't too bad, I guess. This patch just adds relevant conditions on recipes and makes camping kits appear on general goods vendors.
CC Camping Expansion
Recommended if using CC Camping. Patch adds relevant conditions on new recipes and makes camping kits appear on general goods vendors.
Creation Club Adventurer's Backpack
This patch requires ccfsvsse001-backpacks.esl
Makes all backpacks give 50 Carry Weight, distributes to certain vendors. Also makes the recipes a bit more annoying, matching the appearance of the items, for your immersion.
Campsite Set
This is the configuration I presently use (i.e., has the highest chance to get fixed/updated :p)
Campsite
Campsite is a pretty straightforward mod, this patch just adds conditions to a few recipes. The mod itself also distributes camping gear to vendors via script already. I didn't change this for once.
Knapsack Backpacks
Not just a patch, closer to a "personal edit": all backpacks other than the large-size ones disabled. Color variants craftable after creating/finding a "default" brown one. All "backpack" containers found in the world will now offer a prompt to pick up or leave the pack (picking it up will also deposit anything left inside it in your inventory).
Campfire Set
Campfire
I don't use this anymore, but I know it's still popular. This patch disables Campfire's hidden quest distribution of items and implements its own, due to the removal of certain items such as Campfire's cloaks (by current standards I just don't think they look very good - there are better options available, linked below). A few other tweaks for consistency with Knave (Divines' amulets effects, etc.)
Knapsack Enhanced
If using Campfire, I highly recommend using this Campfire-specific backpack mod. It looks good and uses Campfire's backpack displays system.
This patch will also replace all of Campfire's (imo, weird-looking) backpacks with this one. Unfortunately, the original mod seems to be abandoned and has several broken items/features, so my patch also includes some script fixes, and disables some items with broken meshes. Like the Knapsack Backpacks patch, "old" backpack containers found in the world can be picked up, and converted to usable backpacks at a tanning rack or Campfire's crafting menu.
Cloak Mods
Cloaks and Capes
This is my personal pick. With this patch, cloaks should appear on relevant NPCs, be craftable with requisite conditions met, and be sold by some vendors.
Winter is Coming SSE - Cloaks
With this patch, cloaks and hoods should appear on relevant NPCs, be craftable with requisite conditions met, and be sold by some vendors.
A combined patch for both Cloaks and Capes AND Winter is Coming SSE is also provided in the installer. I don't use this myself anymore, so support for this going forward is not likely, but the patch should still work.
Horse Mods
Creation Club Set
Press H to Horse
If you really want to use the Creation Club Wild Horses module (along with the Steel and Elven Horse Armors) please use this. My patch only solves a few minor inconsistencies here - note that Press H to Horse's mechanics (re: saddles and carry weight/armor, etc.) will all take priority over Requiem's.
Simplest Horses Set
Simplest Horses
This is my personal choice for horse mod. Recent changes to Requiem removed most of the incompatibilities with other horse mods, my patch just cleans up a few remaining minor ones.
Craftable Horse Barding
Recommended to be used along with Simplest Horses, above. Patch adjusts armor values and adds relevant crafting conditions.
Armor, Clothing, and Weapons Mods
aMidianborn Skyforge Weapons
For the Skyforge weapons module from aMidianborn Book of Silence (either the complete install or weapons only module).
Will disable the new weapons added by this mod, but redirect the "same" weapons from Requiem to use the new meshes and textures instead. This ensures that, among other things, my existing AOS and ISC patches can continue to be used as is.
Bond of Matrimony (Wedding Band Enhancement - Left Hand Rings)
Forwards relevant changes to the "armor" (ring) items. Not strictly required - you could just put this mod at the end of your load order, after Requiem, and it would function effectively the same. With this patch, the original mod can now go before Requiem in your load order with no issues (should you want that).
Bosmer Armor Pack
Also requires Bosmer Armor Pack Fixed and Rebalanced, to fix some issues with the original mod's plugin. Bosmer armor and weapons can only be crafted by Bosmer, but can be found in the world in certain appropriate locations and on NPCs.
As of Requiem for a Knave 4.3.2., this patch also requires Skypatcher to function correctly.
BSM Bonemold Weapon Pack
I've personally moved on to using this instead of Bonemold and Chitin Weapons.
This does mean losing out on the "Chitin" weapons, but I don't think this is a huge loss and the Bonemold weapons in this mod look a lot nicer.
It also has better integration with Heavy Armory (additional patch below).
This patch also disables all of the original mod's worldspace edits, and just puts the weapons into the appropriate loot and vendor lists etc.
BSM Bonemold Heavy Armory Extension
While the original Armory Extended mod does not actually require Heavy Armory, I'm not sure why you would use it without.
To make my life easier, Heavy Armory is also a requirement for this patch (be sure this is selected when installing the mod).
The new weapons will appear in the same lists along with the BSM Bonemold Weapon Pack above.
Common Clothes and Armors
Highly recommended. Makes sure the clothes and armors from this mod appear in the correct (primarily civilian and bandit) lists, and also adds Requiem-condition breakdown recipes.
Draugr Equip Armor
Balances all of the new armor pieces for Knave and patches leveled lists, etc.
Extended Gemling Queen Jewelry
Balances the weights/prices etc. of the new items for Knave and patches leveled lists.
Facemasks of Skyrim
Highly recommended. Distributes these masks to appropriate NPC templates (primarily bandits).
Falmer Equip Armor
Balances all of the new armor pieces for Knave and patches leveled lists, etc.
Heavy Armory
A number of Heavy Armory assets are already included in Requiem, and a few more added by Knave, but this patch will integrate (most of) the remaining lineup.
However, this includes a number of subjective tweaks as well. Glaives and tridents are disabled - I consider these basically meme weapons (may be open to using the models for certain unique rewards later, however). In a few cases where there was no spear available for a given set (Ebony, Orcish), the glaive has been used in its place (they use the same animation).
Also, with this patch, Requiem quarterstaffs will use the HA custom OAR animations, and are rebalanced to be lighter and much faster, but deal much less damage and less stagger.
Hatchets are incorporated as "light" weapons, generally used as backups by archers (along with clubs, shortswords, and daggers).
The MCM menu from Heavy Armory will be disabled - basically none of the options in it would work or be relevant with this patch anyway.
Imperial Fine Clothes
Distributes the clothes from this mod to the appropriate lists (primarily found in cupboards in noble houses, etc.)
Improved Closefaced Helmets
Ensures helmets will use the correct meshes from this mod while retaining Requiem for a Knave changes to armor values.
JS Unique Utopia - Daggers
Forwards the new mesh paths/armor addon records with Requiem/Knave's stats.
JS Unique Utopia - Rings
Forwards the new mesh paths/armor addon records with Requiem/Knave's stats.
Masque of Clavicus Vile
Cool-looking replacer file for the Masque. Requires an esp patch due to mesh path changes in the plugin.
Rare Curios - Bolts Expanded
Given the open permissions on this mod, I actually considered incorporating it into Knave wholesale (I think the models look better than the ones used in Requiem) - and I still might at some point, but for now I've left it as a patch.
This will also give you access to Stalhrim bolts.
Red Eagle's Blade *LE mod
Recommended, but some assembly may be required. I think this is a much better replacer for Red Eagle's Sword than the one which is included in Requiem, but you will need to port to SSE yourself (I believe in this case it is not even strictly necessary, if you can tolerate your mod manager complaining about Form 43 plugins, but probably best to do anyway just to be safe).
Visage of Mzund
Another cool-looking replacer that unfortunately needs an esp patch, due to file paths being changed.
Gameplay and Other Mods
Additional Dremora Faces
You really don't see a lot of these guys in the game... still, the above mod is a also requirement for Dremora Lines Expansion (which does not require a patch).
This patch ensures Dremora enemy lists edited by Requiem/Knave will use the additional faces.
AI Overhaul SSE
Apparently there's also a Synthesis patcher for this, but if you prefer to keep things esp, here's a manual patch. In case of conflicts with NPC appearance overhauls, if the NPC record is present in Requiem.esp or Requiem for a Knave.esp, it will be automatically patched by the Reqtificator, combining both the AI changes from this patch and the appearance data from the last mod to edit that NPC before Requiem. If you're still getting a "blackface problem", you probably have a load order error.
At Your Own Pace - Companions
The At Your Own Pace series is supposedly made with Requiem in mind, but there are some minor incompatibilities, particularly with this module. Knave also make various changes to the Companions, necessitating this small patch.
Book Covers Skyrim
Note this is only for the original version of Book Covers Skyrim, not the "Updated" version. Makes sure books appear in the correct lists, while maintaining edits made in Requiem for a Knave.
Book Covers Skyrim - Lost Library
As above, makes sure books appear in the correct lists, while maintaining edits made in Requiem for a Knave.
Constructible Object Custom Keyword System (C.O.C.K.S.)
Now that Knave adds many more smithing recipes, this mod is highly recommended to help keep the menu easy to navigate. The separate Requiem - C.O.C.K.S. patch I made earlier is no longer necessary with this.
Cooking Categories Improvements
Requiem for a Knave adds several new food items. This config file patch will make sure they appear in the correct menus when using this mod.
Daedric Voices
Ensures the magic effects on the enchantments (on Daedric artifacts) which make the voices play are forwarded along with Requiem/Knave changes.
Dino's Spell Discovery
This is officially the only "spell learning" mod I'm going to support. Spell Research is just too convoluted (and difficult to patch), and the others I've looked at just seemed too gimmicky.
This patch sorts all of the spells from the vanilla game, Requiem, and Requiem for a Knave into the correct lists. No patches from the mod's page are needed (even the "vanilla" one that gets installed can be removed/disabled, as it will be redundant). If you have any other mods adding spells that you want to be "studyable", you will need to patch them in manually.
Dirt and Blood
I've stopped using this mod myself, opting for the much simpler Just Blood by the same author. Still, if you're using the original and want a patch, here it is. Mostly just adjusts some effects/descriptions to better match the style in Requiem for a Knave.
FleshFX
Cool little visual replacer for Mage Armor spells. Conflicts with Magic Effect records, so a patch is needed.
Pheasants of Skyrim
Y'know it always bugged me that you'd find dead pheasants in everyone's kitchen but there were none to be found actually out in the wild.
Patch will ensure the new critters appear in the spawn lists along with Requiem/Knave's (delevel-scaling) changes.
Rustic Soulgems
You can hide/remove any esp file that comes with the original mod, just leave the mod active for the meshes/textures. Note that this patch can't be autodetected by the installer, so you'll need to select it manually.
Save the Icerunner - Lights Out Alternative Routes
Simply resolves conflicts with two NPC records (Deeja and Jaree-Ra). Should be safe to use alongside other Save the Icerunner patches - e.g. At Your Own Pace which don't conflict with these records. Patches for NPC appearance mods can just go before Requiem.esp - the patcher will take care of it.
Seasonal Wildlife Distribution
Ensures the changes to spawn lists are incorporated and de-level-scaled to suit Requiem/Knave.
Requiem patch from the mod page is not needed with this patch.
Simple Hunting Overhaul
Simple patch for the simple overhaul. "Raw Meat" is repurposed back to "Horse Meat" and animals such as saber cats and bears use SHO's generic meat replacement instead. Some Knave recipes adjusted accordingly.
Unique Stros M'Kai Rum
Keeps Requiem for a Knave's effects while using the new unique mesh.
USCCCP Restored Helmets
Requires the USCCCP patches for the Elven Hunter and Daedric Mail addons, as well as the "Restored Helmets" patch from that page.
Adds the new helmets to the appropriate outfits, fixes recipes, etc.
USSEP Frost and Fire Dragon Correction
Consistency patch for the added dragons and Requiem for a Knave's dragon lists and templates.
Wearable Lanterns
A "patch" for Wearable Lanterns, but it just adds a few recipes to create lantern oil from items added by Requiem/Knave (Horker/Bear Fat).
Locations
JK's Skyrim
I don't actually use this myself anymore either, but this patch should still work. Applies Requiem for a Knave-style changes to vendors added by this mod.
Solitude Docks Updated
Applies Requiem for a Knave-style changes to vendors added by this mod.
Run of the Mill Inn
Applies Requiem for a Knave-style changes to vendors added by this mod.
Combined Patches
With 4.1.1, I've introduced a few combined patches for certain weapon and armor "packs" - these have multiple requirements and are quite specific, so please check the below carefully before installing them.
Argonian Armor and Weapons
This is a combined patch for:
Argonian (Saxhleel) Weapon Pack
Stormhold Warrior Armor SSE - Port Plus
Ancient Argonian Armor SE
Ancient Argonian Armor by Xtudo - Unenchanted ESP
Also, while not required, while you're on Xtudo's page I recommend grabbing one of the "Reduced glow" texture patches too.
As of Requiem for a Knave 4.3.2., this patch also requires Skypatcher to function correctly.
With this patch, the "Stormhold Warrior" set (just several cuirass variations and gloves) is renamed to "Argonian Light", and can be crafted by Argonian PCs with the Basic Craftsmanship perk. The base cuirass is equivalent to leather but can be upgraded to the pauldron version, which is equivalent to scale armor.
The "Ancient Argonian" set is rebalanced to be equivalent to Dwarven, but only one unenchanted set exists in the world, in an out-of-the-way location. Argonian PCs can also craft this using corundum and quicksilver, with the Ancient Techniques smithing perk (lvl 50).
Argonian weapons are equivalent to Orcish, and can be crafted from corundum and iron by Argonian PCs with the Articulated Plates smithing perk (lvl 25).
Currently, beyond the flavor of a few Argonian NPCs getting some new weapons and armor, there isn't a lot of use for this for non-Argonian PCs, but I'm open to suggestions on how to "sensibly" gate the smithing recipes for other races or other ways the items could be incorporated into the game immersively.
Khajiit Armor and Weapons
This is a combined patch for:
Apex Khajiiti Armory Reforged
Gilded Doublet - Ported to SSE
Moon Monk's Robes
Lunar Guard Armor
Lunar Guard Armor - Battleaxe
The patch also contains meshes and textures for a separate, darker version of the Lunar Guard Armor, courtesy of OrneryOchreOcelotl and LordMithro.
As of Requiem for a Knave 4.3.2., this patch also requires Skypatcher to function correctly.
If this all sounds familiar, it may be because it was, er, heavily inspired by allonsywisegirl's awesome combo patch Khajiit Has Wears. While this patch is not required for my own Khajiit Armor and Weapons patch to work (and indeed, should not be used with it due to various overlaps and compatibility issues), the mesh patches for the dark lunar armor (e.g. the "No Glow" and "Vanilla Female Body Support" patches) on that page can be used.
With this patch, Apex Khajiiti Armor and Weapons become the "standard" Khajiiti gear - equivalent to Elven and crafted from moonstone and corundum. It can be crafted by a Khajiit PC with the Moonstone Alloys smithing perk - other races will need to buy the crafting recipe book from a caravan trader (you only need to read the book once to enable the recipes, does not need to stay in your inventory). Caravan traders will also usually have a few pieces for sale, and at least one of the caravan guards from each group will be wearing a set.
Lunar Guard armor is heavy, equivalent to Akaviri, and is also worn by caravan guards. It can be crafted by Khajiit with the above perk requirement, but the recipe is not found in the book. Non-Khajiit races will need to help a certain caravan guard out with a little bandit problem first.
The Gilded Doublet set is renamed to "Elseweyr", and all non-clothing variants and recipes are disabled. A few members of the caravans will wear it, and they will always have a set for sale, with the chest piece color being randomized.
Moon Monk Robes come in sets, which can be bought from caravan traders. They cannot be crafted. It is a mixed set, with the helmet and gloves being light armor, and the body and boots being clothes. The gloves have a unique effect which boosts unarmed damage while wearing them (note this is not an enchantment, so they can also be enchanted on top of this if you wish... I believe this works, anyway...)
Deprecated Patches
These should still work on the latest version of the mod, but note that they are no longer being updated and may be removed in future updates.
Weapons Armor Clothing and Clutter Fixes
This patch will also require Requiem - WACCF.esp.
Load order should be:
Requiem.esp
Requiem - WACCF.esp
Requiem - WACCF - ACE.esp (if present)
Requiem - Creation Club.esp (if present)
-- other Requiem patches --
Requiem for a Knave.esp
Requiem for a Knave - WACCF.esp
Requiem for a Knave - Creation Club (if present)
-- other Knave patches --
Note that as of Requiem for a Knave 4.2 I don't really recommend using WACCF together with Requiem/Knave. It's a fine mod for an otherwise mostly vanilla game, but there is too much redundancy and overlap of features to justify the large amount of patching when using an overhaul like Requiem. I am still providing the patch here for those who still need it for games in progress, etc.
Creation Club Open Helmets
This is now deprecated in favor of the Skypatcher-based Requiem patch available in the Creation Club Open Helmets mod itself (which will work as is with Knave).
If you cannot use Skypatcher for whatever reason, you can still use this esp plugin-based patch (as of Knave 4.3.2, it should still work) along with the pre-2.0 version of CC Open Helmets.
Note that this Using this mod with Requiem for a Knave will also require a little tinkering.
1. Install the above mod with your preferred options (for appearance-related items - other "patches" will be irrelevant as we will hide the esp(s) in the next step anyway).
2. Delete or hide any esp files that are installed with the mod, leaving only the meshes and textures active (i.e., do not disable the mod itself in your mod manager!).
All of the necessary Armor Addon (ARMA) records are defined in the Requiem for a Knave - Creation Club Open Helmets.esp patch, but the meshes and textures still need to be on their file paths in order to appear correctly in the game. I usually try to avoid doing things this way - but in this case it was the only way to avoid bringing in a whole lot of extra, unnecessary CC masters into the game.
Khajiiti Apex Armory Reforged
Requires the original mod and as well as Allonsywisegirl's Khajiiti Apex Armory -awg's tweaks as well (my patch is assuming this is present).
With this patch, Khajiit PCs will also be able to craft the gear (Elven-tier equivalent) with the requisite perk (Moonstone Alloys, skill lvl 50).
Players of other races can craft this equipment with the perk and having read the book, sold by the caravan merchants.
Note that this patch is now superseded by by my "Khajiit Armor and Weapons" combined patch, detailed above on this page. So further support will be limited,
but I'll leave it up for now if you just want the patch for this mod alone.
Ancient Nord Armo(u)ry EXTREME SE
NOTE: Requires ver. 1.1 of the above mod, not the newer 2.0+. This patch also contains changes in the same vein as Ancient Nord Armo(u)ry Lite, simplifying the original mod down into only light and heavy variants (and some extra helmets). In addition to being craftable, draugr light armor (including enchanted variants) can be found throughout the world and in loot, etc.
I'm considering this deprecated as I've moved on to using "Draugr Equip Armor" in my own game in its place.
Bonemold and Chitin Weapons - Morrowind Armory - Remade
Adjusts recipes to match Requiem/Knave conditions, and adds them to various NPC templates (almost entirely on Solstheim).
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