Skyrim Special Edition
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kpvw

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A modular collection of small tweaks to Requiem, largely aimed at reverting unnecessary changes to Vanilla Skyrim

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kpvw Tweaks

A modular collection of small tweaks to Requiem, largely aimed at reverting unnecessary changes made to Vanilla Skyrim. Each tweak is its own plugin, each flagged as an .esl, so you can use as many or as few of them as you like.

Tweaks

No Slighted
Removes all named and unnamed Slighted from the game. While Slighted are a marked improvement over the old Invisible Entities, I think they are still a rather poor way of artificially limiting certain areas to high level characters.

No Slighted - Fozar's
Same as above, but in Fozar's Dragonborn patch.

Third Person Messages
Reverts all second-person messages to the Vanilla third-person message. Requiem-original messages have been rewritten in third-person to fit the Vanilla style.

Third Person Messages - Fozar's
Same as above, but in Fozar's Dragonborn patch.

Briarheart Restored
Requiem renames the flavourful Forsworn Briarhearts to plain old Forsworn. This tweak restores their rightful name.

Reavers Restored
Fozar's Dragonborn patch renames Reavers to "Bandits". This tweak restores their rightful title.

Divines Ignore Crimes
Requiem locks you out from Divine Blessings if you've ever had a bounty. The Divines have better things to worry about, so this tweak removes that restriction.

Less Strong Konahrik
Requiem's Konahrik enchantment is wildly overpowered, regenerating 75 health per second. This made sense when the game more-or-less ended after Alduin, but these days we have lots of things to do after the main quest, like Dragonborn or Vigilant. This tweak takes the health regen all the way down to 3 per second, matching the stamina and magicka regeneration. Still strong, but not so broken.

No Armored Spellcasting Penalty
Removes the magicka cost penalty while wearing armor. I know Oblivion had such a penalty, but Morrowind and Skyrim didn't, and I know which side of that line I'd rather be on.

Perk Requirements
Changes the Immunization perk in the Alchemy tree to require either one of its prerequisite perks, not both.

Playable Labyrinthian Weapons
Requiem flags the three spectral weapons (Drainheart Sword, Drainblood Battleaxe, Drainspell Bow) from Labyrinthian as non-playable for no reason, as well as giving them generic names. This tweak restores their rightful names and playable status.

Restored Vanilla Names
Requiem takes Mirmulnir's name away, replacing it with the generic "Wounded Dragon". This tweak restores his rightful name.

Visible Pressure Plates
Requiem makes some pressure plates invisible. This tweak makes them visible again. Use something like Subliminal Traps if you want to make them hard to see in a way that's not stupid.

Vanilla Spell Names
Requiem replaces many spell names with generic, systematized versions. For example, Dragonhide becomes Mage Armor (Rank V). This tweak restores those spells to their former flavorful glory.
By reverting most spells to their vanilla name, this fixes some of the bizarre inconsistencies introduced by Requiem's renaming.
For example...
  • Requiem's Firewall, Icewall, and... Lightning Wall(???) are reverted to Wall of Flames, Wall of Frost, and Wall of Storms
  • Requiem's Lightning Shackles (what the hell is a lightning shackle?) now has its proper, classic name, Chain Lightning
  • You know how Skyrim has a Conjuration tree? With which you conjure various ghosts and ghoulies? Requiem changes all those spells from "Conjure [whatever]" to "Summon [whatever]". Now you can go back to conjuring Atronachs.
  • And many more...
Where Requiem-added spells had generic, systematized names, I replaced them with flavorful spell names from other Elder Scrolls games.