About this mod
Just a collection of some fixes and tweaks i made for myself
- Requirements
- Permissions and credits
- Changelogs
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Stamina changes:
Default requiem applies stamina consumption for various actions based on the input. It works fine for a simple setup, but it has issues if you block certain inputs with some conditions since the script doesn't know about the conditions on those actions, it will still apply the stamina costs.
Example: i have blocked jumping in combat in my setup, default requiem applies the stamina cost despite the player never being able to jump.
my script now checks if the animation actually happens instead of just checking the input.
Lockpicking changes:
The default requiem behavior breaks controller input if you use 'Auto Input Switch'
i just changed how the menu is closed
not useful if you don't play with a controller!
Bullrush:
The way Requiem stops your character after colliding with someone breaks the controls on gamepad if you use 'Auto Input Switch'
I just removed the stop after colliding with someone to get around that.
not useful if you don't play with a controller!
Breaking Bows:
I made it required to have the bow out instead of just having it equipped.
I will update if i add more.
The mod is made with Requiem version 5.4.5
i have no idea if those changes work with any older/potential newer versions
Keep Starting Spells:
When you initialise requiem in-game, it removes starting spells.
That's fine until you use a mod like Paradigm for your alternate start cause it removes those spells (healing hands, flames,...) from the classes you selected as well.
So this script tweak just comments out the removal of the starting spells.