Skyrim Special Edition
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Noxcrab

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Tweaks and Addons for Requiem by Noxcrab

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Noxcrab's Tweaks
by. Noxcrab



[ Descriptions ]

Requiem - Noxcrab's Tweaks is a group of minor tweak mods for Requiem-The Roleplaying Overhaul. More tweaks are to be added time to time.
Compatibility for Requiem versions will be listed in File descriptions.

NOTE :
Magic Redone files (e.g. Illusion Redone) in this modpage is simply old version hosted here for anyone who still want to use them. If you want to check out Requiem - Magic Redone, check out this page instead : https://www.nexusmods.com/skyrimspecialedition/mods/59302

Craftable Items is also discontinued - no further updates will be provided, but you can still find the mod in MISC section. I plan to merge features that were in Craftable Items into Weapons and Armor Redone and other mods.



[ Alchemy Redone (0.4) ]

Rebalances Alchemy skill and organizes the ingredient effects so that they're more easier to understand.

Crafted potions will be much weaker at the beginning, and the price of crafted potions are reduced to 1/10 so that you can't make easy gold out of Alchemy. Ingredient yield from loots are also reduced to just one or two.

Ingredients are much more simplified, similar to vanilla style. Ingredients generally have same base strength, but several ingredients have extra multipliers, and only a few rare ingredients are given additional bonuses (e.g. Fire Salts for Resist Fire). Almost all changes to ingredient effects made by Requiem are reverted back to vanilla (e.g. Mudcrab Chitin has Resist Poison instead of Requiem's Resist Shock). Some vanilla effects are restored, and you can also find new effects - Damage Strength, Silence, Fortify Speed, and Fortify Unarmed.

Elemental Powders get new on-hand models with different colors, and new Elemental Oils are added which can be used like poisons.
* To use Elemental Oils on enemies immune to Poison, you need Scrambled Bugs - Poison Resistance fix enabled.

Check ARTICLES page for detailed list of changes.

Patch for Requiem - Basic Hunting and Requiem - Special Feats are provided in the fomod installer.



[ Basic Hunting (0.2) ]

Modifies loots from Animals and Creatures to make Hunting worthwhile, without complicated mechanic changes. Number of Animals Killed will progress the player's Hunting skill, resulting in better quality loot. Some special items can also be found on certain Animals or Creatures.



[ Birthsigns Redone (0.5) ]

Reintroduce Requiem's standing stones as Birthsigns, adding 'Choose a Birthsign' power at the start of the game. After the birthsign is chosen, activating the standing stones will change the birthsign, but can only change to signs within the same group (Warrior, Mage, Thief, Serpent).

The Birthsign effects are changed to reflect lore-described traits as well as their effects in Morrowind, Oblivion, and vanilla Skyrim. Each sign has different purpose for building a character, and the signs that were considered weaker are now given enough practical bonuses.

Check ARTICLES page for detailed effects for each birthsign.



[ Blessings Redone (0.2.2) ]

Heavily inspired by SimonMagnus's Pilgrim - A Religion Overhaul, Blessings Redone overhauls the blessings mechanic and adds new deities to serve. Blessings are added as passive abilities instead of temporary shrine buffs, and you can pray to receive temporary buffs, their strength depending on your rank. Restrictions are minimal so that you can play with your own rules instead.

Check ARTICLES page for mechanics and list of deities.



[ Races Redone (0.5) ]

Racial attributes and abilities are redesigned based on previous elder scrolls games and their lore.

All races have same sum of attributes, and each base attribute determine secondary attributes such as regeneration, power attack/spell costs, etc, with simple formula. Racial skill levels are based on race lore, and are directly associated with skill gain bonuses and racial skill proficiency bonuses, making them more intuitive instead of hiding the actual numbers and data behind.

Racial resistances are merge of Morrowind to Skyrim, with balanced magnitudes. Some racial resistances that were absurdly high or too punishing (Altmer's Weakness to Magic) are toned down. Racial abilities give unique distinctive bonuses for each race. Some abilities focus on specific skills, assigning each race an 'ideal role'.

Check ARTICLES page for detailed race information.



[ Resist and Regen Tweak (0.3.1) ]

Resistances of enemies are overhauled for better power balance.
Extreme or unreasonable resistance of some enemy types are removed.
Regenerating enemies have much reduced regeneration, but instead are given extra health.
Fozar's Dragonborn patch enemies are integrated.

Compatibility :
If using General NPC Tweaks (version 2.0 or higher) in Requiem - Small Tweaks, let it overwrite Resist and Regen Tweaks, as General NPC Tweaks has its own changes to Dragon Priests.



[ Stealth Redone (0.4.1) ]

Reworks Stealth skills (Sneak, Lockpicking, Pickpocket) to provide more useful bonuses.

  • Sneak offers more unique bonuses, for example Light Steps increasing movement speed while sneaking. Assassination branch perks allow sneak attack on 'sneak attack immune' targets, allowing sneak builds to stay viable at end-game.
  • Lockpicking perks provide quality-of-life bonuses that were in vanilla (removed by Requiem).
  • Pickpocket has generous success chance to encourage non-savescumming instead, as well as minor improvements to perks.


[ Toggle Enchantment (0.2) ]

Adds a power that lets you toggle enchantment usage on weapons. When the power is active, the enchantment on your weapon will not apply and will not cost any charges. Toggling enchantments will show notification message at top left screen : Enchantments activated, Enchantments deactivated.

Enchantments need associated skill set to None to be toggled. Requiem sets skills for enchantments to None, but there may be some enchantments that are not covered, and may not be toggle-able.

How this works is that when you have the power active, enchantment charge cost for your weapons is multiplied by 4096, and thus it'll work like you're out of charges. You also get the 'this weapon needs recharging' message, but can't help with that... If there are some 'special' enchantments that work different, this power may not work properly, but for the most part it should.



[ Weapons and Armor Redone (WAR) (0.9.1) ]

Reworks Combat skills, weapons, and armors. Combat skills are generally buffed to make them more significant, and weapons' stats are reorganized to provide more linear progression. Hand to hand (unarmed) is supported with its own perk tree. Adds various new weapons and armors (bucklers, throwing knives, etc) integrated into leveled lists.

Full features of the mod are found in the ARTICLES page.

Compatible Mods (patch provided in fomod)
  • Requiem - Alchemy Redone
  • Requiem - Creation Club
  • Make Non-Exploitable Crossbows Slow Again for Requiem
  • Requiem - Special Feats
  • Requiem - Stealth Redone
Recommended Mods
Special Notes
  • This requires Fozar's Dragonborn patch as master, but will de-Fozar the armor/weapon/smiting/crafting changes (starting from WAR 0.6). All the armors and weapons are reverted back to newer Requiem stats. If you use any mods with Fozar's smithing tree compatibility patch, disable the smithing tree patch.
  • Throwing Knives will use vanilla aimed spell cast animations if you use DAR. I tried using other animations but the transition and aim were badly off, so decided to use vanilla animations that will give you best gameplay performance. You can customize the animations folder yourself.
  • NOTE: found index conflict with Goetia Animations - Conditional Shouts. Change WAR's directory index to fix conflict.