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  • Stealth Redone (1.0.1)

    Changelog : https://docs.google.com/document/d/1kO1P3hfF5Olvmk8AoK6pEE3fHglUZdgZ

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

    Lockpicking perks provide quality-of-life bonuses that were in vanilla (removed by Requiem), and overhauls the traps as well as adding playable traps.

    Pickpocket has generous success chance to encourage not using save & load. The perk tree is more compact and a new perk to improve combat for rogues is added.

    Sneak perks offer new unique bonuses for stealth. Assassination branch perks allow sneak attack on targets with Sneak Attack Immunity, allowing sneak builds to be more viable.




    Lockpicking perks retain unique effects that were ...

  • Classes Redone (1.0)

    Changelog : https://docs.google.com/document/d/1mW4T1gBJcIKHrTdkjiuorGLPBabBj8Oy

    Classes from previous elder scrolls games return with new class abilities for more specialization.

    Choose a class at the start of the game using 'Choose Class' power. Choosing a class grants you extra base attributes, skill levels and skill rates for three major and three minor skills, depending on the chosen class. In addition, you get a class ability that improves at character level 10 and 20.

    The classes are based on the 21 classes in Morrowind, but the attributes and skills are converted for Skyrim's three attributes and 18 skills. Further specific arrangements are made for Requiem. Class abilities are chosen to fit the role and theme of each class.

    <...

  • Weapons and Armor Redone (1.0.1)

    Changelog : https://docs.google.com/document/d/1deFPCuNHBiShlxA0F56tPTRobdjuxL1i

    Overhauls combat skills, weapons, and armors, adding new items.

    Combat skills provide more powerful and significant bonuses to their roles. Perks are rebalanced and new perks are added to grant each weapon type more distinctive traits and strengths.

    Throwing knives are added under Marksman as single-handed ranged weapon. They can combo with melee and quickly deliver poisons and elemental damage.

    Various weapons are rebalanced, and new weapon/armor variants are added. Bows/Crossbows and shields have both heavy and light variants, bucklers are added, armor paddings provide extra protection, throwable bombs and upgrade kits can be crafted. New weapon types in...

  • Resist and Regen Tweak (1.0.1)

    Changelog : https://docs.google.com/document/d/1kHk0A-RikBkd4o7biW5pNaG-tpDFmVlE
    Resist and Regen Tweak Spreadsheet : https://docs.google.com/spreadsheets/d/1A37vY0jcEnGVtoO8uJ_kQXsrTLooTkXP

    Natural armor, natural healing, resistances, and trait resistances are overhauled.

    Natural armors have more organized values and a new rule for damage type resistance (extra armor rating). Absurdly high natural healing is reduced but instead given extra health.

    Resistances have organized numbers, and direct immunities are avoided unless needed. Trait resistances (% damage resistances) have two ranks, minor (25%) and major (50%), depending on physical/supernatural traits.





    Armor ratings are multiples of 100.

  • Blessings Redone (1.0.1)

    Changelog : https://docs.google.com/document/d/1OyE4oWoBIPaV9vjES-LfOF_AExM7ZQEV

    Heavily inspired by SimonMagnus's Pilgrim - A Religion Overhaul, Blessings Redone overhauls the blessings mechanic and adds new deities to serve.

    Besides the Divines and the Daedra (now including Jyggalag), you can also choose from the benevolent and the malevolent deities, who have their own names (e.g. Auriel) or generic names (e.g. Warrior God) that represent racial pantheons or other miscellaneous deities.

    Blessings are added as passive abilities instead of shrine buffs, and you can also pray once a day to receive temporary rewards. Their effects are unlocked by three ranks of Faith perk in Restoration or Cultism perk in Conjuration, which require player level 0/10/20...

  • Alchemy Redone (1.0.1)

    Changelog : https://docs.google.com/document/d/1ubCy9zdIcqW8yjFj19yi4HbmYUbai8eA
    Ingredient Effects Spreadsheet : https://docs.google.com/spreadsheets/d/1Fi4igUUUalpyw0OxicxqMmkgcqr0cpse

    Rebalances Alchemy skill and simplifies the rules and mechanics.

    Crafted potions are weaker at the beginning, prices of crafted potions are reduced, and ingredient yields are reduced to just one or two. So that you can’t grind Alchemy for easy XP and gold.

    Ingredients are much more simplified. Either only magnitude or duration scales by strength, and additional modifiers are unified as -1/+1/+2 potency modifiers with 0.5x/1.5x/2.0x strength. Ingredients are patched with new rules based on vanilla. Existing effects are changed, and new effects are added. All po...

  • Starting Choices - Noxrim (1.0)

    Changelog : https://docs.google.com/document/d/13rosY_FZ85Id5j7sVEvQg0WJvPy26Jiq





    Wood melee 1H / 2H : 1/3
    Iron melee dagger / 1H / 2H : 3/5/7
    Steel melee dagger / 1H / 2H : 5/7/9
    Silver melee dagger / 1H / 2H : 7/9/11
    Iron ranged heavy / light / ammo (x30) : 5/3/2
    Steel ranged heavy / light / ammo (x30) : 6/4/3
    Silver ranged heavy / light / ammo (x30) : -/-/4
    Iron/Fur armors (Body / Head / Hands / Feet / Shield) : 6/3/2/2/4
    Steel/Leather armors (Body / Head / Hands / Feet / Shield) : 7/4/3/3/5
    Pickaxe : 3
    Woodcutter's Axe : 3
    Fishing Rod : 2





    Novice Robes : 11
    Novice Robes of <Magic> : 15
    Novice Hood : 11
    Circlet of Mi...

  • Races Redone (1.0)

    Changelog : https://docs.google.com/document/d/1lFme3nhVqSxXUsx_C-5d0KQFoo6gtMiN

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

    All races have the same sum of attributes, and each base attribute determines secondary attributes such as regeneration and stamina/magicka costs, 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 resistance is the merge of Morrowind to Skyrim, with rebalanced magnitudes. Some racial resistances that are absurdly high or too punishing are toned down. Racial abilities give unique di...

  • Birthsigns Redone (1.0)

    Changelog : https://docs.google.com/document/d/1n3x6W7XbL_WTF5mVF3a_3dhWJ4k9CMrE

    Reintroduces standing stones as birthsigns, allowing the player to choose a birthsign at the start of the game by using 'Choose Birthsign' power.

    After the birthsign is chosen, activating the standing stones will change the birthsign, but you can only change to a sign 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 Skyrim. Each sign has different purpose for building a character, and the signs that were considered weaker are now given enough practical bonuses.






    The Warrior is the first Guardian Conste...