About this mod
Tweaks and Addons for Requiem by Noxcrab
- Requirements
- Permissions and credits
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Translations
- Polish
- Changelogs
Noxcrab's Tweaks
by. Noxcrab
[ Description ]
Requiem - Noxcrab's Tweaks is a group of tweak mods for Requiem-The Roleplaying Overhaul.
Check ARTICLES page for changelog and documentation for each mod.
Recommended Load Order
- Requiem.esp
- [ Other Requiem Patches ]
- Requiem - Alchemy Redone.esp
- Requiem - Birthsigns Redone.esp
- Requiem - Blessings Redone.esp
- Requiem - Classes Redone.esp
- Requiem - Races Redone.esp
- Requiem - Resist and Regen Tweak.esp
- Requiem - Stealth Redone.esp
- Requiem - Toggle Enchantment.esp
- Requiem - Weapons and Armor Redone.esp
- Requiem - Heavy Armory Patch.esp
- [ Heavy Armory Patch Addons ]
- Requiem - Special Feats.esp
- Requiem - Magic Redone.esp
- [ AR Patches ]
- [ CR Patches ]
- [ SR Patches ]
- [ WAR Patches ]
- [ MR Patches ]
- [ BR Patches ]
[ Alchemy Redone ]
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 potions and poisons are patched along with ingredient changes.
Elemental alchemy adds powders (scroll) and oils (poison) that deal high elemental damage over time, allowing alchemists to fight against those immune to poisons and adding new tools for every build. They can be crafted with Alchemy skill or bought from vendors.
* Elemental oils require Scrambled Bugs - Poison Resistance fix enabled.
[ Birthsigns Redone ]
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.
[ Blessings Redone ]
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 instead of skill level. Restrictions are minimal so that you can play with your own rules instead.
[ Classes Redone ]
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.
[ Races Redone ]
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 distinctive bonuses for each race, suitable for their ideal roles.
[ Resist and Regen Tweak ]
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.
[ Stealth Redone ]
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.
[ Toggle Enchantment ]
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.
How this works is that when you have the power active, charge cost for the enchantments is multiplied by 4096, and thus the enchantment will not work as if it's out of charges. If there are any special enchantments that work different, they may not work properly. The enchantment also needs to have its skill set to None (anything besides the five schools of magic).
[ Weapons and Armor Redone ]
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 integrated into Requiem are rebalanced as my Requiem - Heavy Armory Patch.
Recommended Mods
- Creature Collision Fix : Fixes bad collision of some creatures that prevented unarmed attacks from reaching them.
- powerofthree's Papyrus Extender : REQUIRED for poisoning throwing knives.
- Unarmed Weapon Speed Scaling and Unlocked Movement : Allows unarmed power attack speed to scale with WeaponSpeedMult modifiers.
For Experience mod users, if kills made by throwing knives don't give you XP, try setting fDamageThreshold to 0.0 in Experience.ini.
[ Starting Choices - Noxrim ]
Balance & compatibility patch for Starting Choices - Requiem Edition and my mods.
Adjusted costs for items (based on my idea of balance), added options for weapons, potions, staves/scrolls, spell tomes, and misc items that were not included in the original mod. Compatibility patches for my mods add even more options.
The base Noxrim patch works for base Requiem even if you don't use my mods.