Small question in regards to the WAR module. It specifies that the sprint key activates Dodge, "avoiding physical damage within 0.5 seconds".
Does this 0.5 second window refer specifically to the Requiem-default dodge where you quickly dash in a specific direction, or does it also affect your first 0.5 seconds of regular sprinting? I've been using True Directional Movement which makes Requiem's default-dodge a bit trickier to pull off, and I would like to know if sprinting at the right time will also work.
I'm going to try this out, looks promising. One thing that I would suggest is please please please make the perk that allows selling stolen goods to anyone available much earlier than at speech lvl 100. Look, Skyrim's economy is broken and can never be fixed. There's just too much loot and stuff and too little to spend septims on. Gold has any relevance only in early game. Which is why giving the perk of selling stolen items only at lvl 100 Speech (when the character is high level) is just useless because at that point money means nothing at all. I think it makes more sense to make that an early perk to help players who choose to play as thieves, when money is still needed. If anything, that should be the first perk of the tree for those who may not wish to join the thieves guild.
Hey Nox, having an issue with weapons and armor tweaks where it seems only the heavy armor tree is missing the new perks and perk changes. I've set up the plugins in the order you showed, but that didn't seem to fix it. Just wondering if you might have an idea on what could cause that. Maybe if you have insight in other mods that alter these perks. I looked through my list and couldn't find anything that would mess with heavy armor perks.
Hello, Thanks for these nice tweaks! I would like to ask if in a coming update you could release the stealth module without the jump editing, cause it resets the jump height slide in Requiem which is gamebreaking for my roleplay and I like the changes you brought to us. thanks again for your tweaks.
I'll have to think of a smarter way to do this, but for now you can edit the default jump height in xedit. Requiem - Stealth Redone.esp > Magic Effect > REQ_Effect_Sneak_JumpHeight, set HeightDefault (76.0) to something else.
Jump height config can conflict with any mod that attempt to change it. I'll see if I can make it compatible with Requiem's MCM at least.
Guys with the stealth modeule your jump height in Requiem MCM will be reseted but the changes of this mod will keeping working (1%+ jump height) just letting u know.
I'm not sure if it's a problem with this mod. After using Alchemy Redone it, I couldn't find any naturally generated Potion of Restore in the entire map.
152 comments
Does this 0.5 second window refer specifically to the Requiem-default dodge where you quickly dash in a specific direction, or does it also affect your first 0.5 seconds of regular sprinting? I've been using True Directional Movement which makes Requiem's default-dodge a bit trickier to pull off, and I would like to know if sprinting at the right time will also work.
Thanks for your time, love your work.
The question is probably stupid but I'm not sure if I must launch Reqtificator before or after having installed your tweaks.
Thanks !
I would like to ask if in a coming update you could release the stealth module without the jump editing, cause it resets the jump height slide in Requiem which is gamebreaking for my roleplay and I like the changes you brought to us.
thanks again for your tweaks.
Requiem - Stealth Redone.esp > Magic Effect > REQ_Effect_Sneak_JumpHeight, set HeightDefault (76.0) to something else.
Jump height config can conflict with any mod that attempt to change it. I'll see if I can make it compatible with Requiem's MCM at least.