Skyrim Special Edition
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agd25

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agd25

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This mod overhauls the abilities and resistances of Enemy races in Requiem - The Roleplaying Overhaul. The mod is completely controlled by a MCM, allowing you to tweaks Requiems difficulty as you see fit.

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Requiem - Enemy Overhaul


This mod overhauls the abilities and resistances of Enemy races in Requiem - The Roleplaying Overhaul. The mod is completely controlled by a MCM, allowing you to tweaks Requiems difficulty as you see fit. It is designed to smooth out Requiems difficulty curve, by making some enemies easier and some harder. Much harder.

This is a merger of two of my previous mods Requiem - Dangerous Dragons and Requiem - Regeneration Tweaks. It contains the same changes, just with a MCM menu to control them. Some extra options have also been added as well.

Dragons

Dragons in Requiem are a joke. Supposedly an endgame enemy, a shard of the Divine Akatosh, greatest of the Divines, killed by an Apprentice mage hiding behind a pillar. Dragons have about 66% physical resistance, no magic resistance, and a 100% weakness to their opposite element, meaning mages have the easiest time killing Dragons, even though they are already the most overpowered class already.

Options
  • 140 extra armor rating, up to the armor cap of 800.
  • Extra magic resistance, up to 80%, in increments of 10%.
  • Health regeneration, up to 10 per seconds, in increments of 1.
  • Bite attacks now do unblockable damage. Up to 250 in increments of 50.
  • Bite attacks do guaranteed knockdown.

These changes make Dragons an enemy to be feared. Both magic and physical damage resistance is capped, so you need armor piercing or Annihilation magic to have a chance. The bite damage and knockdown mean face tanking them is out of the question, as it should be, as their mouth is bigger than the player. And the regenerating health prevents cheesing them using Giants, Storm Atronachs or Enchanted Spheres you lured over. They are true apex predators, until you come along.

Draugr

Dragon Priest health regeneration is the most common complaint I have seen about Requiem. It is about 60 per second, which is insane, preventing most players from defeating them until late game, which is a problem, as the Draugr guarding them are nowhere near as tough. This means that you get to the end of a Dungeon just to find out it is impossible.

Options
  • Nerf Dragon Priest health regen to 10 per second.
  • Buff Dragon Priest health by 1500 to compensate.
  • Give all Draugr a 75% weakness to shock, down to a 25% weakness.

The shock weakness option is there to give shock magic some more viability, in case you are bored of only being able to use fire. They are still weaker to fire, but only by a little, giving you more options.

Dwemer

Dwemer suffer the same problems as Draugr. Only a few good ways to fight them, and bosses that are impossible to beat. 

Options
  • Nerf Enchanted sphere health regen to 10 per second.
  • Buff Enchanted sphere health by 1500 to compensate.
  • Give all Dwemer a 30% weakness to frost, down to a 50% resistance.
  • Give Centurions health regeneration, up to 5 per second on increments of 1.

This should make Enchanted Spheres less overpowered, give you the options to use frost magic on them if you want (although it is still weaker than shock). The Centurion Health regen is just enough so they can't be cheesed, as I find they are so big they get stuck very easily, making them easier than lesser Dwemer at times.

Spriggans & Trolls

These early game enemies have an annoying amount of health regeneration, greatly favoring certain builds over others. Using two handed you can two shot them with ease, while one handed will find them impossible at the same time.

Options
  • Nerf Spriggan health regen to 10 per second.
  • Buff Spriggan  health by 500 to compensate.
  • Nerf Troll health regen to 10 per second.
  • Buff Troll health by 500 to compensate.

Ebony Vampires

The option has been added to take 1000 health, 30 MR and there Dragon Priest spell away.