Skyrim Special Edition

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Pamposzek

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pamposzek

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About this mod

Testing cell to craft your build and take on Requiem baddies.

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Changelogs
REQUIEM ARENA



What the heck is this?

I recommended awesome video made by Kazu (huge thanks!)



Features

    - Containers with all crafting, enchanting, and alchemy supplies, as well as base weapons, armors, unique items, spells, enchanted jewelry, spells and scrolls;
    - Activators to grant buffs gained through quests (Oghma Infinium, Vampirism, Lycantrophy, Agent of Mara/Dibella, Ancient Knowledge, Sailor's Repose, Sinderion's Serendipity (what a mouthful..);
    - Option to select from few pre-made builds (I can implement more, just need suggestions): simply use the statue of Mara as a fresh character, choose the build, and it's ready to go;
    - Option to learn all shouts immediately;
    - Deities shrines in one place;
    - Unrestricted standing stone choice;
    - The arena: select your NPCs from several groups and tackle on them individually, or even make two teams fight each other (it's possible to have same enemy fight with each other). You could also go full free for all mode, more will be explained below;
    - MCM to customize NPC friendliness and skill levels;
    - Not sure if I forgot something, if I did then those things are it.



Explaining the arena

To choose your enemy, activate one of the head pedestals to select a group. Then NPCs to choose from will appear and simply walk up to them and activate to make a choice (pillar of light will indicate selected NPC). Next, choose your setting: by default, enemies spawn in the middle and are hostile towards you. You can customize it in MCM: either choose for all enemies to be friendly, or everyone against you, regardless of other settings.

Choosing a team: there are two pedestals you can activate: one will cycle between unlit/red light/blue light. It indicates team NPC will belong to when spawned (you can see info in notifications as well). Empty means no team, red means Team Red, blue means Team Blue. So, enemies spawned in Team Red will all appear on one side of the arena and will not attack each other. Then, you can optionally enable FFA with the other pedestal (light = enabled), but note that if you use it with red/blue team selection, it will make them fight immediately, which is no good, so it's only used with teamless option (leftside light unlit, if you're facing away from the arena). Lastly, hit the skull pedestal (that says 'Get rekt') to spawn your choice (and repeat until you're happy with the amount). Once you have read and blue team spawned, you can hit a ribcage + 2 skulls totem to toggle opening of the gates. Spawned enemies will always try to reach the middle, so they're guaranteed to fight each other (just not immediately, that's how AI packages work).

If you prefer to tackle alone on the baddies, or make some FFA setup, you could either spawn everything in the middle (and type tdetect in console beforehand to prevent them from killing each other until you're done spawning), or you could spawn either of the colored teams but make sure friendly enemies are off in the mcm, so they attack you once the gates open. Oh, and you get Babul's Rage spell for convenience. It's used as a lesser power and it simply destroys everything around, if you want to change your mind and clear arena of enemies.

There's one more optional thing in case of save bloat or clutter on the screen: janitor script (aka YEET). in MCM you can enable Janitor and set a value that equals time in seconds before enemy is completely deleted (after it dies). So setting it to 120 seconds would mean that if you kill the enemy, its corpse will be completely deleted after that time. Should be useful if you like to spawn a lot of stuff.



Leveling skills

You can either choose complete build using statue of Mara (only 2 so far), or make your own using MCM. Simply start with your new character, open MCM -> skills, and choose your desired skill levels in each tree. Note that if you change your mind, and open the slider again, it will default to your current value. All values all applied only when you exit MCM menu, so you can change your mind by simply re-opening slider for a given skill. There are options to simply set your desired skill level, or to level it naturally - if it's the latter, your gained skill levels will simulate behavior in real game, so you would be granted character experience (and so, levels and perks). There's also option to grant you extra perk points, in case you need it for something.


Super mega important, must read

    - You can enter only by typing coc requiemarena in the console;
    - Run Reqtificator before playing, there are lots of NPC records to be patched;
    - "Learn all shouts" statue also makes some main quests flagged as complete, just saying (to make you able to select some speech perks related to shouts);
    - Choosing pre-made build is a one time thing. There's no unlearning skills and perks feature. Simply make a new character, if you want to test a new build. Or make a save before you start tinkering with skills;
    - If using one of the preset builds, make sure to hit cancel on prompts asking you to choose a spell (otherwise it will be stuck). You'll be granted spells anyway;
    - When initiating, script checks if player level is 1. If it is, it deletes all the inventory, to prevent default Nord character having stuff we don't want. Should be safe if you load it with higher level players;
    - When choosing premade build, you'll be granted 20 thousand carryweight, to make it easier to loot everything and craft stuff. I might implement a toggle in MCM that gives you extra carryweight, am open to suggestions;
    - I recommend using Better Container Controls for SkyUI, so you can easily take out only ingredients, or only soul gems, if you don't need to loot the whole container, and then store it back;
    - Oh, it requires Fozar's Dragonborn patch. No reason not to play with it.



Huge Love

First and foremost, massive thanks to Ashen for helping me figure out Papyrus and how to do most of this stuff, can't overstate the help I got over at skyrimmods Discord, and also advice on how to tackle some things. Extra love to neM from skyrimmods for helping me to figure out how to hide that HUD spam, it's a big thing. Also thanks to folks from skyrimrequiem Discord, so Asrak, Sunny, Noxcrab (apologies if I forgot someone), for giving helpful tips and encouragement (sup Donal). And of course cheers to Nbk and Kiskoller for providing nice builds.


Closing thoughts

Originally it was supposed to be a simple mod to make Legacy of the Dragonborn enemies spawning easier, but it kinda got out of hands, so yea. I'll definitely look into including LOTD enemies for my own testing, so I can balance enemies easier, but might slap a version of that, if anyone's interested. Also feel free to report all bugs and suggestions of stuff to implement in the discussion threads.