Skyrim Special Edition

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Pamposzek

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pamposzek

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  1. pamposzek
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    KNOWN ISSUES:

    • 5 of the High Hrothgar banners are somehow replaced by Requiem one.. will fix, but it's not critical, I find it kinda funny. Simply yeet movable static record from the .esp if you wanna have it fixed right now;
    • Seeker refuses to stand straight on the pedestal, no idea why. I'll try maybe disabling its AI or something. Weird stuff;
    • Kruul is sometimes off his pedestal, fix is ready I think, just want to wait a bit to see if anything else gets reported, don't wanna spam the updates that fast.
  2. pamposzek
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    If you have ideas about builds I should include, feel free to hit the forums over at suggestions. Info I need:

    • Which perks you take (names could be nice instead of 'that branch to the left or something')
    • Target level of your skills (in case final build has 100 alteration, but only uses lvl 50 perks)
    • How are you going to level up (like 5x health, 5x stamina, rest to magicka, etc.)
    • Race/standing stone/blessing/quest buffs (vampirism/werewolf/ancient knowledge etc.)
    • Equipment and spells you're gonna use.

    For now there are only two, so would be cool if there are more for immediate testing. Could use some mage builds, maybe some sneaky characters, 2h warriors, battlemages..
  3. Dovah337
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    Could you implement a skill uncapper in the future, designed for requiem of course? Also, I have two minor issues: 1). all npcs spawned in the arena have the black face bug 2.) if I set multiple skills to 100 (or probably one), there is a delay before the skills are updated to the current skill levels in the leveling menu. I had to open the leveling menu like 2 or 3 times before the skills' levels are updated to their current one. Cool mod, btw. I enjoy showing Arcano no mercy with the thunderstrike spell.
    1. pamposzek
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      What do you mean by uncapper exactly and how it's different from the uncapper we have (for Skyrim)? About black face, you're the first to report that hmm.. not sure why it could be like that. But you can simply regenerate face gen in Creation Kit so that it matches your currently installed mods. About delay - you're talking about the MCM? I found MCM to be not very reliable in terms of setting default values, sadly.. it's a little finicky when it comes to the slider values, seems like. Maybe there could be some workarounds. I basically went from 0 knowledge in Papyrus to doing this, perhaps things could be done better. When I have more free time in a month or so, I'd like to look at it more closely.

      BTW feature of hiding the UI spam of "shout learned" when you learn all shouts was kinda hidden. Had to decompile a flash file that's responsible for the UI, then find values that could be it, with some help from guys on the Discord.. and then finding that it doesn't work, just try different variants and semi-blindly figuring out the exact code... it is kinda insane at times.

      Anyway, thanks for the feedback and I hope you enjoy it in the state it's in for now. I kinda wanna do outdoor arena with dragon fights.. but need to figure that one out. I'll test the MCM update thing once I get to it, but I'm afraid it might be just MCM thing. Or maybe I can force the user to wait each time MCM is opened, so that values update, but that might be less ideal.
    2. Dovah337
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      About an uncapper, I was referring to the uncapper that already exists on skyrim se nexus, created by Kassent. I know I could adjust the ini file of that mod to the adjust the level progression of the player character, but I am not sure how requiem's current player character level progression works to make those adjustments consistent. So when I said for it to be 'designed', I meant to say for it to be 'adjusted' (sorry about that). I could also make a skill legendary but I got a warning saying by doing that will cause some requiem perks to not work anymore. I reason I asked about the uncapper is because I want to naturally increase the three physical attributes, more specifically, magicka and health beyond the limits without using console commands. I heard about the mod Experience but im not I fan of getting xp without the use of skills, it doesn't fit skyrim imo.

      As for the dark face bug. From what it seems, the bug cannot be produced outside of the arena, within tamriel, and I don't have mods that overhauls npcs. But I do suspect a conflicting mod that's lurking in my MO2 instance, maybe Monster Facial Animations.

      And for the delay, I was talking about the displayed skills in the vanilla leveling menu (with the perk trees) showing a delay before the skill levels shown are updated to the current one. I think this delay certaintly happens when im constantly increasing the physical attributes due to say,  jumping from character level 1 to level 82 by increasing all the skills to level 100 in the mcm. I don't think mcm is the problem. I think it's a limitation in the game's coding.
    3. pamposzek
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      I think uncapper is outside of the scope of this mod really. I never played with it, nor Requiem is designed with it in mind (meaning it's potentially unbalanced.. but since perks are everything, then having extra levels in a given skill is probably not so much overpowered as in vanilla?), so I don't see reason to try tweaking it. I could though think about adding MCM option that sets base stats of your choosing. Right now it sets those based on hard coded set values. Experience should work however you set it up, I think you can disable quest/discovery/location clear exp, and enable only kill exp. So that way you get exp with the use of skills you use to kill enemies.. considering amount of exploting vanilla Skyrim leveling, I think it's great. No more hitting minimum damage hits on a ghost to quickly level skills for example. Or urge to snipe distant deers for free archery exp.

      Regarding skill level updating - were you using option of natural progression of skills? If so, it will grant you character exp worth of your set skills, so if you level up 5 skills to lvl 100 it will mean lots of character levels. I can imagine that updating all of this could take some time. Could be limitation in the engine, as you say.
    4. Dovah337
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      Thanks for the response
  4. jayserpa
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    I was using this mostly just to see "who would win" scenarios and it actually helped me a lot tweaking my game, nerfing and buffing some characters and the like. It's actually quite fun just seeing the fights haha.

    Things that would make this mod even better (in my opinion). Just dropping them here in case you find them useful or want to implement them at some point:

    - Easier group spawns: spawn 5 mele bandits / 5 bandit bosses / 5 bandit archers / 5 imperials / 5 stormcloaks / 5 guards...
    - Add more infamous characters: Ulfric, Tullius, maybe some popular followers (Lydia, Mjoll, Marcurio) the bandit leader at Valtheim towers...
    - The arena is kinda dark. It would be better I think if there was more light coming in. Or if there was no roof perhaps.

    Anyway, I had a quite fun couple of hours testing things. Thanks for the mod!
    1. pamposzek
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      Thanks for the feedback, I was thinking about doing multiple spawns. I think I'd implement the value for both teams in the MCM, so you could run 10 blue team vs 1 red team consistently, without having to jump back and forth. For now I'm kinda taking a break from it all... but I did experimenting with exterior cell, so we could have dragon fights :) Just gotta figure it out better. I think Elsi was included? At least at first she was.. hm. Maybe when I revamp the arena, I'll think about just adding more slots or something.. that's for the future though. Glad you enjoy the mod.
  5. Mikesmoddingworkshop
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    Sorry to be that guy but is there any possibility that this mod could be standalone with out requiem or it's deeply integrated to requiem mod. Thank you. This is the best arena mod I have seen so far.
    1. pamposzek
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      Sorry, but it will require Requiem for sure. There's just so much it changes, and I am not playing non-Requiem modlists since I first discovered Requiem.. and so, I have zero interest in making it for vanilla Skyrim. However, I have included source files for scripts and set permissions to allow modification, so I am not closing off the possibility, if someone wanted to strip off Requiem stuff (note that quite a few NPCs are strictly exclusive to Requiem, like beasts bosses, also bonuses, perks etc. etc.). I am not playing Skyrim at the moment, and not modding really, I am absorbed by other things now, so.. I'm sorry, but I have to say no. And thank you for the kind words, I am happy that you like it.

      P. S.
      It's probably unreasonable, but.. give Requiem a shot, if you haven't.. just in case you might like it. Base version isn't even hard at all, people are making hardcore overhauls of Requiem because the base is not so challenging, once you know the basics. Just saying it, because that would be the easiest and the fastest way to enjoy the Arena. You could simply try a fresh modlist with just requirements and quickly check abilities/perks/spells (can level up in MCM instantly), grab some weapons and tackle on enemies to see if you like the combat at a certain point (progression is: you start as a wimp, eventually end up as a god). If you already tried Requiem and definitely concluded it's not for you, then we're back to the point above :)