Skyrim Special Edition

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Trad

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About this mod

A patch to better integrate many of the AE CC content mods into the Requiem mod. This does not change Saints and Seducers, and Rare Curios which are covered in another of my mods, however it does use items from these cc files.

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Translations
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Changelogs
Version 2.1 uses the 'Requiem - Creation Club.esp' optional download for Requiem. My patches from now and in the future will try and somewhat follow the vision for requiem set out by base Requiem CC integration e.g. vigilants wear spell knight armor, silver hand wear old vigilant style armor. Whilst continuing to tweak things as I feel appropriate.
Requiem 5.3 'Requiem - Creation Club.esp' also disabled a number of CC Quests. If you want to play through the quests you must download the Trad - CC Quests Re-Enabled FOMOD - Requiem Patch which allows you to pick and choose which quests you want to reenable. The standalone files have a basic rating to help you assess their balance and integration that goes poor, ok, good. This file must be installed into a playthrough at the same time as 'Requiem - Creation Club.esp' to restore the quests without issue. Some but not all quests will not be completable otherwise due to persistent objects remaining disabled.

Version 2.0 is made using the latest version of Skyrim 1.6.640.

Version 1.8 integrates the new armor bonuses system and gives special armor bonuses to most of the CC plugin armors. The previous optional armor plugin is no longer required to gain the armor effects but it is recommended that those already using it do not uninstall it in an existing save as this seems to cause some issues with the armor bonuses. Advice on uninstalling the optional armor bonus patch is provided in the bugs section.

Version 1.6 integrates the Fishing CC plugin. You must have Fishing CC plugin loaded to use version 1.6 or higher.

Version 1.5 integrates the Staves CC plugin. You must have Staves CC plugin loaded to use version 1.5 or higher.

There are a lot of changes and I will try and expand the details over the coming weeks. For now I will cover some of the basics.

This patch modifies the armors and weapons to be closer to core requiem. I have tried my best to put powerful enemies or high numbers of enemies in the way of powerful loot. I have also tried to integrate certain loot into requiems lvl lists. I have also incorporated enemies and loot from cc content with others. For example Rielle now contains zombies, corrupted specters and bone colossus in addition to its existing monsters.


Bugs:
I have tried my best to deal with bugs as they have appeared. But with the shear scale of the changes it is likely I missed things. So please keep an eye out for any bugs.

Uninstalling the optional armor file seems to cause duplication issues with the Dark Seducer/Golden Saint/Amber/Maddness armor bonuses due to some matching files with my saints and seducers mod that I decided to not make a requirement for the main mod file. To remove this issue first uninstall the optional armor file, if your character has never EVER taken the agility or heavy armor conditioning perk that is all if they have continue reading. Load up your save and with the console help command find the spell effects named.
Dark Seducer Armor (if you have never had the agility perk skip this step) (ID should be 0(random letter)13045d)
Amber Armor (only if you have never had the agility perk skip this step) (ID should be 0(random letter)130467)
Golden Saint Armor (if you have never had the conditioning perk skip this step) (ID should be 0(random letter)130467)
Madness Armor (if you have never had the conditioning perk skip this step) (ID should be 0(random letter)135582)

Two id's should appear for each of these effects. Choose one of the two ID's and type the command player.removespell (spellID). Only do this once per armor and you should stop the effect duplication.


Myrewatch is guarded on the outside by a single cursed spectre. When I tried to modify Myrewatch I found that it would cause the interior to disappear which is why I have not changed the inside. It seems this is due to the cc plugin not being flagged as an esm. It is possible I may try and create an optional patch in the future for those who want a more challenging barrier to ownership of Mryrewatch.

Trad - CC Quests Re-Enabled:
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Stendarr's Hammer:
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Plague of the Dead:
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Crusaders Relics:
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Daedric Mail:
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Daedric Full Plate:
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Umbra:
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Necromantic Grimoire:
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Staff of Hasedoki:
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Netch Leather: 
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Dwarven Mail Light:
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Orc Scaled Light:
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Silver Armor:
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Vigil Enforcer Armor Set:
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Spell Knight Armor:
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Goldbrand:
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Arms of Chaos:
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Civil War Champions:
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The Cause:
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Ghosts of The Tribunal:
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Arcane Archer:  
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 Staves
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Fishing:
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Expanded Crossbow Pack:
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Bow of Shadows:
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Shadowrend:
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Goblins
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General: 
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Possible issues if used in an existing save listed below

Weak Enemies:
For the mod to work properly it should be used in a new game. Otherwise npc's may not be at their intended resource and health values. If used on an existing save you can add one or more of the following effects to an npc's active effects via SSE Edit if you wish to make an npc closer to their intended strength.
Trad_003_AB_FortifyResources_2000
Trad_003_AB_FortifyResources_1000
Trad_003_AB_FortifyResources_500
Trad_003_AB_FortifyResources_300
Trad_003_AB_FortifyResources_200
These effects add the number of health and twice that to stamina and magicka.

Missing Loot
Some loot and ingredients are added via scripts in an attempt to reduce compatibility issues. However this can mean that they may not run properly in an existing save even when only updating the mod.

Dialogue missing
Some of the dialogue added by the mod (not the cc plugins) may not appear on an existing game. It may be able to be fixed by making a new save and then reloading it.

Item Enchantments missing or not working
Some items have abilities granted via scripts, if you have already found the item it will not update to gain the script and if the script is altered in the future it will not account for it. To resolve this you must spawn a new version of the item in again via console. This may effect items such as Staff of Worms, Warlocks Mark Amulet and possibly more.