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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.
- Requirements
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DLC requirements
DLC name Anniversary Edition Alternative Armours - Daedric Mail Alternative Armours - Daedric Plate Alternative Armours - Dragonscale Alternative Armours - Dragon Plate Alternative Armours - Dwarven Plate Alternative Armours - Dwarven Mail Alternative Armours - Ebony Plate Alternative Armours - Elven Hunter Alternative Armours - Iron Alternative Armours - Leather Alternative Armours - Orcish Plate Alternative Armours - Orcish Scaled Alternative Armours - Silver Alternative Armours - Stalhrim Fur Alternative Armours - Steel Soldier Arcane Accessories Arcane Archer Pack Arms of Chaos Bittercup Bone Wolf Bow of Shadows Chrysamere Civil War Champions Dawnfang & Duskfang Dead Man's Dread Divine Crusader Elite Crossbows Expanded Crossbow Pack Fearsome Fists Forgotten Seasons Gallows Hall Ghosts of the Tribunal Goblins Goldbrand Headman's Cleaver Hendraheim Lord's Mail Myrwatch Nchuanthumz: Dwarven Home Necromantic Grimoire Netch Leather Armor Nix-Hound Plague of the Dead Redguard Elite Armaments Ruin's Edge Shadowrend Spell Knight Armor Staff of Hasedoki Staff of Sheogorath Staves Stendarr's Hammer Sunder & Wraithguard The Cause The Contest The Gray Cowl Returns! Umbra Vigil Enforcer Armor Set Nexus requirements
Mod name Notes Requiem - The Roleplaying Overhaul 5.0.2 Mods requiring this file
Mod name Notes Locked Chests Have Keys - Patches Requiem - Animated Armoury Patch Required when using patches. Requiem - CC Mount Integration Requiem - Hammet's Folly Requiem - TRAD AE CC - Functional Homes Patch Collection Requires the all in one full vers Requiem Anniversary Edition Mounts Needed Trad - AE - CC - Collection - Requiem Patch 2.3 - PT-BR - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thanks to iXanza for helping update some of the armor values after Requiem Patch 5.1.1.
Donation Points system
This mod is not opted-in to receive Donation Points
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Translations
- Portuguese
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Translations available on the Nexus
Language Name Portuguese Author: Canhotorto Trad - AE - CC - Collection - Requiem Patch 2.3 - PT-BR - Changelogs
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Version 2.3.1
- Lvl Lists
Falmer/Ancient Snow Elf boss chests welkynd stone chance increased from 15% to 25%. 15% chance of another with treasure hunter perk.
Hagraven Oblivion ingredient chance increased from 10% to 25%.
Crafting
Arch-Battlemage armor and boots now only requires the ebony smithing perk and robes to create, same for boots.
Armor
Ordinator/Indoril armor is now a light/medium armor with a total armor rating of 500 same as light orcish. It each piece worn grants 2.5% crit chance max 10%.
Hand of Amelexia armor is still heavy and 3.75% crit chance per piece max 15%.
NPC's
The Hands of Amelexia are slightly stronger.
Erden Relvel Priest of Dagoth has had his magic resist reduced to 85% and should n.o longer be immune to magic.
Goblins including the goblin companion now regenerate magicka and stamina
Corrupted specters can now cross bodies of water and have the water walking ability.
Items
Robe of the Lich. Improved to offer more for true mages. Players with 150 base magicka or more will get the following benefits in addition to the base enchantments of -100 health and +300 magicka.
300% magicka regeneration, 20% Fortify Spell Power (duration or magnitude depending on school).
Ten Pace Boots (Morrowind Artifact) added to Shriekwind Bastion. Fortify Speed 20%, -1000% stamina regen and 5 stamina drain when moving.
Loot
Dwarven Forgotten Seasons Dungeon light daedric crossbow replaced with daedric crossbow.
Daedric Light Mail Helmet added to a boss chest in apocrypha.
Creation Club
Horse armor changes altered by base requiem removed.
New crossbows incorporated by base requiem removed. May still appear in lvl lists without new game start.
- Lvl Lists
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Version 2.3
- Lvl lists
A number of lvl lists were tweaked to incorporate cc items.
Special Morrowind robes added to some more robe lvl lists. They may occasionally be found for sale by robe vendors.
Falmer chitin boss chests/Ancient Snow Elf boss chests have a slim chance of having welkynd or varla stones inside. The idea is that the Snow Elf culture may have once used such things just like the ayleids and these are some of the last remants of their civilization that they guard jealously
The rare oblivion ingredients list gives one item except bloodgrass/harrada/spiddal sticks which may spawn 1-3.
Rare oblivion ingredients have a tiny chance (10%) to drop from hagravens who regularly deal with daedric forces.
Rare Oblivion ingredients have a chance (15%) of being sold by Enthir and Falion. Falion however with only sell ingredients to those with the Merchant perk.
Treasure Hunter Perk Additional Bonus Loot (15%)
Standard Falmer/Ancient Snow Elf chests may have welkynd or varla stones inside.
Forsworn Boss Chests/Rare Alchemy Satchels may have rare oblivion ingredients inside.
Crafting
The Arch-mages robes and boots can be reforged into Arch-Battlemage heavy armor versions (a type of ebony spellknight armor). You must have the ebony smithing perk and have completed the spell knight quest. If the spell knight quest is disabled use the console command 'CompleteQuest ccEDHHSSE002' to unlock crafting. Arch-Battlemage Armor has 160% magicka regen rather than 250% but is otherwise the same.
Aetherium Armor can be reforged into a light dwarven version with the dwarven smithing perk.
Of The Dawn armor pieces can now be reforged into Heavy Daedric version with the daedric smithing perk.
Thunder/Maelstrom heart gems can now be used to craft a Daedric staff of the maelstrom by master enchanters. This will summon a Colossal Storm Atronach for 20 seconds. Only requires 6 Soul Gems rather than the standard 12.
Daedric battlestaff versions of the Soul Shredding, Shell Shattering and Maelstrom can now be crafted.
Armor
060 The studded dragonmail quest now grants the slightly weaker Ancient Dragonscale as a reward.
Daedric Light Mail Helmet Added. Currently uses the DB Shrouded Hood Model.
Vonos now wears a enchanted Daedric Mail Light Helmet of the Dawn 100% resource regen.
Of the Dawn armor pieces now all increase in power the more of the set is worn together.
Gauntlets of the Dawn only give 60 magicka rather than 70, but will add 100 magicka if wearing the full set. They will only say 10 fire dmg in the display but the damage does increase up to 25 with the full set.
Armor Bonuses
Due to a number of issues with keyword conditions some special armor bonuses were not working properly. They should now all be fixed.
Ordinator Armor, crit chance 3.75% per piece, max 15%.
Redguard Elite Armor, weapon speed 3% per piece, max 12%. (Now effects weapons in the left hand.)
Bone Heavy Armor, slash resist 6% per piece, max 24%.
Bone Light Armor, slash resist 4% per piece, max 16%.
Vigilant Knight Armor, undead protection 10% per piece, max 40%.
Silver Armor, undead/werewolf protection 8% per piece, max 32%.
Silver Hand Armor, werewolf protection 10.5% per piece, max 42%.
Vigilant Enforcer, uses standard vigilant daedric protection.
Crusader Heavy, undead/werewolf/daedra protection 7% per piece, max 28%.
NPC's
Vonos base magic resistance reduced to compensate for the bonus from daedric light. Should now be beatable for magic builds.
Fenrik atronach stone ability removed. Health , magicka and stamina increased.
Goblin poison now uses the same block/ward conditions as base requiem poisons. Note that I think base requiems conditions are flawed as they still seem to poison through block falmer or goblin it doesn't matter.
Forsworn Knightslayer has additional magic resistance.
Forsworn shaman in the Spellknight Quest now has the shaman class so she can actually cast her spells. Base Requiem seems to give forsworn shamans the wrong class so they can only cast novice spells.
Bone Colossus ability tweaked as it was stacking with skeleton ability. They now have less than 100% frost and shock resistance and only 25% weakness to fire.
Mage dremora from the Staff of Chaos Quest have had their novice spells removed to encourage them to use their more powerful ones.
Gogh goblin follower, no longer summons storm atronachs via spell script. Spear of Bitter Mercy now summons atronach on a kill look details further down. Gogh will use a normal goblin spear if the player takes the Spear of Bitter Mercy.
Spells
Arcane Accessories absorb spells have had their power reduced as they were dealing damage superior to destruction spells and healing more than restoration spells. They should now properly scale with alteration rather than destruction and no longer have duration scaling. They now use alteration book covers.
Arcane Accessories Elemental Spells include a slow effect on a direct hit, all elemental damage has the same area of effect. The adept/expert level spells will set fire to the target if you have the intense flames perk.
Tortured Shades from summoned deathpriests should disappear on death.
Magic Weapons and Gear.
Some of the new enchantments comes from scripts and may not be active if you already have the item in your save. If this occurs you must spawn the item in again via console to get it to work properly.
Daedric Staff of Soul Shredding will reanimate targets killed up to 15 seconds after they are hit by the spell.
Staff of Worms, reanimate fixed so will now work on all appropriate targets of lvl 40 or lower. Grants additional ability whilst equipped, when an souled enemy nearby dies you restore 30 health and magicka. This is to make it worth using for necromancer builds as they will eventually be able to cast spells stronger than the staff. I don't want to increase the reanimate lvl or it will make necromancy spells redundant.
Robe of the Lich grants 35% absorb resistance, still negates magicka dmg on hit.
The Spear of Bitter Mercy from the goblin cc content can now be used by the player. It is treated as a greatsword with long reach unless you have the Animated Armory optional patch in which case it will function as a pike from that mod. The Spear of Bitter Mercy deal 10 shock damage and when it kills an enemy spawns a storm atronach for 10 seconds, be warned the storm atronach will start friendly but will become aggressive far easier than normal summons. To get the spear you must talk to Gogh about the spear and use the persuade option to get him to give it to you; you can give it back if you want. This is a hard speech check. If you have a mod that allows you to kill essential characters you can try and kill him for the spear.
Goldbrand, now has a unique enchantment and uses charges to differentiate it from Trueflame and Torment. Basic 30 fire damage, 1 fire damage for 30 seconds stacks. The amount of basic fire damage increases on power attacks and increases further with certain one handed perks. In addition Goldbrand grants a ability based on which heritage it is aligned with. If you are the Champion of Boethiah it will grant the daedric heritage 'Boethiah’s Glory' and if not it will grant the draconic heritiage 'Defender of the North'.
Defender of the North, 10% frost resist and fortify shouts.
Boethiah's Glory, 25% Additional fire damage from goldbrand, 50% on enemies below 50% health.
The Warlocks Mark amulet from the Staff of Chaos quest has been buffed. It now grants the ability to teleport to places of magical power you have previously discovered. First cast the spell 'Oblivion Walker' and then use one of the teleport spells that appear. Lore wise It is a creation of Loreth with the power to travel between worlds like the Staff of Chaos itself. Ingame lore is unclear as to whether it is an artifact of Loreth or was created from the Staff of Chaos like the other stave artifacts. Lore wise much like with Barilzar’s Mazed Band in Morrowind it could probably be used to travel anywhere, but for gameplay purposes it can go to a limited selection of locations that are areas with notable magical power.
Warlocks Mark Teleport Locations:
College of Winterhold
Labyrinthian
High Hrothgar
Ysgramor’s Tomb
Nightingale Hall
Castle Volkihar
Forgotten Vale
Temple of Miraak
Frostcrag Spire (Requires beyond Bruma and optional file addon)
Consumables
Welkynd Stones have been reworked as a complete restore magicka effect is rather powerful for how common in Tamriel these can be and to make them unique from Potions of Surpassing. Welkynd stones now grant 25 magicka, 25% magicka regen, 10% spell cost reduction 300 seconds. They will also restore 100 magicka if used out of combat. Value set at 450. Note this file must load after my Saints and Seducers patch or it will conflict. I will change this in a future Saints and Seducers patch.
Great Welkynd Stone, This now has a use beside the atronach forge. You can click on the Great Welkynd Stone and activate it in your inventory and spend 1 filled grand soul gem to gain the welkynd stone buff for 1800 seconds. It has its weight increased to 15.
Quests
Spell Knight Quest, two corrupted knight ghosts appear at the knights grave. A unique extra powerful bone colossus named 'Corrupter of Hearts' will appear in the forsworn camp. This is all to try and put an appropriate challenge in the way of the enchanted ebony armor reward.
- Lvl lists
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Version 2.2.2
- Luah Al Skaven Outfit updated to include Ring of Phynaster as with base Requiem.
Ring of Deganster. Elemental resistance increased from 20% to 30% in line with its Morrowind counterpart. It is also to make it more comparable in power to the ring of Phynaster especially as in Requiem 5.3.1 it is harder to get for most builds than the Ring of Phynaster.
Ring of Khajjit, keep 10% fortify speed and hide spell. Now increases speed by an additional 15% when sneaking for a 25% total boost. I do not agree with the nerf in the base Requiem for this item especially since it is a legendary artifact and has sometimes even been presented as a daedric artifact in past games.
Ring of the Wind. Reduced to from 15% to 10% Fortify Speed in line with base Requiem. But now has additional effects taking inspiration from its appearance in Morrowind to make it worthy of a Aedric Artifact of Kynareth. Reduce fall damage 50%, protection from slow, protection from knockdown (not including giants, Fus Ro Dah, and Shield charge).
The Ring of Winds location in base Requiem makes it inaccessible to non thief builds until late game. Due to its nature as a divine artifact I have given a method for non lockpicking builds to acquire it earlier. The Frost Giant Boss Ragnorak (base Requiem) now carries Kyne's Token and a bloodstained note with clues on the Rings location. Kynes token functions as a key and will allow you to retrieve the Ring of the Wind if you can find it.
Daedric Mail boots armor rating increased from 97 to 98. Making sure the armor values are aligned properly incase a helmet is ever introduced.
Three slighted have been added to the summoning circle north of Winterhold in the Arms of Chaos Quest. They are connected to the slighted involved with the cause questline. The named slighted has a note, reading this note will trigger 'The Cause' questline to begin and a courier should seek you out shortly. This is to allow people to start the questline before level 46 as many builds can face endgame content way earlier in Requiem.
- Luah Al Skaven Outfit updated to include Ring of Phynaster as with base Requiem.
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Version 2.2
- The three dremora bosses Valkyn Gatanas, Valkyn Methats (The Cause), Dremora Sovereign (Arms of Chaos) all have an additional 700 hp to keep on par with Velehk Sain who was buffed in base Requiem. However their weapons and armor are no longer cursed and can be worn safely by the player.
Lose wise I would justify this by saying the highest ranking dremora have earned themselves 'tamed daedric gear' through eons of loyal service. Justified by base Requiems choice to make Velehk Sain's daedric armor not cursed and in the game Oblivion the highest rank of dremora also wear lootable daedric armor.
Dremora Sovereign's warhammer enchantment weakened and charge cost increased to make up for it being usable by the player.
High quality morrowind robes are rarely dropped by warlock boss npcs. These enchanted robes are based of some robes from morrowind and offer resistance to either fire, frost, magic, poison or shock.
Poor quality morrowind style robes are rarely dropped by warlock npcs.
Bandit armor lvl lists updated. Bandits will rarely drop morrowind type armors e.g. netch leather, chitin, bonemold.
Crowstooth's armor has been downgraded to the slightly weaker Ancient Dragonplate Armor. The Dragonbone Mail is still the same strength as it is an artifact. You can still craft standard strength Dragonplate Armor.
The Dragonscale Studded Armor from the quest is downgraded to Ancient Dragonscale Armor. However you can still craft standard strength Dragonscale Studded Srmor
Emperor Mudcrab Spirit Charm matches base Requiem enchantment 300 armor bonus and waterbreathing.
Vigilants now use a spellknight armor variant as with base Requiem. Complete the Vigilant CC quest to learn to craft. Vigilant armor uses base Requiem bonus of 12% daedra protection max 48%.
Silver Hand now use a vigilant armor variant as with base requiem, corrupted version added as a veteran variant. Complete Companions 'The Silver Hand' quest to learn to craft. The silver hand armor has a bonus of 9% werewolf protection max 36%.
Spell Knight armor (not vigilant armor) has the same bonus but now grants the magicka protection with only three pieces or more instead of four.
Orc Plate Armor quest. Only the bandit chief will wear any armor, enchantment power tweaked. Bandit boss is now consistently high level. Orc Plate armor is the same as standard orcish and not extra strong like Chieften Armor.
Ordinator Armor Crit bonus reduced from 4% to 2.5% per piece with a max now of 10%. This is because Requiem 5.3 improved critical hits.
Orc Scaled armor bonus removed to match base requiem but is strong with Armor Rating 250 still.
Dwarven Maill armor rating reduced from 275 to 200 to match base requiem.
Daedric Mail armor bonus magic resist increased from 4% to 6% for a max of 18% (only three light daedric armor pieces). Ranged resistance changed from 5 to 4.
Ranged resist 4 added to Vonos' Daedric Mail.
Velehk Sain's pirate armor is now the same as daedric mail and is a light armor.
Netch Leather quest can only be finished by retrieving the armor at Fort Hraggstead not crafting though objective will still appear.
The Ayleid Lich from the Cause now has a Varla Stone as loot.
Blood Horker armor improved to match iron plate which is between iron and steel.
Redguard Elite/Remanent/Alikir armor requires the advanced smithing perk due to its armor bonus 2% weapon speed max 8% weapon speed. Remanent quest still required to craft the armor but not to temper.
The Alikir in the Lords Cuirass Quest now all wear Redguard Elite armor except for the wizards and have loot comparable to skilled bandits.
Fangtusk increased to level 36 to match base Requiem. This only effects his soul which is now a greater soul.
2.2.1 Just bringing in some of the listed changes that hadn't properly saved.
- The three dremora bosses Valkyn Gatanas, Valkyn Methats (The Cause), Dremora Sovereign (Arms of Chaos) all have an additional 700 hp to keep on par with Velehk Sain who was buffed in base Requiem. However their weapons and armor are no longer cursed and can be worn safely by the player.
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Version 2.1
- Horse armor and wild horse plugins now included.
Horse armors and saddles from cc content given Req_ArmorHorse keyword to work with the examine power.
Horse steel armor now adds 600 armor rating + rank 5 ranged resist rather than +1000hp; Weighs 50. Still makes horse essential.
Horse elven armor now adds 400 armor rating + rank 2 ranged resist rather than +1000hp; weight unchanged 25. Still makes horse essential.
Dwarven horse given invisible saddle to allow inventory access. Dwarven horse no longer invulnerable so can now be harmed/killed. Speed unchanged so it is still slow. But has high health 1200, extremeley good armor/dwarven automaton resistances immunities and an additional 300 carry weight.
Redguard elite armor bonus should now display properly.
Ward of Seasons light and heavy armor can be tempered.
Bonewolf added to warlock faction as they spawn with warlocks sometimes.
Reduce bonewolf agro radius to 800 same as wolves.
Added zombies to 003undead char level list and new zombie types with warlock faction.
Wild horse map now costs 1000gp to buy.
- Horse armor and wild horse plugins now included.
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Version 2.0
- Grimoire Necromancers added to normal necromancer lvl list not just necro boss lvl list. Non boss necromancers will not drop elite or advanced necromancer robes.
Face gen data for the new necromancers.
Undying ghost. Deals -99% less damage. Duration shorter. Ritual spell cast time 4.5 sec. Minimum health reduced from 60 to 1. Redesigned purely to act as a tank.
Lu'ah Al-Skaven. Now as strong as a boss necromancer. Has elite or ascendant necromancer robes.
Removed spell absorption from npcs. Now have increased magic resistance instead.
Enchanted spheres match those in the Requiem 5.2.3 version.
ActorTypeNpc keyword added to several npcs so they will yield properly.
Refined Dragonbone arrows are now recoverable just like daedric arrows.
- Grimoire Necromancers added to normal necromancer lvl list not just necro boss lvl list. Non boss necromancers will not drop elite or advanced necromancer robes.
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Version 1.9
- Armor bonus perks now in line with Requiem 5.2.3.
The vigilant vampire boss now uses a 1 handed weapon.
Fists of Randagulf now have 120 armor rating like steel plate gauntlets. They can now be properly tempered.
Dreugh staff spawn location moved from Cyrus chest to set of drawers as it was interfering with Cyrus' clothes spawning, may require new game to fix properly, console will be needed to progress the quest in this case.
Sun spell keyword added to Staff of the Sun, sun damage.
Spell knight armor still prevents magicka loss on hit.
Forsworn near the spell knights grave will now be slightly stronger.
Crusader armor, holy aura effect now prevents magicka loss on hit and grants drain immunity.
Crusader helmet no longer prevents magicka loss on hit.
Crusader weapons banish damage increased to 80 to be in line with current requiem banish values.
Stony Creek Cave. Dark Seducer should reliably be there now. Ruins edge quest tweaked to try and make the bandit appear consistently, appears to be an issue with the base plugin quest not running properly. New game may be required to take effect.
Bones for a Crow, dragon priest in this quest now has a staff to try and help him engage in combat properly.
Namira's Itch enchantment fixed. Has an infinite stamina absorb enchantment.
Stendarr's Hammer, now has legendary tempering keyword.
Missing Merchant quest, Erwan is now a bit stronger.
Beyond the grave quest, Bounty Hunter is now a bit stronger.
Ancient Ice Quest, Skjol is now a bit stronger. He can now walk on water to prevent him falling in and becoming an easy kill.
Bow of Shadows, Assasin is now a bit stronger, attacks are guaranteed to apply deadly daedric poison if not immune. No longer has any daedric arrows due to them being more powerful due to added recovery.
Peryite quest afflicted. Some of the archers will now wear dwarven mail instead of heavy dwarven.
Yngvar in markarth as guard and potential housecarl to the silverbloods now wears dwarven mail.
Vonos gauntlets fire attack now causes lingering fire damage as well like normal fire enchantments.
Silver hand use silver armor instead of plate armor.
Player Shadow from shadow rend quest now recieves bonus health, stam and magicka and perks to make them an actual challenge. Doppleganger combat ai improved.
Dark moons fortify magicka effect now matches fortify magicka 2 with absorb spell protection.
Daedric light crossbow damage increased to 108 matching improved dwemer crossbow. Now requires knowledge of the basic dawnguard crossbow to craft and temper. Can be tempered better than the improved dwemer crossbow.
Dragonebone light crossbow 90 damage to match dwemer crossbow. Now requires knowledge of the basic dawnguard crossbow to craft and temper.
- Armor bonus perks now in line with Requiem 5.2.3.
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Version 1.8
- The mage assassins from the warlock ring fishing quest should no longer respawn.
Vampiric ring conditions fixed, health drain immunity on the wearer should no longer stop it working.
Ring of surroundings buffed. Now also adds +1 irresistible sneak attack multiplier in melee and 0.5 for ranged.
Ward of the seasons armor values fixed.
Wearing a full set of crusader armor will now grant immunity to life drain effects.
Magic arrows can no longer be recovered.
Banish undead fear effect on non summoned undead removed so it does not completely outshine turn undead. Still staggers and damages.
Mythic Dawn npc super heal effect will not be active if they are reanimated.
Web Mother spider bombs will not effect characters with 100% or more poison resist.
Orc Scaled armor weight increased now matches dragonscale.
Dwarven Mail armor weight increased now matches reinforced chitin.
Daedric Mail gauntlets/boots weight increased from 5.0 to 5.5.
- The mage assassins from the warlock ring fishing quest should no longer respawn.
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Version 1.7
- Armor values and weight changed to be in line with Requiem 5.1.1
Armors have special abilities but currently require the armor bonus optional file to use. This requires my saints and seducers mod patch to use. May be fully changed after release of requiem 5.2
Daedric mail is now slightly stronger than dragonscale and the only light armor with rank 5 ranged damage reduction.
Dwarven Mail now has a rating equal to glass but heavier and is only ranged rank 2.
The default requiem vigilant armor has a special ability vs undead now.
Light armor abilities
Daedric mail 4% magic resist
Orc Scaled 4% power attack cost reduction
Netch leather 4% poison resist
Redguard elite 2% faster attack speed
Stormbear 4% damage boost to Stormcloak soldiers
Dwarven Mail 5% blunt resist
Divine Crusader Light 4% less damage from undead, daedra, werebeasts on top of the cuirass 10% ability.
Dark Seducer 2% magic resist and +3 speech
Amber +10hp/20stam/magicka to nearby allies, enemies +3 levels are calmed (max 12)
Heavy armor abilities
Ordinator +4% crit rate (base game and requiem crits are rather weak)
Divine Cursader Heavy 6% less damage from undead, daedra, werebeasts on top of the cuirass 10% ability.
Vigilant Enforcer 6% less damage from daedra
Vigilant Silver Hand 9% less damage from werebeasts
Vigilant Corrupted 9% less damage from silver
Default vigilant armor 6% less damage from undead
Silver Armor 5% less damage from undead and werebeasts
Imperial Dragon Armor 4% damage boost to Imperial soldiers
Golden Saint 3% magic resist and +3 speech
Madness 4% damage boost to nearby allies, enemies +4 levels are frenzied (max 16)
- Armor values and weight changed to be in line with Requiem 5.1.1
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Version 1.6
- Fishing CC plugin is now a part of the patch be sure to have 'ccBGSSSE001-Fish.esm' loaded.
Standalone Fishing Plugin patch uploaded for not using the other CC plugins. Do not use it alongside the main mod.
Ironwood nut trees give more ingredients when harvested.
Rulnik from the bittercup quest has some more perks. (May cause issues in existing save, solution disable and respawn Rulnik).
Boethiah cultists from the Goldbrand quest should no longer respawn in the College of Winterhold library.
Steel Soldier Cuirass values tweaked.
Necromancers from necromantic grimoire will now have summons from the new summons list appropriate to their conjuration level so they should use them more often.
Bolli in Riften will now give money in exchange for fish just like farmers will pay you for crops. May need to reload save to trigger dialogue in existing playthrough.
Fishing items tweaked.
- Fishing CC plugin is now a part of the patch be sure to have 'ccBGSSSE001-Fish.esm' loaded.
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Version 1.5
- Staves CC plugin is now a part of the patch be sure to have 'ccbgssse066-staves.esl' loaded.
Tweaked CC Staves to match the power of Requiem staves.
Some new craft able staves added.
Elemental arrows added by mod can now be crafted using combinations of red and blue gem dust in addition to daedra salts.
Most CC weapons and armor can now be smelted to recover resources.
Dwarven Mail, Ebony Plate, Stalhrim Fur no longer require completing their quest to unlock crafting.
Hopesfire and Trueflame base swing speed now that of a war-axe.
Ebony Scimitar damage now has the damage and swing speed of an ebony war-axe.
Base requiem dremora missile npc's that may appear after 'The Cause' now have correct voices and equipment.
Liches including Dragon Priests now drop a Lich Heart Ingredient uses the decayed heart model from the Spell Knight plugin. This can be used in a new food item if you find the recipe.
M'aiq's Broth recipe added via quest script to atronach forge recipe loot.
Lurker Fin's added as a new powerful daedric ingredient. Via quest script to avoid compatibility issues with Fozar's Dragonborn Patch.
Riekling Wax added as a new ingredient. Via quest script to avoid compatibility issues with Fozar's Dragonborn Patch.
Some loot has been added to world containers via quest alias's to find.
'Nerevarine' ability added into files. Grants corpus without negative side effects. Exists for rp purposes can only be obtained via addspell console command.
- Staves CC plugin is now a part of the patch be sure to have 'ccbgssse066-staves.esl' loaded.
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Version 1.4
- Goblins now use spears so as to actually pose a threat. They use poison on their weapons that can paralyze those with less than 20% poison resistance.
Tyrants bane enchantment now displays the correct damage.
Vigil veteran armor should now be properly enchanted.
The Ward of the Seasons heavy armor can now be reforged into a light dwarven mail version if you have the dwarven blacksmithing perk.
Moth gro-bagrol the Markarth smith will now offer you a choice of enchanted heavy or light armor in exchange for the daedra heart in his quest. The light armor is orcish scaled with the same enchantments, except you will get a sword of absorb health instead of a shield of magic resistance.
- Goblins now use spears so as to actually pose a threat. They use poison on their weapons that can paralyze those with less than 20% poison resistance.
-
Version 1.3
- Arms of Chaos: Staff value reduced so now crafting the staves will not cause a massive enchanting level up.
Staff of the Sun now has a 50% chance of bonus damage but its charge cost has increased.
Ghosts of the Tribunal: All ash zombies now drop ash hearts and ash salts as death items.
Tribunal masks can no longer be disenchanted.
Arcane Accessories: Mara's wrath spell radius now roughly matches its visual range and is similar to other cloak spells.
The Elemental blast spells frost and shock damage should now scale appropriately. Though only fire damage is accurately shown in the spell description.
Spell Knight Armor: Ebony enchantments reduced from 06 to 05 enchantments to match standard ebony loot.
The Cause: The mythic dawn leader Vonos now wears unique enchanted daedric mail.
Bittercup: The follower Rulnik has been given additional perks and spells. He has the battlemage perks if you wish to put him in heavy armor.
Ironwood soup has been improved.
Grand Champion Helmet single target damage boost increased to 30%.
- Arms of Chaos: Staff value reduced so now crafting the staves will not cause a massive enchanting level up.
-
Version 1.2
- Arcane Accessories spell tomes have been repriced and robes magicka regen has been adjusted (now only 50% weaker than standard robes)
Npc zombie summons now equip weapons.
Daedric mail now can only be crafted from 11 at night like other daedric armors.
- Arcane Accessories spell tomes have been repriced and robes magicka regen has been adjusted (now only 50% weaker than standard robes)
-
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:
Stendarr's Hammer:
Plague of the Dead:
Crusaders Relics:
Daedric Mail:
Daedric Full Plate:
Umbra:
Necromantic Grimoire:
Staff of Hasedoki:
Netch Leather:
Dwarven Mail Light:
Orc Scaled Light:
Silver Armor:
Vigil Enforcer Armor Set:
Spell Knight Armor:
Goldbrand:
Arms of Chaos:
Civil War Champions:
The Cause:
Ghosts of The Tribunal:
Arcane Archer:
Staves
Fishing:
Expanded Crossbow Pack:
Bow of Shadows:
Shadowrend:
Goblins
General:
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.
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:
Spoiler:
Show
Requiem 5.3 'Requiem - Creation Club.esp' also disabled a number of CC Quests. If you want to play through the quests you can 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. It must be installed after 'Requiem - Creation Club.esp'.
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. It must be installed after 'Requiem - Creation Club.esp'.
Stendarr's Hammer:
Spoiler:
Show
Stealing Stendarr's Hammer now counts as stealing. If you approach the hammer, you will unlock dialogue options with Calcelmo who will be willing to sell it to you for a price. For the best prices complete the quest to slay Nihme and the Lost Expedition quest. Members of the Dawnguard (completed the quest 'A New Order') can get a discount.
The Hammer counts as both silver and daedric for the purpose of extra damage against these foes. The smite effect now counts as a fire effect. All strikes with the hammer have an additional 25% armor penetration. Stamina drain is now 100 on hit with the hammer, you need the blessing of Stendarr from a shrine or amulet to reduce the stamina drain to 20.
The hammers weight makes it impractical to use without the 3 twohanded weight penalty reduction perks. Note that the critical damage is unchanged (100) making the charge crit attacks very powerful. A very powerful weapon but not really practical to use until mid to late game.
The Hammer counts as both silver and daedric for the purpose of extra damage against these foes. The smite effect now counts as a fire effect. All strikes with the hammer have an additional 25% armor penetration. Stamina drain is now 100 on hit with the hammer, you need the blessing of Stendarr from a shrine or amulet to reduce the stamina drain to 20.
The hammers weight makes it impractical to use without the 3 twohanded weight penalty reduction perks. Note that the critical damage is unchanged (100) making the charge crit attacks very powerful. A very powerful weapon but not really practical to use until mid to late game.
Plague of the Dead:
Spoiler:
Show
Zombie night spawn attacks are triggered by reading the letter sent to the player asking for help. Going to the ritual sight and killing the necromancers (who are now alive) will end this.
Zombies can inflict brain rot on power attacks, best to avoid them if you are not immune to disease or have cures on hand.
WarlockNecro04 npc's can now summon zombies.
Zombies can inflict brain rot on power attacks, best to avoid them if you are not immune to disease or have cures on hand.
WarlockNecro04 npc's can now summon zombies.
Crusaders Relics:
Spoiler:
Show
Thalmor are also after the relics. These are quite powerful for law abiding characters. Assaults and trespassing no longer make you unworthy.
Note that the pilgrims quest still allows you to stack divine blessings. I think this is somewhat reasonable for a player who does not want to resort to becoming werewolf/vampire or dealing with daedra to become powerful enough to stand against powerful monsters. Especially since you have to trek all over Skyrim. Though of course this could be abused. Taking a blessing from a shrine twice in a row will cancel stacked blessings if you wish to avoid it. For players wanting to rp gaining the divines blessing without having to be deemed 'unworthy' by the armor you can read the book 'The Pilgrims Way' then receive a blessing from one of the wilderness shrines and the pilgrimage quest will begin.
Heavy Crusader
Head 200
Body 500
Limbs 150
Shield 300
Resistance: ranged, 5
Light Crusader
Head 120
Body 300
Limbs 90
Shield (shoulder) 90
Resistance: ranged, 4
The light armor in particular is very strong for a light armor especially with the back shield, but the strict requirements to wear it help to keep this in check. The enchantments are also rather situational.
Armor bonus you take 4%light/7%heavy less damage from undead werebeasts and daedra.
Wearing the matching set grants an additional 10% armor and 10% less damage from undead as well as granting immunity to life drain effects and preventing magicka loss on hit.
Enchantments mostly the same.
Body enchantment fortify health is now fortify health rank II to protect from paralysis effects.
Boot enchantments now have 50% disease resist like the gloves.
Note that the pilgrims quest still allows you to stack divine blessings. I think this is somewhat reasonable for a player who does not want to resort to becoming werewolf/vampire or dealing with daedra to become powerful enough to stand against powerful monsters. Especially since you have to trek all over Skyrim. Though of course this could be abused. Taking a blessing from a shrine twice in a row will cancel stacked blessings if you wish to avoid it. For players wanting to rp gaining the divines blessing without having to be deemed 'unworthy' by the armor you can read the book 'The Pilgrims Way' then receive a blessing from one of the wilderness shrines and the pilgrimage quest will begin.
Heavy Crusader
Head 200
Body 500
Limbs 150
Shield 300
Resistance: ranged, 5
Light Crusader
Head 120
Body 300
Limbs 90
Shield (shoulder) 90
Resistance: ranged, 4
The light armor in particular is very strong for a light armor especially with the back shield, but the strict requirements to wear it help to keep this in check. The enchantments are also rather situational.
Armor bonus you take 4%light/7%heavy less damage from undead werebeasts and daedra.
Wearing the matching set grants an additional 10% armor and 10% less damage from undead as well as granting immunity to life drain effects and preventing magicka loss on hit.
Enchantments mostly the same.
Body enchantment fortify health is now fortify health rank II to protect from paralysis effects.
Boot enchantments now have 50% disease resist like the gloves.
Daedric Mail:
Spoiler:
Show
Now costs 36,000-10,000 to buy depending on how you approach the quest rather than a measly 5000. The ring from the quest has a more powerful enchantment if you are a Khajiit.
Daedric Mail Helmet added. It currently uses the Dark Brotherhood Shrouded Hood model.
Daedric Mail Helmet added. It currently uses the Dark Brotherhood Shrouded Hood model.
Daedric Full Plate:
Spoiler:
Show
Due to how easily this can be got and the armors visual appearance Daedric Full Plate is now Reforged Daedric Full Plate. This is between ebony and daedric in armor rating. It is crafted using cursed daedric armor and the daedric smithing perk.
Head 220
Body 550
Head 220
Body 550
Umbra:
Spoiler:
Show
Boss is stronger and his minions have enough health that they do not immediately give up.
The sword itself is unchanged, equivalent of a daedric greatsword and it still uses charges. However whilst equipped you gain the lesser power Umbra. This will temporarily boost health and stamina by 100 and reduce healing spells and potions effectiveness by 75% (absorb magic is unaffected), this will also decrease speech by 30 as you loose your sense of self. You need to use a potion of cleansing to overcome the speech penalty.
Wearing full ebony armor will also give you health and stamina rank II granting slow and paralysis immunity, 200 additional armor rating and 10% magic resistance.
The sword itself is unchanged, equivalent of a daedric greatsword and it still uses charges. However whilst equipped you gain the lesser power Umbra. This will temporarily boost health and stamina by 100 and reduce healing spells and potions effectiveness by 75% (absorb magic is unaffected), this will also decrease speech by 30 as you loose your sense of self. You need to use a potion of cleansing to overcome the speech penalty.
Wearing full ebony armor will also give you health and stamina rank II granting slow and paralysis immunity, 200 additional armor rating and 10% magic resistance.
Necromantic Grimoire:
Spoiler:
The new necromancers added by the CC plugin can now use the new summons.
Summons are balanced for requiem. The skeletons are the same as existing summons but with the gimmick effects and so are slightly more costly to summon. The skeletal warlock is stronger than the requiem summon and has higher lvl spells.
Deathpriest: Weaker version of a dragon priest. Less health, less health regen 40 (completely stopped by fire). More of a support summon as it will raise dead around it. Non summoned variants will drop their staves which have the soul tear effect. On death will spawn weak tortured shades that have low health but strong health regen 50 (completely stopped by fire). Npc summoned versions ectoplasm remains will remain on death as I found if they were treated as standard summons they could cause the game to ctd.
Bone Colossus: The summon spell has a cast duration of 1.0 but requires the player to channel it. This was to try and balance the power of the summon.
Bone Colossus have very high health and count as skeletons for purposes of weapon damage resistances (use blunt weapons). Their stomp attacks have knockdown. Damage is fairly low for something of their size. They are intended as more of a tank and support role with the high health, knockdowns and allowing the player to summon 2 extra skeleton/bonemen (mulltiple bone colossus don't stack this extra summon bonus.)
Undying Ghost: Duration has be shortened to match other summons and is now a ritual spell requiring you to stand still to cast it, still can be cast at 0 magicka. Designed to act as a tank only. It has a perk reducing damage it deals by 99%. Hopefully these changes should make it reasonably balanced as a summon.
Ghost summons: Fairly weak but have ghost resistances so are durable against enemies without ghost killing weapons or magic. However they are immune to frost spells.
Cursed Spectre: Powerful ghost type undead. These have a poison cloak effect and can absorb health and magicka with their spell attacks. Against drain immune enemies they will do low magic damage.
Bone colossus and Cursed Spectres can be found in some locations in Skyrim. There is also at least one death priest varient.
The dark moons enchantment that can be found on the new necromancer skull masks has been changed. Instead of reducing health regen it reduces health by 30 points (fixed value), the fortify magic effect remains stronger than standard fortify enchantments to compensate.
Show
The new necromancers added by the CC plugin can now use the new summons.
Summons are balanced for requiem. The skeletons are the same as existing summons but with the gimmick effects and so are slightly more costly to summon. The skeletal warlock is stronger than the requiem summon and has higher lvl spells.
Deathpriest: Weaker version of a dragon priest. Less health, less health regen 40 (completely stopped by fire). More of a support summon as it will raise dead around it. Non summoned variants will drop their staves which have the soul tear effect. On death will spawn weak tortured shades that have low health but strong health regen 50 (completely stopped by fire). Npc summoned versions ectoplasm remains will remain on death as I found if they were treated as standard summons they could cause the game to ctd.
Bone Colossus: The summon spell has a cast duration of 1.0 but requires the player to channel it. This was to try and balance the power of the summon.
Bone Colossus have very high health and count as skeletons for purposes of weapon damage resistances (use blunt weapons). Their stomp attacks have knockdown. Damage is fairly low for something of their size. They are intended as more of a tank and support role with the high health, knockdowns and allowing the player to summon 2 extra skeleton/bonemen (mulltiple bone colossus don't stack this extra summon bonus.)
Undying Ghost: Duration has be shortened to match other summons and is now a ritual spell requiring you to stand still to cast it, still can be cast at 0 magicka. Designed to act as a tank only. It has a perk reducing damage it deals by 99%. Hopefully these changes should make it reasonably balanced as a summon.
Ghost summons: Fairly weak but have ghost resistances so are durable against enemies without ghost killing weapons or magic. However they are immune to frost spells.
Cursed Spectre: Powerful ghost type undead. These have a poison cloak effect and can absorb health and magicka with their spell attacks. Against drain immune enemies they will do low magic damage.
Bone colossus and Cursed Spectres can be found in some locations in Skyrim. There is also at least one death priest varient.
The dark moons enchantment that can be found on the new necromancer skull masks has been changed. Instead of reducing health regen it reduces health by 30 points (fixed value), the fortify magic effect remains stronger than standard fortify enchantments to compensate.
Staff of Hasedoki:
Spoiler:
Show
The three necromancers in the quest are now all high lvl necromancers and can use soul cairn summons. Ivara and Lushak wear the necromantic grimoire enchanted runed necromancer robes and skull masks.
The Staff of Hasedoki now takes 3 seconds to charge in order to attempt to balance it. It remains a powerful weapon against single opponents that are not immune to force push effects or have magic resistance >51% but it cannot be spammed as easily and so cannot handle multiple enemies at once.
Ward effect unchanged at 40 strength. This is fairly weak but unlike spell breaker the ward regens almost instantly. Also since you don't have to block to activate the ward you can cast spells with your free hand at the same time.
The Staff of Hasedoki now takes 3 seconds to charge in order to attempt to balance it. It remains a powerful weapon against single opponents that are not immune to force push effects or have magic resistance >51% but it cannot be spammed as easily and so cannot handle multiple enemies at once.
Ward effect unchanged at 40 strength. This is fairly weak but unlike spell breaker the ward regens almost instantly. Also since you don't have to block to activate the ward you can cast spells with your free hand at the same time.
Netch Leather:
Spoiler:
Show
Shock enchantments on netch leather are 25% more powerful. The crafting book mentions the armor being somewhat venomous so this poison resistance is meant to be the armor absorbing some of the toxins.
Very rare chance for bandits to drop netch leather armor.
Basic netch leather armor rating
Body 166. ranged 1, blunt 1, slash 1
Limbs 50
Head 66
Shield 90
Boiled netch leather armor rating
Body 180. ranged 1, blunt 3, slash 1
Head 72
Shield 108
Netch leather armor provides 4% poison resistance, (max 16%).
Very rare chance for bandits to drop netch leather armor.
Basic netch leather armor rating
Body 166. ranged 1, blunt 1, slash 1
Limbs 50
Head 66
Shield 90
Boiled netch leather armor rating
Body 180. ranged 1, blunt 3, slash 1
Head 72
Shield 108
Netch leather armor provides 4% poison resistance, (max 16%).
Dwarven Mail Light:
Spoiler:
Head 80
Body 200
Limbs 60
Resistances: Ranged 3, blunt 2, slash 1
Heavier than most light armors.
Rare drop from bandits. Enchanted and non enchanted versions may be found in dwemer loot containers.
Dwarven Mail reduces blunt damage by 5%, (max 20%).
Show
Head 80
Body 200
Limbs 60
Resistances: Ranged 3, blunt 2, slash 1
Heavier than most light armors.
Rare drop from bandits. Enchanted and non enchanted versions may be found in dwemer loot containers.
Dwarven Mail reduces blunt damage by 5%, (max 20%).
Orc Scaled Light:
Spoiler:
Head 72
Body 180
Limbs 54
Heavier than most light armors.
Resistances: Ranged 1, slash 3, pierce 3
Can be dropped by bandits.
Show
Head 72
Body 180
Limbs 54
Heavier than most light armors.
Resistances: Ranged 1, slash 3, pierce 3
Can be dropped by bandits.
Silver Armor:
Spoiler:
Head 144
Body 360
Limbs 108
Resistances: Ranged 3, slash 2, blunt 2
Silver armor reduces damage from undead and werewolves/werebears by 8%, (max 32%).
Can be dropped by bandits.
Show
Head 144
Body 360
Limbs 108
Resistances: Ranged 3, slash 2, blunt 2
Silver armor reduces damage from undead and werewolves/werebears by 8%, (max 32%).
Can be dropped by bandits.
Vigil Enforcer Armor Set:
Spoiler:
All the same as existing requiem vigilant armor stats.
Head 144
Body 360
Limbs 108
The original requiem armor and all new vigilant armors can be found on vigilants of Stendarr who now randomly wear one of the outfits based on a lvl list. Ones looted from vigilants will be enchanted just like the requiem originals.
Once you complete the quest they can be constructed (including the default requiem vigilant armor) with the advanced blacksmithing perk.
All new armors provides bonuses if trained.
Corrupted 9% less damage from silver weapons (max 36%).
Silver Hand 10.5% less damage from werewolves/werebears (max 42%).
Show
All the same as existing requiem vigilant armor stats.
Head 144
Body 360
Limbs 108
The original requiem armor and all new vigilant armors can be found on vigilants of Stendarr who now randomly wear one of the outfits based on a lvl list. Ones looted from vigilants will be enchanted just like the requiem originals.
Once you complete the quest they can be constructed (including the default requiem vigilant armor) with the advanced blacksmithing perk.
All new armors provides bonuses if trained.
Corrupted 9% less damage from silver weapons (max 36%).
Silver Hand 10.5% less damage from werewolves/werebears (max 42%).
Spell Knight Armor:
Spoiler:
Base armor ratings are the same of the standard ebony/steel/iron.
Wearing at least three pieces of spell knight armor will prevent magicka loss on hit.
Crafting requires the standard perks for the relevant materials. The armors also now require soul gems to craft to make up for their focus ability.
Two corrupted Spellknight ghosts help the forsworn at the knights grave. Their is a powerful Briarheart Knightslayer at the grave.
The forsworn base has a unique powerful Bone Colossus named 'Corrupter of Hearts' defending it.
Show
Base armor ratings are the same of the standard ebony/steel/iron.
Wearing at least three pieces of spell knight armor will prevent magicka loss on hit.
Crafting requires the standard perks for the relevant materials. The armors also now require soul gems to craft to make up for their focus ability.
Two corrupted Spellknight ghosts help the forsworn at the knights grave. Their is a powerful Briarheart Knightslayer at the grave.
The forsworn base has a unique powerful Bone Colossus named 'Corrupter of Hearts' defending it.
Goldbrand:
Spoiler:
A skilled one handed fighter will find Goldbrand burns stronger in their grasp.
Damage of a daedric sword but faster swing speed due to being a katana. Speed 1.1.
Counts as artifact. Legendary smithing feat to temper.
Enchantment 30 fire damage, power attacks deal extra fire damage, one handed perks further increase fire damage. Also deals 1 point of fire damage for 30 seconds, this stacks. It also grants one of the two abilities to the wielder based on the dragonic/daedric heritage of the weapon.
Ability Defender of the North: if you are not Boethiah's Champion you gain 10% frost resist/fortify shouts.
Ability Boeathiah's Glory: if you are Boeathiah's Champion you do 25% additional goldbrand fire dmg, 50% on foes below 50% health.
Quest changes. Sivdur's ghost appears as a boss to defend the sword.
The Boethia cultists who infiltrate the college will now be wearing college robes.
Show
A skilled one handed fighter will find Goldbrand burns stronger in their grasp.
Damage of a daedric sword but faster swing speed due to being a katana. Speed 1.1.
Counts as artifact. Legendary smithing feat to temper.
Enchantment 30 fire damage, power attacks deal extra fire damage, one handed perks further increase fire damage. Also deals 1 point of fire damage for 30 seconds, this stacks. It also grants one of the two abilities to the wielder based on the dragonic/daedric heritage of the weapon.
Ability Defender of the North: if you are not Boethiah's Champion you gain 10% frost resist/fortify shouts.
Ability Boeathiah's Glory: if you are Boeathiah's Champion you do 25% additional goldbrand fire dmg, 50% on foes below 50% health.
Quest changes. Sivdur's ghost appears as a boss to defend the sword.
The Boethia cultists who infiltrate the college will now be wearing college robes.
Arms of Chaos:
Spoiler:
Three slighted now hang out at the summoning circle. They are involved with the slighted from 'The Cause' questline and the named one has a note that if read will trigger the questline prior to its default start at level 46.
Bone colossus added to quest start location.
Taking the scrolls and potions added by the cc content to the east empire company building now counts as stealing.
The three dremora bosses are now stronger.
Frost Dremora. Can summon three frost atronachs.
Storm dremora. Can use a variant of the storm call shout (for lore purposes this is just meant to be a powerful spell). If you are weak you may need to retreat and wait for the storm to end before fighting the final dremora.
Dremora Sovreign: Fast and powerful. His weapon can also apply daedric poison on hitting an enemy. He wears Dremora Sovereign Armor that can be safely worn by the player as can his weapons.
Arm of the Sun:
Enchantment 20 sun dmg. +80 sun damage vs undead.
50% chance of 100 fire damage.
50% chance of 100 frost damage.
50% chance of 100 lightning damage.
Warlocks Mark:
Enchantment Fortify Conjuration 30%.
Grants spell 'Oblivion Walker'. Cast once to grant new spells that can teleport you to the following locations if you have discovered them.
College of Winterhold
Labyrinthian
High Hrothgar
Ysgramor’s Tomb
Nightingale Hall
Castle Volkihar
Forgotten Vale
Temple of Miraak
Frostcrag Spire (Beyond Skyrim Bruma and addon patch required)
My lore explanation for the Sovereign Armor would be that such high ranking dremora have earned the right to wear 'tamed' daedric armor after eons of loyal service. This is in line with the game Oblivion where only the highest ranking dremora wear lootable daedric armor.
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Three slighted now hang out at the summoning circle. They are involved with the slighted from 'The Cause' questline and the named one has a note that if read will trigger the questline prior to its default start at level 46.
Bone colossus added to quest start location.
Taking the scrolls and potions added by the cc content to the east empire company building now counts as stealing.
The three dremora bosses are now stronger.
Frost Dremora. Can summon three frost atronachs.
Storm dremora. Can use a variant of the storm call shout (for lore purposes this is just meant to be a powerful spell). If you are weak you may need to retreat and wait for the storm to end before fighting the final dremora.
Dremora Sovreign: Fast and powerful. His weapon can also apply daedric poison on hitting an enemy. He wears Dremora Sovereign Armor that can be safely worn by the player as can his weapons.
Arm of the Sun:
Enchantment 20 sun dmg. +80 sun damage vs undead.
50% chance of 100 fire damage.
50% chance of 100 frost damage.
50% chance of 100 lightning damage.
Warlocks Mark:
Enchantment Fortify Conjuration 30%.
Grants spell 'Oblivion Walker'. Cast once to grant new spells that can teleport you to the following locations if you have discovered them.
College of Winterhold
Labyrinthian
High Hrothgar
Ysgramor’s Tomb
Nightingale Hall
Castle Volkihar
Forgotten Vale
Temple of Miraak
Frostcrag Spire (Beyond Skyrim Bruma and addon patch required)
My lore explanation for the Sovereign Armor would be that such high ranking dremora have earned the right to wear 'tamed' daedric armor after eons of loyal service. This is in line with the game Oblivion where only the highest ranking dremora wear lootable daedric armor.
Civil War Champions:
Spoiler:
Storm-Bear is now a light armor. All items require legendary smithing perk to temper
Quest: If you are not a member of the legion you will need very high speech to persuade the legion to make you their champion. Kilja is strong even without the stormbear armor and will not be easy to take the bear pelts from her.
The enemy champions are now powerful and each knows at least one shout. The champions (not you) have each been provided with a single powerful potion that took years to craft being used now to give the side one chance to establish a major symbolic victory over the enemy. This will help them pose a major threat if they get the chance to use it.
Imperial Dragon Armor
Head 180
Body 450
Limbs 135
Shield 270
Resistance: ranged, 4, slash 5
Storm-Bear Armor
Head 96
Body 240
Limbs 72
Shield 144
Resistance: ranged, 3, blunt 4
Show
Storm-Bear is now a light armor. All items require legendary smithing perk to temper
Quest: If you are not a member of the legion you will need very high speech to persuade the legion to make you their champion. Kilja is strong even without the stormbear armor and will not be easy to take the bear pelts from her.
The enemy champions are now powerful and each knows at least one shout. The champions (not you) have each been provided with a single powerful potion that took years to craft being used now to give the side one chance to establish a major symbolic victory over the enemy. This will help them pose a major threat if they get the chance to use it.
Imperial Dragon Armor
Head 180
Body 450
Limbs 135
Shield 270
Resistance: ranged, 4, slash 5
Storm-Bear Armor
Head 96
Body 240
Limbs 72
Shield 144
Resistance: ranged, 3, blunt 4
The Cause:
Spoiler:
The cause can now be started before level 46 by going to the summoning circle in the 'Arms of Chaos' quest. Kill the slighted there and read the note on the named slighted. This will trigger the quest to start and a courier should show up shortly to properly start the quest. This was introduced to allow players to start the questline before level 46 as many builds can face the Requiem endgame far earlier.
Mythic Dawn are now powerful spell casters and can summon atronachs or even dremora.. Those that fight in melee can inflict deadly daedric poisons that are practically a death sentence to anyone not immune or able to cure themselves. They have a chance to drop daedric ingredients.
Vonos the mythic dawn leader wears an enchanted set of light daedric mail armor. He has significant health regeneration that is meant to simulate the effect of a daedra heart restore health potion.
You may encounter other mythic dawn members with this regen effect.
Rielle is full of zombies, skeletons, wights, cursed spectres and bone colossus to make it more challenging. Wights lack shouts like draugr but make heavy use out of shock spells and summons. Their armor is slightly weaker than draugr's as well.
The deadlands is now full of dremora. This includes archers, mages, one handed and shield as well as two handed dremora. Note that though most of the dremora gear is cursed the daedric arrows are not.
Valkyn Gatanas is very tanky has 3 restore health complete potions and can inflict daedric poison. He wears Dremora Valkyn Armor that can be worn safely by the player.
Valkyn Methats is an aggressive spellsword who uses fire magics and the daedric longsword Torment. He wears Dremora Valkyn Armor that can be safely worn by the player.
The Staff of Ehlno Ede has has its stamina absorption increased to 25.
The Daedric Longsword Torment has an infinite fire enchantment and slightly longer reach than a normal sword.
The Daedric Artifact Scourge is an extremely powerful weapon against daedra. It only has 6 charges but deals 1000 bonus damage to daedra (magic resistance applies). If outside oblivion (e.g not in deadlands, apocrypha, soul cairn) it will also banish practically any daedra causing summoned ones to disappear and others to flee for a long time. For those struggling with the deadlands it can be a good tactic to defeat Valkyn Gatanas and claim scourge before facing the final boss.
A alchemy table has been added to the Mythic Dawn base, where they craft their poisons and potions.
An additional daedric craft manual is hidden within one of the containers added by the cause.
My lore explanation for the Valkyn Armor would be that such high ranking dremora have earned the right to wear 'tamed' daedric armor after eons of loyal service. This is in line with the game Oblivion where only the highest ranking dremora wear lootable daedric armor.
Show
The cause can now be started before level 46 by going to the summoning circle in the 'Arms of Chaos' quest. Kill the slighted there and read the note on the named slighted. This will trigger the quest to start and a courier should show up shortly to properly start the quest. This was introduced to allow players to start the questline before level 46 as many builds can face the Requiem endgame far earlier.
Mythic Dawn are now powerful spell casters and can summon atronachs or even dremora.. Those that fight in melee can inflict deadly daedric poisons that are practically a death sentence to anyone not immune or able to cure themselves. They have a chance to drop daedric ingredients.
Vonos the mythic dawn leader wears an enchanted set of light daedric mail armor. He has significant health regeneration that is meant to simulate the effect of a daedra heart restore health potion.
You may encounter other mythic dawn members with this regen effect.
Rielle is full of zombies, skeletons, wights, cursed spectres and bone colossus to make it more challenging. Wights lack shouts like draugr but make heavy use out of shock spells and summons. Their armor is slightly weaker than draugr's as well.
The deadlands is now full of dremora. This includes archers, mages, one handed and shield as well as two handed dremora. Note that though most of the dremora gear is cursed the daedric arrows are not.
Valkyn Gatanas is very tanky has 3 restore health complete potions and can inflict daedric poison. He wears Dremora Valkyn Armor that can be worn safely by the player.
Valkyn Methats is an aggressive spellsword who uses fire magics and the daedric longsword Torment. He wears Dremora Valkyn Armor that can be safely worn by the player.
The Staff of Ehlno Ede has has its stamina absorption increased to 25.
The Daedric Longsword Torment has an infinite fire enchantment and slightly longer reach than a normal sword.
The Daedric Artifact Scourge is an extremely powerful weapon against daedra. It only has 6 charges but deals 1000 bonus damage to daedra (magic resistance applies). If outside oblivion (e.g not in deadlands, apocrypha, soul cairn) it will also banish practically any daedra causing summoned ones to disappear and others to flee for a long time. For those struggling with the deadlands it can be a good tactic to defeat Valkyn Gatanas and claim scourge before facing the final boss.
A alchemy table has been added to the Mythic Dawn base, where they craft their poisons and potions.
An additional daedric craft manual is hidden within one of the containers added by the cause.
My lore explanation for the Valkyn Armor would be that such high ranking dremora have earned the right to wear 'tamed' daedric armor after eons of loyal service. This is in line with the game Oblivion where only the highest ranking dremora wear lootable daedric armor.
Ghosts of The Tribunal:
Spoiler:
Show
Erden Relvel the final boss is now a powerful mage and necromancer who has used the power of Dagoths Mask to warp his own body through control of the divine disease corpus to become immensely powerful.
Ash zombies can now inflict lesser corpus. They drop ash hearts and ash salts on death.
Ash Hearts:
Lesser corpus
Fortify carry weight
Restore Health
Light
Ash Salts:
Slow
Resist Magic
Cure disease
Spell Absorption
Lesser Corpus: The divine disease once used by Dagoth Ur to shape mortals to his will. Lesser only in the fact that it can now be cured as any other disease. The player is both weakened and strengthened by the disease. Those afflicted will begin to be dominated by the priest of Dagoth Ur dealing reduced damage to him and his ash zombies.
Negative effects: Nullifies magicka regen, reduces one/two handed damage 60%, marksman damage 75%, pickpocket and lockpicking 75% harder, reduced speech 20.
Positive Effects: Fortify carry weight 50, fortify unarmed damage 40, Restore health 1, Resist disease 100 (this means no visual penalties). Lore wise you would also no longer age.
Tribunal Masks now count as clothing instead of armor.
Vivecs Mask: Fire cloak 12 dmg and resist cold 30% in combat.
Amelexia: 5% damage increase with one/two handed, marksman, unarmed. Increases up to 75% as you loose health (calculated from base health not fortified health.)
Sotha Sil: All spell costs reduced by 10%. Fortify magic rank II 20. Fortify Speach 20.
Dagoth Ur: 10% magic resistance. If you have corpus all negative effects are suppressed and the restore health effect increases to 5. Allows you to create ash hearts at a tanning rack whilst worn (ash hearts can give corpus to the player).
Robes of the Lich: Increase magicka by 300, reduce health by 100. Inspired by its morrowind enchantment.
Ebony Mace: damage and swing speed of an ebony axe as it looks lighter than the base ebony mace.
Ebony Scimitar: damage and base swing speed of an ebony axe.
Cleaver of St Felms: Damage of a glass waraxe. Counts as an artifact allowing it to harm ghosts as it is mean to be a holy weapon.
Light of Day: Now a silver mace with the damage of a steel mace. Enchantments 15 sun damage +30 vs undead +30 vs vampires. Lore wise it was once the weapon of a vampire hunter.
Magebane: Damage of a glass greatsword.
Skull Crusher: Damage of an ebony warhammer but half the weight.
Trueflame: Damage just above daedric sword, base speed of a waraxe. Infinite fire enchantment.
Hopesfire: Damage just above daedric sword, base speed of a waraxe. Infinite shock enchantment.
Indoril Armor
Head 144
Body 360
Limbs 108
Shield 216
Resistance: ranged 3, slash 2, blunt 2
Her Hand Armor (made of ebony)
Head 180
Body 450
Limbs 135
Shield 270
Resistance: ranged, 3, slash 2, blunt 2
Ash zombies can now inflict lesser corpus. They drop ash hearts and ash salts on death.
Ash Hearts:
Lesser corpus
Fortify carry weight
Restore Health
Light
Ash Salts:
Slow
Resist Magic
Cure disease
Spell Absorption
Lesser Corpus: The divine disease once used by Dagoth Ur to shape mortals to his will. Lesser only in the fact that it can now be cured as any other disease. The player is both weakened and strengthened by the disease. Those afflicted will begin to be dominated by the priest of Dagoth Ur dealing reduced damage to him and his ash zombies.
Negative effects: Nullifies magicka regen, reduces one/two handed damage 60%, marksman damage 75%, pickpocket and lockpicking 75% harder, reduced speech 20.
Positive Effects: Fortify carry weight 50, fortify unarmed damage 40, Restore health 1, Resist disease 100 (this means no visual penalties). Lore wise you would also no longer age.
Tribunal Masks now count as clothing instead of armor.
Vivecs Mask: Fire cloak 12 dmg and resist cold 30% in combat.
Amelexia: 5% damage increase with one/two handed, marksman, unarmed. Increases up to 75% as you loose health (calculated from base health not fortified health.)
Sotha Sil: All spell costs reduced by 10%. Fortify magic rank II 20. Fortify Speach 20.
Dagoth Ur: 10% magic resistance. If you have corpus all negative effects are suppressed and the restore health effect increases to 5. Allows you to create ash hearts at a tanning rack whilst worn (ash hearts can give corpus to the player).
Robes of the Lich: Increase magicka by 300, reduce health by 100. Inspired by its morrowind enchantment.
Ebony Mace: damage and swing speed of an ebony axe as it looks lighter than the base ebony mace.
Ebony Scimitar: damage and base swing speed of an ebony axe.
Cleaver of St Felms: Damage of a glass waraxe. Counts as an artifact allowing it to harm ghosts as it is mean to be a holy weapon.
Light of Day: Now a silver mace with the damage of a steel mace. Enchantments 15 sun damage +30 vs undead +30 vs vampires. Lore wise it was once the weapon of a vampire hunter.
Magebane: Damage of a glass greatsword.
Skull Crusher: Damage of an ebony warhammer but half the weight.
Trueflame: Damage just above daedric sword, base speed of a waraxe. Infinite fire enchantment.
Hopesfire: Damage just above daedric sword, base speed of a waraxe. Infinite shock enchantment.
Indoril Armor
Head 144
Body 360
Limbs 108
Shield 216
Resistance: ranged 3, slash 2, blunt 2
Her Hand Armor (made of ebony)
Head 180
Body 450
Limbs 135
Shield 270
Resistance: ranged, 3, slash 2, blunt 2
Arcane Archer:
Spoiler:
The new elemental arrows have a low physical damage of 42 (as forsworn) and no armor penetration. However they have high elemental damage of 90. They can be powerful against bandits and dwemer machines (shock only) but will struggle with anything more powerful especially if magic resistant.
Due to the high elemental damage these arrows can only be crafted in batches of 10 instead of 30.
Telekinetic Arrows have had damage tweaked. In my testing I found them very unreliable and hard to use. They also seem to be able to kill people without triggering combat or bounties.
Refined Dragonbone Arrows. These are a upgraded version of Dragon Bone Arrows. They are as strong as daedric in damage and penetration. But crafting just one requires a dragonbone arrow and one dragon bone. So they are very resource intensive.
Gem Dust Crafting. All the new elemental arrows added by the mods can be created with not only elemental daedra salts but also gem dust. This has been done to try and reduce the archers dependency on the college of winterholds atronach forge and cheesing alchemy merchants for ingredients. Using the atronach forge is still more efficient as 1 gem can be converted into a elemental daedra salt whereas unless the gem is flawless you will need several to acquire enough dust for elemental arrows.
Fire: 5 red gem dust.
Frost: 5 blue gem dust.
Shock: 3 red gem dust and 2 blue gem dust.
Show
The new elemental arrows have a low physical damage of 42 (as forsworn) and no armor penetration. However they have high elemental damage of 90. They can be powerful against bandits and dwemer machines (shock only) but will struggle with anything more powerful especially if magic resistant.
Due to the high elemental damage these arrows can only be crafted in batches of 10 instead of 30.
Telekinetic Arrows have had damage tweaked. In my testing I found them very unreliable and hard to use. They also seem to be able to kill people without triggering combat or bounties.
Refined Dragonbone Arrows. These are a upgraded version of Dragon Bone Arrows. They are as strong as daedric in damage and penetration. But crafting just one requires a dragonbone arrow and one dragon bone. So they are very resource intensive.
Gem Dust Crafting. All the new elemental arrows added by the mods can be created with not only elemental daedra salts but also gem dust. This has been done to try and reduce the archers dependency on the college of winterholds atronach forge and cheesing alchemy merchants for ingredients. Using the atronach forge is still more efficient as 1 gem can be converted into a elemental daedra salt whereas unless the gem is flawless you will need several to acquire enough dust for elemental arrows.
Fire: 5 red gem dust.
Frost: 5 blue gem dust.
Shock: 3 red gem dust and 2 blue gem dust.
Staves
Spoiler:
The new staves can now be crafted just like battle staves though they cannot be used in melee. Enchanted staves have the same power as the other staves of their type.
Dreugh staves are in between silver and glass in terms of power. An enchanter at a smelter can create elemental rune staves.
The new forge made enchanted daedric staffs can be smelted into an unenchanted daedric staff which can then be enchanted again. This is to try and increase flexibility for enchanters without requiring them to learn daedric smithing as a requirement. Being able to recraft the staves shouldn't be an issue since enchanting them is locked to skill level 100 preventing exploiting them for experience. Note four unenchanted daedric staves have been added to the world (look at the general section for specific clues.)
Neloth has a chance to sell the new staves with the exception of daedric.
New Craftable Staves
Dreugh Staff of Crustaceans: summon a potent spirit mudcrab for 20 seconds.
Dreugh Staff of Shell Cracking: Enemy armor reduced by 240 for 60 seconds.
Daedric Staff of Soul Shredding: Deals 200 arcane damage, temporarily reanimates those it kills.
Daedric Staff of Shell Shattering: Enemy armor reduced by 480 and weakness to magic 20% for 60 seconds.
Show
The new staves can now be crafted just like battle staves though they cannot be used in melee. Enchanted staves have the same power as the other staves of their type.
Dreugh staves are in between silver and glass in terms of power. An enchanter at a smelter can create elemental rune staves.
The new forge made enchanted daedric staffs can be smelted into an unenchanted daedric staff which can then be enchanted again. This is to try and increase flexibility for enchanters without requiring them to learn daedric smithing as a requirement. Being able to recraft the staves shouldn't be an issue since enchanting them is locked to skill level 100 preventing exploiting them for experience. Note four unenchanted daedric staves have been added to the world (look at the general section for specific clues.)
Neloth has a chance to sell the new staves with the exception of daedric.
New Craftable Staves
Dreugh Staff of Crustaceans: summon a potent spirit mudcrab for 20 seconds.
Dreugh Staff of Shell Cracking: Enemy armor reduced by 240 for 60 seconds.
Daedric Staff of Soul Shredding: Deals 200 arcane damage, temporarily reanimates those it kills.
Daedric Staff of Shell Shattering: Enemy armor reduced by 480 and weakness to magic 20% for 60 seconds.
Fishing:
Spoiler:
Some later edits have yet to be done for the standalone version
Fishing can be a good way to get food. If you do the quests which may prove a bit tedious they provide an opportunity to get some valuable gear through a trial of patience rather than major combat challenges.
The new food items are now in line with requiem.
Weight and value of some fish have been adjusted.
Creamy Crab Bisque fortifies stamina 25 and restores 1 magicka for 1200 seconds.
Roasted Tomato Crab Bisque fortifies magicka 20 and restores 1 magicka for 1200 seconds.
Potato Crab Chowder increases magicka regen 25% for 1200 seconds.
A salmon can be cooked to create two salmon slices. It can also be turned into two raw salmon slices for bestial stews.
A slaughterfish can be cooked to create three slaughterfish steaks. It can instead be used on a rack to create five slaughterfish scales.
The three rare fish types are stronger tan normal ingredients and have extra food bonus effects when cooked. Angelfish restores 1 health for 300 seconds. Lyretail Anthias fortifies magicka 50 for 300 seconds. Scorpionfish grants 60% poison resist for 300 seconds.
Some special fish types will restore both stamina and magicka when eaten this includes lyretail anthias, glassfish, glass catfish, pearlfish and vampire fish (cooked).
Bolli in Riften and owner of the Riften Fishery will now buy your fish for a fixed value just like farmers will buy certain crops. If you want to make at least some money off fishing you should be selling your fish to him. In an existing save dialogue may not appear unless you make a new save and reload it.
If you want to create another 'Fish Merchant' add the keyword 'Trad_001_MerchantFish' to the desired npc via sse edit.
Glassfish ingredient has had fortify speech swapped with nighteye.
Pearlfish has had fortify smithing swapped with spell absorption.
Irkngthand Waraxe's are now equivalent to ebony waraxe's but lighter.
The Fang of Haynekhtnamet is the equivalent of a dragonbone dagger and has a 30 dmg shock enchantment.
Viriya's Charm has been renamed 'Emperor Crab Spirit Charm' and now in addition to water breathing increases armor rating by 300.
The special rings have all had their values increased based off Morrowind.
Ring of Phynaster now has a poison resist of 40%.
Ring of Denstagmer now has elemental resistance of 30%.
The Warlock's Ring has a ward strength of 50.
The vampiric ring now has a 5 dmg drain health aura (stacks with the Lords Mail) and allows mortals to cast vampiric drain 40 dmg, vampires using the ring can cast vampiric drain for 80 dmg.
The ring of surroundings now boosts sneaking by 40%. It also increases irresistible sneak attack multiplier by 1 for melee and 0.5 for ranged.
The Ring of Khajiit, 10% Fort Speed, adds Hide Spell, additional 15% Fort Speed if sneaking
Ring of the Wind 10% Fort Speed, 50% Less Fall Damage, Protection from Slow, Protection from all but the most powerful knockdown effects (excludes giants, Fus Ro Dah, Shield Charge)
Ring of the Wind is now hidden in the world same as base Requiem. However I have added a note and Kyne's Token to the Frost Giant boss Ragnorak (base Requiem) with clues as to its location. Kyne's Token acts as a key if you can find the location of the ring. This is to make the ring accessible to non thief builds, appropriate since it is a Divine Artifact of Kynareth.
Fangtusks health has been increased and his drain health aura is now deadly. Do not fight him in melee without drain protection.
The aetherium dynamo cores have had their value increased to 4000. You may want to hang onto them though as two should allow you to create one of the three aetherium items at the aetherium forge.
There are an additional three aetherium dynamo core's in dwemer machines through the world so you could potentially have one of each aetherium item. Do not pick up npc dropped versions in the aetherium dynamo quest or you will not be able to gain extra ones from fishing. (Npc's only have aetherium cores in the full mod version not standalone.)
Show
Some later edits have yet to be done for the standalone version
Fishing can be a good way to get food. If you do the quests which may prove a bit tedious they provide an opportunity to get some valuable gear through a trial of patience rather than major combat challenges.
The new food items are now in line with requiem.
Weight and value of some fish have been adjusted.
Creamy Crab Bisque fortifies stamina 25 and restores 1 magicka for 1200 seconds.
Roasted Tomato Crab Bisque fortifies magicka 20 and restores 1 magicka for 1200 seconds.
Potato Crab Chowder increases magicka regen 25% for 1200 seconds.
A salmon can be cooked to create two salmon slices. It can also be turned into two raw salmon slices for bestial stews.
A slaughterfish can be cooked to create three slaughterfish steaks. It can instead be used on a rack to create five slaughterfish scales.
The three rare fish types are stronger tan normal ingredients and have extra food bonus effects when cooked. Angelfish restores 1 health for 300 seconds. Lyretail Anthias fortifies magicka 50 for 300 seconds. Scorpionfish grants 60% poison resist for 300 seconds.
Some special fish types will restore both stamina and magicka when eaten this includes lyretail anthias, glassfish, glass catfish, pearlfish and vampire fish (cooked).
Bolli in Riften and owner of the Riften Fishery will now buy your fish for a fixed value just like farmers will buy certain crops. If you want to make at least some money off fishing you should be selling your fish to him. In an existing save dialogue may not appear unless you make a new save and reload it.
If you want to create another 'Fish Merchant' add the keyword 'Trad_001_MerchantFish' to the desired npc via sse edit.
Glassfish ingredient has had fortify speech swapped with nighteye.
Pearlfish has had fortify smithing swapped with spell absorption.
Irkngthand Waraxe's are now equivalent to ebony waraxe's but lighter.
The Fang of Haynekhtnamet is the equivalent of a dragonbone dagger and has a 30 dmg shock enchantment.
Viriya's Charm has been renamed 'Emperor Crab Spirit Charm' and now in addition to water breathing increases armor rating by 300.
The special rings have all had their values increased based off Morrowind.
Ring of Phynaster now has a poison resist of 40%.
Ring of Denstagmer now has elemental resistance of 30%.
The Warlock's Ring has a ward strength of 50.
The vampiric ring now has a 5 dmg drain health aura (stacks with the Lords Mail) and allows mortals to cast vampiric drain 40 dmg, vampires using the ring can cast vampiric drain for 80 dmg.
The ring of surroundings now boosts sneaking by 40%. It also increases irresistible sneak attack multiplier by 1 for melee and 0.5 for ranged.
The Ring of Khajiit, 10% Fort Speed, adds Hide Spell, additional 15% Fort Speed if sneaking
Ring of the Wind 10% Fort Speed, 50% Less Fall Damage, Protection from Slow, Protection from all but the most powerful knockdown effects (excludes giants, Fus Ro Dah, Shield Charge)
Ring of the Wind is now hidden in the world same as base Requiem. However I have added a note and Kyne's Token to the Frost Giant boss Ragnorak (base Requiem) with clues as to its location. Kyne's Token acts as a key if you can find the location of the ring. This is to make the ring accessible to non thief builds, appropriate since it is a Divine Artifact of Kynareth.
Fangtusks health has been increased and his drain health aura is now deadly. Do not fight him in melee without drain protection.
The aetherium dynamo cores have had their value increased to 4000. You may want to hang onto them though as two should allow you to create one of the three aetherium items at the aetherium forge.
There are an additional three aetherium dynamo core's in dwemer machines through the world so you could potentially have one of each aetherium item. Do not pick up npc dropped versions in the aetherium dynamo quest or you will not be able to gain extra ones from fishing. (Npc's only have aetherium cores in the full mod version not standalone.)
Expanded Crossbow Pack:
Spoiler:
Show
The new crossbows have been rebalanced for requiem and do not replace the existing ones. They can be obtained via crafting or have a chance to be sold by the Solitude Fletchers and the Drunken Huntman.
After visually comparing base requiem crossbows and the cc crossbows I made some of the cc crossbows light or heavy variants of existing ones others have the same stats and just visually look different.
Light crossbows do less damage but reload faster.
Light Daedric Crossbow (two can be found in the world), requires knowledge of the basic dawnguard crossbow to craft and temper due to being an exception to light crossbow damage value rules. It has a base damage of 108 matching the improved dwemer crossbow (also a light crossbow) but can be tempered better.
Base damage 90
Light Dragonbone, requires knowledge of the basic dawnguard crossbow to craft and temper due to being an exception to light crossbow damage value rules.
Ebony Crossbow (same as base)
Heavy Stalhrim Crossbow
Listed in order of damage
Imperial Crossbow (same as steel, heavy)
Glass Crossbow (same as base, light)
Elven Crossbow (same as base, light)
Light Orcish Crossbow
Silver Crossbow (light, breakable, superior to wooden crossbow)
Note the silver crossbow is a light breakable crossbow. It provides no bonus against undead because of how the silver bonus dmg works in requiem (only ammo materials count for ranged attacks).
After visually comparing base requiem crossbows and the cc crossbows I made some of the cc crossbows light or heavy variants of existing ones others have the same stats and just visually look different.
Light crossbows do less damage but reload faster.
Light Daedric Crossbow (two can be found in the world), requires knowledge of the basic dawnguard crossbow to craft and temper due to being an exception to light crossbow damage value rules. It has a base damage of 108 matching the improved dwemer crossbow (also a light crossbow) but can be tempered better.
Base damage 90
Light Dragonbone, requires knowledge of the basic dawnguard crossbow to craft and temper due to being an exception to light crossbow damage value rules.
Ebony Crossbow (same as base)
Heavy Stalhrim Crossbow
Listed in order of damage
Imperial Crossbow (same as steel, heavy)
Glass Crossbow (same as base, light)
Elven Crossbow (same as base, light)
Light Orcish Crossbow
Silver Crossbow (light, breakable, superior to wooden crossbow)
Note the silver crossbow is a light breakable crossbow. It provides no bonus against undead because of how the silver bonus dmg works in requiem (only ammo materials count for ranged attacks).
Bow of Shadows:
Spoiler:
Show
The Bow of Shadows has a base damage of 80 like Auriels bow and is a daedric artifact that requires legendary smithing to temper.
The assassin is stronger. In addition to high damage and armor penetration the assassin applies daedric poison on each weapon hit requiring poison resistance 100% or more to avoid. This helps him stand a better chance against all the npcs particularly essential ones. Unfortunately the quest is still rather poorly balanced as no matter how strong the assassin is the amount of guards and npcs in dragonsreach make his survival impossible. Of course the Jarl is also essential without mods making him killable so the assassin cannot even succeed in his mission.
I hope in the future to restructure the quest to make it a bit longer at least and so make the bow require more effort to acquire.
The assassin is stronger. In addition to high damage and armor penetration the assassin applies daedric poison on each weapon hit requiring poison resistance 100% or more to avoid. This helps him stand a better chance against all the npcs particularly essential ones. Unfortunately the quest is still rather poorly balanced as no matter how strong the assassin is the amount of guards and npcs in dragonsreach make his survival impossible. Of course the Jarl is also essential without mods making him killable so the assassin cannot even succeed in his mission.
I hope in the future to restructure the quest to make it a bit longer at least and so make the bow require more effort to acquire.
Shadowrend:
Spoiler:
Show
The artifact shadowrend is now surrounded by several cursed spectres. Also note Thunder the atronach is nearby and may decide to join the fight, though he wont attack the spectres.
The player shadow counts as a ghost and so requires silver/daedric/daedricartifact to harm normally if not using spells. It has a number of powerful perks and a fortify health effect of 1000 and half that for stamina and magicka to make it pose an actual challenge. Note if you cannot see enemy health values it may appear as if you are dealing no damage (due to base game visual bugs with fortify health), just make sure to use a weapon that can harm ghosts and it will eventually die.
Unfortunately the base plugin seems to have an issue where if you run away from the shadow far enough it will despawn and confuse the quest into thinking you defeated it allowing you to retrieve the weapon. It is the players responsibility to not abuse this issue since Bethseda didn't bother to address it.
The player shadow counts as a ghost and so requires silver/daedric/daedricartifact to harm normally if not using spells. It has a number of powerful perks and a fortify health effect of 1000 and half that for stamina and magicka to make it pose an actual challenge. Note if you cannot see enemy health values it may appear as if you are dealing no damage (due to base game visual bugs with fortify health), just make sure to use a weapon that can harm ghosts and it will eventually die.
Unfortunately the base plugin seems to have an issue where if you run away from the shadow far enough it will despawn and confuse the quest into thinking you defeated it allowing you to retrieve the weapon. It is the players responsibility to not abuse this issue since Bethseda didn't bother to address it.
Goblins
Spoiler:
The Blue God has a scroll of storm atronach to make him more of a challenge.
Goblins have spears. Their attacks inflict poison and paralysis on foes with less than 20% poison resistance.
Goblins that look to be wearing iron armor have an armor rating and are more difficult to kill especially with arrows.
Gogh the Goblin Follower has the Spear of Bitter Mercy and can be persuaded via dialogue to give it to the player as a hard speech check. You can also give the spear back if you wish. Gogh does not use cowardly poisons instead relying on the powerful Spear of Bitter Mercy. Gogh is always treated as wearing iron armor even if you customize his look.
Spear of Bitter Mercy
Acts as a greatsword with a lot of reach. If using Animated Armory and the addon patch in the optional files the spear will function as a pike.
Enchantment 10 shock damage, on a kill spawns a storm atronach for 10 seconds, it has a short temper and though will start friendly can quickly turn on you if you accidently hit it.
Due to the limitations of the enchantment the spawned atronach will always start friendly to the player even if the person wielding the Spear is hostile to the player.
Show
The Blue God has a scroll of storm atronach to make him more of a challenge.
Goblins have spears. Their attacks inflict poison and paralysis on foes with less than 20% poison resistance.
Goblins that look to be wearing iron armor have an armor rating and are more difficult to kill especially with arrows.
Gogh the Goblin Follower has the Spear of Bitter Mercy and can be persuaded via dialogue to give it to the player as a hard speech check. You can also give the spear back if you wish. Gogh does not use cowardly poisons instead relying on the powerful Spear of Bitter Mercy. Gogh is always treated as wearing iron armor even if you customize his look.
Spear of Bitter Mercy
Acts as a greatsword with a lot of reach. If using Animated Armory and the addon patch in the optional files the spear will function as a pike.
Enchantment 10 shock damage, on a kill spawns a storm atronach for 10 seconds, it has a short temper and though will start friendly can quickly turn on you if you accidently hit it.
Due to the limitations of the enchantment the spawned atronach will always start friendly to the player even if the person wielding the Spear is hostile to the player.
General:
Spoiler:
Show
Enchanted Spheres now randomly drop one of the three daedric armor body types (daedric, reforged plate, mail). The idea is that they incorporate the daedric armors into their systems and is why they are so powerful.
Moth gro-bagrol the Markarth smith will now allow the player to choose between heavy armor and light armor reward in exchange for a daedra heart in his quest. The light armor has the same enchantments but is orcish scaled, instead of a shield of magic resistance you receive a sword of health absorption.
Bandits will wear some of the new armor sets up to dwarven and elven. They also have a chance to drop some of the new staves.
New ingredients
Lich Heart: Appears as a rotten heart dropped by liches including dragon priests.
Damage Health
Weakness to Fie
Fortify Magicka
Spell Absorption
Lurker Fin: Dropped by Lurkers. Effects are extra powerful due to being daedra.
Lingering Stamina Damage
Spell Absorption
Resist Poison
Waterbreathing
Riekling Wax: Dropped by Rieklings.
Lingering Magicka Damage
Fortify Stamina Regeneration
Cure Poison
Resist Frost.
New Food
M'aiq's Broth: Recipe can be found from enemies that drop atronach forge recipes. One guaranteed location within apocrapha.
Damage health 100
Strong stomach 400
Strong stomach paralysis 7
Fortify health 100
Fortify stamina 200
Resist frost 20%
Resist shock 10%
Weakness to fire 40%.
Duration is 1800 seconds and a Lich heart is required to craft it.
Loot
Using quest alias I have placed some items in containers in the world. This feature may not function properly unless on a new game.
There are two daedric unenchanted staves in apocrapha.
There is one daedric mail gauntlet in apocrapha.
There is one daedric mail boot in apocrapha.
There is one recipe for M'aiq's Broth in apocrapha.
There is one daedric unenchanted staff in the deadlands.
The Dremora merchant from the black book will sell one daedric unenchanted staff and only once.
Neloth sells at least one dreugh unenchanted staff.
At least one dreugh unenchanted staff can be found during the fishing questline.
Daedric crafting book in the deadlands.
Daedric shield in one of the dungeons added by 'The Cause'.
Light Daedric Crossbow in the Forgotton Seasons dungeon Vardnknd.
Light Daedric Crossbow in the Solitude Fletcher behind a master lock.
Elite/Ascendant Necromancer robes and hood (random) on Lu'ah Al-Skaven in Ansilvund.
Crafting
The Arch-Mage Robes and Boots can be reforged into a Heavy Ebony Spellknight version with the ebony smithing perk and if you have completed the Spellknight quest. This quest is disabled by base Requiem so if you do not have it renabled via the optional plugin you can instead do the console command 'CompleteQuest ccEDHHSSE002' and you should be able to craft it. Arch-Battlemage Armor has 160% magicka regen rather than 250% but is otherwise the same.
The Old Aetherium Set was made into a unique standard dwarven set in base Requiem. You can now reforge this into a light armor version with the dwarven smithing perk.
Vonos the Mythic Dawn Boss from the Cause Questline. His Daedric Mail of the Dawn can be reforged into a heavy daedric version with the daedric smithing perk.
Nerevarine
There is a spell ability called 'Nerevarine'. This provides the benefits of corpus to a character. This can only be aquired via console. Use console command help to find Nerevarine spell ability and then add it via add spell command if you wish to have it. I have added this purely for rp purposes. Be aware that this ability will significantly affect the balance of requiem if you use it.
Moth gro-bagrol the Markarth smith will now allow the player to choose between heavy armor and light armor reward in exchange for a daedra heart in his quest. The light armor has the same enchantments but is orcish scaled, instead of a shield of magic resistance you receive a sword of health absorption.
Bandits will wear some of the new armor sets up to dwarven and elven. They also have a chance to drop some of the new staves.
New ingredients
Lich Heart: Appears as a rotten heart dropped by liches including dragon priests.
Damage Health
Weakness to Fie
Fortify Magicka
Spell Absorption
Lurker Fin: Dropped by Lurkers. Effects are extra powerful due to being daedra.
Lingering Stamina Damage
Spell Absorption
Resist Poison
Waterbreathing
Riekling Wax: Dropped by Rieklings.
Lingering Magicka Damage
Fortify Stamina Regeneration
Cure Poison
Resist Frost.
New Food
M'aiq's Broth: Recipe can be found from enemies that drop atronach forge recipes. One guaranteed location within apocrapha.
Damage health 100
Strong stomach 400
Strong stomach paralysis 7
Fortify health 100
Fortify stamina 200
Resist frost 20%
Resist shock 10%
Weakness to fire 40%.
Duration is 1800 seconds and a Lich heart is required to craft it.
Loot
Using quest alias I have placed some items in containers in the world. This feature may not function properly unless on a new game.
There are two daedric unenchanted staves in apocrapha.
There is one daedric mail gauntlet in apocrapha.
There is one daedric mail boot in apocrapha.
There is one recipe for M'aiq's Broth in apocrapha.
There is one daedric unenchanted staff in the deadlands.
The Dremora merchant from the black book will sell one daedric unenchanted staff and only once.
Neloth sells at least one dreugh unenchanted staff.
At least one dreugh unenchanted staff can be found during the fishing questline.
Daedric crafting book in the deadlands.
Daedric shield in one of the dungeons added by 'The Cause'.
Light Daedric Crossbow in the Forgotton Seasons dungeon Vardnknd.
Light Daedric Crossbow in the Solitude Fletcher behind a master lock.
Elite/Ascendant Necromancer robes and hood (random) on Lu'ah Al-Skaven in Ansilvund.
Crafting
The Arch-Mage Robes and Boots can be reforged into a Heavy Ebony Spellknight version with the ebony smithing perk and if you have completed the Spellknight quest. This quest is disabled by base Requiem so if you do not have it renabled via the optional plugin you can instead do the console command 'CompleteQuest ccEDHHSSE002' and you should be able to craft it. Arch-Battlemage Armor has 160% magicka regen rather than 250% but is otherwise the same.
The Old Aetherium Set was made into a unique standard dwarven set in base Requiem. You can now reforge this into a light armor version with the dwarven smithing perk.
Vonos the Mythic Dawn Boss from the Cause Questline. His Daedric Mail of the Dawn can be reforged into a heavy daedric version with the daedric smithing perk.
Nerevarine
There is a spell ability called 'Nerevarine'. This provides the benefits of corpus to a character. This can only be aquired via console. Use console command help to find Nerevarine spell ability and then add it via add spell command if you wish to have it. I have added this purely for rp purposes. Be aware that this ability will significantly affect the balance of requiem if you use it.
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.