Skyrim Special Edition

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LordVikThor

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LordVikThor

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About this mod

Requiem's unique armors from older Requiem versions (v1.9.4 ~ v3.0.1), reintroduced into the game.

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For anyone who's been feeling disheartened by the removal of so much unique items from the game, and/or those who dislike current Requiem design decisions (I'm looking at you Ulfric in Stalhrim armor), here's Requiem old "Legacy" armors revival mod. This mod aims to reintroduce into the game the assets removed since version 3.1 in the Great Requiem Asset Inquisition.

While it's understandable and peffectly reasonable for one that Requiem's scope has changed so much since its early days, in so much as it's no longer meant to replace all other mods in your load order (as it once was), on the other hand, to have virtually all external assets removed from the game really feels disheartneing, to put it mildly. And well, secondly... argh, Ulfric wearing Stalhrim armor, Galmar wearing dragonplate, Vigilants in iron armor... it's even hard to chose which one of those is the worst. Perhaps for those who actually do have all creation club armors it is not as bad, but for someone who doesn't it really looks and is horrible (I sincerely hope those are just placeholders for future Requiem releases, tbh).

So, with that in mind, I've reintroduced all major armor assets present in previous Requiem versions: the Silver Knight Armor (Legendary Plate), Golden Elven Armor (Legendary Elven), armors from Immersive Armors (Stormlord Armor, Warchief/Galmar's Armor, Hedge Knight Armor, Hammerfell/Alik'r Chainmail, Coif, boots+gauntlets, Alain's Vagabond Armor, plus other sets in my Tweaked version), the Aetherium set (aka Dwarven Power armor), and the former Vigilant's armor from Mage's Plate Armor mod.

I did not (and will not) add the Orcish/Ebony plate sets worn by certain housecarls, cause I don't think they bring in anything interesting, honestly... it's just a regular steel plate armor with a coat of green/black paint, so no. The Guards' Plate sets also were not and will not (not by me, at least) be re-integrated, due to its poor quality assets (textures), but also because plate armor was historically very hard to manufacture, thus making it extremelly expensive, only affordable by nobility, not by mere lowly guards.

Patches

Patches for General NPC Tweaks and Minor Arcana (Roleplaying and Civil war modules) are provided.


It comes in two flavors:

1-"Vanilla": All armors present in Requiem v1.9.4 to v3.0.2 (except for Ebonyplate, Orcish Plate, Stormcloak Plate, Imperial Plate, and Guards' Plate armors), plus Vigilant armors from Mage's Plate Armor mod, all with stats as close as possible to original Requiem's. I do not recommend this version due to it's many inconsistencies, plus less integrated content.

2-Tweaked: All sets present in the "Vanilla" version, but with further integration of more Immersive Armors' content, plus better balancing of armor rating values, and a few changes in how those items were distributed. I've integrated a total of 20 armor sets, 11 more than the previous 9 originally from old Requiem. All are unique, high level gear, however, and just like in previous Requiem versions won't be found in any regular distribution lists, like bandits and vendors, with one exception (datailed below). Nearly all newly and previously/already integrated sets are now fully craftable, temperable and breakdown-able with the adequate perks, with a few exceptions. This is the recommended version.

Now, armor balancing has come a long way since the Requiem's previous versions (more than merely multiplying old armor rating values by 1,2 since now each AR point means 0,1 damage resistance, instead of 0,12), so a few adaptations to their original armor ratings had to be made.
The "Vanilla" version of the mod keeps the armor values as close as possible to original Requiem's values (proportionally to the latest Requiem version, that is).
Detailed explanation follows:
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-Legendary plate was par with Orcish, so it has the same armor rating as orcish armor currently has;
-the Legendary Steel cuirass was slightly stronger than Orcish, but the boots and gauntlets were only par with Dwarven - so, since now Dwarven is par with Steel plate, I kept them same values for the LegendarySteel/Galmar's boots and gauntlets as Dwarven and Steel Plate, and the Helmet was even stronger than Ebony(!!), so In order to prevent it from being actually stronger than Dragonplate(!!!), I kept its value par with Ebony/Dragonplate;
-the Hedge Knight and Aetherium armor were stronger than Ebony and weaker than Dragonplate, so since Ebony is now par with Dragonplate, I kept the same values as Ebony for the Hedge Knight and Aetherium set, also to prevent it from being stronger than Dragonplate;
-Alain's (Vagabond) armor was somewhere in between Leather and Elven, so I made it proportionally stronger than Leather as it used to be;
-The Alik'r armor is the only exception, cause it was weaker even than Fur armor (which I honestly consider to be no less than nonsense), so I kept current vanilla Requiem's Alik'r Armor values for the Hammerfell set to prevent that;
-All the enchants from all sets are exactly the same as they were seen in older Requiem versions.


My tweaked version goes beyond, both adjusting armor rating values and enchants (for the sake of consistency), and integrating other assets from Immersive Armors, beyond what used to be present in previous versions of Requiem. Details below:
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-No added armor set is stronger than Ebony anymore.

Nearly all armor sets are reworked:

-Legendary Plate and Hedge Knight armors are in between Orcish and Ebony, with Hedge Knight being only slightly above orcish, since it's the easiest to acquire ingame, and with Legendary Plate considerably above both it and the base orcish set (given it's higher blacksmithing skill requirements);
-Galmar no longer wears the LegendarySteel/Warchief set, instead he will wear the Einherjar set, with a vanilla Ancient nord helmet (horns up);
-Legate Rikke now wears an enchanted Imperial Knight set (with same enchants as vanilla Requiem); an enchanted version of that set can be crafted with the Advanced Blacksmithing and Legendary Blacksmithing perks, either after joining and rising through the ranks of the Imperial Legion, or after defeating the Empire with the stormcloaks;
-Stormcloak officers and Imperial Legates now wear the Heroic Stormcloak and Heroic Imperial set, respectively. It is redudant, since Imperial Legates already wear the Heroic Imperial set save for the helmet, but I wouldn't be surprised if Requiem removes even the heroic imperial set in the future, honestly (in fact I'm surprised that they didn't yet). If it comes to that, matters not, this mod ensures it stays right where it belongs. Both are craftable with the Advanced Blacksmithing perk, either right after you join the respective faction, or after you defeat the opposing faction in the Civil War;
-The Legendary Steel has been renamed to Warchief armor, and it is now the armor of Orc Stronghold chiefs, in replacement of the Chieftain set from vanilla Requiem. It now requires both Orcish and Legendary blacksmithing perks to craft and temper, and it is now just short of Ebony tier.
-Aincantar no longer wears a full set of dwarven armor, and now has an enchanted version of the Dwemer Robes set. The Dwemer robes are both craftable and sold by Calcelmo. The boots of the set weren't added, since they're just the thieves guild leather boots renamed "Dwarven", and doesn't fit at all with the rest of the set, so Aicantar wears his regular enchanted Dwarven boots from base Requiem.
-The Akaviri Samurai armor set can now be found in Sky Haven Temple, in place of the enchanted Akaviri set that could be found there in vanilla Requiem. Since there's no recipes for crafting blades/akaviri armors, there's also no recipes for crafting the Akaviri Samurai pieces, wouldn't make sense to be able to craft only the stronger version of an exotic armor.
-Ulfric's Stormlord armor is renamed to "Ulfric's cuirass/boots/gauntlets", and an unenchanted version of the Stormlord set can now be crafted with the Advanced Blacksmithing and Legendary Blacksmithing perks, either after joining and rising through the ranks of the Stormcloaks, or after defeating the Stormcloaks with the Empire. There's also a version of the Stormlord helmet available for crafting, although Ulfric doesn't wear it. The Stormlord set is now par with Orcish;
-All the enchants from Tyranus' armor have been slightly reworked: Tyranus' gear will now have stronger versions of the Vigilants cuirass' enchants (which previously wasn't the case), save for the gauntlets (with Fortify Two-Handed instead of Fortify One-Handed).
-Ulfric's, Galmar's, and Alik'r armors' enchants are now the same as from latest Requiem version (currently v5.3.1).
-The Halvar Brothers no longer wear the exact same outfit. Only Halvar the Drunk will have the Hedge Knight set.
-Kraldar doesn't wear a set of Dragonscale armor upon becoming Jarl anymore. He now wears the Dragonhide Unarmored (clothing) robes set (no hood). This is avalilable for crafting with the same requirements as Dragonscale, and with the same bonuses as Dragonscale in Requiem, even though being considered clothing/having zero armor rating;
-Helvard, the Falkreath housecarl (under Siddgeir), wears a set of the Falkreath Plate Armor;
-Valdr now wears the hunter set;
-Pirates (Safia, First Mate of the Dainty Sload, Stig Salt-Plank) wear the Seadog outfit.
-All new sets are now craftable with the appropriate perks (many sets weren't, and the craftable version of Alain's armor is named "Vagabond boots/gauntlets/cuirass/helmet", according to their Immersive Armors' counterparts). On most cases you can craft the new armors just after you encounter them ingame for the first time;
-Following Requiem's current philosophy, sets aren't (mostly) gated behind/only acquirable by builds with crafting skills, with a few exceptions. Most can be found eventually along the appropriate quests, or gated behind high level enemies (although I'll admit some sets will be somewhat hard to come by on a basic playthrough, some in the end of quests that doesn't fit all builds (e.g. Dark Brotherhood), some only found in Solstheim ¯\_(ツ)_/¯). I'll not going to spoil any of the surprise locations, obviously ;D
-The one exception to this rule is the Aetherium set. I'll keep current Requiem decision to replace the previously hand placed pieces of the set with regular enchanted dwarven ones, but you'll be able to craft one piece (only one, since you'll only have one Aetherium Crest to use) of the Aetherium set at the Aetherium Forge, at the end of the Lost To The Ages quest. It will have slightly stronger versions of the same enchants as their Requiem counterparts, and they'll be par with ebony in armor rating;



Requirements

I won't include any assets from other mods, just the .esp plugin, so installing the original mods source of these items is mandatory.

The way I designed this you wont need any of the plugins from those other mods, just the assets. While you can use the plugins of those mods, I did not intend for this mod to be used along them, so if you do many of the content may not be balanced for Requiem without a patch, and even with a patch you'll end up with many duplicate recipes and items, some with different names, and all with different materials, armor ratings, etc.

You should disable the plugins from the required mods, for the intended end result, either by placing the .esp in the "Optional ESPs" in MO2 (right click mod in left pane, Information, Optional ESPs tab, make sure the esp is in the left box - "Optional", not "Available"), or by deleting / changing them plugins extension from ".esp" to anything else (except .esl or .esm - duh)


Load Order

Just load after Requiem. The patches should be loaded after the respecive mods. No secret at all.


Compatibility

Meant for Requiem v 5.3.x.

This mod was built upon the latest Requiem version, (5.3.1 as of now), but it should be compatible with any previous Requiem versions that uses the same armor rating range of values, and that adresses the same keywords to each set. A minor inconsistency would be:
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the Aetherium armor, cause I introduce another version of each of the Aetherium pieces, craftable at the Aetherium forge. It's meant to be coupled with newest Requiem take on the Aetherium set, which changes it ro a regular dwarven with same enchants. If you use it on previus Requiem versions you'd be able to make a new, stronger version of one of the pieces of the set, with slightly stronger enchants (a minor, unintended inconsistency).



Troubleshooting / Future plans

I have just finished making this, and haven't had the time yet to test it extensively (nor intend to, honestly, since I'll hardly be playing enough characters whose builds combined would use all of these items). Any user feedback would be appreciated. I can't however promise to update this mod quickly or regularly, since real life takes a whole lotta time (and love) right now.

However, I won't be putting any permission restrictions on this. Anyone is free to use, share, copy, upload, update, patch, modify, improve upon, repack, sell, advertise, criticize, curse, WHATEVER with this mod without asking for permission. Do whatever you will with this.

All I did was copy over some records in xEdit, all the real work was done by the modders who made the original mods and the Requiem developers (make sure to endorse the original mods), they're the ones who deserve real credit for it.


Also, I naturally only mod what I play... I won't be making patches for mods I don't use, so don't waste your time asking (and the mods I do use that conflict already have their patches provided). But please, be my guest and patch it all out.

I MAY take suggestions to further integrate more content from Immersive Armors, at my discretion. I'll only do ideas that I like and agree with. Again, probably not so soon, either. I also MAY take suggestions to integrate content from other mods than the reffered above, but that's even more unlikely to happen. Saying it doesn't hurt, though, so please do.


LE version?? Just no.


Next up, I'll be reintegrating the lost Longswords from previous versions, and perhaps some other weapons (e.g. Scimitars from Weapons of the Third Era). Not before long, though.


CHECK OUT MY OTHER MODS:

Requiem - Stone of the Shadow Improved
Requiem Daedric Weapons Armor-Penetration Reedited