Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,837
Is that skyrim nexus working for anyone? Just gives me a 502 bad gateway...
I like it a bit more than Requiem but I think specific smaller mods do a better job than this big package.[/quote]To those espousing the benefits of Duel:
https://sites.google.com/site/grimyskyrim/mod-critiques/duel
To those espousing the benefits of Duel:
https://sites.google.com/site/grimyskyrim/mod-critiques/duel
To those espousing the benefits of Duel:
https://sites.google.com/site/grimyskyrim/mod-critiques/duel
Sounds like that guy is over Duel.
Never used it, so can't comment on it, though.
There is always Requiem.To those espousing the benefits of Duel:
https://sites.google.com/site/grimyskyrim/mod-critiques/duel
Hmmm. Might have to rethink if I should keep using it, then. It's not like there's a dearth of options, anyway.
Sounds like that guy is over Duel.
Never used it, so can't comment on it, though.
Not really, he describes exactly why the changes are pointless or don't work as expected, instead of simply ranting like someone butthurt would.
Duel - Combat Realism HARDCORE (v7)Welcome to the new combat experience!
DCRH (Duel - Combat Realism Hardcore) is the achievement of what I consider one of the most realistic combat experience from all DCR versions. BEWARE: intense, brutal and unforgiving combats await the greatest warriors who dare venture in the hostile land of Skyrim.
What have been done to Duel? Why going Hardcore?
This new version is specially designed for the ones who ask for a greater challenge. Mixing mods to create challenging combats is not needed anymore; DCRH should do the job by itself. Well, mixing them will work, but it's pure suicide
HARDCORE changelog:
- New scripted algorithm enhancing NPC A.I.;
- Critical hits on vital body parts may be lethal;
- Fast paced fights;
- Surviving is way more rewarding!
*Note: If you don't want to go Hardcore, keep on Duel v6.
**Note:If you don't like being staggered by archers; stick with Duel V5
For the record, guy's critique of Requiem is basically "Requiem is fucking awesome but the author cannot into cleaning his mess FFFFFUUU- Overall 3/5".
I decided to dive into Skyrim again, will use Requiem, Deadly Dragons, Interesting NPCs & Better Quest objectives, besides Climates of Tamriel + Project ENB, Cloaks of Skyrim and Immersive Weapons & Armors. Any other recommendations?
Well, it's good that your build is what limits you in a game that's supposed to be an RPG, is it not?I decided to dive into Skyrim again, will use Requiem, Deadly Dragons, Interesting NPCs & Better Quest objectives, besides Climates of Tamriel + Project ENB, Cloaks of Skyrim and Immersive Weapons & Armors. Any other recommendations?
You may want to consider Skyrim Redone on Expert difficulty. It's not Beta anymore. It's just as difficult but more "flexible" in custom spell/eq mods compatibility etc. and not as limiting in terms of character development. You still won't get the best out of skills you haven't invested perks in, but in Requiem you simply can't use them at all. I generally appreciate such build's unique possibilities, but TES is more of a sandbox.
Well, it's good that your build is what limits you in a game that's supposed to be an RPG, is it not?
Besides, Requiem gives you generous 3 perk points for free at the beginning of the game (the moment when you have your bindings cut), so it's not like it prevents you from being able to use the skills you want.
One thing I dislike about SkyRe is that it's pretty much a haphazard heap of random changes, like "oh, I think restoration should resemble D&D divine magic more", rather than clear and to the point improvements.
Requiem, OTOH, is as elegant, consistent and to the point as promise of imminent rape can ever be.
Anyway, I'm currently cleaning my Skyrim up a bit. Will report on performance of Requiem without Duel buried underneath.
This point is enhanced if you make it at least nominally challenging, is it not?It's just that, while great in its own good, Requiem is too detached from the point of TES for the dissonance not to be noticeable.
To a large degree, TES is about you being "from rags to riches"
From what I gathered from talking with the creator you can get about half of available perks in the end. That's hardly narrow. Plus it doesn't take away the freedom to mix and match skills inherent to TES.Requiem goes the totally opposite way - a very hermetic one; i.e. your character can only specialize in a very narrow niche that is mercilessly intolerant to any attempt at straying away from that given kind of playstyle and brutally punishes mistakes related to it.
There is not only room, but compulsion to do so in Requiem. Different skills synergize well with each other, and you will often find yourself sitting behind a rock, arrows falling all around like rain and thinking how the fuck can you survive. That really motivates innovation and lateral thinking.There is simply no room for fucking around in a game that's, in a way, all about it.
It improves the gameplay by making you less inclined to compulsively pick up everything you find, only valuable and useful things. You can alleviate the problem by buying a horse to carry both loot and your overencumbered ass, getting a house with storage space and having a follower (which is pretty much obligatory in Requiem as it gives you a chance to avoid gangbang and circumvent enemy's directional defences). If you still have problem with that you can install that bags and bandoliers mod for extra storage when equipped, or one of Requiem's own optional ESPs.The very fact that you have 100 or so weight capacity, and items have their weight further increased, and can't do basic shit without spending rare perks on it to even begin with is certainly not a bad thing in principle, but so fundamentally at odds with TES gameplay forte it is hard for me to accept it as *the* way to play this game.
Also, false:Requiem is incompatible with Deadly Dragons.Requiem, Deadly Dragons
readme.txt said:9) Known compatible mods
- Practically any graphic-enhancing mods
- Practically any mod that deals with pure animations
- Practically any Interface-enhancing mods (SkyUI, for example)
- Alternate Start - Live another Life
- ASIS (I suggest that you do flag Requiem NOT to be affected by it!)
- Auto Perk Stats Level
- Bandolier - Bags and Pouches
- Banks of Skyrim
- Belua Sanguinare
- Better Fast Travel - Carriages and Ships (before Requiem)
- Better Vampires (before Requiem)
- Brawl Bugs Patch (highly recommended)
- Bring out your dead
- Cerwiden Smart Follower
- Character Creation Overhaul
- Classic Classes and Birthsigns (Please use the compatibility patch here!)
- Cloaks of Skyrim
- Convenient Horses
- Deadly Dragons (after Requiem)
- Deployable Traps
- Dual Wield Parrying
- Economics of Skyrim
- Ely's Uncapper
- Ethereal Elven Overhaul (use the compatibility patch!)
- Extensible Follower Framework
- Frostfall - Hypothermia Camping Survival
- Fires Hurt
- Get Snowy
- Guard Dialogue Overhaul (before Requiem, check it out!)
- Harvest Overhaul
- Horse commands
- Hypothermia
- Immersive armors (before Requiem)
- Imps more complex Needs (after Requiem)
- Interesting NPCs
- Ishs soul to perk
- Jaysus Swords (before Requiem)
- Khajiit Speak (after Requiem; check this out if your character is a Khajiit!!!)
- Locational Damage (might cause balancing issues)
- Lorecraft
- Mighty Dragons (after Requiem)
- Morrowloot
- Move It
- No Quest Items
- Proper Aiming (after Requiem)
- Radiance (before Requiem)
- Realistic Lighting without Post-Processing (I've been told that this is very immersive, it'll also make darkness darker, so all veteran dungeon crawlers might want to take a look here!)
- Realistic Needs and Diseases (after Requiem, use the compatibility patch! High recommended if you want to get more out of food!)
- Realistic Speed
- SKSE
- Skytest (Load it after Requiem, but consider that it will have a minor influence on some animal encounter difficulties!)
- Subliminal Traps
- Tales of lycantrophy
- The Choice is Yours
- Sneak Tools
- Ultimate Follower Overhaul (needs to be loaded after Requiem, but we're all not sure what side-effects this MAY cause)
- Unofficial Skyrim Patch (before Requiem, highly recommended)
- Unofficial Dawnguard Patch (before Requiem, highly recommended)
- Vilja in Skyrim
- Warzones
- Winter is Coming 2.0 (before Requiem)
But what about digital versions?
It's just that, while great in its own good, Requiem is too detached from the point of TES for the dissonance not to be noticeable.
To a large degree, TES is about you being "from rags to riches´[...]
Way to improve skyrim?
ogerboss 29 kudos 1042 posts
Version 1.7.0
New features
-Combat
-Jumping now costs stamina and blocks your stamina regeneration for a short duration. Wearing heavy armor while jumping significantly increases the effort.
-Normal attacks now cost stamina, scaling with the time required for the attack and your weapon skill.
-The poisons from frostbite spiders, chaurus and spriggan claws no longer have a threshold poison resistance negating the effect. Instead, the strength of the visual effect is decreased proportionally to your poison resistance. This also applies to diseases and disease resistance.
-The second rank of Agility is now known as "Dodge" and gives you the ability to actively dodge attacks (by pushing sprint while moving sideward) at the expense of stamina. This only works if you wear no piece of heavy armor.
-Magic
-"Blur" and "Shadow Shield" now have visual effects.
-XP rewarded for mind-affecting illusion spells are now scaled with the target level/10
-Compability with other mods
-The attack speed dummy can now be toggled off using the global variable "REQ_Compability_AttackSpeed" to achieve compability with other mods which add their own attack speed dummy.
Tweaks and Balancing
-Combat
-Combining the perks "Flurry" and "Agility" no longer decreases the attack time for daggers and swords below the minimal time required to execute a power attack.
-Large animals like bears and sabrecats no longer knock you down with each power attack, but only have a certain chance to do so.
-Power attacks and zooming for bows/crossbows now costs less stamina to compensate for the stamina cost of basic attacks and aiming.
-Magic
-"Dragon's Tongue" now has significantly shorter duration for the fire resistance effect.
-Empowering Illusion spells now has variable costs, ranging from 130\% for novice spells up to 170\% for master spells.
-Several illusion spells now have their restrictive effects for not empowering the spell correctly labelled as "(Not Empowered)" in the active effect menu.
-Economy
-Haggling is now more influenced by your skill. The initial prices for selling/buying are about the same as before, but selling now also scales with your skill. Furthermore, the haggling perk no longer provides static benefits, but scales with your skill as well.
Bugfixes
-Magic
-"Blur" and "Hibernation Spray" now have the correct spell level association and behave correctly when empowered.
-Bound arrows no longer have a weight.
-Defensive illusion spells now have the correct casting sounds.
-Invisibility effects now behave as expected after taking the corresponding perks.
-Mixing light and heavy armor no longer results in not correctly applied spellcasting penalties.
-"Shadow Sanctuary" is now correctly classified as an master spell.
-The perks "Metamagical Thesis" and "Metamagical Empowerment" no longer affect every magic effect, but only spells with a proper school association
-The reflective wards feature and its corresponding perk are disabled for now, because they seem to be broken.
-The spell "Transmute-Muscles" now behaves correctly when it is first cast normal and then dualcasted before it expired.
-"Veil of Silence" now correctly states in the description that it only affects illusion spells.
-Skills and Perks
-"Well Rested" now correctly grants a larger skill bonus than the "Rested" effect.
-Interface
-restored part of the alchemy/enchanting menu strings to fix "floating :"
posted @ 19:10, 4 Jul 2013 , stickied at 19:15, 4 Jul 2013
For starters:So I'm in the middle of reinstalling this thing to tide me over until SR:R releases later this month.
What are the current "must have" mods to make this thing bearable? Graphics, ui, mechanics, content, anything really. I'm trawling the webz for "best of" compilations, but most of them seem to be at least 6 months out of date.
Digging through the last 10 pages or so of this thread as well. But if someone has a nice handy list to copypasta, it'd save me a bunch of effort