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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

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I like Immersive Patrols, makes the roads more interesting since you'll meet something other than bandits and assorted fauna. It's especially interesting when you're an enemy / ally of the faction you meet. Just got ambushed by witchhunters on the exit of a ruin after they saw me toying with necromancy.

also "Better Stealth AI for Followers" if you like companions, and "Reduced Distance NPC Greetings" if you like your sanity.
 

DraQ

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Any mods that make horses non-suicidal or worth using in general?
Requiem, obviously.
:troll:
I don't believe so, sadly; I've met quite a few dead horses while traveling through Requiem land.
I have *had* quite a few dead horses while traveling through Requiem land.

Nevertheless:
-they run from threats instead of attacking (non suicidal).
-they are faster and can have stuff loaded onto them (more useful).
 

Tripicus

Augur
Joined
Oct 22, 2011
Messages
161
Which is.... ?

In addition to the mod size limit
-Having to install mods through the launcher can sometimes cause your graphical and game settings to be changed.
-Some mods, like graphical overhauls, can have more involved installation procedures, which Steam Workshops doesn't handle well if at all.
- Installing mods requires the default launcher, which means if you're using SKSE you have to restart Skyrim with the SKSE Steam launcher
- Not RK47 friendly
- The Nexus already is a community/system well established before the Steam Workshop existed.
- Mods will auto-update. May seem nice on the surface, but this can cause script conflicts with pre-existing saves.
- Not sure if it's still true, but there used to be issues with modular installers (like Quality World Map)

The one strength I saw Steam Workshop having is the large number of content mods, like dungeons and quests.
 

hell bovine

Arcane
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I have *had* quite a few dead horses while traveling through Requiem land.

Nevertheless:
-they run from threats instead of attacking (non suicidal).
-they are faster and can have stuff loaded onto them (more useful).

Actually, undead minions make convenient pack mules, since with the necromancy perk they can be re-raised as many times necessary. I don't know if they even have a weight limit.

A short story with no moral: I've got curious and took a look at my necromancer's stats only to discover that he has a huge bounty on his head in Falkreath for murder. Probably one of his undead minions got hungry on the way, since I don't recall any obvious murdering being committed. So brave Lydia gets to carry her burdens home, the vampire-zombies (or zombie-vampires, an interesting theoretical question, that one) get disbanded, and my necromancer surrenders and goes to jail. Does sentence, gets released and immediately gets killed so quickly, it's like one loading screen after the other whooshing by. Reload: this time no killing happens, but the guards suddenly start shouting and everyone goes running; apparently a dragon spawned in town when he was in jail. Reload, again: this time it's my necromancer who starts sprinting first, unfortunately, he disregards the most important rule of running away: don't look back. And as he observes the beast majestically laying waste to the town, there is some flapping above him... Dragons, they sometimes come in pairs. Reload, again: this time the dragon decides to land as and cuts off his escape route (perhaps Skyrim's dragons are also very pervy and like to go after naked male asses, who knows). Surprisingly, though they take heavy losses, the guards manage to kill the lizard (and the second one never shows up, which is a good thing, because there aren't many guards left). One freebie dragon soul is a nice compensation for having his ass flamed multiple times, but for all the bulging muscles my necromancer is a wimp and can't carry anything heavier then butterfly wings. After much despairing - for you cannot be a true hero, if you leave loot behind - a solution is found. And so one very happy necromancer and one freshly risen guard, packed with dragon loot, go home. END
 
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I wonder how the ex-con magic-user will explain the dead guard at his feet when they arrive at the next town to sell off the loot. :lol:

Also, undead minions have the same carry weight they had when alive, at least humanoid ones. Speaking of that, I wonder if there's someone hardcore enough to use a mamooth as a pack mule.
 

hell bovine

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I wonder how the ex-con magic-user will explain the dead guard at his feet when they arrive at the next town to sell off the loot. :lol:

Also, undead minions have the same carry weight they had when alive, at least humanoid ones. Speaking of that, I wonder if there's someone hardcore enough to use a mamooth as a pack mule.

Eh, the townsfolk of Skyrim doesn't care if you are accompanied by undead servants (take your pants off, however, and suddenly they get all offended). The 'Vigilants of forgot the name' attacked once when my necromancer had the vampire-zombies with him, but that could have been the murder bounty.
As for mammoths, I like them too much to harm them. :oops: So I've tested a giant instead, but it's actually more annoying then helpful, because the ground trembles when it runs after you. The carrying capacity is not worth the headache-inducing screen shaking. Necromancy turns out to be too overpowered, even for Requiem, though. Because shortly after acquiring the giant, it (and my other zombie) decide to run off. So my necromancer runs after them, because the loot, the loot! And runs into a dragon attacking mammoths (cue panicked sprinting for cover). Because my other zombie is a mage, it's starts blasting, and gets the lizard wounded enough to land, where it proceeds to get trampled by mammoths and whacked by the giant. So at level 16 my necromancer legally defeated his first dragon (although his contribution to the fight was running in panicked circles, trying not to get his ass fried, again). :D
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Which is.... ?

In addition to the mod size limit
-Having to install mods through the launcher can sometimes cause your graphical and game settings to be changed.
-Some mods, like graphical overhauls, can have more involved installation procedures, which Steam Workshops doesn't handle well if at all.
- Installing mods requires the default launcher, which means if you're using SKSE you have to restart Skyrim with the SKSE Steam launcher
- Not RK47 friendly
- The Nexus already is a community/system well established before the Steam Workshop existed.
- Mods will auto-update. May seem nice on the surface, but this can cause script conflicts with pre-existing saves.
- Not sure if it's still true, but there used to be issues with modular installers (like Quality World Map)

The one strength I saw Steam Workshop having is the large number of content mods, like dungeons and quests.

All of those are outweighed by my laziness. Especially when it's Skyrim we're talking about and not System Shock or Deus Ex.
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
10,002
Requiem has all the answers?

Obviously.

- Summon Ghostly Steed (50): Summon the ghost of a horse that's a quite unqiue mount - it's the fastest mount available, while being completely invulnerable - it can even fall down all of mount High Hrothgar without taking a scratch. Also, the caster becomes ethereal, too, when mounting it, also making him or her invulnerable for as long as sitting on the steed. However, this also prevents attacking from this mount!
 

Bahamut

Arcane
Joined
Jul 11, 2008
Messages
1,196
So to summarize this thread...

LoKXZ8f.jpg
 
Joined
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Messages
1,876,736
Location
Glass Fields, Ruins of Old Iran
Which is.... ?

In addition to the mod size limit
-Having to install mods through the launcher can sometimes cause your graphical and game settings to be changed.
-Some mods, like graphical overhauls, can have more involved installation procedures, which Steam Workshops doesn't handle well if at all.
- Installing mods requires the default launcher, which means if you're using SKSE you have to restart Skyrim with the SKSE Steam launcher
- Not RK47 friendly
- The Nexus already is a community/system well established before the Steam Workshop existed.
- Mods will auto-update. May seem nice on the surface, but this can cause script conflicts with pre-existing saves.
- Not sure if it's still true, but there used to be issues with modular installers (like Quality World Map)

The one strength I saw Steam Workshop having is the large number of content mods, like dungeons and quests.

All of those are outweighed by my laziness. Especially when it's Skyrim we're talking about and not System Shock or Deus Ex.

Extracting a zip file into the game folder is too much work?

:kingcomrade: detected
 

Night Goat

The Immovable Autism
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Codex 2013 Codex 2014
Has anyone tried playing a werewolf in Requiem? If so, is lycanthropy any less pointless than it is in vanilla?

Also, one of the Enchanting perks says it lets you independently research new enchantments; any idea how that's done?
 

RK47

collides like two planets pulled by gravity
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Not Here
Dead State Divinity: Original Sin
Does dual casting perk in destruction still give the paltry 10% bonus dmg as it did in vanilla at 40% more cost?
I hated that shit.
 

Turisas

Arch Devil
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Werewolves suck, and yeah you'll need to mod that if you want the dual-casting to be worthwhile.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
How does Requiem do it then?
I'm having trouble finding out every full feature list of changes in this mod.
 

Turisas

Arch Devil
Patron
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Ah shit, right you're talking about Draquiem of course. Yeah I don't think the readme at least actually mentions doing anything to the dual-cast magnification, at least not when I skimmed it a while back. I guess you could test it easily enough in-game with Restoration spells or something.
 

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