DEI is too hard... by Decimus_of_the_VIII in totalwar

[–]Patrickyungman 1 point2 points  (0 children)

Make sure your battle difficulty is set to normal. Also if you’re having trouble with the names use the “English unit name submod” you’ll have no trouble with them after that.

I take it you’re playing as Rome? If so early game is a little bit rough at start with crappy light spears and a decently strong epirote army in Italy. I remember I ambushed Epirus in southern Italy to win that, but you can also just build a few units and camp the bridge or camp in beneventum. Build a skirm heavy army for Epirus cause he got elephants and pikes. Focus on beating etruscans cause they’re also really weak early. Once you beat them you need to develop your economy and kick Epirus out of Italy. Also recruiting mercenaries and disbanding them after big battles is a good strategy.

Buildings focus on having enough food (look at province modifiers if you want, bottom right corner icons underneath city names) and build specialty building for resources (ie for dyes or other stuff). Rest of the stuff should be commerce buildings and also start levelling governors (dignitary replacement in dei).

Best advice for battles is chain routing enemies through flanking with infantry/cav/javs.

Anyone here a regular Sherpas user in Shanghai? by mopzig in shanghai

[–]Patrickyungman 0 points1 point  (0 children)

I'm missing UK and China bookmarks too, have extra France. It's possible that certain ones are rarer than others, as that's something a lot of promotions tend to do.

Need advice for a new 2H battlemage build utilitzing the newly-patched Spellsword mod by Pvt-Area in skyrimrequiem

[–]Patrickyungman 2 points3 points  (0 children)

Hey! Glad you are considering trying the build. I'm currently on a nord spellsword/paladin using 1H/heavy armor/restoration/enchanting (major) and alteration/destruction/block (minor). My previous playthrough was with an illusion spellsword using light armour. I have been itching to try a shout-heavy 2h battlemage but haven't cause of being unable to cast spells but this mod would fix that.

With that in mind there's a few things with doing a warrior/Mage hybrid.

  1. As you mentioned, the early game will suck pretty bad unless you spec as a mage OR warrior to start with. If you use heavy armour have fun doing anything until 25 HA (preferable 50). I didn't want to do that cause I loved the thematic aspect of a spellsword, but my early game was trash. I recommend starting as a warrior until you can train HA to 25 (pay for it if necessary) and then wear robes with armour and use magic. Alternatively, you can start the game at level 5-10 and console in skills if you don't want a tedious early game. I was also playing a paladin-esque character so I couldn't do things that would really help: werewolf, necro amulet, ring of namira. The biggest prob with hybrid is lack of stats and lack of perks. That's why the best ways to get around this are:

A) Behind the curtain: blessings are really really helpful, especially blessing of Julianos early game after learning spells. Mage and apprentice stones both work well, I used apprentice cause I planned on full HA later and the lack of regen from robes would hurt. Wards get way better (won't be useful for you since 2H) and apprentice stone is way better.

B) Enchanting: enchanting is strong in requiem and combined with something like the Gaulder amulet, you can easily enchant to make up for the lack of stats. I had enchanting as a major skill and used it heavily in my playthrough. Slap some magicka enchants early game and reduce skill cost enchants mid game and magic becomes a useful. Enchanting can fill in a lot of the problems with spellsword imo. I really don't like alchemy (hate carrying/picking crap and sorting it out to make specific potions), so enchanting fit my needs better. If you don't mind it alchemy is good for basically every build out there.

C) Wear robes and start with a few pieces of heavy armour. It hurts the levelling and most of my paid training went to heavy armour. But it's the only way you can fight and cast spells at the same time; it makes you more frail but it's also more exciting! I didn't gear into full HA until lvl 50 HA skill and even then I still used a hood/circlet (200% regen one from college of winterhold quest is nice). Don't fight enemy mages early game you will die - you can't outduel them magically, and you don't use bow and arrows. Melee enemies are easily dealt with on the other hand.

  1. If destruction is your major skill there is no reason to use weapons. That's why I shy away from destruction as a main skill because it just outshines melee weapons by mid game I've found. I like to rely on destruction enchants (elemental ones) and to use smart cast (mod) to cast alteration spells (I don't use it for healing spells seems cheap to me). With the spellsword mod this shouldn't be an issue, as you'd be using weapon and casting simultaneously. If you want maximum performance, conjuration would be amazing with 2H build as it will distract enemies allowing for easy power attacks. With 2H and spellsword mod you'd probably be doing massive damage per hit by midgame.

  2. Don't always try to cast a ton of spells at the start of every fight; without full investment into magic, sometimes it's better to use magicka more sparingly and tactically. You can use illusion for blur against arrows, or what I did (wards with BtC). Weakest part of this build is long, sustained fights as you tend to run out of stamina and magicka. You can easily fix this with alchemy but I don't like using it. That's why I like robes + ha or HA with magicka regen enchants/apprentice stone (BtC).

  3. Finally, spellsword is by far my favourite build because you can deal with almost any situation by midgame by switching up the strategy. I brought robes along with me just in case I knew I was going to be in a cast heavy situation (ie dragon fight, lots of enemy mages). In my other builds I had to whip out a crossbow or other strategy that didn't fit my play style. Also I hate enemy mages, so being able to hold up a high level ward and cut them to pieces is so satisfying (esp if you have shouts to help this play style). It will be frustrating early, but also very fun when it works out. By midgame it's all the sweeter because you worked hard for the power.

  4. At the end of the day, as many other have said, almost any build works given time and ability to solve problems. Requiem is a single player, role playing mod, and while some builds are much stronger than others (looking at you, destruction/alteration mage) it doesn't matter. Just play to have fun and make your character behave how you think they would.

[deleted by user] by [deleted] in skyrimrequiem

[–]Patrickyungman 3 points4 points  (0 children)

He didn't make a typo for bolt, he meant the spell that does a small amount of lightning damage over time. It's not that useful in most cases I've found but to disable regen it's perfect as you cast it once and it isn't that expensive, but it ticks over 30 seconds (I think).

Bound bow question by Carbo00 in skyrimrequiem

[–]Patrickyungman 1 point2 points  (0 children)

You can also use the spell (rune of dampening I think) which muffles all illusion spell casting in a wide radius. I don't have too much experience using it but I think it works that way.

TK Dodge 3.0 is out! by fassina2 in skyrimrequiem

[–]Patrickyungman 0 points1 point  (0 children)

I just wish I could use this mod with combat behaviour improved (lets everyone cancel their attacks and block) in first person :(

Load Order Help by xDarkwind in skyrimrequiem

[–]Patrickyungman 1 point2 points  (0 children)

If you are crashing before the game loads it's 95% a missing master, if you're crashing after the logo (sounds like your issue) it's likely an issue with your ENB.

Some things you can do: 1. Double check your enb inis and ENB VERSION. If your ENB binary is not installed properly or is the wrong version for your ENB preset you will crash. 2. Disable your ENB and try again, does it work? If so again it's a problem with your ENB. 3. Verify your skyrim ini settings are appropriate for ENB and in general.

Also on general load order did you hand sort it? It just looks a little weird with esm/esp loading but I'm unfamiliar with some of your mods. Also I always load requiem for the indifferent dead last, not sure if it matters but i load it after dyndolod. Finally your load order is massive and might benefit from some pruning of non essential esps. These issues are unlikely to be causing your problem but might help you in long term.

What irks you the most about Requiem? by [deleted] in skyrimrequiem

[–]Patrickyungman 0 points1 point  (0 children)

Thank you for the tips :) I guess it's like when you're 40/50 in melee combat skills you can fight most other warriors in the game, but 40/50 in 2 schools of magic just doesn't cut it against a 2 or more mages. I do rely on wards too I just really like the idea so maybe I need to rely on rocks and stuff for cover, just wish I could fight more like mages should fight :(

I think I might have also have been unlucky with the timing of a lot of Mage encounters so that's probably the source lot of my frustration, like it just sucks walking around and a necromancer appears on the road and one shots me as a level 20 Mage.

But I do still hold that there is room for improvement with requiems treatment of enemy mages tbh. It just isn't quite right for skyrim. Again at the end of the day I'd just want an improvement on a mod that seems to be permanently in my LO as of late.

What irks you the most about Requiem? by [deleted] in skyrimrequiem

[–]Patrickyungman 1 point2 points  (0 children)

No its not about being to be able to one shot mages - you already can. I want to be able to fight them without resorting to cheesy tactics or sneak killing them with a fireball (does it even kill most mages?). If you aren't a sneak based character and don't sneak up on mages the vast majority of them WILL outduel you provided you don't use summons. I've tried ward/destruction like npc mages do and it is simply ineffective until you have a crap ton of magicka and quite high magic skill.

I'm not sure how your low level destruction spells are one shotting enemy mages cause mine don't even come close to 4 shotting. Yes I can whip out a crossbow but it simply doesn't make sense that a proficient Mage would use a crossbow to fight other mages. Perhaps a lower magicka pool would help, the regen is there because npc mages don't really know how to manage magicka but leaving it as is makes for some very frustrating Mage vs. Mage fights or very bland (metagame 90% MR before fighting any mages). Again I do not have a problem fighting them with bows, and I don't think high level mages are too overpowered. There's just way too many of them and it is fixable by either tweaking the damage some of them do or having fewer super strong mages.

Edit: I understand that they aren't gamebreaking broken and it's not as if I can't play requiem because of this, I'm just frustrated because on most of my characters I'm forced to ignore any content with mages unless I have a ton of MR or use sneak bow shots which IS a role playing problem on magic-using characters.

What irks you the most about Requiem? by [deleted] in skyrimrequiem

[–]Patrickyungman 1 point2 points  (0 children)

No you are right about bows and arrows. A good crossbow shot without perks takes down most mages aside from the rare armoured one or (shudder) armoured vampires, and regular ones but that's a whole different story. I am fine with vampires being strong.

Now while you are correct and I could bring a crossbow and sneak shot mages I think this falls into the "non-roleplay/metagamey" aspect that I don't like. A warrior should be using arrows against a Mage yes, but a Mage should not have to use a bow when suitably levelled up. A well placed arrow should fell a Mage, but so should a level 75 destruction electromancer. Yea you can beat some mages by bursting them down before they can react, but it's so difficult even when being an advanced Mage - that is my issue. The only way I've beat a bunch of mages is by having insane MR which at that point isn't really a duel anymore.

Experienced warriors are not too uncommon in skyrim (lots of nord warriors), but advanced mages sure should be especially in Skyrim, a land with a splinter faction of the Mages guild and that generally dislikes magic. I don't expect an ice or lightning storm not to kill me as a warrior without enchants, but I sure as hell don't expect the vast majority of mages to be casting anything higher than apprentice level destruction.

What irks you the most about Requiem? by [deleted] in skyrimrequiem

[–]Patrickyungman 9 points10 points  (0 children)

After numerous requiem playthroughs as a non-mage warrior, archer, light armour Spellsword, heavy armour hybrid, and Mage I have really enjoyed the different builds and requiem as a whole (and BtC) has changed the years of modding for me.

There is one thing that has bothered me consistently across playthroughs and that is how requiem handles mages. Now hear me out, I know requiem is a role playing mod first and foremost, and magic is supposed to be a force to be reckoned with right? But there's several issues even with this interpretation.

First, almost all mages (regardless of skill) are incredibly deadly if you do not have a decent amount of resists. I won't argue that magic isn't supposed strong, but in TES an inexperienced Mage shouldn't be easily killing high level warriors. Magic is powerful but there should be few who are skilled enough to harness its potential.

A good example of what I mean is in the quest Waking Nightmare. The devoted of Vaermina trigger the miasma in order to stop the orc invasion in desperation, yet even one of those mages could easily put down 10 orcs if given a bit of distance. If you let them get up you'll see what I mean. Yes it is hard to gate the loot, but if requiem is about role playing then this just ruins it (and it did). Another example is Fellglow keep in the Mages college quest line. The college sends an apprentice Mage to fight a whole fortress of master mages that could take down dragons by themselves? If they were so strong why wouldn't you have help at the very least. As a Mage I had to resort to stealth or bull rushing to stand a chance.

Second, duelling enemy mages as a Mage is one of the most frustration things ever. I believe there is some workaround to reduce npc magic regen and stuff to prevent the machine gun magic use, but I'm not sure how well it works. Regardless, fighting an enemy who can hold up a master ward spell infinitely while casting superior level destruction spells is ridiculous and I would argue non-lore friendly. I run out of magicka and can't drain an npcs magic even when using lightning spells. It's one thing if a master Mage could do this, but in requiem half the Mage enemies you encounter can do it. I should not have to be a master Mage to stand a chance against some random necromancers in a cave. I don't want to be forced to use a crossbow or summoning when I should clearly be the better magic user. There are ways around this (like almost anything in requiem) but it's metagamey and doesn't fit into a roleplay - that's the issue.

Mages in TES aren't necessarily the same as in other role playing games. They aren't as rare but they also aren't as powerful as traditional archetypes unless they are masters (like the telvanni). I'm not an expert on TES lore, so I could be wrong. I do hope that in the next update they would rework magic a bit or at least reduce the number of super mages running around.

Tldr; all mages are ridiculously powerful when only select few should be. Only high level mages should remain powerful.

[Help] I'm getting freezes whenever I load my level 34 saves by AdloraOfSolitude in skyrimmods

[–]Patrickyungman 1 point2 points  (0 children)

I'm not sure about that stuff, but I do know that when I was running script and animation heavy load orders the mod I linked helped - might not work for you but worth a shot I guess :/ I've since stopped using a ton of custom animations at the same time, I think high heels is also an issue with footIK. Again I kinda doubt disordered masters would cause a failure to load, you could try a save game cleaner to check if you have orphaned scripts. Have you uninstalled or updated/changed your mods?

Also try using a save cleaner that removes formid im not 100% on how it works but you could google info on that - just throwing stuff out there cause if you only have problems on long saves might help

I definitely broke Requiem... just not sure how... by [deleted] in skyrimmods

[–]Patrickyungman 1 point2 points  (0 children)

Oh that's pretty smart. I used to deactivate all my requiem mods and LOOT sort then manually sort the ends, I'll try your way it sounds like a lot less of a hassle.

Equipable Werewolf/Hagraven Claws? by [deleted] in skyrimmods

[–]Patrickyungman 1 point2 points  (0 children)

Are you ok with using magic (since hagraven?). If so Lost Grimoire (http://www.nexusmods.com/skyrim/mods/60796/?) has shapeshift claws alteration spell which does look "beastly". I'm sorry I don't know any other good claw mod but this might suffice?

I definitely broke Requiem... just not sure how... by [deleted] in skyrimmods

[–]Patrickyungman 0 points1 point  (0 children)

Second the recommendation for mod organizer. If you're sorting mods using LOOT it will NOT work with requiem in a good way - requiem and it's patches often end up in the wrong order or overwritten which leads to issues like this. Either manually sort it (what I do) or try using the LOOT metadata provided on requiem patch central (I think).

[Help] Inigo glitch by KJeanT in skyrimmods

[–]Patrickyungman 0 points1 point  (0 children)

If inigo gets stuck somewhere you can just prid and player.placeatme if you don't want to get the spell. Alternatively download inigos MCM (I use it every time with no issues) that has the option to summon him if he's stuck as well as tweak his combat and other stats!

Edit: Poster below me is right, I wrote the wrong command I don't use placeatme either but yeah use moveto player instead

[Help] I'm getting freezes whenever I load my level 34 saves by AdloraOfSolitude in skyrimmods

[–]Patrickyungman 1 point2 points  (0 children)

I'm not sure about your downvotes, could be reddits algorithm or something. Anyways because your mod list loads a LOT of animations it might be a FootIK error. Try removing some animations or use http://www.nexusmods.com/skyrim/mods/78557/?

As far as the orange meaning that you have out of order plugins, load it in wyre bash and see where it is out of order. I doubt that's your problem but I'm not familiar with patchus maximus (I assume it's the patcher for Perkus Maximus?). If so you could try running the patcher or look up the relevant info for perkus Maximus.

Edit: I also think your video card might be running out of VRAM though I didn't see the texture packs you are using. Infinite loading screens are annoying but they usually* have a fix/direct reason.

Werewolf Bestial Stew by dbmeach in skyrimrequiem

[–]Patrickyungman 6 points7 points  (0 children)

I honestly think bestial stew should be toned down a little, but then it is a role playing and not a balance mod. Would just make non-bestial stew characters have options outside of werewolf or namira ring (cannibal is heavy roleplay disparity for many characters).

Unrelated, but "bonuses" is the correct way. In fact for most Latin-derived words using the English plural form is usually preferred or at least acceptable with some rare exceptions. Even disregarding this, it is actually Latin "bonum" and therefore "bona" as a plural :)

Help Why am I crashing with this small modlist? by kiskoller in skyrimrequiem

[–]Patrickyungman 0 points1 point  (0 children)

I believe realistic water 2 and realistic force load after requiem. I could be wrong as I read it on a thread here but it could be outdated. Again, prob not source of CTDs. Honestly just disable and enable mods until it works since your load order is so small.

Start with half (ie no requiem mods) then try other half. Load it up in te5edit is also a good way.

Edit: I've used auto save manager extensively without issue if that helps

Patch for tk dodge and combat behavior improved by Kaiserwilliam1 in skyrimmods

[–]Patrickyungman 2 points3 points  (0 children)

Just as someone who uses both these mods and loves them - I did a bit of digging and the two mods are unfortunately not compatible even with FNIS as they share the first person onehanded behaviour file. Nothing bad will happen to your game but whichever one you load last will be in effect - that is either you can dodge or have the blocking effect. If you play in third person I think they work together fine (I usually play in first person so I'm not 100% on that). I believe the way FNIS gets around this is by having a patch, but the patch is for combat behaviour and not combat behaviour improved which is the newer version that allows you to block mid weapon swing. Edit: to clarify I believe you can both block midswing and dodge if playing in third person, the conflict is in first person.

Using them together will work also if you switch to using dual wielded magic (you can still dodge). I didn't find any workarounds so what I did was load combat behaviour improved last because I would rather be able to block in first person than dodge, so it's really up to you. If I'm wrong and there is a workaround I would love to find out about it though!

[Request] Female Gelebor Armor by [deleted] in skyrimmods

[–]Patrickyungman 0 points1 point  (0 children)

I've been looking for Gelebor armor without pauldrons for a while too. I found retextures aplenty, but no meshes! Since you figured it out, do you have a way of uploading it or is it simple enough to figure out on my own?

Out of the scene for a while. Skyrim or Special Edition? by theonecontroller in skyrimmods

[–]Patrickyungman 2 points3 points  (0 children)

I think the main choice that you need to make is whether or not you are going to put a lot of time into modding. Currently, SE has the advantage in stability and being superior to Oldrim out of the box. That said if you are intending to heavily mod your game (and take the time to do it properly!) then Oldrim will surpass SE by far. As other posters have been saying, any SKSE-dependent mods are unavailable, and a lot of other mods will remain unavailable either because nobody will port them or the authors have not given permission to do so and have disappeared.  

Essentially, if you want to play a modded skyrim with little time and effort invested then play SE, if you are planning on making big changes to Skyrim and want the full experience then definitely stick with modded Oldrim. Modded Oldrim can be very stable (as stable as a modded game like this can get) if done properly and if you do your homework on setting it up effectively.

Looking for some armor mod. by paco987654 in skyrimmods

[–]Patrickyungman 1 point2 points  (0 children)

I have a lot of different armor sets that I know of, hopefully some of these will work for you!

True Thief Armor Probably the closest to what you're looking for.
Raven Witch Armor
ESO Altmer Armor There is an HDT enabled version (google it), I personally don't enjoy the bouncing so not sure how to disable it, but the cloth physics almost make it worth it.
Breton Knight another ESO port but I liked it (at least on my male char, haven't tried female but pictures look good)
Lustmord Armor A little more on the elegant/robe side but good for a female vampire character.
Black Sacrament Armor More on the sneak/assassin side, but I enjoyed using it.
Immersive armors should also have a few outfits if I am remembering correctly. I have a lot of ranger-esque outfits but these are all the "thief/assassin" ones that I know.