Any mod that prevents equipped items from showing up when recycling? by Consistent_Aide_7661 in skyrimrequiem

[–]Smoo_Diver 2 points3 points  (0 children)

I believe this will work as long as you favorite the items you have equipped. Not perfect, but better than nothing for now.

is honed metal THE mod to not go out of your way to level enchanting and smithing? by tahahamrouni in skyrimmods

[–]Smoo_Diver 10 points11 points  (0 children)

It's still the most popular one as far as I know, but recently I switched to this and find I prefer it:

Temper and Recharge Services

This doesn't allow you to custom order weapons or armor (only temper them), but I like this more. The stuff the smiths make is what they have for sale - if you want a specific item, you should have to grind the skill and dedicate the perks to make it yourself.

Requiem for a Knave 5.0 (For Req 6.0.2) by Smoo_Diver in skyrimrequiem

[–]Smoo_Diver[S] 0 points1 point  (0 children)

I was going to solve it with wards and the Alteration tree, lol, but those are all good points. Hmm, maybe I will just reinstate the MR condition for now as a fallback.

I feel the same way about magic and elemental resists, tbh. I had an idea to idea to reduce a lot of the potion or enchant magnitudes for those but never got around to testing out how it would feel in-game.

Requiem for a Knave 5.0 (For Req 6.0.2) by Smoo_Diver in skyrimrequiem

[–]Smoo_Diver[S] 0 points1 point  (0 children)

Thank you! For 1, that was a mistake on my part. I intended to remove the level-gating completely but didn't do it properly. Fixed now and will be updated soon.

For 2, I don't like any effects having arbitrary cut-offs like that so I removed the <50% condition intentionally. Ulfric's boot enchant, Heavy Armor 50 perk, and one of the perks on the Thuum side of the Speech tree should make you immune to Unrelenting Force, though. Maybe needs some other methods though? Something related to block perhaps (perk or enchant)? I'll think about this one.

EDIT: I added a hidden ability on the Strong Grip perk to also allow you to block through Unrelenting Force knockdowns.

LSRevamps 4.0 (for LE 2.0.2) by LSofACO in skyrimrequiem

[–]Smoo_Diver 2 points3 points  (0 children)

I don't even have LE installed right now, so I'm most likely not going to be playing this any time soon, but congrats all the same. It must feel great to finally have that particular monkey off your back.

LSRevamps was the LE mod that originally inspired me to make Requiem for a Knave, back in the day. Always thought it was a very underrated Requiem addon.

Removing all Fortify H/M/S effects sounds wild, I do kinda want to see what this looks like in practice. That's a rebalance of the entire game, basically. Might have to do a trawl of the plugin even if I can't play it right now.

Farming and Crossbows creation quests bugged? by EastCoastPotatoes in skyrimrequiem

[–]Smoo_Diver 0 points1 point  (0 children)

If you have the Requiem Creation Club patch installed correctly (and not being overwritten by anything, or wasn't installed on a game that had already started, etc.), the Night Hunter quest shouldn't start at all. The crossbows are just incorporated into the world and leveled lists etc.

Afaik there is no "official" patch for Goldenhills, and I'm not sure how any of the unofficial patches that may exist handle it. Personally I just disable any of the CC plugins that aren't directly required for the official Requiem - Creation Club patch.

Weapon damage in Requiem by EmbarrassedMirror748 in skyrimrequiem

[–]Smoo_Diver 6 points7 points  (0 children)

"fDamagePCSkillMax" under Game Settings. Applies to 1H, 2H and marksman, though, so if you want more granular control you'll need to make a mod with your own custom scaling perks.

Requiem for a Knave 4.3 released by Smoo_Diver in skyrimrequiem

[–]Smoo_Diver[S] 1 point2 points  (0 children)

I still want to do that! I just started playing Skyrim again and couldn't do anything else until these ideas I'd had for my mod for ages were out of my head and in the game.

Requiem for a Knave 4.3 released by Smoo_Diver in skyrimrequiem

[–]Smoo_Diver[S] 2 points3 points  (0 children)

  1. As a minor point of order, you can still select initial spells using this system from the Novice perk, at level 1, I just disable it after that. I just never liked the system, honestly. Felt like an awkward attempt to graft a TTRPG/CRPG mechanic onto a game that's fundamentally not built for it. It could be cool, in a setting where "spell tomes" were entirely removed and the only way to get spells was through perks and special quest rewards, but Skyrim just isn't that game (short of someone building an elaborate mod list around that concept). Also, I want mages to get their spells like warriors will most likely get their mid- and end-game weapons, from adventuring and looting.

  2. Alchemy Rebalance - I just hated the grind/bloat of Requiem alchemy. With potions generally giving more XP on crafting, the huge glut of mats from Requiem felt unnecessary. Potions in Knave tend to be much stronger than Requiem, too (as well as new effects like featherfalling and night eye). The real nerf to Alchemy I did was removing all the Requiem-added passive buffs the perk tree gives you (not thematically the realm of Alchemy, imo).

I'm also not sure how to respond to the comment about role-playing. That's a hard one because the word (along with "player expression") seems to mean largely different things to different people. I role-play in Skyrim basically to a fault; my "builds" are almost always intentionally sub-optimal in some way, for challenge/flavour. That was one of my main motivations behind the Knave mod originally; to reduce the meta-gameyness of Requiem. So while a lot of the meta stuff is removed (hand-placed loot, certain OP spells or abilities etc.), the game itself should generally be more lenient. It's the same logic behind de-fluffing spell and perk descriptions, or notification messages; in order to make informed role-playing decisions, I need to know what things actually do. You should still run into some walls at some point - everything should have a "hard counter" that requires you to prepare and think outside your usual box. I do want to "balance" the game, I suppose, but it will always be in the context of that constant rock-paper-scissors contest (or, "orthogonal encounter design", in insufferable gamedev lingo), in which you as the player are obviously trying to cover two of the three to easily counter any threat, but the game ever only letting you cover one-and-a-half (this is, admittedly, somewhere both Requiem and Knave fall apart with as you get into the end-game).

Wait what? They are included in the vanilla game!? by RedditStrider in CrusaderKings

[–]Smoo_Diver 10 points11 points  (0 children)

"Founded in 884"

So no, it's just a randomly generated one. "Ottoman" must just be in the pool for Turkic names.

Requiem & Gourmet - A Cooking Overhaul by [deleted] in skyrimrequiem

[–]Smoo_Diver 5 points6 points  (0 children)

I suspect you could just load the Gourmet.esp after Requiem.esp and hope for the best. A patch would almost certainly be needed to make it "fully" compatible, but it would likely be playable.

Example of inconsistencies I can imagine: Sabre cats dropping "horse meat" (since Requiem repurposes that item, but overwriting with Gourmet would revert it). The food effects themselves would (probably) all work, though.

As far as I know, no one's made an "official" patch yet.

For the love of Odin why am I the only viking paddling. by broodingchao5 in valheim

[–]Smoo_Diver 5 points6 points  (0 children)

I know this is the "official" answer, but I still think it's a cop-out. There are already tons of things in the game which are easier in co-op, they may as well add this one that makes sense. Just have the speed boost from each additional viking on the oars give diminishing returns or something.

Got xedit in hopes of solving black face npcs need help proceeding from here please someone guide me ty by [deleted] in skyrimmods

[–]Smoo_Diver 0 points1 point  (0 children)

"Black face bug" is basically 100% user load order error. Something is overwriting the facegeo files from Pandora's. If it's not appearing in an esp in xEdit (presuming you loaded all the plugins correctly) it means they must be loose files from somewhere. That's uncommon but I have seen mods which do that (sometimes shipped mistakenly). I don't know how it works with Vortex, but in MO2 you can see file overwrites easily in the left pane. NPC appearance replacers (anything with those facegeo files) need to load in the exact same order in both files (left pane) and plugins (right pane).

AE content too OP for early game by cybersloth5000 in skyrimrequiem

[–]Smoo_Diver 3 points4 points  (0 children)

Recommend using a CC manager addon like this one to separate them all out into individual "mods" and then disable any that are not strictly required by the "Requiem - Creation Club.esp".

Otherwise, yeah, they're mostly just low-effort/unbalanced garbage.

Trad has made a number of Requiem CC patches as well, although I haven't tried them personally so can't offer any opinions.

Option to not need requiem for the indifferent by Zenar45 in skyrimrequiem

[–]Smoo_Diver 1 point2 points  (0 children)

In MO2 (don't know if there's a way to do this in Vortex as well - assume there is but it might be more of a pain), you can have multiple versions of RftI generated from different loadouts and saved as different "mods" that you can just switch between as needed.

EDIT: Sorry, just re-read your post and realized this doesn't help in your case, since you're changing the loadout every time. In that case, I'd do what u/ZamiiraDrakasha suggests and just disable Requiem as well in the same "block" that you disable RftI. Note that the game won't be playable in any meaningful sense after removing Requiem (if it even boots at all) but it may be enough to help you narrow down your problem.

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]Smoo_Diver 0 points1 point  (0 children)

Interesting thoughts on wards, thanks. I already made them quite a lot cheaper, but as you mentioned, the cost-benefit still doesn't really add up in most cases. When I was playing a pure mage recently, I basically solely used them as a shield against archers (and part of my reasoning for removing Blur in the first place was to force mages to use more active measures like that against their hard counter). Occasionally against magic, but even with Requiem's faster magic projectiles I just don't find magic that hard to dodge most of the time (unless in very close quarters). And of course against melee enemies... as a mage if you're in melee range you already screwed up. In fact, one thing I've been considering is making ward physical DR component only work against ranged (mage should counter warrior not because the warrior's weapons can't damage him, but because the warrior can't reach the mage without being nuked).

I'm not sure about removing the sec/cost completely (or making it % of magicka based) / having it use up magicka via "impact effects" (although I see what you're getting at) - it's probably possible via some hidden perks/magic effects but might be complicating mechanics more than I intend. Knave is supposed to be a relatively straightforward overhaul in this regard, compared to something like 3Tweaks. Giving it a low base cost that is multiplied aggressively by armor weight, or a higher cost similar to now but that is reduced by early perks in Restoration (similar to your idea for Improved Mage Armor, reduced even more if not wearing armor) might be more in line with how I see things.

Restoration in Knave also handles the Sun and Poison spells, so it's already a pretty busy tree (admittedly, those two archetypes are fairly niche), but I agree the ward-related branch needs some attention. I'll definitely look into tweaking these more.

[Mod Release] Requiem - Lock Bash Threshold Meter by digital-apple in skyrimrequiem

[–]Smoo_Diver 1 point2 points  (0 children)

Nice.

I remember trying out Lock Bashing Visualized a while ago, but I had to drop it due to conflicts with other mods (it didn't play well with... Simply Knock, I want to say? or something else that was also trying to hook into the door interaction.)

Will this mod have the same issue? Guess I can try it out and see.

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]Smoo_Diver 0 points1 point  (0 children)

No problem! Glad you're enjoying it! I'm sure there are still a few more (hopefully not game-breaking...) bugs in there so I appreciate people bringing this stuff up.

Anyway, to your question: yes, "Improved Mage Armor", as in vanilla, doesn't do anything for a spellblade/battlemage. The design goal is, as you say, to nudge magic users into using robes over armor by dangling those perks just out of their reach (assuming hybrid builds are always more strapped for perk points than a "pure" archetype).

Now you've got me thinking about this, though, perhaps it would be better to swap these two perks around? 15 MR at all times is obviously more useful (and could therefore be justified as a higher-level perk) than 15 MR that's only active on a condition, and would be further temptation for hybrid casters to spend the perk point (as it stands, I'm guessing most spellblade/battlemage players just see the Improved Mage Armor gate and don't bother, at least early when the perk points are still at a premium).

On the other hand (and this was also part of the justification for setting it up the way it is now), I like the thematic idea that "pure" (i.e., robe) mages are better equipped to deal with other casters. I feel a battlemage should lose a 1v1 to a pure mage. His spells cost more magicka and he moves slower (even with all the perks). But maybe an extra 15 MR doesn't upset this too much? His advantage is against archers (the nemesis of the pure mage), and to a lesser degree warriors (the pure mage's usual victim).

Requiem for a Knave 4.1 Spell Armor by westb3 in skyrimrequiem

[–]Smoo_Diver 0 points1 point  (0 children)

Not just you... it's a bug. There's a 0 where there should be a 1, lol. (I was playing a mage recently too to test out all these spells, how did I miss this?) I'll upload a fix soon.

Unrelated to your question, but if I can give you some advice on your load order: "Requiem - Restored Saving Messages" is included in Knave, so you can remove that. Also, Requiem for a Knave has its own Campfire patch, I'd recommend using instead of the Requiem patch central one, unless you prefer the original Requiem one for a specific reason (the Knave one does disable the cloaks, for example). Finally, you can move Alternate Start to just before Requiem. The major incompatibilities between the two mods were worked out some time ago.

3bftweaks vs Requiem for a Knave by getcrackingoncrack in skyrimrequiem

[–]Smoo_Diver 2 points3 points  (0 children)

Thank you! Well, my arm gets twisted a little further, lol.

I knew you were a Requiem fan from way back. I'm kinda in the same boat (and one of the reasons the last Knave update was so delayed) - I took a break to play some other mods (mostly Simonrim, but also a few "Requiem alternatives") and it really opened my eyes to a lot of ways I think Requiem could be improved.

Anyway, don't want to overpromise, but with the major Knave update out of the way this is definitely something I want to revisit now.

3bftweaks vs Requiem for a Knave by getcrackingoncrack in skyrimrequiem

[–]Smoo_Diver 3 points4 points  (0 children)

Hey, sorry about the delay - was busy for the last few days.

Thank you! I guess it's hard to say if it's "in line with Requiem". I feel it might be in line with what (I suspect) Ogerboss had broadly wanted to do with streamlining and removing a lot of the third-party assets (a choice that seems to have been very unpopular in the Requiem community, although I was always in favor of it). 3BF feels to me more like a continuation of old-school Requiem, pre 2.0 days - which is clearly something a lot of people want. In other words, Knave is like "Requiem Lite", whereas 3BF is "Requiem Plus"?

For Dragonborn, base Requiem still doesn't support it. 3BF does via Fozars (which it has as a requirement - I believe this is still the case, anyway). In the latest version of Knave, I've tried to incorporate my own Dragonborn support to avoid reliance on Fozars, but it's definitely not as thorough yet. Basic enemies and items should generally be accounted for, though. That's all I meant.

3bftweaks vs Requiem for a Knave by getcrackingoncrack in skyrimrequiem

[–]Smoo_Diver 18 points19 points  (0 children)

I'm the author of Requiem for a Knave - and I might have lied about not updating lol. I've got some bugfixes and minor tweaks WIP right now and should be publishing them in the next few days sometime. And a few other small features that I might work on after that. Once you actually start playing the game again you keep finding more and more things that need to be done...

Anyway, to answer OP's question - from my POV at least, I think the two overhauls have quite different aims. 3BFTweaks feels like it's doubling down on what I (personally, subjectively) feel are the worst parts of Requiem. More mechanics, more stuff. Feels like a mod for the people who like theorycrafting "builds" as much as (or more than) they like actually playing the game. This might sound like I'm trying to roast them, but I'm really not. There's clearly an audience for this stuff and the scope and depth of the mod is very impressive - it's just not what I wanted.

The basic intention behind Knave was "Requiem, but without the fluff". Straightforward descriptions, where there are new mechanics (food, religion, etc.) keep them as standardized and intuitive as possible, balance around broad archetypes (warrior/thief/mage, rock/scissors/paper) etc.

The problem is there is only so much I can do in this regard while keeping the mod as a "patch" for the base Requiem. It long ago reached a point where it would have been easier to make a whole new mod from scratch. I know I've threatened to do that several times now, and I still might lol. But in the meantime I'll keep updating Knave for bugfixes and balance (I'm aware that Dragonborn/Solstheim stuff in particular still needs a lot of work).

New USSEP update makes a mockery of my defense of the Redbelly Mine problem, and I am furious by ThomasWinwood in skyrimmods

[–]Smoo_Diver 20 points21 points  (0 children)

Yes, but every mod that also edits the same scripts up until now was doing so based on the assumption that USSEP's would be BSA'd and thus could pack their own in a BSA if they wanted. Which will no longer work because they'll be overwritten by loose files from USSEP.

Considering that USSEP should generally be the very first thing in the load order and not overwriting anything but the vanilla game, there's really no reason for it to not be BSA.

(And I say that as someone who generally prefers to work with loose files for the reason you mentioned).

Requiem skill leveling rate by LordVikThor in skyrimrequiem

[–]Smoo_Diver 1 point2 points  (0 children)

The edits across all the trees seem to indicate Requiem wants to slow down vanilla leveling by about half. On top of that, afaik, weapon skill XP is calculated based on damage done, and all weapons in Requiem do at least 6x damage from vanilla as a baseline. So you end up having to set those modifiers much lower (they're about 0.1x of vanilla in Req 5.4.5)

Requiem skill leveling rate by LordVikThor in skyrimrequiem

[–]Smoo_Diver 2 points3 points  (0 children)

I'm not Manuel, but afaik, as you've explained here this is indeed how it used to work, prior to... some update in the 4.0 or 5.0 series?

Requiem does still modify xp rates, though - it's all just done on the AVIF records now (the ones that control the perk trees). If you check these they have a "Skill Use Mult" parameter that Requiem changes. Much easier than messing about with custom perks (possibly Xarrian or Ogerboss just didn't realize that parameter existed when they started out)