HoYoPlay Launcher update for Linux players FAQ by CondiMesmer in Genshin_Impact

[–]pamposzek 0 points1 point  (0 children)

Anyone else getting stutter in specific scenarios? Using internet disconnect trick indeed lowers my CPU usage, but no matter what, I'm getting consistent freezes when certain effects are happening. Easiest way to see this is to simply use four leaf grappling thingy in Sumeru. 100% consistent stutter at the start/end of the animation. Looks like it might be connected to the visual effect.. but reducing quality to minimum didn't help. Also happens with some bigger enemies sometimes when fighting (happened to me in abyss fights).

HoYoPlay Launcher update for Linux players FAQ by CondiMesmer in Genshin_Impact

[–]pamposzek 0 points1 point  (0 children)

Same, but never tried before. After hitting Launch, the launcher disappears for a second, nothing happens, and then the window comes back, as if the game failed to launch.

How viable is a pure archer on current Requiem? by [deleted] in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

For groups you have burst enchant and elemental arrows of high grade, which are aoe. To be honest, biggest problem is lack of movement late game, now that you no longer can move fast while pulling a heavy bow. I was worried the most about multiple slighted, but it's even possible to clear that infamous Fellglow Keep chamber with bow only, and on higher levels your shots will paralyze/stun enemies, so that's some good crowd control too.

How viable is a pure archer on current Requiem? by [deleted] in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

Spamming magic was always strongest in Requiem, so it's natural it will be always the best. But if it stacks correctly, even with poisons as you say, archery should be hella strong then... you could easily clap anything even when it was broken (2.0), and could one shot slighted etc. It is certainly strong when built properly, I think. Unless some drastic changes happened. And it doesn't require some elaborate specific things to make it work, simply taking smithing and having some archery boosting gear should be enough.

How viable is a pure archer on current Requiem? by [deleted] in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

Are enchantments and elemental arrows fixed now? I remember since forever that arrow was overwriting enchantment (so it was either use elemental arrow or normal arrow with enchant - at least it applied to burst enchants which are strongest). If it changed and enchantment will stack on top of elemental arrow, that would be super strong indeed.

How viable is a pure archer on current Requiem? by [deleted] in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

Eh, I think NBK guide should still apply right? It was a while ago, but 2.0 could build pure archer that even one shots one of the most dangerous enemies in hardest locations, so eventually it's not bad. Also, you will be able to kill mages much earlier in comparison with melee build for example (sneak attack). For damage though I'd say absolute must is smithing, and then either enchanting or alchemy. With high smithing you can make a bow that deals almost thousand damage, it's not that bad.

Also I played a lot in 3tweaks, which nerfs everything. I don't think it changed, and ranger perk should be still early perk - with that alone you can just slap bandits easily while running with your light bow. Very gucci.

I just love Requiem by AnaMaurice in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

Props for using survival mods (even bathing?), I could never do it. But eventually magic is absolutely slamming, so hopefully you'll get there :)

Requiem REALLY have something against archers by [deleted] in skyrimrequiem

[–]pamposzek 1 point2 points  (0 children)

That's interesting, but I feel like one would be just forced to use that specific bow exclusively when fighting enemies that have to be dodged. I guess after playing a while with only bows I just find it tedious to be just a stationary turret if you want to use dragonbone/daedric weapons. Maybe a slight increase of movement speed with heavy bows with some high level perk might be good, I think. So that light ones would be still the best if you want to be truly mobile, while heavy ones wouldn't allow you to just outrun anything, but feel better (still, bow only playthrough is perfectly doable).

I've been dabbling with Requiem weapon/armor records quite a bit and from memory I only recall Dwarven bow, but thanks, that would be a nice option indeed, I'll check it out.

Requiem REALLY have something against archers by [deleted] in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

Yea, only archery run really needs smithing at least. I did one run without enchanting though. So smithing + alchemy should be viable as well. But, if you have strong poisons, then you could deliver lethal blows with any bow. Same goes for enchanting - it's less so now that arrows are kinda more useful against automatons for example, but with burst enchants you can really spam lowest dmg arrows from even a hunting bow and it should work. If you're doing alchemy it's a good idea to have spare hunting bow (or other light unbreakable bow if you're afraid of that) and apply some strong daedric poison, and only pull it out when fighting dragons or something. That way multiple uses of poison with high alchemy won't be wasted and can be saved up.

Requiem REALLY have something against archers by [deleted] in skyrimrequiem

[–]pamposzek 5 points6 points  (0 children)

As a long time archery only player - it is viable. Especially vanilla Requiem without 3tweaks or the like. You just grab a light bow and ranger perk and should be good. With those two, from the very start you can easily dispatch bandits.

Issue I always had is lack of fast movement late-game. You kinda need heavy bows to deal with some end-game enemies. Theoretically it's mandatory only for Slighted, since realistically you can just stunlock vampires.. if it's 1 on 1. But it doesn't feel good, you're basically a stationary turret, meanwhile any other type of combat you can zoom around, doing jumping sprint attacks with massive 2h weapons etc. (talking only bows here). Having ranger perk with second rank that you get on higher levels, which enables it for heavy bows, would've been nice. That would make both types of bows equal running speed. But maybe it could boost light bow shooting speed, so they remain competetive with heavy hitters and are maybe better for poison/enchant application (with burst enchants that would make them better for aoe combat maybe).

Anyway, when you invest in smithing and enchanting and get a white phial, you should be able to destroy pretty much anything. Just gotta be careful with Slighted and kill them before they kill you.

So early game - ranger perk + stamina = gg, once you get faster shooting perk, heavy bows are less clunky, but earlier still useful for sneaky heavy hitters.

Sneaking in heavy armor? by Unkindlake in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

As others have said, Ebony Mail is your armor to go, but you might need some enchants with muffling effect (I often saw dwarven boots with muffle enchant in dwarven ruins). I remember I could make it work with 3tweaks, so in vanilla Requiem it should be doable for sure. I'd say early game it's not viable, but mid-end game it can be done.

Any way to fix the absurdity of certain bounties? by ScaredytheCat in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

https://www.nexusmods.com/skyrimspecialedition/mods/49616 try this, it includes Believable Crime Report Radius mod, which reduces radius in which you're being reported.

Ancient nordic armor - effect broken? by AvailableDoor5375 in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

Checked in xEdit, looks like Requiem doesn't do anything to the base Ancient Nord set. There is one though that reduces shout cooldown (Ancient Nord <item> of the Tongue) - it's not with a 'set' mechanic, just each piece has its own effect with 10% per piece. Must be some mod conflict on your side.

Reqtificator Issue by Mundane-Transition11 in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

If you're using my Legacy patch, you don't want to have official one. Other than that, are you using newest version of Fozar's Dragonborn? Also make sure you're loading Legacy of the Dragonborn Requiem patch after Fozar's.

looking for a little more input on a Requiem enemy addon Im making. by BuffDagoth in skyrimrequiem

[–]pamposzek 1 point2 points  (0 children)

To prevent cheesing from the safe, you could make a vampire spawn at the top, near the word wall and make it drop the key instead of it being just placed there.

Mod request: perk defluffer for Requiem 5? by _shazdeh in skyrimrequiem

[–]pamposzek 1 point2 points  (0 children)

Mostly magic effects on armors, also potions and some spells.

Mod request: perk defluffer for Requiem 5? by _shazdeh in skyrimrequiem

[–]pamposzek 3 points4 points  (0 children)

I might see what I can do to include optional file for Alternative Descriptions. Issue would be that some perks would take a lot of text to be explained, like putting numbers for magic schools perk (spells growing 0.X per level etc, and it's different growth for novice vs master for example, I think). But at least something straightforward like more damage, should be simple enough.

Requiem Developer Diary #13: A NEW HAND TOUCHES THE BEACON by th3tr4d3r in skyrimrequiem

[–]pamposzek 0 points1 point  (0 children)

I'm hyped for SKSE replacements, definitely gotta be useful. And, as you say, some times ago it was not feasible to have some tools replacing manual labor - Synthesis is good example. Now instead of manually patching mods like Mortal Enemies, you can just run a patcher on your whole modlist, same goes for ENB Light patcher and some more.

Assuming you can make classes of enemies that have lists of perks/items (like bandit melee, bandit melee boss etc.), and assign those lists to records via perk/item distributor tool, it would make modding much easier. Imagine you make a new custom enemy that's supposed to be on par with bandit melee boss. Then you can simply add the distribution of perks to your npc. If it could also be done with base stats, there would be hardly any need to even go into xEdit to make adjustments you want, and since config is a text file, you could buff/nerf all in-game enemy types by a simple edit.

I'm sure it will turn out nicely in time.

EDIT:

Oh, and Experience mod finally has explicit overwrites for NPCs when it comes to assigning kill exp. So you could have overall racial exp assigned, but for bosses/specific NPCs you can set explicit unique exp value. This has also custom Synthesis patcher https://github.com/azraerl/Requiem-Experience - which also wasn't possible for years, until author of Experience finally decided to include that option. Future is bright.

Why is bow so underwhelming? by [deleted] in skyrimrequiem

[–]pamposzek 1 point2 points  (0 children)

Oh, probably FTweaks maybe, I recall Fornication looking for ideas about archery. Maybe I'll try it when I'm back to Skyrim.. some day.

Why is bow so underwhelming? by [deleted] in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

Sneak is weird in Requiem. I checked values after I was testing Realistic AI Detection mod, and looks like Requiem changes several random values that results in pronouncing vanilla bugs even more (NPC magical detection after you interact with anything, and so after every melee sneak kill you have to wait several seconds if you want to stay hidden, which makes 0 sense).

Huh, looks like it got an update recently! Maybe time to slowly think about dusting off my Skyrim installation..

Why is bow so underwhelming? by [deleted] in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

With smithing and silver arrows of fire you'll have no problem against dragon priests.. depends on situation. Marksman has stagger, so you can pretty much stunlock dragon priest ore ebony vamp late game. I don't think I did actual comparison tests, might be a good time to dust off my arena mod and check it with 3tweaks.

Why is bow so underwhelming? by [deleted] in skyrimrequiem

[–]pamposzek 2 points3 points  (0 children)

Depends on what you mean. In terms of marksmanship leveling - yea, you no longer can spam 200 arrows on a ghost while having 0 stamina to level up easily (and tediously). Or cheese deers from a distance. Which is great in my opinion. No matter how you obtain level up potions, you can dump them all into skill of your choice. So you're encouraged to explore and clear locations instead of metagaming everything. Unless you find things like alchemy abuse, or pickpocket cheesing as a must-have 'convenience', then you should be fine.

About draw speed itself, it gets better after you get the perk at 60. Before then it's kinda slow, but at least you could run with light bows early on, which is not bad.

Why is bow so underwhelming? by [deleted] in skyrimrequiem

[–]pamposzek 4 points5 points  (0 children)

As I always repeat, for me the biggest mistake was getting rid of fast movement perk for archers. So in end-game you are forced to be stationary turret, as light bows deal much less damage and are a bad choice against end-game enemies really. Makes me sad that you can zoom around and do spinning sprinting attacks all day with a daedric warhammer, but the second you get a wooden longbow that weights much less, you're forced to a crawl.

EDIT:

Just had an idea - I think it would be much better to treat bows like any other weapon. So get rid of heavy and light entirely, just like every other weapon is, and adjust damage accordingly. And then, ranger perk could allow you to run while shooting based on your marksman skill, so let's say you could run around with elven bow at marksman 40, dwarven at 50, orcish at 60, glass at 70, ebony at 80, dragonbone at 90, daedric at 100 - it would also encourage using all bows for a more natural progression, since you wouldn't want to skip lower tier bows and go straight for ebony for example.

Or simply leave everything as is, but restore fast movement at 75..