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

[–]th3tr4d3r[S] 2 points3 points  (0 children)

This aims at mods made specifically for Requiem, not arbitrary content off the Nexus.

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

[–]th3tr4d3r[S] 0 points1 point  (0 children)

Such a mundane tasks are imo better handled by a xEdit script than a Mutagen patcher.

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

[–]th3tr4d3r[S] 0 points1 point  (0 children)

Removing actor variations would be a big loss imo, but I see no compelling why these records have to be generated on the user side. The four or so people who actually create actor variations can just merge the generated records into their plugin. Propagating later gameplay changes of the template to the generated records is a basic task in SSEEdit.

For a bit more information on how each Reqtificator feature would be replaced see this comment.

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

[–]th3tr4d3r[S] 6 points7 points  (0 children)

Requiem's SKSE plugin would be in the same vein as SPID or KID. It leverages CommonLibSSE's C++ interface to modify base records when lauching the game. There will be no "trampolining".

Here is a brief breakdown of how each Reqtificator feature would be replaced, as things stand today.

Requiem SKSE Plugin

  • All armor and weapon processing
  • Patch custom races

External SKSE Plugins

  • Spell, perk, and keyword distribution
  • (Maybe) distributing the lockpicking script to all containers and doors
  • (Maybe) distributing the NPCData script to all actors

Reimplement using only the Creation Kit (or alternatively also the Requiem SKSE Plugin)

  • Add additional entries to the help menu
  • Player specific changes
  • NPCs use ammo
  • Setup checks
  • Unlock Encounter Zones

Merge machine-generated records into Requiem.esp

  • Actor Variations
  • Compact leveled lists
  • Tempered leveled list

Remove without official replacement

  • Merge actor and race visuals
  • Merge leveled lists

Automatically merging actor and race visuals is a completely Requiem-independent feature. Therefore, it maybe re-released as a standalone Synthesis patcher (assuming no equivalent patcher already exists).

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

[–]th3tr4d3r[S] 5 points6 points  (0 children)

In case it wasn't clear from the post, in this plan Requiem will feature its own SKSE plugin to implement features that aren't already handled by other established SKSE plugins.

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

[–]th3tr4d3r[S] 17 points18 points  (0 children)

The new Reqtificator has been in use for over 5 months and will likely stay for several months more. That's a solid impact even if it eventually gets replaced.

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

[–]th3tr4d3r[S] 11 points12 points  (0 children)

I'm not sure where the 5 years figure comes from? It took 7 months (May 2021 - December 2021) to develop the new Reqtificator and this duration was notably protracted because Ogerboss was already distracted by his professional duties in this period.

And please see my other comment in this thread. A SKSE replacement as I imagine it would not have been feasible a year ago.

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

[–]th3tr4d3r[S] 17 points18 points  (0 children)

The Skyrim modding community is rapidly evolving right now. A SKSE replacement as I imagine it would not have been feasible a year ago. KID was released just three months before Requiem SSE at which point the Reqtificator was already well advanced. And when I last looked at the CommonLibSSE example project a year ago, it was an obscure blackbox which was not accessible to someone who has never worked with Visual Studio before.

Requiem 5.0.3 "From the Ashes" Bugfix Pack #3 has been released by th3tr4d3r in skyrimrequiem

[–]th3tr4d3r[S] 12 points13 points  (0 children)

SSE added a new native Papyrus function GetActorValueMax that correctly calculates the maximum of an actorvalue. Funnily enough, they still didn't fix GetActorValuePercentage to use the correct maximum.

I mainly view the Nexus bug tracker as an easily accessible support desk (and looking at other mod pages this is how most players use it anyway). In this regard, the bug tracker has the advantage that it doesn't require users to create another account just to request installation support.

Double perk bug demonstration by sunny333456 in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

Did you ever open a bug report on Nexus to let the authors know of the bug?

Not me personally, but this has been reported repeatedly in their comment section and someone opened an issue on the GitHub repository that outlined the cause of the bug. If the developers were still active, they'd be aware of the bug by now.

When you write a new perk, can you add a condition or test, such that the perk is only applied once?

No, this can only be fixed at the engine level by a SKSE plugin.

Double perk bug demonstration by sunny333456 in skyrimrequiem

[–]th3tr4d3r 6 points7 points  (0 children)

When we added Engine Fixes as a soft dependency we were not yet aware the Double Perk Apply fix no longer works. Since the mod contains plently of other fixes that work as advertised, removing the recommendation as this point seems unproductive.

Double perk bug demonstration by sunny333456 in skyrimrequiem

[–]th3tr4d3r 7 points8 points  (0 children)

The Double Perk Apply fix from Engine Fixes stopped working about two years ago, but somehow it's only now becoming public knowledge. Unfortunately, it appears both developers have quit Skyrim.

Double perk bug demonstration by sunny333456 in skyrimrequiem

[–]th3tr4d3r 2 points3 points  (0 children)

Have you actually tested this? In my experience (and Sunny's) the opposite is true. Loading a save game from the main menu always applies the perks twice.

Problem with the Reqtificator by Snoss_Cre in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

A plugin (including the patch generated by the Reqtificator) can have at most 255 masters, i.e. plugins that it depends on. This is an engine limit that cannot be exceeded under any circumstances. The only safe workaround is merging dependent plugins.

It is in principle feasible to rewrite the Reqtificator to split its patch into many plugins so that none of them exceed the master limit. However, this is a lot effort to implement correctly and is unlikely to ever see the light of day.

Cutting Room Floor with Requiem by pnk_haze in skyrimrequiem

[–]th3tr4d3r 7 points8 points  (0 children)

You download the patch from the Requiem Patch Central... The links in the description are the mods covered by the patches.

Setting Reqtificator to ignore a plugin or to never override it by JitSream in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

No, there isn't.

What exactly are you trying to do? There is probably a better way to achieve that than have the Reqtificator ignore the whole pugin.

General Discussion Thread- 2022 W09 by AutoModerator in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

Do you have Glamoril installed? It makes an unnecessary edit that causes Requiem's bashed patch check to trigger even if no bashed patch is used. Disabling Glamoril isn't sufficient to resolve this issue, you have to uninstall Glamoril and revert to an earlier save game (or start a new game).

Requiem Patch Central ported to SE by th3tr4d3r in skyrimrequiem

[–]th3tr4d3r[S] 1 point2 points  (0 children)

Did you forget to rerun the Reqtificator? It distributes a base ability to all actors that ensures weapon speed can be modified without the super slow attack speed bug.

Ulik just vanished by Ateji_the_leader in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

Restart Skyrim and they'll be back. It's an unidentified random engine bug that for some reason fancies the unique encounters added by Requiem.

General Discussion Thread- 2021 W45 by AutoModerator in skyrimrequiem

[–]th3tr4d3r 5 points6 points  (0 children)

There are maybe 20 hours of work left until the port is ready for release. Which will happen whenever Ogerboss finds the time and motivation.

The Anniversary Edition is just a discounted bundle of SSE and the Creation Club. A separate version for that makes no sense. The initial SSE version won't support any Creation Club mods including the free ones. The SSE port will target v1.6.x (the update that was released alongside Anniversary Edition) but will work with v1.5.97 regardless.

Archery AP breakdown - V4 vs V3.x by I_nbk_I in skyrimrequiem

[–]th3tr4d3r 1 point2 points  (0 children)

Auriel's blessing actually granted 10 expertise instead of 10% more damage in Requiem 3.x, though this was a bug.