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Smile44

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  1. open the file in TES5Edit, click on the + sign and click on File Header - in the right hand pane there will be a list of masters right click the header of Ars Metallica and select remove. It is a master - no more. Of course the more detailed way is to compare the patch to the Ars metallica plugin and remove those files pertaining to that mod - still need to do the first thing and remove as a master to the patch. No they are not, something in your load order is interfering, it could be to do with IA or the addon files for either Requiem or amb, either way you can sometimes fix this using the console and clicking on the character in question - I haven't tried this so can't describe how it works, one of the key mods has a fix in the description. You could re-order your patches might do the trick.
  2. This all looks fine, my first thought is that Requiem is a little high but looking closer there shouldn't be much that conflicts with Requiem after it, obviously CH needs to load after as it conflicts with Requiem so you want the CH files to win, but it also works before Requiem as well. RLO - Minor cities and towns interiors.esp was a dummy plugin as it wasn't completed I don't know if that is still the case if it is then you might want to remove that. I hope this works out for you as with this load you should have a varied, interesting and challenging game though it could do with more population in towns and villages e.g. interesting NPCs for which there is a patch, and you might want to make sure you have some sort of follower mod as just one is going to be problematic for you especially in Bleak Falls Barrow and similar un-dead laden ruins. Good luck. There is a patch for the dual pelts problem it is on the Requiem - SkyTest page it solves a problem with Hard Times and extra pelts. I have never had that problem but it should help those that do.
  3. Good call, this is my error it is a file included in Requiem - Immersive Armors and adds items from both IW and IA to various NPCs. To use this file you will need to have IA plus IW plus both Requiem patches for the Addon patch to work. If just adding Requiem to SR:LE then you only need the Requiem - Immersive Armors Patch. I have changed the page to remove this as an option since it is about compatibility with SR:LE as it is so problem now removed. The addon file that I was thinking about (and what confused me) is with Book of Silence and that does not need patching.
  4. A good question I will need to look into it but as far as I am aware Xarrian placed specific amounts of foes in specific areas. He also took away the names e.g. Draugr is all you see when you click on them regardless of whther they are a Boss or not. As far as I am aware there is always variety in that in one area there will be easy foes and harder ones but you wont know other than by how they look and handle their weapons. You can clear bandits at low level but need to avoid letting them gang up on you or hit you with arrows, spells and two handed weapons. The game settings function is deactivated in Requiem in that changing the setting to expert or legendary has no effect. I know that ASIS and RUS has easier areas close to towns and cities. Here is more specific information. Hope this helps.
  5. This all looks rather glorious on the face of it.
  6. Message posted in error - nothing to see here.
  7. It's difficult to have something both ways. It's true that de-levelled Skyrim makes things hard at the start but easier at higher level and this makes sense. It's not impossible to play at low level for example Requiem you just need to play more intelligently, sure perhaps a retreat is often prudent as it should be for anyone relatively untrained and not suicidal. The main problem that people have with a mod like Requiem is that the challenge at later levels is greatly diminished, part of the reason that stats progress at half the normal rate. That said SkyRe is easy at lower levels as is Skyrim Unleashed, one you could try is Real Unlevelled Skyrim which is part of ERSO and comes with a multitude of compatible options and additions. High Level Enemies of course keeps things interesting at all levels there is another mod that I have come across that I can't remember the name of as I write this post so I will edit that in later but it is designed to keep the game more interesting. Another one you can try ASIS Enciunter Zones, in combination with Morrowloot perhaps. There are more but I am not sure how up to date they are. I'll get back to this when I am back at my PC.
  8. Testing going well with CORE install, explosive bolts seems to be working fine but I have only tried test plugin 1 so far. Zero problems to report. Need to look at load order though I am currently letting BOSS sort it as it will which means I had to move GDO to load before Requiem.esp. I am concerned about Appropriately Attired Jarls and the plugin for Skyforge Weapons which load later. I have yet to come across any skyforged weapons to see if they have the correct damage.
  9. Another patch this is for a shield fix in that some of the heavy shields got the wrong keyword names attached and so were less protective than light shields. This fixes that. Requiem - Heavy Shield Patch V2 by Peter1962 New Requiem mods "Requiem Plus" Features
  10. Just out of curiosity is the existing Requiem BOYD patch any use? Edit: OK patch is up - this is for STEP CORE, please try it out and let us know if you have any problems. Ta very much
  11. You are welcome buddy We will be adding patches for Requiem and STEP that are compatible with the STEP patches so problems would be avoided that way. You can disable Ars Mtallica as a master for the STEP patch in TES5Edit should you want to get ahead. Spock is back so hopefully there will be something up soon, though the guy has exams here and there so not gonna hassle him.
  12. Requiem already deals with combat AI so Duel would not be needed, you wont need get snowy either due to other mods, possibly Frostfall or Wet & Cold can't remember which probably the latter. There are patches for Apocalypse spells (I use it myself) and Dance of Death, so you should be fine. Patches exist for IA, IW and SIC. So your cholice of mods should work fine. Set up Extended and make sure it works as intended, remove not needed mods and make changes to others as detailed in the guide add all your extra mods then add Requiem for STEP followed by the mods and patches from the SR:LE section, sort the load order and you should be golden.
  13. In theory yes but altogether you may have quite a few plugins the 256 limit is still there but yea those packs do work well together I have tested those successfully. Requiem is not on your list so my agreement about them workling togther is based on that. With Requiem in the picture it starts to get complicated. In that case I would use Extended, Weather and Lighting, Survival pack and some mods from Exploration (which mods?). There are quite a few clashes and potential problems between Requiem and Hunterborn (in the Immersive Survival Pack) as well as possibly others. Certainly didn't play nice for me.
  14. In the Realistic needs patch pack download from the nexus page you will need to install the requiem patch. In MO when you click to install the RND patch pack you will get the message about Merge or replace as the mod already exists (depending on how you install your mods) so you will either install it as a separate mod or merge it into Realistic Needs and Diseases. RND stands for Realistic Needs and Diseases, fairly common knowledge but I get that not everyone will know that yet so I will look at clearing that instruction up.
  15. I have updated the guide to include mods for SR:LE, load order rules still apply and you will also need to add all the mods in the STEP - Requiem modlist. The OBIS patch is not supported by the aurthor due to a disagreement with the people at TES5Edit - so it may well need to be looked at again but it does work fine for me so far. This is quite a large number of patches but a number of them can be merged, I will look into that. Next up is adding in STEP Patches and error checking for the guide as is at least the STEP part, though I can confirm that I have played Requiem on SR:LE with very little in the way of issues (like for hours).
  16. You can copy your load order from the profiles folder in MO (the files that is not the program). As for the addon I would suggest adding in immersive weapons doesn't hurt and works fine. As for spoilers it was {spoiler}then {/spoiler} at either end of the information. At this moment of typing I don't know if it still is though, guess I'll find out in a minute. Yup it still is except that it is the straight brackets not the curly ones shown.
  17. The latter I should think, just the added items, but you could in theory do the whole thing in one - shouldn't hurt.
  18. You must have selected the option file choice - that is what does it.
  19. The pack is now live but unfinished. It has more detail that the base Requiem pack as far as mods to add go and mods to change or remove and will work as is. I need to wait for Spock to get some time before doing more on load order and patches. I have not added much for SR:LE yet though I may add the modlist soon. We want to get the STEP part working solidly and patched first. If the mood takes you then please have a look and let us know your thoughts, suggestions, critiques etc..
  20. That is also adjustable in the MCM - just saying
  21. You can play different kinds of characters, I must not have explained that well. Mages are deadly but it takes time to get truly powerful, thieves and assassins can survive well and become deadly in a different way as do scouts and agents. Two-handed barbarians have their own style of play as do heavily armoured warriors. Each type of character has it's own style of play. The thing about Requiem is that it forces you to be aware of the strengths and weaknesses of your character and to plan accordingly.
  22. At least 10, you will need followers to help you at Bleak Falls Barrow that place is a BEEATCH, silver swords and fire spells are the order of the day, arrows are not a lot of use against hordes of the undead.
  23. The purple patches mean that you have missing textures, so you will need to try disabling some of your texture mods to figure out which textures are faulty. With the vampire faces I would check better males and mature skin textures as you may have made an error there. The guide tells you to make copies of 2 - 3 face files in each and add the word vampire to them and place them back in the original folder e.g. femalehead.dds becomes femaleheadvampire.dds, the female / male folders should have both the original files and the vampire adjusted files in them. Try redoing that part of the guide and see if it fixes those. You might need to check SMIM or wearable lanterns for the lantern textures either way if you find which mod has the faulty textures then you can re-install that mod. Hope this helps.
  24. Requiem does adjust all of the stealth skills to be more realistic than vanilla, I have not heard of any patch for SSR. Follower mods, moonlight tales and companions are generally compatible as the weapons and armor used by these characters are affected by Requiem. The fight with Vilkas is hard to survive at level 1 which is what you would expect, it takes much longer to get him to put his sword away and you will need to take a healing potion or two to survive long enough for him to consider you worthy.
  25. Actually it all levels out. Archery is harder because you are not accurate unless you get closer, very hard to hit long distance also it is a good idea to avoid getting shot. I find that being hit in the foot and dying a bit immersion breaking, but you do quite quickly develop a sense of these things and get better at not being a walking pin cushion. That said you can adjust everything to do with archery in the MCM, not only that but you can change the damage levels, default is 4x vanilla damage for all weapons. I prefer light armor dual wielding spellsword type with Requiem, a hard build to work with but fun. Still need sneak and or archery to take out the mages and or archers before taking on bandits - draw them out and use evasive techniques and cover to avoid taking fire, then pick them off one be one. Lying in wait and ambushing is also useful but you would need to put your victim down fast in case he/she is not alone and you let yourself in for an undefended power move and or arrows / spells. When you know you can die easily you learn to be more patient and careful, kill animals sell pelts, get training etc.. This is essentially a built in requirement for Requiem. The more powerful you get the easier the game gets but there are still powerful enemies out there though.
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