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Everything posted by Smile44
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There were some issues with these but they have been addressed in later updates. It does work well and you will need to avoid powerful spell asters until your resistances and level give a chance. :)
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That is a good question, it may be because IA and IW are already in Requiem, but not in their entirety. Requiem adds in weapons and armours from a lot of well known mods, I will need to have a look at those patches to see why. Generally Requiem multiplies the stats but if any files do not have standard names then it is possible that some items would be classed incorrectly and get the wrong stats. So the patch would be to make sure such items have the correct modifiers to ensure the stats for the new equipment works. It is most likely that any equipment that you install will be fine but if it has lower than expected stats then it may need a patch - most do not though. :)
- 26 replies
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- SKYRIMLE
- 20-patches
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As long as those mods are loaded before Requiem.esp then they will fit in fine. Some of the first mod is already included in Requiem. Cloaks should also be loaded before Requiem, in fact any mod that adds in equipment of any kind should be loaded before Requiem. A simple calculation is used to determine the damage weapons do and the rpotection that armor gives and this is based on vanilla values. :)
- 26 replies
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- SKYRIMLE
- 20-patches
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Extraordinary detail can be found in the OP for base Requiem - read me and videos - see link above. :)
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I've taken some but it is difficult to get shots that would be useful to anyone. The shape of the tree and it's name or parts of the tree with perk names. It would be better to have a look your self when you have the it installed. :) Edit: Here is a nifty video detailing much of what you will find in the Requiem Skill trees:- Skills and Perks - Edit: More nifty videos can be found in the OP of the Base Requiem Pack thread - LINK
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I have made no patches, at least none that are not already in circulation. There are potentially many patches to be made and of course many patches that can be merged, Skyrim modding is in a state of constant change at present - this means that it will become easier and easier to build stable multi modded games as more and more modders fall in line with key requirements, e.g. file names and USkP modifications etc.. so that the CORE STEP choices become more rock solid and knowledge of scripts, spawns and engine capabilities become more commonplace and in a sense standardised. I keep my plugin list well below 200 so that I can add in patches to see what works. But this is in flux, as I have to update mods nearly everyday. Currently my mods folder in MO is taking up nearly 60 GB of memory which is not good - I will need to have a clear out. I use different versions of mods for STEP, SR and other variations such as Nearox's Vega and tehherb's immersive survival pack. Keeping tabs on all of this is a headache especially if they all need a slightly different patch. Ultimately I am mostly keen on developing Requiem because I feel that it is what STEP is missing, if it were to incorporate the element of gameplay beyond basic vanilla improvements - then again this is what the packs idea is all about. I have had one or two bites with respect to other members getting together developing Requiem further as far as a STEP or SR build goes but ultimately I feel that it will need it's own build to get a stable game with the full impact of what requiem delivers. This is partly why I have not as yet developed the Basic Requiem Pack further because as it is it works fine with both STEP and SR but the more mods you add in on top of that the more difficult it gets to keep the game stable. That said my current build does crash but it has a lot going on (SR:LE + Requiem with bells on) and the CTDs are neither frequent or repeatable so it is a case of isolating script incompatibilities and or engine limitations for the latter it will come down to mod selection and patching to keep things as simple as possible for the Skyrim engine. :)
- 26 replies
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- SKYRIMLE
- 20-patches
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OK here is a new one for Requiem and Bring Out Your Dead. Useful for Step. Compatibility patch for Requiem - Bring Out Your Dead by MrFilipenko Complete Crafting Overhaul Trade and Barter Yay go Kryptopyr and Azirok
- 26 replies
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- SKYRIMLE
- 20-patches
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Neo, it is actually surprisingly easy to get used to, not in the least bit complicated, to play, even though it does seem that way when you read the readme. I know that you would enjoy using this but whether or not it fits into your idea of an ideal Skyrim experience is another thing. You soon learn to adapt, and then you are in for a treat. Very immersive and challenging. Try it out on top of SR:LE. Give it a few levels and I think you will be very pleased with how it builds on the Skyrim experience. Use the Base Requiem pack to save time and add in the patches for RND and SIC and you are good to go (no point adding the patches for Falskaar and Wyrmstooth unless you are actually going there). :) Edited.
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Can't get you trees today as am away for holidays, but they are all changed, speech has 2 branches one to do with shouts and the other to do with everything else. Trees ares simplified (far less perks) compared to SkyRe and Sperg but just as difficult to reach. You cannot improving smithing until you have bought or found and read the Craftsman's Manual, then you can improve but you cannot gain perks in new materials until you have read the relevant manual explaining how to work that material (can be turned off in MCM). You get three free perks to start the game and you gain spells (yiu get a choice) when you add a perk to a magic tree to reflect your study. I prefer it as it makes choosing perks reflect your chosen direction rather than mire you in far too many choices. These perks also make a real difference, e.g. If you try to wear heavy Armors without a perk in that tree your stamina drains out and your movement is severely curtailed. :)
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If you have AS loading before Requiem then you can have problems. Requiem works fine with the original game start, there is even some more slightly better equipment in the chest when you first get into the keep, to give you a chance in the rest of the opening section. Make sure AS loads after Requiem.esp and it's patches. if that is not the problem then it will be something else probably (helpful huh?). :)
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I have to agree, surprisingly. Just did Helgen Keep at level 8 and there were waves of spiders not the huge ones, kept Havar, Ralof my character and a follower busy for a good twenty minutes clearing the place the AI is scary sometimes, had quite a few manage to get in behind me when I thought I had a good defensive position, if I wasn't playing a red guard with a poison buff potion, I doubt it would have Been survivable and this is just basic Requiem. Just install the base pack after Core step, add in Falskaar etc.. If you are so inclined. FYI SR:LE works very well with requiem just add the relevant patches for SIC and RND, Falskaar etc and you are good to go. :)
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Normally I would recommend playing vanilla first then modding, but if what you are looking for is a vanilla game but fixed then STEP CORE is what you should go for. Step Extended is a lot more mods but still doesn't go very far away from vanilla, certainly in terms of gameplay but it does look great, though not as great as when you have some lighting mods and ENB installed which between them fix the shadows and the weird lighting. For instructions on how to install these you will need to look at one of the packs linked on this site, e.g. Weather and Lighting - LINK. I would recommend using MO, BOSS, BUM, TES5Edit and WB. In order to get up to speed using these I would follow the Skyrim Revisited guide (LINK)which is also in packs. If you follow that at least up as far as The Dovahkin Comes section then you will have all the correct mods installed as well as the best mod manager and have skyrim properly set up for modding. Following that guide further will provide a very non vanilla experience but also a crash course in modding. So at that point you should turn to the STEP guide and either go with Core or Core plus Extended. If you then choose to improve the lighting etc then the guide linked above is well tested and works very well, but with your card you would possibly have an unacceptable frame rate loss but if you installed Skylight ENB (LINK) instead then it is quite easy on graphics cards gives a Skyrim that cold look that you like as well as better colouring e.g. blue sky there are good instructions for using that mod and improving lighting on the main page so it would be a good alternative. Anyway, welcome to the site and have fun. :)
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That history log is a tricky one to read do the numbers refer to a specific line that was altered, I mean easy enough to see mods updated or added but changes to the patch - not so sure. But yes Neo did say that he would add a standalone patch at the end of the guide (or somewhere) tis a good plan. It would not be too hard to keep updated or for Neo to do it if he felt so inclined. The instructions for building it will stay though, I would have thought. :)
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Apparently but I doubt it will have the functionality of MO yet though. Maybe one day. :)
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My packs work on the assumption that you are using Mod Organiser. It allows you to have different profiles with different mod lists and you can easily move mods around. BOSS Userlist Manager is also crucial as it allows you to make alterations to the load order. NMM is really not recommended on STEP because it does not allow you to easily make changes. Â I would advise you to get familiar with Skyrim revisited as a means of learning how to use MO, BUM and Wyre Bash alongside TES5Edit. The Creation Kit is not needed so much now but is worth having on your system just in case. Learn to use MO tons of support for that on here, it is easy to learn and once you start using it you will likely never touch NMM again. Then my instructions will make more sense to you. That said i realise that I have not stated that I am assuming knowledge and use of MO - I will change that now. The reason for not installing certain Step mods is that they conflict with and or are already incorporated into Requiem. STEP core are just the mods with the Green flag, Extended is all the others. Hope this helps. :)
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This is for STEP Extended, and is still a work in progress AFAIK. If you want to work with CORE Step then just add the Base Requiem pack after Core Step. Options exist for a survival pack and weather and lighting pack which all work well together. So look for those packs in the Packs section of this site. There are a lot of unnecessary mods in STEP extended IMHO for a gameplay overhaul such as Requiem and it is really important to keep the esp. count as small as possible to avoid all sorts of potential problems. That said I have not tested this so the patch plus the changes mentioned could easily work well together but I doubt that mods like IP, SIC etc will work so well with such a big load order. :)
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Great news, always liked the lighting on RLO would love to see it developed further. :)
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No need for sorrow dude, I meant to add links into my previous post but lacked the time, you may not have found the link but you prompted me to find it so job done really. :)
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It's here, might be out of date but an update should be workable - I like the idea of IMCN but in practice I would like something more along the lines of what Chesko was planning with Last Seed. RND will do till then. I'm an old school role player, but there is a world of difference between playing AD&D and any PC game, so witty banter and dice roles play less of a part, or no part really so being held up for every little thing does not appeal to me though I do understand the appeal, just in PC land I want to play and and be challenged by the more exciting aspects of adventuring so Kudos to Imp but not my cup of tea. :)
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Nope just run ii again, old patch will be replaced by the new one in overwrite. :)
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For a start you don't need another combat mod all handled by Requiem. Complex needs and diseases I am not familiar with but will likely need a patch again because Requiem deals with food and diseases. For SkyTest you need the patch from Azirok though you could just use the AI only addon and make sure it loads after Requiem as animal AI is also handled by Requiem and very well though SkyTest is arguably slightly better. Easiest way to install is to use Step Core then add the Survival pack and then the base Requiem pack. SR:LE is harder to install but is worth it and for that you will need to just add in SkyTest plus any DLC addons in the same section as Immersive creatures. Then add Realistic Needs and Diseases in the correct needs section (where Frostfall is and then requiem pack at the end. You will need download the patches for Sky Test and SIC. RND has a Requiem patch in it's RND patch pack and there is also a new patch which should be loaded after the RND - Requiem patch. Follow the instructions on the Requiem pack page for load order of main requim plugins. SIC patches need to load after Requiem - Dragonborn.esp, SkyTest main plugins need to load after all the Requim patches but before the Requiem Dragonborn one and finally the Requiem - Skytest patches need to load after the main SkyTest Plugins. Load order based on Core Step Load order with SR:LE (I don;t have RND in this set up but is the same load order as described above - BOSS sorts it in the right place. This install is still being worked on but the files you want including Requiem and patches are all in the right place. Hope this helps. :)
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pack Weather and Lighting (by Smile44)
Smile44 replied to Smile44's topic in Step Skyrim LE Packs (retired)
This runs fine without ENB. Lighting choices are optional. :) -
pack Weather and Lighting (by Smile44)
Smile44 replied to Smile44's topic in Step Skyrim LE Packs (retired)
Anytime spent digging around in TES5Edit and making patches is time well spent, the more people who are good at it the better off we will all be. I'm hoping for Neo to build Requiem into SR:LE (it'll never happen) but that game would just race off the shelves (in a manner of speaking). :)

