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Michi

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Everything posted by Michi

  1. Fair enough... its a complex guide, all sorts of things could cause variance. But I would like to make sure my balance comments don't get lost in the shuffle. The decision might be that such an activity is beyond the scope of the guide, but as it stands, (IMHO) Requiem is 'damaged' by the additional content.
  2. Hi, I got pretty far in a playthrough using this guide. The guide is a monumental effort, and I salute everyone involved. My biggest gripe with the guide is game balance. Requiem is not just a mechanics overhaul, perk overhaul, etc, rather it aims to be a complete and holistic overhaul that touches many elements that interact with each other. Some elements I found jarring: Radioactive interiors adds a ton of items to stores that are easily stolen, seriously easing money issues and smithing advancement LotD rewards, which can be acquired very easily after handing in some books are ludicrously overpowered. Some of the embedded mods in LotD are terribly unbalanced. The armory of the Nine is as powerful as Requiem's Aetherium Armor, for example LotD's explorer's guild add powerful perks not aligned with Requiem's balance etc ... point being, all of the mods that add content need rebalancinAnother specific element is that the Bannered Mare has a few bugs. There are some floating chairs leading to the second storey, and the NPC in the later part of Dark Brotherhood quest is in a room that can't be reached without console use. As has been mentioned, there is a flaw with Immersive Horses. I managed to get it 90% working, but Frost was always wonky. Again, I salute the effort, but lots more work to be done.
  3. Incorrect. Here is the relevant code snippet: Bool SpellFail = false spell LeftHandSpell = PlayerREF.GetEquippedSpell(0) spell RightHandSpell = PlayerREF.GetEquippedSpell(1) if akSource == PlayerREF as objectreference && asEventName == "BeginCastLeft" && LeftHandSpell as Bool String LeftSkill = LeftHandSpell.GetNthEffectMagicEffect(0).GetAssociatedSkill() if LeftSkill == "Alteration" || LeftSkill == "Conjuration" || LeftSkill == "Destruction" || LeftSkill == "Illusion" || LeftSkill == "Restoration" Float RandomLeft = utility.RandomFloat(1.00000, 100.000) Float LeftFailChance = RandomLeft - PlayerREF.GetBaseActorValue(LeftSkill) if LeftFailChance > 30 as Float if LeftHandSpell.getEffectiveMagickaCost(PlayerREF) > 0 Float randomwait = utility.RandomFloat(0.000000, 1.00000) utility.Wait(randomwait) PlayerREF.InterruptCast() SpellFail = true endIf endIf endIf endIf It just looks at the spell and relevant skill. I could actually tolerate the fizzle concept if it allowed for casting spells at 100% success if you had the relevant perk. I would also have liked to have seen a situation where some races get a bonus against fizzle, like Altmer and Bretons, and some races have an even higher rate of failure, like Orcs and Nords.
  4. I have played quite a bit of Requiem and played YASH to about level 40. The overhauls are very different. Requiem makes skill growth important only inasmuch as it unlocks perks. Perks are everything. Requiem also makes some pretty huge changes to many mechanics in the game. YASH is all about skills, with skills causing huge scaling of damage and protection and effect, with perks supplementing skills. YASH changes some mechanics, but much lighter than Requiem. In theory, I prefer the YASH philosophy. In practice, however, I find YASH borderline unplayable. The two areas where YASH is utterly broken is with magic and lockpicking/looting. I will deal with the simpler issue first - lockpicking. YASH requires lockpick perks to be able to pick a lock. So, there you are in your first dungeon with an Adept or Expert level lock - move on. Requiem does this as well, but it can be turned off in the MCM menu, In YASH, its hardcoded. In order for this feature to work, the mod would need to go and relevel all the locks in the game to be aligned with the dungoun type. Bandit dungeouns should have all novice/apprentice, Drauger/Dwemer could start introducing adept/Expert and only a few Daedric quests should have master locks. Magic, however, is where YASH is just broken. He created a "fizzle" concept, where a spell can fail if the skill is below 70 (or is it 75?) Spell failure can also cause the caster to lose the Magicka needed for the spell. This basically makes magic useless, since its totally unreliable, and thus youc an't really gain skill in it, without doing something silly (which is what all the forum posts I have seen suggest) ... what is silly? Silly is finding mudcrabs, and then climbing on a rock so they can hit you and recasting bound sword, Oakflesh, and whatever low level illsuion spell until you get close to 70. Also, step off the rock, get hit, climb back on and heal yourself until restoration gets to a reasonable level. For destruction you are screwed. By the time you have done all that you have level up a bunch of times and have great amounts of health, stamina, magicka and per points and are completely overpowered to the bandits you will go fight to start leveling weapon/armor skills. I really can't recommend YASH at this stage of its evolution. It needs a lot more work.
  5. Thanks. I appreciate the challenge in maintaining these kinds of projects over time. I think the biggest issue I have with both the Reqtified guide and the YASH guide is game balance. LotD and MIL add crazy items into the game world that are just so much more powerful than anything you will find, even more powerful than the daedric quests. I appreciate that it would be a huge effort, but getting everything into a spreadsheet and comparing items to items in the base game and then tweaking them down to be comparable would be a worthwhile activity. Sent from my iPhone using Tapatalk
  6. Similarly, when I killed the champion of Boethia for the Ebony Mail, he was wielding "Goldbrand (Replica)
  7. So, I just killed Orchendor (The Only CUre), and he was wielding "Chrysamere (Replica)" ... I assume he was meant to be wielding the real thing.
  8. While I didn't do a deep dive into them, I did glance at them in xEdit, and it seems this guide's patches overrode them entirely, so I just didn't put them in.
  9. Its a feature of Minor Arcana. To get your symbols back, go into the Minor Arcana mod folder, and delete the file in the \Requiem - Minor Arcana\interface\exported folder (hudmenu.gfx)
  10. If you have Helgen Reborn in your load order, you can't do the vanilla start. It is clearly documented on his mod page
  11. Well, I did it Installed all of the various updates. Did the whole script cleaning that LotD recommends... so far, so good
  12. Bunch of mods got updates, specifically LotD to v17 and UnmeiX has resurfaced and updated his KFR and COR patches for Requiem. Also, Minor Arcana. Has anyone had a chance to see if the patches from this guide need to be updated, or can we just apply these updates and re-run the Reqtifcator?
  13. NARC, AOS, Immersive Citizens - AI and Race Adjustments all stomp on your immersive horses patch if you place it right after the Minor Arcana merged patches. I am in the middle of teh "Promises to Keep" quest with Frost, and Frost remains stolen according to IH even after I "pursuade" Louis to give me Frost ... the game shows Frost as not stolen, but when I get on him, I am told he is stolen. If I unchecked "Stolen Horses are Claimable" then I do claim his as my steed. I can't believe Immersive Horses ever worked according to this otherwise awesome guide.
  14. I just posted about it as well. The problem isn't ECTV, the problem, I think, is Requiem - Minor Arcana, which changes all the horses, and is later in the load order than jdsmith's Requiem - Immersive Horses patches. Having said that, I don't think its as easy as changing the load order. As a test, I went into xEdit and forwarded all of the changes from the Requiem Patches Merged for "Frost" intro Requiem for the Indifferent, and still couldn't get Frost to work. I also see that someone tried to create a patch for RMA and IH, and failed: https://forums.nexusmods.com/index.php?/topic/5137440-requiem-minor-arcana-immersive-horses-patch/?p=45412950 So, clearly there is something else that needs to be done, but I am too much of a newbie to figure it out. And, yes, it is odd that no one else has noticed that Immersive Horses isn't working in this guide.
  15. I think there is a flaw with the order of the requiem patches and minor arcana regarding Immersive Horses. Minor Arcana overwrites the changes to Horses that the requiem-immersive horses patch does, and the merge guide has the merged requiem patches placed before minor arcana, so Requiem for the Indifferent takes the Arcana records.
  16. I like the feature of having a separate bag, since It makes separating between things NPCs use/wear and things they are carrying for you much easier. I just want it limited.
  17. Requiem and YASH both put a bit of effort into limiting carrying capacity. EFF completely breaks that by giving every follower an unlimited Inventory container. I like the idea of having follower's have a storage bag of things they don't use, but having it unlimited is OP and immersion breaking. I know that Vilja's secondary storage is limited, so there is clearly a way to do it, probably with scripting, since it seems from my brief research that weight limit is not a property of containers. Anyone know of a mod that fixes this or is interested in making one?
  18. It seems the Load order file on the Finish Line page assumes ETVC and not ICAIO. Anything special to do, or just ignore?
  19. Hi. Running int an error building the requiem patches merge, and it must be unique to me, but not quite sure what I have done wrong. Any advice would be wonderful. Error is: [00:00] Checking for Errors in [0A] requiem__konahrik_accoutrements.esp[00:00] KA_dunRevakheimMaskClay "Clay Mask" [ARMO:05063315][00:00] ARMO \ Armature \ MODL - Model Filename -> [04AF02E5] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000813] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400080A] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskBronzeHelmet "Bronze Mask" [ARMO:0506FDFF][00:00] ARMO \ Armature \ MODL - Model Filename -> [04AF02E4] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000815] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400080C] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskCorondumHelmet "Copper Mask" [ARMO:0507036A][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000806] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000819] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000810] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskIronHelmet "Iron Mask" [ARMO:0507036C][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000808] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400081B] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000812] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskSilverHelmet "Silver Mask" [ARMO:0507036D][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000803] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000816] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400080D] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskMoonstoneHelmet "Moonstone Mask" [ARMO:0507036E][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000805] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000818] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400080F] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskSteelHelmet "Steel Mask" [ARMO:05070370][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000807] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400081A] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000811] < Error: Could not be resolved >[00:00] KA_ArmorDragonPriestMaskGlassHelmet "Glass Mask" [ARMO:050780C1][00:00] ARMO \ Armature \ MODL - Model Filename -> [04000804] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [04000817] < Error: Could not be resolved >[00:00] ARMO \ Armature \ MODL - Model Filename -> [0400080E] < Error: Could not be resolved >[00:00] All Done!
  20. Anyone else notice that the deconstruction options at the smelter are very limited, a few armors and a few weapons ... is that intentional?
  21. Running into some problems in the merge section: In ICH, I am getting the following errors (and get the same if I just load up imp_helm_legend in xEdit and "Check for Errors": [00:00] Checking for Errors in [04] imp_helm_legend.esp[00:00] DwarvenHelmet [ARMA:0003F7FF][00:00] ARMA \ DNAM - Data \ Weight slider - Male -> <Unknown: 2>[00:00] ARMA \ DNAM - Data \ Weight slider - Female -> <Unknown: 2>[00:00] DwarvenHelmetOrc [ARMA:040096A3][00:00] ARMA \ DNAM - Data \ Weight slider - Female -> <Unknown: 2> With Interesting NPC merge, Merge mods is gettibng to here and then not proceeding: Renumbering Conflicting FormIDs Renumbering FormIDs in 3DNPC Alternative Locations.esp Renumbering FormIDs in 3DNPCEFF.esp Renumbering FormIDs in Interesting NPCs - EEO patch.esp Renumbering FormIDs in 3dnpc__crf.esp Renumbering FormIDs in 3dnpc__usleep.esp Copying records Copying records from 3dnpc__usleep.esp Copying records from 3dnpc__crf.esp Copying records from Interesting NPCs - EEO patch.esp Copying records from 3DNPCEFF.esp Copying records from 3DNPC Alternative Locations.esp Handling assets Handling assets for 3DNPC Alternative Locations.esp I can see in Windows Task Manager that MergePlugins.exe is busy, so its not frozen ...
  22. Regarding the Merge Mods section of the guide. 1. Is the assumption that each merge is done as a separate execution of the Merge tool or that all of the esps can be chosen in one go? 2. It seems that the load order txt file downloaded from the Finish Line page doesn't order the esps exactly the way that the Merge section of the Finish line assumes.
  23. Why are kryptopyr's famous fixes, like WAFR, CCR, CACO, etc not a part of the guide?
  24. Almost an orthogonal question, but do we know what the Requiem team's plans are regarding Requiem 2.0?
  25. Wow! I am so happy to see this project. I will, however, learn from my experience with SRLE:LotD, and wait till it begins to stabilize a bit. I think a key area here is going to be game balance. Given the way Requiem changes mechanics, breaking game balance is very easy...
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