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Requiem with SR:LE


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Posted

This is a suggestion for a STEP pack based on Requiem. This mod changes a great deal of things in the game to make the game more challenging and to encourage role-playing. Almost everything in the game is touched from AI, to merchants to Dragons and enemies etc..

 

Requiem - Guide

 

This is meant as a WIP so if anyone wants to chip in ideas or thoughts and suggestions then go right ahead. The Pack idea would be to just detail the mods and information you would need to add Requiem into your game but I feel it is more important to give a more complete list and order as there are many mods in SR and or STEP that are obsolete with Requiem and need to be left out or can cause conflicts. There are many more mods that could enhance this build such as something like SkyXP, but so far it looks really good and works really well on my machine.

 

This guide is based on Skyrim Revisited Legendary Edition both versions. So follow the latest one adding or or removing mods as required in the install order shown here. Then a variation of mods from the previous version, i.e animation, behaviour, face and body mods. I have made some changes such as using 'better males' (need to follow original SR for this). More importantly I have left out a great deal that I feel are not necessary for a great gaming experience. (May have forgotten a few but hey if I don't miss em then maybe I don't need em).

 

A note about optimizing - because of the limitations of the game engine using mods that make big changes in terms of spawns and scripts can cause CTDs and ILS, Freezes etc.. So in order to get a stable game something has to give. I choose the resolution of the textures as suggested by that splendid @Garfink fellow. This is that for every texture in the game including the HRDLCs I have reduced to 1024 x 1024 for all *.dds files and 512 x 512 for all *_n.dds and *_msn.dds normal files. This is laborious and time consuming but definitely worth it - the impact on visuals is minor IMO, but the impact on stability is huge. Of course if you don't use SkyTEST and Skyrim Immersive Creatures or similar then you could probably get away with higher resolutions. I run the game on Ultra with the performance version of RealVision ENB for CoT and ELFX as well as the latest binary from Boris. (Note - do not DDSOpt WATER / RW2 and Skyfalls bad idea, apparently)

 

The list I am including here shows a complete working modlist and install order as well as the all important load order. Because Requiem affects so many things in the game it needs to be lower in the load order than BOSS would suggest so I tend to place Requiem.esp after any and all content mods but before any follower based mods as Requiem will affect the stats on weapons and armour mods. Requiem - Dragonborn fixes some changes made to races by some mods and so needs to be much lower in the list.

 

More detail about Load order is shown below.

 

 

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ASIS and AV could be used in this build (Just increased spawns and potions from ASIS also important to manage the number of spawns in the 'increased spawns.ini')

 

I am not using either because of the increased load on the game engine.

 

Modlist and install order is included here. Order reversed as you can see - not sure how to change that - easily anyway - Just work from the bottom up, simples tsk!). NOTE files with Opt at the end show just the optimized textures placed after the original mod where that mod has more than just textures in it. Where a mod only has textures then just the optimized version is listed. To save space on SSD drives it is probably a good idea to only keep the active mods installed in MO/mods folder and certainly no duplicates, that's what the big HDD is for.

 

 

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The LOAD order is included here.

 

 

 

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This guide works and is stable but is also intended as a starting point for building a fully accepted and correctly formatted etc. STEP - Requiem Pack.

 

This guide such as it is would not have been possible without the hard work of certain  people - the list is probably extensive (mod authors, STEP team etc..) but for now I'll just give a shout out to two key individuals whose work I have referenced and used unashamedly and of course the Requiem mod authors for their brilliant work.

 

Neovalen for SR and SR:LE

Garfink for his work on getting stability in the game, which has made all the difference in reducing those pesky script/spawn induced CTDs etc..

Xarrian and Ogerboss for Requiem

Azirok for all these brilliant Requiem Patches.

 

All I have done is type this up and add a bit of copying and pasting and of course spent more time mucking about with modding STEP style than playing for the last couple of years (ish) and hopefully I can start to address this balance for myself at least.

 

All the best,

 

:)

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Posted

Thanks for the post. Was just about to do a Requiem play-through. I'll have to spend some time looking over this. I thought there needed to be a Wyrmstooth Req patch.

Posted

You are probably correct, Azirok has made one and he's testing it now, so will be ready soon, probably should have left Wyrmstooth off for now. It doesn't start until you are level 10 or until a certain point in the main quest is reached. All it means for now though is if you were to go to Wyrmstooth without the patch then it would be too easy perhaps considering the increased damage and armour values. I will add the patch in as son as it is out.

 

:)

Posted

Not surprisingly, I also have a very stable Requiem mod base going as well. I even got it working with weapon degradation as well. Need to go home and have it look if I kept a profile in mod-organizer.

Posted

Sounds interesting, Requiem does have elements of this in that wooden bows and weapons can be destroyed in combat certainly they get knocked out of your grasp if your level / skill isn't high enough but "Weapons and Armor Degradation and Repair" is more of an immersion mod than anything - if it works without too much hassle then great otherwise I wouldn't worry too much - it works with IA and IW and SkyRe apparently.

 

:)

Posted

Thinking about what huge amounts of conflict resolution I had to go through if using requiem makes me shiver even though I must admit I'm interested just not entirely confident yet I'd manage.

There are quite a couple of mods in your list I consider adding right now though and I have a couple of questions about it.

 

1.: Is there a particular reason not to use werewolfmastery alongside moonlight tales?

I've been using EFF Beta in an earlier testrun and encountered issues with Lydia after she got infected with lycanthrophy by a npc werewolve encounter once I actually myself became a werewolf(wasn't able to recruit her again afterwards, and of course can't tell what mod exactly might have been responsible). I'm curious about how AFT does play together with Moonlighttales even though I had other minor issues with AFT before(Lydia again, AFT wasn't able to overwrite her default shield equipment i.e. and custum outfits were applied slowly so followers would be naked on cellload sometimes). I'm seriously considering not using any followeroverhauls anymore and just add a couple of custom followers on top of the vanilla system.:(

 

which brings be to 2.The Aela Follower Mod:

From the description of that mod it looks like she's got her own followersystem and horseusage. How well does this jive with Convenient horse and AFT(I might try it once more not sure yet)? Is conflict resolution required or special settings?

Posted

I am in the process of reconsidering Convenient Horses - I suspect that it does present some scripting issues - Requiem does already address horses and with AFT I'm not sure CH is needed. That said to answer your questions in order..

 

1. Requiem already changes and increases the damage from all Werewolves so Werewolf Mastery is not really needed - probably not completely compatible without a patch.

2. I have had no problems with the Aela Mod or any other specifically scripted follower mod but there may be issues with CH - see above. I will need to look into wether or not CH is really important given the existing functionality in Requiem and AFT.

 

:)

Posted

Yes it is a good mod, this is only a suspicion as yet due to the fact the only CTD I have had with this set up was riding a horse - and there has always been a tendency to CTD when riding a horse on other set ups. I don't think it has anything to do with CH per se but perhaps another script issue where the game engine has to load more than it can handle.

 

So not saying no to CH just curious about speed related crashes.

 

:)

Posted

Thx for the reply earlier. I decided to go on without a follower overhaul and CH for now.

 

Wasn't too happy with Skyrim Unleashed as it got too easy too fast so figured I try requiem against the odds of me managing the conflicts. Aaaand I was right. I'm too noob to resolve all the conflicts of requiem. Especially the conflicts with the USKP. I have no idea what actually MUST be carried over from there. Tried anyway and that resulted in wolves and sabertigers attacking the wagontrain on the helgen intro messing it all up:D

 

I can't believe there isn't a patch for it in the first place. Ah well. Did you do any serious patching there?

Posted

USKP is recommended by Requiem, though there are some conflicts I don't think any of them are problematic. Requiem changes things from the vanilla game and so those changes must override USKP's changes.

 

I wouldn't worry about it.

 

:)

Posted

Yeah I'm probably too much of a perfectionist there. Requiem overwrites a lot of bugfixes even where it's not necessary. Most of it nitpicks though like fixed bethesda typos. Some things however I'm not so sure of like in example AI packages and USKP bodycleanupscripts. Since I add a lot of actors to my game I'm trying hard to carry over anything from the USKP that might help with keeping the game stable and reliable in that regard. But I guess it's just a bad idea to modify requiems changes to actors in any way so I will dump that.

I also cleaned requiem earlier which is another thing that may have introduced issues. As it's hard to tell if there isn't some vanilla record requiem relies on heavily.

Posted

I've tried that before and it wasn't much of a help at the time. Not sure that those ITMs, and there are a lot, are intentional. There was a thread about that on the mod page a while back, I don't remember it that well though.

 

I would be interested to find out about any issues that you discover about the mod but well worth checking with ogerboss and azirok about cleaning issues.

 

:)

Posted

I decided to use an uncleaned requiem now and resolve conflicts manually(I think I might get addicted to conflict resolution).

 

Not sure if it made any difference.

 

My papyrus is actually quite clean mostly so I guess the conflict resolution worked fine so far.

 

I had lots of ILS earlier that I could track down to Better Vampire-Requiem conflicts, I tried to run BV after Requiem manually resolving conflicts in order to not break BV which is definitly the case if you load it before requiem making requiem vampirescripts overwrite those of BV. Interestingly the ILS stopped when I manually made sure spell effects from requiem overwrite BV esp. No way to tell yet if it will actually work in game. Atm I can only recommend not using Better Vampires with requiem at all.

 

I'm still crashing though I think this might actually be related to my windows installation being in desperate need of a refresh, I'm getting BSODs outside Skyrim as well(I suspect I have a corrupted registry and unfortunatly I can't find my windows install disk since I moved and will have to get another copy -  which might take a while as I'm quite low on money atm:(, and to be frank I loathe reinstalling windows as I don't have enough storage on my pc nor own an external drive to save all my files ).

 

Unless runtime errors when quitting the game while not inside the mainmenu and as well on reloads after death and sometimes random are common issues with requiem?

Posted

Windows itself can be a cause of a variety of problems so good luck with that. I have rolled back my install several times.

 

Requiem used to bundle some esp files to make changes, one of which was to cancel the changes Requiem made to vampires so that it would be more compatible with vampire mods. It might be worth trying to download an older version with those patches included and have a look at it in TES5Edit if you want both of those mods. Requiem does address vampires already but it declares that BV and BS are both compatible but might be better with the Requiem - No Vampire Tweaks.esp patch which is still available from the site.

 

My Requiem install is fairly stable - not perfect but CTDs are rare and ILS rarer still. Very playable but I suspect that my reduced textures are a big part of that.

 

:)

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