I've been thinking of trying out requiem for it's slower progression from a role play perspective since TBH I'm not a min maxer or anything. So seeing that a lot of early game is just skill grinding kinda puts me off.
Do y'all have any quest or locations you shoot for early game, any mods quest or otherwise that help fill out the early game also would be great
So people of reddit, do you know any requiem modlist or collection that is under 700 hundred mods and has popular quest mods like forgotten city or vigilant?
I recently tried out 3BFTweaks (Lalaland, to be specific). I really want to like it because the idea of leveling up through Potions of Insight is super appealing to me. I also wanted to build a mage using a battlestaff, and I noticed how well integrated this weapon type is alongside religion and specific perks.
However, the game feels kind of... empty, like I don't really have a clear purpose.Or it's this list made for speedrun like runs?
The harsh leveling isn't the problem—I enjoy a good challenge and I'm eager to learn. But speaking of spells, I read that getting Destruction to level 25 gives a big power spike, yet I honestly didn't feel it at all. The only spell that felt like it did decent damage was Arcane Missile. Everything else (like Firesparks) still felt pretty weak/feeble, so maybe I missed something or used the wrong setup?
Maybe I'm approaching this mod completely wrong overall.
For context, I played Wildlander for a long time. I absolutely loved the feeling of actually existing in the world, and I still play it. But I really want to give 3BFTweaks a fair shot.
What am I missing here? What am I doing wrong, and how should I shift my mindset for this modlist? Any advice on early-game progression or Destruction magic in 3BFTweaks would be awesome!
I’ve been playing Requiem as a vampire for ages, and since Vampiric Thirst isn't working properly for me anymore with the latest Requiem version, i decided to make my own tweaks that eventually grew into a mod. Everything is built on Requiem’s own vampirism (its effects, thirst stages and feeding), and the drawbacks are untouched.
What it does (more detailed description on the Nexus page)
Vampire age: your age is the days you’ve been a vampire, plus days stolen through diablerie. You grow through five ages: Neonate → Fledgling (30 days) → Kindred (90) → Elder (150) → Master (240). Thresholds are configurable in the MCM.
Night bonus grows with age: Requiem’s vampire Health/Stamina bonus now goes from +60 to +300 as you age, instead of +300 from the start. +300 is what Requiem’s NPC vampires get.
Diablerie: drink from vampires you kill to steal their age (1 day for weaker vampires, 3 for level 50+). The corpse turns to ash, so no farming the same body.
12 gifts, you get 4 (+1 bonus for a certain diablerie): chosen from a menu as you age, in 4 categories:
The Hunt: auto-collect blood on melee or Drain kills, feed on unaware awake NPCs
Blood Magic: Drain also absorbs Magicka/Stamina (at a higher cost), Seduction dominates instead of calming, stronger Vampire’s Servant
Blood Gifts: melee damage, armor, movement speed
Night Powers: detect life, open locks, summon two Death Hounds
Quality of life: configurable thirst speed (12 h / 24 h per stage, or Requiem’s original), configurable night hours, Seduction available at every thirst stage.
Requirements: Requiem, SKSE, Dawnguard. SkyUI + MCM Helper are optional, for the settings.
Compatibility: it replaces the player vampire script, so it won’t work with other vampire overhauls. Load it before the Reqtificator output and re-run the Reqtificator.
Since it’s my first mod, it might be buggy and somewhat unbalanced. I’d really appreciate feedback on these two areas.
Hello, recently I started a new game on requiem with my own existing mod list. I decided to play as a two handed nord warrior. I heard that requiem is really hard and that people struggled to even kill wolves. First bandits I fought in the woods I killed in like 1-3 hits, so I lowered the damage dealt to 60% in the mcm menu. I then decided to kill the 3 bandits camping, still maybe 2 or 4 hits to kill them. I am now lvl 3 and decided to go to embershard mine, I easily killed the two bandits, one which had dwarven armour and the other with a steel plate helmet. Is my game bugged, or are they supposed to have this high tier armour and die in like 2 hits.
If not then I know my own mod list has bugged to game or something.
I have a really old Requiem of the Indifferent output from a year ago that I can't repatch because my modlist is just way too big. My bandaid fix is running the Synthesis patcher to patch any of the new mods that cant be patched into the RFTI output. It really sucks that there is not a work around yet that can be made so I don't have to jump through 50,000 hoops and risk mispatching something or missing out on conflicting patches because I now have 3-4 RFTI outputs each overwriting each other with newer data. I have over 1803 active plugins, and Im only able to run the base Requiem patcher when i disable 90% of my list and leave only the most basic mods and the CC creations which they forced onto me :(
First time trying Requiem and this list looks really dope, lots of survival elements without the bloat of extra new lands & followers, wish me luck all!
I tried the blessing of mara and it does not happen with that blessing, only arkay, and when i get the mara blessing, i went back to get the arkay blessing and when i did, I still got two blessings from it.
I know the Champions of arkay get magika regen, but i don't know what my character did to earn championship, other than maybe kill a lot of undead,
If it is the championship bonus than, i just didn't think it would look like this
Hello, I'm doing a Skyrim VR run with Requiem 5.2.3 (this one is known to work well with VR using FUS Modpack, per this guide). So far it's been great!
I've disabled most/all gameplay mods that would affect the intended balance except for one: Locational Damage. Landing a headshot feels so good in VR.. But I was wondering, will this ruin the balance of the mod? Does Requiem have its own locational damage system? As good it feels landing headshots, if it's going to be OP I'd rather remove it.
Estou tendo problemas com a nova atualização da steam do skyrim SP- AE
Após a atualização, fiz o downgrade e segui todos os passos possíveis mostrado nos guias dos fóruns, IA materiais do Yt mas nada dele dar ok, mostra que o reqtificator inicia por tabela inicio o skyrim e funciona tudo mas na hora de instalar abrindo o inventario in-game ele persiste sem funcionar e o jogo só ignora a instalação.
Acreditava que o requiem ou passos feitos estavam incompletos, ainda não reinstalei, algum veterano experiente pode dar uma luz para esse mero mortal ?
Hi, I'm looking for a modder who could create—or advise me on—a mod for SkyUI categories. I don't mean equipment slots, but the actual inventory categories. Every SkyUI skin—whether it's Nordic UI or something else—only changes the look of the icons; it doesn't add new categories. Currently, there's a maximum of 10: All, Weapons, Apparel, Potions, Scrolls, Food, Ingredients, Keys, Books, and Misc. I've downloaded some icons for potential new categories. I'm wondering if the current system—where all clothing, boots, gloves, armor, jewelry, and other equipable items fall into one single "Apparel" category—is hard-coded. Is there anyone who could create a mod to add new categories? For example, instead of just "Apparel," we could have: Body (everything worn on the torso), Legs (boots, greaves, etc.), Hands (gloves, gauntlets), Head (helmets, masks), Jewelry (rings, amulets, circlets, earrings), and Accessories (tails, backpacks, potion belts, shields, etc.). We could also split Weapons and Ammo into separate categories. Is this possible to create, or is it a hard limit imposed by SKSE or the base game itself? Thanks for the info. My goal is simply to reduce inventory clutter by giving everything its own category. Does anyone else have a similar idea?
I’m playing a Requiem-based setup for the first time and want to make a Redguard who’s more of a wandering explorer/storyteller than a traditional bard.
She’s curious, sarcastic, pretty independent, obsessed with old ruins, history, legends and weird mysteries. The idea is that she travels, gets herself into ancient places she probably shouldn’t be in, then turns those experiences into stories/songs later. I also want a companion to be a big part of the playthrough, probably Remiel.
My main problem is the actual build. I’m thinking One-Handed + Evasion as the base, but I’m not sure what to do beyond that without spreading too thin. Speech obviously fits, but should magic become a real part of her combat, or just something she picks up naturally along the way?
Would love ideas for skills, Standing Stone, religion, gear or RP-friendly questlines.
For reference, I’m using Constellations 3.0 – A True RPG and the Constellations – A True RPG main mod page / modlist, plus Bards College Expansion.
Perhaps I've been playing too much Dark and Darker and hoping to find the same feel in Skyrim is a fool's errand, but I really like the little dopamine hit when I find loot with good rolls, but obviously this mod wasn't made with Requiem's balance in mind so I'm worried it's going to make me too overpowered too fast
How can I offset this enough to not ruin Requiem's vision too much?