Скайрим requiem for a balance
Скайрим requiem for a balance
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About this mod
Major overhaul for Requiem
DLC requirements
Nexus requirements
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Version 4.0
Version 3.7.0
Version 3.6.2
Version 2.5.2
1. Mining
— Craftmanship: Iron Ore, Silver Ore, Moonstone Ore
— Advanced Blacksmithing: Corundum Ore, Orichalcum Ore, Malachite Ore, Ebony Ore, Gold Ore, Quicksilver Ore, Precious Stones
— Stalhrim ore does not require a perk.
2. Frozen Chauruses got their name back.
3. Falmer Supple Bow
— Improved stats are in line with the rest with light bows
4. Ancient Nordic Bow
— The enemies had infinite arrows, fixed
5. Saviour’s Hide
— Armor increased from 35 to 45
6. Ancient Nordic Armour
— Reduced the cost of the helmet and armour
7. Red Eagle
— Fire damage changed from 10dps for 10s to 15dps for 5s
8.Added MCM menu
You can
— Disable mining perks
— Disable priests invulnerability
9. Fixed Tyranus Armor. Now you can wait and sleep.
10. Thief’s dagger will no longer cause bleeding if you wear 3 or more pieces of heavy armor.
11. Fixed minor bugs. Deleted dirty edits.
Version 2.5.1
!PACK IS IN DEVELOPMENT FOR NEXUS VERSION, CHECK DISCORD!
Requiem for a Dream is a more hardcore and enhanced version of vanilla Requiem complete with Stones/Races/Blessings/Perks and new artifacts re-balance. Everything is doable on a 100/100 difficulty and it’s RP friendly for various types of builds.
You can have various options for your build, from a venomancer/blood mage/spell-sword to an unarmed monk or knives throwing fighter/thief
There’s a lot of space to experiment for new players, but difficulty is spread over various enemies to better feel the character progression
(something like bandits/forsworn/draugrs/vampires/endgame)
Реквием камни хранители в Скайриме: что дают, местонахождение на карте, id код
Добрый день, любители Скайрима.
Сегодня поговорим про камни хранители в Реквиеме в Скайриме: что дают, местонахождение на карте, id код.
Стоящие камни или Камни Судьбы в Реквиеме, их благословения и принцип работы. Информация актуальна для версии реквиема 1.9.x.
Стоящие камни в Реквиеме разделены на 4 группы. Все группы, кроме змея включают в себя 4 камня, приняв благословение одного из которых, вы привязываете себя к его группе. Привязав себя к одной из групп, вы не сможете брать благословение камней из любой другой.
Описание Камней Судьбы в Реквиеме
Группа воина:
Группа мага:
Примечания: все прочие эффекты, кроме стандартного мгновенного восстановления магии и запаса сил при употреблении вне боя, такой пищи как “Эльсвейрское фондю”, “Говяжья похлебка”, или “Похлебка из оленины” будут работать, включая восстановление двух единиц магии в секунду “Эльсвейрским фондю”. Таким образом можно заиметь восстановление магии, хоть и мизерное, даже с благословением Знака Атронаха (Исправлено в версии 1.9.3). Перк “Ум алхимика” в ветке алхимии также позволяет восстанавливать магию со временем находясь под его благословением.
Примечание: у оживленных Знаком Ритуала трупов присутствует убранное Реквиемом у других заклинаний оживления светло-синее свечение как в оригинальной игре.
Группа вора:
Примечание: если прервать эффект невидимости, эффект приглушения шагов на 100% останется до окончания времени действия. Это делает благословение Камня Тени одним из самых полезных для вора на низких уровнях. Однако, если у вас плохо развит навык скрытности, самые высокоуровневые враги все же будут замечать вас (абсолютно никто не замечает начиная с адепта скрытности с соответствующими перками).
Группа змея:
Примечания: так как Камень Змея единственный камень в своей группе, если вы примите его благословение, вы больше никогда не сможете принять благословение любого другого камня.
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Requiem for a Knave is a compilation of mods making gameplay tweaks for Requiem (currently supported: Requiem 4.0.2), and patches integrating a number of mods not covered by the official Requiem Patch Central, for Skyrim SSE.
Nexus requirements
Off-site requirements
Author’s instructions
Considering that this is a «patch» built almost entirely on others’ works, I leave the permissions on this «mod» as open as possible. Feel free to reappropriate and reuse these ideas as you see fit. Credit is appreciated but not required.
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This author has not credited anyone else in this file
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Version 3.0.8
Version 3.0.7
Version 3.0.6
Version 3.0.5
Version 3.0.4
Version 3.0.3
Version 3.0.2
Version 3.0.1
Version 3.0
Version 2.2.1
Version 2.2
Version 2.1.1
Version 2.1
Version 2.0
Version 1.1
Version 1.0
Requiem has not been officially released for SSE, although the developers have announced their roadmap for this. However, a lot of people, including myself, are playing a self-ported version of the mod on SSE already. Resources for assisting in the Requiem porting process can be found outside the Nexus quite easily. I assume you can handle this part yourself; I won’t offer any support. The only thing I would ask is that if you do this, or use any of my patches, that you do not bother the Requiem Team with technical issues while running their mod on this as-of-yet unsupported platform.
The base patch is Requiem for a Knave.esp.
This requires only Requiem.esp (and its requirements, including USSEP).
Most of my other patches also require the base patch, although certain ones will work as standalone Requiem patches. The patches should function as «complete» Requiem patches (i.e., other Requiem patches for the applicable mods should not be needed). I imagine a number of these will become redundant once Requiem and its Patch Central hub officially releases on SSE; in the meantime, I’ll keep them here for anyone playing self-ported SSE Requiem.
Details of the patches, their requirements, etc., can be found in the attached article.
This mod was inspired by many other Requiem overhauls over the years: Minor Arcana, Behind the Curtain, LS Revamps, AZ Tweaks, and more recently 3Tweaks. All of these mods contained many great ideas, but either have not been updated to work with more modern versions of the base Requiem mod, or contained other changes that I was not personally interested in for my own Requiem games.
I consider WACCF (and ACE), and by extension my Requiem patches for them, to be (super) soft «requirements». My mod here will absolutely work without this, but in a few cases I have carried forward certain values from Kryptopyr’s mods rather than Requiem, so without the patch there may be very minor inconsistencies if you look closely. As of Requiem for a Knave 3.0, I don’t really recommend using CCOR anymore, although with the patch available on that page consistency issues should still be kept to a minimum if you do use it.
Requiem for a Knave
This is my compilation of gameplay changes intended to make the Requiem experience a bit less obtuse and more consistent. Full disclaimer: in many ways this makes Requiem easier. This is not a «challenge» or «balance» mod for power-gamers or min-maxers.
Mages in Requiem have been long overdue for some nerfs, so here they are.
Player magic scaling reduced. Magnitude/durations (depending on the spell) scale at base+1/1.5/2/2.5/3% skill level at Novice/Apprentice/Adept/Expert/Master respectively, instead of 1/2/3/4/5% as they did in Requiem. If you don’t know what these numbers mean, in simple terms player magic magnitude will be nerfed by about one quarter to one third (depending on the tier and spell) from Adept and up (Apprentice is affected too, but the numbers are still too small overall at this point to make much of a difference). Some spells have slightly higher base magnitudes to compensate for this.
Projectiles from damaging spells (mostly Destruction) are affected by gravity. Fire spells affected the most (Fireball is a bit more akin to lobbing a grenade); ice spells less so. Lightning spells are still effectively «hitscan», but have lower max range than others. This applies to both player and NPCs (NPC AI does appear to account for this when casting, from my observations so far at least).
Almost all spells have longer cast times. The general rule is 0.5 seconds at Novice-level, increasing by 0.5 seconds per tier to 2.5 seconds at Master level.
It’s not all nerfs, though. Range of all touch/grasp spell increased from 1 foot to 3 feet, so you can kinda, maybe, perhaps actually use
them in combat. Illusion and Conjuration spells are much more useful right from the start (see more details below).
Master-level ritual spell cast-times reduced from Requiem’s 4.5 secs back to vanilla’s 3.0.
Alteration
Alteration Mage Armor spells and Transmute Muscles now have fixed magnitudes. Increased Alteration skill only improves their duration.
Mage Armor (Rank I): 75
Mage Armor (Rank II): 100
Mage Armor (Rank III): 150
Mage Armor (Rank IV): 200
Mage Armor (Rank V): 300
Mage Armor magnitude is doubled with the «Improved Mage Armor» perk, and not wearing any light or heavy armor.
Transmute Muscles now proves a flat buff of +25 Health, Carry Weight, and unarmed damage. Only duration scales, not magnitude.
Rank II version of Self/Target Transmute Muscles available at Expert Alteration.
Slow Time is «only» about as good as Slow Time Shout Rank III now (i.e., still broken beyond belief).
New «Telekinetic Push» spells available at Apprentice/Adept Alteration, «Absorbing Blast» spell at Expert, «Waterwalking» at Apprentice.
Destruction
Descriptions, effects, etc. mostly tidied up.
Physical damage component removed from frost (and swarm, in Conjuration) spells. This was an interesting idea on paper, it just doesn’t work in practice (anything with over 100 AR just negates the physical spell damage component completely). These spells now just deal pure frost (or poison, in the case of swarm) damage.
Lightning spells now do 1:1 damage on Health and Magicka (like frost does for Stamina), with the Magicka damage being doubled by the «Electrostatic Discharge» perk.
New spell: «Ice Nova» (Expert).
Illusion
A COMPLETE overhaul of Requiem’s Illusion School. All traces of Requiem’s upkeep and convoluted failure check mechanics removed. All Illusion spells just use vanilla-type effects now. Most secondary effects removed; unless otherwise noted in the spell description, empowering usually just improves duration (as with other Schools).
Standard mind-altering spells (Calm, Fear, Frenzy, Courage) now all have touch (novice), single target ranged (apprentice), multiple target ranged «blast» (adept), rune (adept), and mass AOE (master) variations. Reusing records and assets from Dragonborn DLC (frenzy rune and poison rune) where appropriate.
To start with, Illusion spells will generally only work on wildlife (anything up to trolls, basically), non-combatant civilian NPCs, and bandits. The «Reanimated Mind» perk allows them to work on «weak» undead (which is basically only skeletons and bandit ghosts). The following «Force of Will» perk allows them to work on higher level enemies. Generally, nothing except the two ranks of this perk should increase the «magnitude» (the actor level up to which the spell is effective) of Illusion spells.
New «Command» (temporarily makes enemy an ally who will fight for you) spells and extra variations of Hibernation replace Requiem’s Mind Maelstrom and Shadow Dremora spells (always felt those summons were out of place in the Illusion tree).
Conjuration
Conjuration «Raise Dead» spells now have no (meaningful) level restriction. This doesn’t really make sense in Requiem’s «deleveled» world. Higher ranks just last longer now.
«Teleport Vitals» now works the way you hope it would (i.e., on anything with a heart).
Restoration
Many Restoration healing spells renamed to make the delivery mechanism more apparent.
Most «fire and forget» healing spells are now heal-over-time (like potions). Won’t stack with each other, but will stack with potions and other healing sources. «Grand Healing» at Expert still works as before, however.
New «Circle of Vitality» spell at Master level Restoration. Caster and allies heal Health and Stamina by a large amount per second while inside.
As per the precedent set by Dragonborn DLC, all poison spells moved from Destruction to Restoration school. Three new perks in Restoration tree to augment these («Toxomancy» and «Neurotoxicity»).
New poison spell, Poison Touch, available at Novice Restoration (weaker version of Poison Grasp).
Poison spells generally deal around 50% more damage than an equivalent Destruction spell, but over 15 seconds.
Massive overhaul of Civil War NPCs. Distinct archers, light infantry, heavy infantry, champions/berserkers (rare) and mages (rare) for both sides.
Forsworn perk/ability overhaul. Should be a little more challenging and varied than base Requiem, but still nothing like the insanity of Minor Arcana.
Vigilant of Stendarr NPC perk/ability overhaul. Now two distinct sub-types, a «paladin» (heavy armor) and a «cleric» (robes, more magic-focused).
Thalmor NPC perk/ability overhaul. Templates made a little more distinct/varied(although by their nature these NPCs are fairly same-y).
Full overhaul of generic vampire NPCs. More distinct fighter/caster sub-types and bosses. Generic vampires can now be male, and bosses can now be female.
Full overhaul of generic Dawnguard NPCs. Distinct heavy melee/marksman/caster sub-types.
Full overhaul of warlock faction NPCs. Overall warlocks will usually have low HP, but have a wider variety of spells, which should also now be more consistent to their archetypes.
Full overhaul of Alik’r. Yes, even though there’s basically only one combat encounter with them in the game. They have archers and wizards now too (these templates actually existed in vanilla Skyrim, just unused).
All the NPC factions mentioned above now use Requiem’s «Actor Variations» function to pull from all of that faction’s appearance templates, so you should see MUCH more variety in the appearance of these NPCs. The Reqtificator patching process may take a little longer though, depending on your system.
Astrid and DB Assassins have «paralyzing strike» effect removed. It’s a gimmicky mechanic, is not available to the player, and they are formidable enough encounters without it. All DB assassins now have a «proper» perk loadout suitable to their skills.
Giant Slaughterfish now deal «only» 500 damage on hit, and move much, much slower (since there’s no real non-exploity way to fight these things, the idea here is turn them more into slow-moving environmental hazards, rather than instant death machines that move at 1000 mph).
Thief encounter wilderness event NPC buffed, but not to the absurd degree of Minor Arcana.
Old Orc NPC buffed, but also not to the absurd degree of Minor Arcana.
The Silver Hand is now more of an organized faction, with better (but still somewhat randomized) gear and stats. A small number of Silver Hand Mages (Adept-Expert level Destruction) have been hand-placed in the relevant Companions questline dungeons.
All «Civil War»-adjacent NPCs (jarls and their housecarls, court wizards, etc.) have proper static level and unique perk/gear loadout suitable to their skills and station (Requiem had just copy-pasted the same perk loadout on to all of them. )
Hagravens slightly buffed, cast some Expert-level spells now.
Falmer template adjustments. Expect a wider visual variety of Falmer.
Adjustments to Draugr templates. Weaker draugr should be somewhat tougher, more likely to see 2H/archers.
End-dungeon non-named draugr bosses in general should always be «bosses» now (Death Overlords, in vanilla Skyrim parlance). They are now named «Draugr Crypt Lord» to differentiate them from standard draugr. Fodder draugr will still be any level from lowest to Deathlord.
Ambush spider boss at end of Krovangr Cave will always be a giant.
Werewolf buffs while in human form are halved from base Requiem (+50 Health and Stamina, +25 Carry Weight)
A whole suite of changes/fixes to Vampirism totally ripped off from inspired by the amazing LS Revamps.
Vampire stage progression reverted to once per 24 hours as in vanilla Skyrim, but vampires can now only feed from humanoid enemies (man and mer). Non-human animals no longer drop blood.
A few extra recipes for Blood-Preserving Phials added, with different alternatives for the «preservative» part. These now require «glass» (i.e., the Hearthfire building material) instead of malachite, but do still require a gold ingot, and are still one-use only.
The Health and Stamina from Vampirism no longer has any conditions (i.e., will not suddenly disappear in daylight). This does make surviving as a vampire in daylight much easier, but as regen is still halted completely it is not advisable to seek out fights, and you cannot rely on wildlife to sate your thirst.
Night Eye effect removed from «Vampiric Urge». You have Night Eye on tap as a vampire at all stages anyway.
Vampire Cattle, the three potential targets for the «New Allegiances» quest, and your spouse will never take damage from being fed on.
There is a slight progression system to player vampires/werewolves now. You will start with a much smaller boost to Health and Stamina than in base Requiem, which is then increased by putting perks into Bestial Strength (via eating hearts) as a werewolf, or feeding via neck bites as a vampire (tracks your «Necks Bitten» stat).
Vampires: start at +100 Health and Stamina, boosting to +200/300/400 at 10/25/50 Necks Bitten
Werewolves: start at +300 Health, with an extra +100 for each rank of Bestial Strength. Bestial Vigor perk also grants +200 Stamina, more than the 100 in vanilla Skyrim/base Requiem.
A handful of new effects: waterwalking, featherfalling, night eye. Apothecaries may occasionally sell these potions as well.
Night Vision perk removed from Alchemy tree (felt unnecessary with the above changes).
All fortify potions now last 5 minutes (300 seconds), except for Fortify Carry Weight and Health Regeneration, which are 600 seconds as in base Requiem.
Lingering poisons all standardized at 60 second durations, «damage max» and «weakness to» poisons at 30.
Stamina and Magicka poisons significantly more effective, so you may actually want to use these against certain enemies.
Various alchemy-related effects and values changed. Created potions should not be significantly stronger or weaker than purchasable/lootable versions at a «comparable» skill level.
Yields on some plants/spider sacs, etc., reduced a little.
All perk descriptions rewritten to describe what the perk actually does with no fluff, and with numbers where possible.
Heavy Armor: «Power of the Combatant» once-per-day power removed, replaced with «Endurance» ability buff (permanent +50% Stamina Regeneration).
Lockpicking: Rework of «Lockpicking Expertise» (including perks, effects, and enchantments). This value still exists behind the scenes, but you should never really see the number in-game. The threshold values and amounts granted by sources of Lockpicking Expertise now simply always allow you to «pick locks one level higher (including Novice-level locks if you have no perks in Lockpicking at all)». Lockpicking potions no longer increase expertise, just skill. As in base Requiem, Lockpicking Expertise enchantments (e.g. on rings and gloves) do not stack, but an enchantment will stack with a standing stone effect (Thief or Tower). This does mean you can no longer attempt to pick Adept-level locks right from the start with only one perk in Lockpicking (although with an enchantment/standing stone it is possible), however Adept Lockpicking becomes available at skill lvl 30.
Evasion: Combat Reflexes no longer a once-per-day power, now grants a flat +15% to weapon swing speed.
«Mortal Enemies»-style movement tweaks incorporated.
Poisons (from spiders, chaurus, etc.) have shorter durations, but slightly higher damage per tick to compensate.
Poisons can be blocked (by both you and NPCs). Spider and chaurus spitballs can also be blocked, but only with a shield.
Weapon enchantment effects can mostly be blocked (by both you and NPCs).
Giant smash no longer has «always knocks down» flag.
NPC «ninja dodge» disabled.
Regenerating enemies (trolls, spriggans, dwemer spheres, dragon priests) have regen nerfed by about half, and regen can always be stopped completely with the right lingering magic effect.
Dwarven constructs are less resistant to frost, in addition to shock magic.
Once-per-day power standing stones have some extra benefits in an attempt to keep them relevant. I hate once-per-day powers, but these ones were too well-established in lore (both in vanilla Skyrim and Requiem) to do away with completely.
Stone of the Shadow: In addition to once-per-day power, grants +10 Sneak skill and 50% movement noise muffle at all times.
Stone of the Serpent: In addition to once-per-day power, +75% Resist Poison at all times.
Stone of the Ritual: In addition to once-per-day power, +1 summoned actor limit and +20% Conjuration summoning spell duration at all times.
Stone of the Thief: Damage/Armor Penetration bonuses removed. I felt it was just too much of an all-rounder. The text of a certain book and a few load screens also edited to reflect this change.
Other standing stones are unchanged for now (save a few tweaks for UI clarity). May revisit them at some point in future.
Wandering necromancers wilderness event no longer occurs until Black Star quest is complete.
«Missing in Action» lead-in quest will not trigger until player has chosen a side in the civil war.
«Dark Brotherhood Forever» quests moved to «Misc» quests menu.
Rewards at each «rank» of the «Liberation/Reunification of Skyrim» main CW quest have been made a bit more impressive and logical in terms of progression (i.e., you no longer get a kick-arse sword right at the start, then nothing but junk thereafter).
To achieve the above changes, the quests «CW», «CW02A» and «CW02B» had to be edited in the plugin (scripts themselves are untouched though). If you use other mods that edit these quests (other than USSEP) too, they are likely incompatible. I don’t use any myself, but I would guess this may include mods such as Civil War Overhaul or Open Civil War.
Various kinds of animals, draugr, etc. will no longer be able to report you for crimes.
Your spouse will not report you for being a werewolf either.
Traps do much less damage, but still dangerous compared to vanilla Skyrim (similar to Minor Arcana).
Rune Traps: No longer have a hidden extra 200 non-elemental damage (this is probably why you kept getting one-shotted
by them despite your elemental resistances being high).
Many magic effect messages also edited to provide hard numbers or less ambiguous descriptions.
All perk descriptions edited to provide clear numbers and non-ambiguous descriptions.
Many load screens edited to provide some (hopefully) useful reminders, instead of just repeating the same few lines over and over again as in Requiem.
Physical vendor containers moved back into the ether (there’s enough for thieves to steal without them).
Meal/snack system, like a bunch of other mods have done.
«Meal» items are things like stews or big chunks of meat; they provide a large buff that lasts for (usually) 1800 secs. The buffs from only one meal can be active at a time, eating another meal will always overwrite the previous one (regardless of magnitude).
«Snack» items are all smaller food items. Their buffs will stack with meal buffs, and multiple different snack buffs can be active at the same time. Another snack buff for the same attribute (i.e. Stamina) will always overwrite the old one, however. Snack buffs usually last for 300-600 secs.
Meat, cheese, etc. (protein-rich foods), provide buffs to Health.
Bread, vegetables, etc. (starches and carbs), provide buffs to Stamina.
Sweets, and foods containing certain mushrooms provide buffs to Magicka.
Buffs from similar items are usually the same; i.e., there is functionally no difference between a Beef Stew and a Venison Stew. Eat what you think your character would like!
Restore attribute effects from food are slightly nerfed from base Requiem, but the buffs from a meal and snacks can usually be combined to reach the same level.
E.g.: All of the following can be active at the same time:
Venison Stew (Meal): Fortify Health +15, Restore Stamina 0.5/sec for 1800 sec.
Baked Potato (Snack): Restore Stamina 0.5/sec for 600 sec.
Salmon Steak (Snack): Restore Health 0.25/sec for 600 sec.
Total: Fortify Health +15, Restore Stamina 1/sec, Restore Health 0.25/sec.
Bosmer «Strange Meat» buffs additionally stack on top of meals and snacks.
Characters under the influence of the Atronach Stone cannot benefit from Fortify Magicka/Restore Magicka food buffs. Health and Stamina food buffs will work as usual. Vampires and the undead will not benefit from food buffs at all.
Several recipes edited, to remove the bottled water requirement as mentioned above, as well as various other changes to make them feel a little more varied or realistic. Frost Mirriam (looks like parsley?), Elves Ear (looks like sage? or maybe bay leaves?), and chicken eggs are used in certain cooking recipes. Produce vendors will occasionally sell these.
A handful of new recipes added, including variants of vanilla recipes allowing you to, for example, make apple-cabbage stew, apple pies, and apple dumplings with either red or green applies, or Elsweyr Fondue from various combinations of partial Eidar cheese wheels or slices. Full and partial wheels of cheese can be broken down at cookpots into individual slices, or eaten whole for a «Meal» buff.
Talen-Jei will teach you the recipes to his signature drinks if you complete his quest (although finding the ingredients may be a bit tricky).
Alcohol works similarly to base Requiem, but is a little more forgiving. After reaching a «drunk level» (use the value of the health buff from each drink active to calculate «drunk level») of 25, you will not be able to gain new food buffs (although unlike base Requiem, currently active ones will not be dispelled). Like base Requiem, positive effects of alcohol will only stack to +45 (but negative effects can keep going higher).
Merchants and Economy:
Broad changes to vendor stock lists.
Stocks available at each inn and apothecary should better match the availability of certain food and ingredients in that part of the world, while still being pseudo-randomized (base Requiem has a bad habit of just placing X number of Y item in vendor containers, rather than properly using lists to randomize).
Standard blacksmiths will almost never have weapons or armour above «steel» quality, and will only rarely sell enchanted items (because. they’re blacksmiths, not wizards). Orc smiths will still sell (randomized) Orcish weapons and armour. More exotic weapons and armor can still be found occasionally at general vendors and Khajiit caravans.
Blacksmiths will sell a few tempered items.
Civil war faction quartermasters have only basic weapons and armour for sale, weighted toward gear that is actually used by that faction.
All vendors have significantly less gold available for bartering. They’re trying to make money from you, after all, not the other way around. It always bugged me in base Requiem that it was trivial to become filthy rich, since you can easily extract 1000s of septims from just about every vendor by selling the stuff you bring back from quests. This change will limit your influx of gold in the early game; I recommend a mod like Missives to give low-level characters more to do and make some money the honest way. This also makes the Investor perk more valuable.
Argonian:
5% XP boost pickpocket, sneak, alteration, restoration
10% XP boost light armor, lockpicking
75% Resist Disease
90% Resist Poison
0.25 Health/sec
50 Natural Armor
Sneak, create potions unperked
Altmer:
10% increased power attack stamina cost
10% XP boost all magic skills
5% increased spell mag
5% increased spell dur
75% Disease Res
50 Magicka
1 Magicka/sec
Breton:
10% increased power attack stamina cost
5% XP boost all magic skills (except Conjuration)
10% XP boost Conjuration
20% Resist Magic
10% Reduced spell cost
10% Increased spell range (for runes, summons, etc.)
Create potions, recharge enchantments unperked
Dunmer:
10% XP boost 1H and Destruction
3% XP boost all other skills
65% Resist Fire
5% increased Destruction spell mag, 15% when under 30% HP
Sneak, create potions, recharge enchantments unperked
Imperial:
-20% power attack stamina cost
10% XP boost speech, restoration
5% XP boost destruction, block, 1H, heavy armor
50 Stamina
15 Speech
Reduced stamina drain when sprinting
Khajiit:
10% XP boost LA, lockpicking, pickpocket, sneak, alchemy, speech
25 unarmed damage
5 Lockpicking expertise
Sneak, pick pockets unperked
Nord:
-25% power attack stamina cost
5% XP boost LA, HA, block, 1H
10% XP boost smithing, 2H
50% Resist Frost
25% Resist Shock
10% Shout cooldown
Last Stand: 15 1H/2H/unarmed damage when under 30% HP
Orc:
-35% power attack stamina cost
10% XP boost HA, 1H, 2H, smithing, block
5% 1H/2H damage
5% AP 1H/2H
50 Natural Armor
10% Resist Magic
Redguard:
-20% power attack stamina cost
5% XP boost block, archery, smithing, destruction, alteration
15% XP boost 1H
75% Resist Poison
50% Resist Disease
0.5 Stamina/sec
10% weapon speed
Wood Elf:
15% increased power attack stamina cost
5% XP boost sneak, lockpicking, pickpocket, light armor, alchemy
15% XP boost marksman
75% Resist Disease
75% Resist Poison
5% Damage Marksman
5% AP Marksman
Green Pact bonuses (from Requiem)
Sneak, create potions unperked
Following the commandments of the Divines and wearing their respective amulets can grant powerful buffs. Wearing an amulet of one of the divines will grant a small blessing, mostly the same as in the base game/vanilla Requiem. This is then doubled if the respective Divine’s blessing is acquired from a shrine. Note that amulet buffs will now also disappear if Divine Law is transgressed! While a Divine’s blessing is active, performing certain feats in their name will grant a stacking «boon». All boons have three levels. Each Divine will also grant a «Champion» bonus for completing a specific, special task. The «Boon» and «Champion» buffs will be updated/refreshed when praying at a shrine, and do require you to be wearing the amulet of that Divine.
The «Painful Regrets» perk still incurs a permanent 5% decrease to XP gain, but has lost all the other penalties it incurred in base Requiem. It now simply resets your Lifetime Bounty, Items Stolen, and Murders stats to zero. A one-time do-over in the eyes of the Divines (shout out to 3Tweaks, from which I shamelessly stole this idea).
Other QOL improvements:
Receiving a blessing at a shrine still cures diseases, but does not purge other magic effects on the player. I’ve refactored the various spell/magic effects the blessings use so this brute-force method introduced by Requiem is no longer needed. So you can eat a meal and then go pray.
When attempting to acquire a blessing at a shrine, if you do not meet any of the conditions a «dummy» magic effect will appear in your Magic Effects menu to give you a hint as to why (i.e., carrying a Daedric item, committed too many criminal acts, etc.).
The Divines’ Law is as follows. These conditions apply to blessings/amulet enchants of all Divines:
Specific blessing information:
Akatosh:
Amulet: Magicka Regeneration +25/50%
Blessing: Fire Resist +30%
Boon: Dragons Slain, Fortify Health, Magicka, and Stamina 20/35/50 points at 5/10/25 Dragon Souls Collected.
Champion: Defeat Alduin, +100% Health Regeneration, +20% damage to dragons.
Arkay:
Amulet: Fortify Health 15/30 points.
Blessing: 15% reduced damage from undead.
Boon: Fortify Health 20/35/50 points at 50/100/250 Undead Slain.
Champion: Defeat Potema, Fortify Health 20 points, +20% damage to undead.
Dibella:
Amulet: Fortify Speech (skill) 10/20 points.
Blessing: Fortify Sneak (skill) 15 points.
Boon: Fortify Illusion (spell cost reduction) 20/35/50% at 5/10/25 Successful Persuasions.
Champion: Complete Sybil quest from Markath and Bard’s College, 100% movement noise muffle.
Julianos:
Amulet: Fortify Magicka 15/30 points.
Blessing: Fortify Magicka Regeneration 30%.
Boon: Fortify Magicka 20/35/50 points at 20/50/100 Spells Learned.
Champion: Complete College of Winterhold questline, Fortify Magicka 20 points, +10% power/duration spells all schools.
Kynareth:
Amulet: Fortify Stamina 15/30 points.
Blessing: Fortify Stamina Regeneration 30%.
Boon: Fortify Stamina 20/35/50 points at 50/100/250 Locations Discovered.
Champion: Restore Gildegreen, Fortify Stamina 20 points, +100% Poison and Disease Resistance.
Mara:
Amulet: Fortify Restoration (spell cost reduction) 10/20%
Blessing: Frost Resist +30%
Boon: Magic Resist +5% for each of: being married, owning at least one home, adopting a child.
Champion: Complete Erandur quest (without killing Erandur, obviously), Fortify Magicka 50 points, Mara’s Healing Aura (constantly heals all allied NPCs within 10 feet by 2 Health/sec).
Stendarr:
Amulet: Fortify Block 15/30%.
Blessing: 15% reduced damage from Daedra.
Boon: Fortify Stamina 20/35/50 points at 5/10/25 Daedra Slain.
Champion: «Fail» House of Horrors quest by killing Logrolf before he can return to the shrine, Fortify Health 25 points, +20% damage to Daedra.
Talos:
Amulet: Fortify Shouts (reduced cooldown) 10/20%.
Blessing: +15% damage with axes and swords.
Boon: Fortify Health 20/35/50 points at 3/5/7 Civil War quests completed.
Champion: Defy and fight a Thalmor patrol, Fortify Stamina 25 points, +20% Damage to mer.
Zenithar:
Amulet: Fortify Barter 15/30%.
Blessing: +15% damage with maces and warhammers.
Boon: Fortify Carry Weight 20/35/50 points at 5/10/25 Stores Invested In.
Champion: Smith 100 weapons or armor, create 100 enchants, or 250 potions, Fortify Stamina 25 points, Alchemy/Smithing/Enchanting 10% more powerful.
Also covers the other deities represented in the base game/Requiem:
Auriel:
As one aspect of Akatosh, Auriel follows the same commandments as the other Nine Divines.
Blessing: +15% damage with bows and crossbows.
Boon: Dragons Slain, Fortify Health, Magicka, and Stamina 20/35/50 points at 5/10/25 Dragon Souls Collected.
Champion: Complete Dawnguard «Touching the Sky» quest, Fortify Health Regeneration 100%, +20% damage to Nords.
Azura:
Azura does not care if her disciples are criminals, but will not bless vampires or werewolves, those who have pledged their soul to Nocturnal, or those who have corrupted her artifact, Azura’s Star.
Blessing: Magic Resist +10%, 20% if in possession of Azura’s Star.
Boon: Fortify Magicka 20/35/50 points at 20/50/100 Souls Trapped.
Champion: Cleanse Azura’s Star, Fortify Magicka Regeneration 50%, Alteration, Conjuration, and Illusion spells last 30% longer.
Boethiah:
Boethiah does not care if her disciples are criminals, but will not bless vampires or werewolves, those who have pledged their soul to
Nocturnal, or those carrying any artifact of her nemesis Molag Bal.
Blessing: Fortify One-Handed Armor Penetration 10%, 20% if completed «Boethiah’s Culling».
Boon: Fortify Health 20/35/50 points at 20/50/100 Backstabs.
Champion: Complete Boethiah’s Culling, poisons created are 50% more powerful.
Mephala:
Mephala does not care if her disciples are criminals, but will not bless vampires or werewolves, or those who have pledged their soul to
Nocturnal.
Blessing: Fortify Illusion (spell cost reduction) 15%, 30% if completed «Whispering Door».
Boon: Fortify Barter 5/15/30% at 5/10/25 Murders.
Champion: Complete «The Whispering Door», 75% spell cost reduction for mind-affecting Illusion spells (Fear, Frenzy, Charm, etc.)
A shrine to Boethiah can be found at the Sacellum of Boethiah.
A shrine to Azura can be found at. the Shrine of Azura (who would have guessed?)
A shrine to Mephala can be found behind the whispering door.
Shrines to all three of the above Reclamation Daedric Lords can be found upstairs in the New Gnisis Cornerclub.
Compatibility
The current version of Requiem for a Knave is made for Requiem 4.0.2.
This mod should be considered incompatible with other Requiem overhauls like AZTweaks, 3Tweaks, Minor Arcana, or SNBCJ’s Classic Requiem series. Doing so probably won’t cause your game to crash or anything, but will no doubt create a consistency nightmare.
Feel free to edit my files to pick and choose the bits you like.
Patches
Patches for the following mods are available from the FOMOD installer in the Optional Files tab.
Please see the article for more information on these.
Also, the following patches are included and up-to-date, but may be discontinued in the future:
Load Order
Load order should look something like:
Skyrim.esm
.
Unofficial Skyrim Special Edition Patch.esp
.
(other content mods)
.
Requiem.esp
.
(other Requiem patches)
.
Requiem for a Knave.esp
.
(other Requiem for a Knave patches)
.
(lighting and water mods)
.
Requiem for the Indifferent.esp
Credits
A big thanks to all the modders who inspired this and directly or indirectly made it all happen!
And all the other modders whose works I’m using in my game!
