About this mod
Overhaul of Requiem racial traits for Requiem SSE 4.0.1-2 (unofficial).
Main idea to replace once-a-day powers by immersive passive traits, which can be improved by fulfilling specific conditions.
Heavily inspired by "Requiem - Immersive Abilities" and "Requiem - Immersive Divine Blessings" by snbcj and 3' B' F' Tweaks made by 3T communit
- Requirements
- Permissions and credits
- Changelogs
Heavily inspired by glorious Requiem - Immersive Abilities and Requiem - Immersive Divine Blessings, made by snbcj. Some inspiration also comes from 3Tweaks (BTweaks, FTweaks) - family of glorious overhauls.
Main features and "point" of R-IRT is KISS (keep it simple, stupid) - only touch one particular part of vanilla Requiem and be as modular as possible.
What this overhaul does?
- Replaces all playable racial daily powers with lore-friendly passive abilities. Many of which have extra conditions to unlock extra bonuses;
- Slightly rebalances existing passive abilities where applicable and adds R-IDB-esque race-dependent curses (Mer/Kyne and Malacath/Boethian);
- Strives to make each of playable races worth to try out and play, gives potential build ideas (however, it still makes sense to ignore conditions if fulfilling them does not fit your build);
- Powers / Abilites changes are also being applied to NPC - usually midway between basic & boosted versions - but without condition bloat (NPC as a rule either have own copy of an effect of a fast-track condition). Hence the race of a randomly generated bandit may influence how you'll fight him/her.
What this one does not do?
- No Height changes. This comes with innate issues with 1st person camera and floating/resizing NPCs - I believe a separate mod is a better place to handle this;
- Khajiit claws / unarmed abilities untouched; but Argonian now also have this ability (bestial claws) - patch for "Requiem - Unarmed Combat Enhancer" is available in FOMOD;
- Khajiit Night Vision is not replaced nor changed - this one is good as it is.
List of changes:
- Altmer
[Highborn ability]
Maintains base Requiem +50 Magicka and 75% Disease Resist.
Base Requiem 40% weakness to Magic replaced with 25% weakness to elements. This is alleviated while possessing Auri-El's Bow or Shield (TES Lore)
[Altmer blood]
Your Altmer blood grants you faster magicka replenishment, immunity to paralysis (Daggerfall Lore), and an aversion to Kyne.
Possessing Daedric artifact doubles and possessing Auri-El's artifacts triples magicka replenishment.
(+1/2/3 magicka regen per second respectively)
- Argonian
[Histskin ability]
Argonians' Hist-enhanced bodies naturally heal from wounds slowly and wards off physical damage, especially of the slashing variety.
Health regen +1/sec (+10/sec while imbibing Hist sap), natural slashing resistance and 50 armour bonus.
[Argonian Resistances & Lungs]
Poison resist raised to +100% (up from +90% in base Requiem) (TES Lore)
+10% movement speed, which is doubling while imbibing in Hist Sap, and tripling while swimming.
[Bestial Claws]
Bestial unarmed damage - replicates trait of Khajiit (R-UCE patch available, as it does pretty similar thing but also adds perks etc.)
- Bosmer
[Bosmer Marksmanship ability]
Bosmer are naturally gifted archers, giving them better aim to cause deeper wounds.
Constant +10% Marksman armour penetration. Doubles while possessing Auri-El's Bow or Shield.
[Bosmer Blood]
Your Bosmer blood grants you a strong resistance to diseases and an aversion to Kyne.
Additionally, Bosmers have +5% Movement Speed, doubling while imbibing in the Greenpact Feast, or when possessing Auri-El's Bow or Shield.
Maintains +75% disease resist.
- Breton
[Dragonskin ability]
Bretons' thirst for magic grants them spell absorption when their own reserves are low.
Constant 3% chance to absorb hostile spells, which doubles while possessing Daedric artifacts and/or serving Daedra. If magicka reserves drop below 40% or below 15%, absorb chance increases to 5% (10%) and 8% (15%) respectively.
[Breton blood]
Your Breton blood and willpower reduce all taken damage from magical sources, especially when serving Daedra.
Magic resist is now 10% (down from 20% in base Requiem), doubling while possessing Daedric artifacts and/or serving Daedra.
- Dunmer
[Ancestor Guardian (Sanctuary)]
Dunmeri ancestors watch over their descendants, providing an aura of protection: constant 5% chance to ignore incoming damage.
[Dunmer blood]
Tempered in the flames of the Red Mountain and the heat of the Ashlands, your Dunmer blood greatly reduces all fire damage dealt to you: 50% fire resistance and +2.5% movement speed.
Possessing each Daedric artifact from The Reclamations additionally grants +8.3% fire resistance and 2.5% movement speed.
Possessing each Daedric artifact from House of Troubles additionally grants another 2.5% movement speed and another 5% chance to ignore incoming damage.
-> Max Fire Resistance is 75%, Max movement bonus is 10%, Max damage ignore chance is ~23%
- Imperial
[Voice of the Emperor]
Every Imperial possesses at least basic knowledge of rhetoric, granting them improved speech and bartering: +15 Bartering and Speech.
[Imperial Discipline]
Imperials are granted additional stamina, regenerate it faster and can sprint much longer due to the drills many of them had to go through.
Extra +30 Stamina, and +2 Stamina/second while sprinting.
Star of the West: +0.5 Stamina/sec while in combat and +0.1 out of combat.
Imperial Cult: +2 Stamina/sec while in combat and +0.5 out of combat while wearing any Imperial Cult Amulet.
(Loosely Morrowind Lore)
- Khajiit
[Khajiit powers untouched]
Maintains base Requiem +15% Movement Speed, Night Eye power, and Unarmed damage unchanged (R-UCE patch available)
[Khajiit Agility]
Khajiit are blessed with a natural agility and taught from an early age ways to get out of trouble. All Khajiit know at least a little about how to pick locks: Khajiit jump 35% higher than other races, and have innate bonus to sneak (skill +15) and lockpicking (skill and expertise +10)
Movement Speed, Jump Height, and Sneak bonuses double while imbibing in Skooma.
- Nord
[Nordic Fortitude]
Your nordic fortitude makes you hardier in battle, halves all taken frost damage, and reduces all lightning damage inflicted to you by one quarter: maintains base Requiem 50% Resist Frost and 25% Resist Shock.
[Woad (TES Lore)]
Woad (Shield) ability which provides a constant +50 Armor Rating and 25% chance to evade stagger. Inebriety makes it easier for Nord to shrug off scratches with trade of lesser chances to evade stagger (+150 armour rating but only 5% chance to evade stagger)
[Nordic Blood]
Kynes children are more gifted than others in mastering the Thu'um, allowing Nords to use shouts more often. While alcohol loosen tongue further: constant +8% Shout recovery, and another +4% while imbibing in alcohol.
- Orsimer
[Berserker Rage]
The children of Malacath live on the edge of rage, ignoring pain and increasing all dealt damage. Orcs channel this anger into smithing, improving all forged items.
Constant +5% Attack Damage and Damage Resistance, and each quarter of Health lost adds another 5%.
Extra 10% chance to stagger opponents, tripling while possessing Volendrung.
[Orsimer blood]
Your Orsimer blood grants you a minor resistance to physical and magical attacks, and an aversion to Kyne. Children of Malacath who prove worthy of Volendrung find greater fortitude (TES Lore)
Constant +5 Smithing Power, doubling after completing the quest The Cursed Tribe, and tripling while possessing Volendrung.
Constant +5% Magic Resist doubling while possessing any Daedric Artifact except those belonging to Boethiah, and tripling while possessing Volendrung.
- Redguard
[Yokudan Art of War]
The most naturally talented warriors in Tamriel, Redguards know where to strike to cause more damage, especially with curved swords: constant +5% melee weapon expertise and +7.5% movement speed.
Wielding one or two handed blades doubles Yokudan Art of War weapon expertise.
Wielding one or two handed curved blades triples Yokudan Art of War weapon expertise.
[Redguard Resistances]
Maintains base Requiem +75% Poison and Disease Resistance.
Compatibility
FOMOD includes next patches:
- Requiem - Expanded Grimoire - to ensure that new conjured curved blades count as curved;
- Legacy of the Dragonborn - similarly, this mod provides couple of nice curved blades;
- Merged patch for above to mods, use it if you have both of them;
- Requiem - Unarmed Combat Enhancer - to merge perk conditions into Bestial Claws.
Not compatible (without xEdit CR) with anything what modifies playable races and their race-specific traits (this includes vampires, but vampire-specific links are untouched). However you can load my mod last and let it overwrite other changes - 99% it would work just fine.