What does it mean to "possess" a daedric artifact? For the Dunmer bonuses, do you have to keep them all in your inventory, or is it enough to have just done the quests?
For everyone downloading this and experiencing Argonian NPCs having substantially higher health regen then normal, it's a bug with this mod that applies the 10 HP/sec regeneration from tree sap to all Argonian NPCs constantly. It's supposed to only apply to the player but for some reason this is not the case. I made a quick fix for it that simply removes the tree sap buff from the Argonian Histskin racial ability and everything seems to work fine. You won't get the buff from tree sap but honestly the standard regen alone is a big benefit compared to other races in Requiem. You can find the fix below.
altmere: makes it basically the only race who can have a somewhat comfy start as a pure mage. the elemental weakness is still rough int he mid to end game, but easily aleviated by being a powerhouse of a mage. rougher early game that any other race for non mage playstyles obviously, but makes hybrid styles like spellsword or trickster rogue a much less costly dip into magic. (altmere are still the tallest race and so the fastest base speed, which help to kite enemies and dodge projectiles)
argonian: feels like what the breton was to base skyrim. one size fit all, passive healing and natural armor remove a big chunk of the early game struggles and will be comfortable throughout the game for any type of build. poison "immunity" means you need no extra preps to dive into falmer dungeons (still need to be strong enough, but no getting cucked by their strong poisons). movement speed is always extremely valuable in requiem. swimming is a very efficient travel method with cool roleplay aspects. beast race + claw passive + martial arts perk = best early game damage for cheapest stamina cost and only 1 perk point (i actually made an end game "mage of the fist in the face" build out of it and punched alduin real hard)
orsimer: the perfect juggernaut. only weakness is that it doesn't really solves or alleviate any of the early game problems you encounter (stamina management and healing)... it was already solved by the strong stomach passive anyways. alleviate the big magic weakness that you would have as a "pure warrior" (non/low enchanting, magic, and alchemy) user in the mid/late game weaknesses are in the form of "if you want to get the full benefit of it you have to do X". regardless of your weapon choice, you have to pay the carry weight tax of volendrung to benefit from the full bonus (magic resist and knockdown chances), which weight about 35 from memory, one of the heaviest single item you can have. berserker rage requires a large hp pool to offer its full benefit, or 5-10% extra damage reduction wont make a difference with 25-50% hp left.
redguard: passive resistance to poison and disease are still as comfy as in base requiem. no crutches or training wheels for the early game. yokudan art of war basically makes swords, even unenchanted non artifact ones, way more viable and versatile even in the endgame. personally i remember using sseedit to add the ebony blade to the "curved swords" as it is quite literally one. (but to each their own, i just wanted my afro samurai to cut down automatons easier.) i won't repeat my bit about movement speed a third time (though i just wrote instead a much longer sentence to reference it).
really lovely mod, i'm planning to make some nord bandit turning voice monk one of those days. maybe i'll get inspired to make other characters with the other races.
Are Argonians supposed to have constant health regen? Just curious if this intentional or an issue on my end, because they are now some of the hardest enemies to fight early on, and it seems like playing with constant health regen from the get go would upset Requiem's balance a little bit.
I had this problem with immersive abilities. I don't think the game is differentiating between them being under sleeping tree sap or not. There is no way their regen is 1 per second.
That was my observation as well. They all seem to have 10hp/s instead of 1hp/s as if they're all constantly under the influence of the tree sap. The mod Floating Damage can also show healing numbers, and the average for me for any Argonian was about 10/s.
So I'm having a issue(?) with the Atronach stone at the moment. While using Immersive Racial Traits and playing as an Altmer, I still get a bit of magic regeneration. I'm still digging around to figure it out, but has anyone heard anything similar happening?
EDIT: I read the description again, my bad. I see that Altmer get a base +1 magicka per second. I'll just avoid using the Atronach Stone with them. May bad for any misunderstanding.
43 comments
one handed curved swords... curved sword!
-scimitar
-orcish sword
-ebony sword
-daedric sword
-bound sword
-windshear (unique enchanted scimitar)
-souldrender and bloodscythe (haknir deathbrand enchanted scimitars)
two handed curved swords:
-orcish greatsword
-ebony greatsword (not the "ebony blade")
-daedric greatsword
hope this helps anyone in the future
Requiem - Argonian Histskin Regen Fix for Immersive Racial Traits
altmere:
makes it basically the only race who can have a somewhat comfy start as a pure mage.
the elemental weakness is still rough int he mid to end game, but easily aleviated by being a powerhouse of a mage.
rougher early game that any other race for non mage playstyles obviously, but makes hybrid styles like spellsword or trickster rogue a much less costly dip into magic.
(altmere are still the tallest race and so the fastest base speed, which help to kite enemies and dodge projectiles)
argonian:
feels like what the breton was to base skyrim. one size fit all, passive healing and natural armor remove a big chunk of the early game struggles and will be comfortable throughout the game for any type of build.
poison "immunity" means you need no extra preps to dive into falmer dungeons (still need to be strong enough, but no getting cucked by their strong poisons).
movement speed is always extremely valuable in requiem. swimming is a very efficient travel method with cool roleplay aspects.
beast race + claw passive + martial arts perk = best early game damage for cheapest stamina cost and only 1 perk point (i actually made an end game "mage of the fist in the face" build out of it and punched alduin real hard)
orsimer:
the perfect juggernaut. only weakness is that it doesn't really solves or alleviate any of the early game problems you encounter (stamina management and healing)... it was already solved by the strong stomach passive anyways.
alleviate the big magic weakness that you would have as a "pure warrior" (non/low enchanting, magic, and alchemy) user in the mid/late game
weaknesses are in the form of "if you want to get the full benefit of it you have to do X". regardless of your weapon choice, you have to pay the carry weight tax of volendrung to benefit from the full bonus (magic resist and knockdown chances), which weight about 35 from memory, one of the heaviest single item you can have. berserker rage requires a large hp pool to offer its full benefit, or 5-10% extra damage reduction wont make a difference with 25-50% hp left.
redguard:
passive resistance to poison and disease are still as comfy as in base requiem.
no crutches or training wheels for the early game.
yokudan art of war basically makes swords, even unenchanted non artifact ones, way more viable and versatile even in the endgame. personally i remember using sseedit to add the ebony blade to the "curved swords" as it is quite literally one. (but to each their own, i just wanted my afro samurai to cut down automatons easier.)
i won't repeat my bit about movement speed a third time (though i just wrote instead a much longer sentence to reference it).
really lovely mod, i'm planning to make some nord bandit turning voice monk one of those days. maybe i'll get inspired to make other characters with the other races.
Requiem - Argonian Histskin Regen Fix for Immersive Racial Traits
For Altmer Blood +2 Magicka Regen, which daedric artifacts count? I have Masque of Clavicus Vile & Molags Mace and still only +1.
edit: gave it a spin and it seems to be working just fine, tho i just started so...
EDIT: I read the description again, my bad. I see that Altmer get a base +1 magicka per second. I'll just avoid using the Atronach Stone with them.
May bad for any misunderstanding.