by Fornication
FTweaks: an extension of BTweaks that balances more things and fixes a couple more bugs. Highly recommended
Gave Ancano's robes a proper fortify armor rating enchantment
Fixed a couple of the records for Asrak's anti-exploit stuff. Removed the switching weapons stamina drain
Fixed master magic vendor inventories to show newer master spells
Reverted necromancer's amulet remove amulet effect to vanilla 3t until I figure out a workaround for a bug I caused
Akatosh's capstone blessing is now gained from killing a special enemy in Blackreach, not Alduin anymore
Necromancer's amulet wearers lose 10 magic resist if no undead summon is out
Gave proper range to the arcane and blood touch spells
Forwarded more expensive Requiem cost values for Skyforge weapons
Replaced one of the Fortify Armor Rating potion effects (originally fortify light armor in vanilla) with resist piercing, which lowers incoming bow/crossbow damage by a percentage
Slightly lowered prices of tonics of stamina and potions of regeneration
Healing poultices now restore 1/5 of the normal health gain while in combat, instead of 0. This will keep your health bar up instead of fading, which is nice. In total, this will restore 0.05 health per second for 720 seconds, which is only 36 health per poultice.
Spellbane root magic resistance is back to a duration of 30 seconds, but lowered the stamina and magicka drain to 1 per second for 45 seconds.
Fixed orcish boot weight bug
Divine amulets now have 4x the base effect if you are a champion of that divine
Amulet of Stendarr base effect changed to 5 1h/2h armor penetration
Zenithar's amulet base effect changed to 2% movement speed
Removed all of the added robes with unique effects, like zealot robes. In their place, added several unique amulets with various properties. These are still a work in progress, but you can test them by consoling them to your inventory. The ones with usable effects currently are Amulet of the Silver Hand, Penitus Oculatus Badge, Amulet of the Mythic Dawn, Morag Tong Seal, Crow Mother's Carcanet, Falmer Shackle, and Dwarven Torc. Some are direct replacements of the original robe effects, just in amulet form.
Mythic dawn hooded robes offer protection to mages casting ritual spells
Mythic dawn gloves and boots now offer increased magicka regeneration
Amulet of Akatosh resistances bug fixed
Dibella's amulet base effect changed to 6% reduced cost of power attacks
Amulet of Talos base effect reduced to 5% shout cooldown
Fixed naming of Madran's circlet
Fixed bug with enchantment effect of Cleric's boots
Renamed tome of bound battleaxe for clarity
Renamed tome of Clairvoyance because there is no Clairvoyance II
Added new novice destruction spell called Arcane Grasp, which is a concentration touch spell that bypasses magic resistance
Moved glass weapon near Kruul onto Kruul instead
Removed glass weapon near giants by Valtheim keep, and moves it onto a giant located in Sleeping Tree Camp
You are able to open the display cases in Silas's museum with the key found on his body
All peerless unique items are moved to the NPCs' respective vendor chest
Increased enchantment cost on the Wabbajack
Sorceror's robes enchantment nerfed a bit
Amulet of Auriel added with a base effect of 4% quicker weapon attacks
Nerfed chances of bandit archers having enchanted arrows and bolts, or unenchanted high tier ammunition
Edited ward effect descriptions to prevent it showing that ward spell magnitude blocked scales with anything
Fixed bug with fortify power attacks applying duplicate perks
Added nodurationscaling keyword on Ignite
Ignite is now more expensive, does less damage, but lasts much longer
Freeze is now more expensive, and does more damage but over 5 seconds
Gradual restore health, magicka, and stamina potions will overwrite the current effect if you already have the effect active when drinking a new potion
Peryite should properly reduce your disease resistance
Description of Experience changed a bit
Funerary rite doesn't work on NPCs with a mass less than 1, or wolves, deer, or mudcrabs
Rune of mortality magnitude does not scale now
Increased rune of mortality armor rating debuff
NPC walking/standing still power attacks have more tracking
Fixed bug with wards still giving armor rating
Dibella no longer cares about lifetime bounty
Sanguine's blessing buffed across the board
Malacath's blessing's scaling is replaced by killing unique creatures across Skyrim, including Kruul and Thunder. There are 6 in total
Blood spells that affect more than 1 enemy now shouldn't drain your health for each enemy hit
Buffed lightning stream damage
Rebalanced several blood spells and fixed bugs associated with them
Warden battlestaff lesser powers should work now
Witchhunter sword added spell should work now
Huge thanks to Asrak for the following changes: You can no longer sheathe your weapon at any point during an attack to cancel the attack; you can only sheathe your weapon in a time frame before the attack lands or after a small time frame after the attack strikes. Furthermore, if you do still sheathe your weapon, it won't sheathe, and it will simply "cancel" the attack, similar to how you can cancel your attack with a bow if you press the sheathe button while aiming. Sheathing or blocking after an attack will now only decrease your recovery time, but the stamina drain will now apply appropriately. Unequipping your weapon after landing an attack during the period in which the stamina drain from the attack is active will drain your stamina by an additional amount. This includes switching to another weapon, switching to the same weapon, or switching to a spell that unequips the weapon. Damage bashing is a bug in vanilla Skyrim that plays the shield/weapon bash animation but actually does the full damage of your weapon. NPCs can do it, and players can use/abuse this to get very quick, low cost attacks out. For 2h weapons specifically, this significantly breaks the balance by allowing slow weapons to come out extremely quickly for little stamina cost. Now, neither you nor NPCs can use this feature/bug.
Added over 20 new spells described below
New novice-master hemomancy spells under the destruction school, for which the overall theme is high damage, less magicka cost, but they also drain health to use, similar to the Transmute Blood spell. They range from touch spells to beams to explosions.
Several new non-destruction hemomancy spells; there's an alteration spell that converts damage taken to magicka damage, a fire and forget ward, and summon that is a concentration spell
Further non-hemomancy spells include a new spirit summon, several new illusion, alteration, and destruction spells, as well as a new restoration spell.
All spells are integrated into leveled lists and can be learned from the Requiem perk spell choice menu. These spells have not been given to any NPCs to use in combat (yet?, they might be too stupid to use them)
Of note, the initial balance for this release of basically all the spells is somewhat in the air. I've done some testing and looking over the numbers.. but it's really hard to get a grasp of the bigger picture until I've put many more hours into playing with them. I wouldn't necessarily start a full blood mage just yet, but I appreciate all feedback.
Currently, blood spells completely bypass magic resistance. There is currently no way to reduce the health cost associated with each spell. Dual casting the spells cost 2x the health cost as single casting the spells.
Added a hemomancy perk after esoteric destruction magic perk
Removed ice wraith summon completely
Added enchantment amounts to runed nordic war axe and witchhunter sword
Spells, scripts, and assets are sourced from a combination of Arcanum - A New Age of Magic, Triumvirate - Mage Archetypes, Apocalypse - Magic of Skyrim, and More Apocalypse - An expansion for Apocalypse - Magic of Skyrim, Requiem - Magic Redone, and Requiem - Expanded Grimoire
Fixed werewolf bestial blood weakness to poison condition
Fixed some conditions on the necromancer's amulet
Fixed a vanilla requiem bug recently introduced significantly lowering physical damage done to some NPCs
Redguards speed buff fixed
Stamina and magicka regen debuffs reverted back to pre-Requiem 5.2 mechanics. 3Tweaks had a good system before, so let's continue to use it. The ritual stone now negates magicka regeneration reduction while running also, along with the usual pre-5.2 effects like fortify magicka 2 and focused mind perk.
Wounded dragon renamed Mirmulnir. Big change.
Irileth no longer does 2x spell damage to Mirmulnir, just 1x now.
Irileth no longer resists 95% damage from Mirmulnir, just 50% now.
Updated to Requiem 5.2.1
Pretty much every armor had its armor rating and weighting changed, or just slightly tweaked. New Requiem calculations for increasing spell cost with mass completely messed up my distinction between "caster armors" and other types of armors. There are definitely light armors and heavy armors that are more beneficial for casting still. Armors hopefully now have a more natural feeling of progression.
2 new dexterity perks that unlock dual wield attacking movement and dual wield power-attacking movement. No more terrible locked-in-place character. Now you can actually make a DW build that's fun to use. HUGE thanks to Asrak. Unfortunlately, it looks bad in third person. If using nemesis, re-generate it.
Sprinting power attack is now tied to weapon speed, and will slow down or speed up depending on weapon type, etc. Huge thanks to Asrak. If using nemesis, re-generate it.
Fortify smithing and enchanting potions found in the world have a respectable magnitude now
Damage stamina regeneration poison effect changed to Vulnerability, which lowers enemy armor rating
Damage magicka regeneration poison effect changed to Impairment, which lowers enemy attack rating
Imperial casting racial ability replaced with spell costs are only increased by 2/3 of their effective mass, rather than 100% of their effective mass. This takes into consideration mass from any type of gear, not just heavy armor like previously.
Banish damage effect slightly increased
Made the descriptions more clear when you unlock the next tier on each level of the new perks, Bodybuilder, Marathon Runner, and Intellectual
Fixed soul harvester weapon perk, for real
Zealot robe reflect nerfed and changed to proc only about 20% of the time
Required smithing levels of elven, orcish, nordic, and dwarven armor altered a bit
Fixed alcohol effect description
Added some of the new smithing keywords to various unique weapons, such as Eduj and Okin.
Updated the material weapon properties book to reflect new changes. I'm not as elegant with my words as ANID, so I basically just deleted things referencing things I removed.
Disciple robe effects only work while in combat and also not sneaking
Reverted Shadow Stone ability to original 3tweaks ability. Happy hunting
Unrelenting force does a bit more damage and costs slightly more
Order of dexterity perks and levels required altered a bit
Blessing of Auriel increases all types of physical damage, not just unarmed
Mage armor extra armor rating perk lowered to 1.1 mass or less from less than 1.2 mass
Following changes made in Requiem 5.2 are incorporated with changes already present in 3Tweaks:
New dragon and dwarven automaton resistances forwarded
Weakness to poison and increased spell costs by 15% forwarded to werewolves
Forwarded changes to Regeneration and Fortified Muscles alchemy perks
Forwarded poison application conditions, including wards now block poisons
Lady stone users, argonians, werewolves, vampires, and those under the effect of waterbreathing spells or enchantments are not affected by magicka or stamina related swimming penalties
Forwarded a bunch of perk changes for evasion and heavy armor
Carried forward Requiem's new condition on exhaustion from running to only run if stamina rate mult is 0 or lower. Not sure if I'll be keeping this condition
Updated to Requiem 5.1.1, which includes various small changes not worth mentioning
Rebalanced damage of standard weapons to be a bit more streamlined. Most weapons did not have their damage change. Some weapons might be worth taking a second look at.
New smithing overhaul that reworks the weapon materials traits in 3Tweaks (Thanks Banananaut). With the proper smithing perk and proper materials, you can turn any "normal weapon" (iron, steel, glass, ebony, etc) into an altered version. The new traits are jagged (extra damage to living), silver-lined (additional damage to undead but less than pure silver), polished (increases armor penetration), conducting (does additional damage to enemies in the middle of casting a spell), aerodynamic (reduces stamina cost of attacks and a bit more stamina cost of power attacks), sturdy-gripped (increases damage done on an enemy mid-attack), hollowed (swings faster but less damage), reinforced (swings slower but more damage), and cushioned (silences weapon).
Each trait requires its own cost to make it, for example silver-lined requires a silver bar in addition to the base weapon
If you try to use an enchanted weapon to convert into one with a trait, you will lose the enchantment
Altering weapons can be done at a tanning rack (Thanks Todd)
Each trait requires a different smithing perk to unlock them. The smithing perks have their description changed to tell you which unlocks what. Craftsmanship unlocks cushioned and silver-lined. Advanced light armors unlocks aerodynamic. Advanced blacksmithing unlocks jagged. Arcane blacksmithing unlocks conducting. Nordic blacksmithing unlocks hollowed. Dwarven blacksmithing unlocks reinforced. Orcish blacksmithing unlocks sturdy-gripped. Elven blacksmithing unlocks polished.
Some traits still remain. Steel, daedric, dragonbone, falmer, wooden, ancient draugr, stalhrim, and silver remain.
Added several new robe effects and weapons
New mid-ish game war axe: Runed nordic war axe that does magical damage (Taken from foxlight713's Runed Nordic Weapons https://www.nexusmods.com/skyrim/mods/32815)
Added "Warden Battlestaff" which grants a lesser power to increase damage and slow weapon and another power to lower damage and speed-up weapon at the cost of magicka. There is no object effect and it's therefore enchantable
Added "Soul Harvester", a draugr battleaxe that increases in strength with the number of dragon souls your player has (not used). Also soul traps.
Added "Witchhunter Sword" which when equipped adds a fire and forget ward. The ward requires that the weapon be equipped, but once cast, you can use your other hand for something else. The ward protects against 25% physical damage and 150 spell magnitude
Added a new late-game enchanted waraxe to Redwater Den "Yol Bahlok" which does fire damage and each hit lowers the target fire resistance (Taken from billyro's Yol Hahkun https://www.nexusmods.com/skyrim/mods/105174)
Several non-hooded robes are completely changed and have very unique effects. These are kind of experimental, so feedback will be appreciated.
Acolyte robes make spells 30% cheaper to cost and 25% weaker and/or 25% shorter.
Devotee robes give you a lesser power that costs stamina that drastically increases your movement speed for an extremely short duration, effectively like the dodge ability on steroids. Also these robes grant you a spell that converts magicka to stamina.
Disciple robes increase your physical and magical damage the lower your health percentage is
Priest robes give you a 20% restoration spell cost reduction but increases other schools by 50%. They also greatly reduce physical damage taken when at nearly 100% health, and reduce damage taken when under 50% health by a lesser amount
Novitiate robes reduce cost of spells by 20% when at nearly 100% magicka
Zealot robes heal 1 health per second, decrease armor rating by 25%, and causes you to reflect good damage when your shield is struck
Several new perks added
New perks added with 9 tiers each: 1 in enchanting, 1 in smithing, and 1 in alchemy. Spending a perk point will increase your BASE skill of health, magicka, or stamina depending which perk you choose. The following perk chosen will be equal+1 in magnitude from the last tier. These perks can only be taken if you do NOT choose the starting perks in enchanting, smithing, AND alchemy, and will also lock you out of taking those perks in the future. The perks stack with each other, so taking 2 perk points in the new enchanting perk gives you 5 base magicka + 6 base magicka. (Thanks Asrak)
New conjuration perk that subtracts the number of current summons you're allowed by 1, but doubles the length of time of your summons
Fortify smithing enchantments replaced with Fortify Power Attack enchantments, making power attacks cost less stamina. Dwarven knowledge and the notched pickaxe have not been affected. Enchantment progression: Viciousness -> Ruthlessness -> Brutality -> Ferocity -> Barbarity -> Savagery
Fortify alchemy enchantments replaced with Fortify Weapon expertise enchantments, increasing armor penetration of weapons. Ring of pure mixture's and Sinderion's Serendipity were not affected. Enchantment progression: Perforation -> Piercing -> Puncturing -> Penetration -> Impalement -> Goring.
Fortify health effects removed from blessings. Talos replaced with stamina regen and Stendarr replaced with stamina.
Redguards have 5% movement speed bonus now
Rank 3 throw voice now causes an aimed stagger effect
Lightning dragon added into the mix of possible dragons
Vigilants may be carrying more types of silver weaponry
Bandit archers have a chance of carrying higher tier and explosive ammunition, and also a smaller chance of having an enchanted dagger
Gear previously enchanted with fortify alchemy and fortify smithing properly renamed and reintroduced to leveled lists with fortify weapon expertise and fortify power attacks.
Fortify unarmed damage added as a new alchemical effect, and can be found on vampire dust, large antlers, powdered mammoth tusk, ashen grass pod, and bear hearts
Shouts now properly affect wards. You'll need higher tier wards to protect yourself against strong attacks. No more flicking a novice ward on your heavy armor warrior versus that dragon! This also goes for harmful player shouts. Some other effects now also properly effect wards, for example spider venom
Steel battleaxe of fiery souls moved to Robber's Gorge
Dawnguard shield does more bashing damage to vampires and protects against drain.
Quicksilver effect for increasing spellcasting ability removed and replaced with magic resistance
Daedric effect for increasing magic resistance removed and replaced with increasing spellcasting ability
Enchanted ancient nordic armor from Requiem removed and replaced with a non-enchanted material effect for ancient nordic armor that lowers shout cooldown by 5% per piece
Added ancient nordic, falmer chitin, and bonemould armors to some leveled lists so you might see them sometimes in your travels
Vigilant armor now inherently reduces restoration spellcost by 4% each piece
Removed enchantment effects on vigilant armor pieces, except the armor
Vampire royal armor weight reduced
Dawnguard armor rating now buffed a bit
Removed all hand-placed dawnguard armor in and around Fort Dawnguard
Removed newly added to Requiem 5.0 hand-placed stalhrim gear in angarvunde and hillgrund's tomb
Ancient Falmer cuirass has slightly less resist disease (resilience) and resist poison
Predator's might shout now lasts longer, but has a longer cooldown
Changed quest reward of detect life to greater detect life in Treva's watch
Made a couple random events slightly more worthwhile, including the Thief and fake soldiers encounter
Various Solstheim quests have updated quest rewards to fit in with 3Tweaks. (Thanks Talles)
Mehrunes razor armor rating effect is not permenant and lasts 60 seconds, but is still stackable
Lowered chance of gems found in certain furniture by a decent amount
Weighting of derived attributes to carry weight slightly less dependent on health and slightly more dependent on stamina
Wards do not give any armor rating, but still reduce physical damage as intended
Shout cooldown bonus on Dragon Aspect reduced from 20% to 10%
Dawnguard runehammer ability has slightly increased damage
Blessing of Dibella armor rating reduced from 150 to 100
Reequipping the necromancer's amulet stopped the health damaging effect
Carried forward some relevant Requiem 5.x changes, like removing 2% damage reduction from evasion perks
You can now eat all sorts of dead bodies with the blessing of Namira or ring of Namira
Daedra, gargoyles, and lurkers have a higher chance of dropping insights
Mage stone and a few other abilities don't increase the magnitude of spells they aren't supposed to
Lightning speed issue with magnitude hopefully fixed
Fortify magic power effects changed into perks with correct conditions and will clog your active magic effect list up less and also not buff spells that weren't supposed to be buffed
Typo fixed on splinter spell
Illuminating light now works for the proper duration, casts a bit quicker, and costs a bit less
Fixed vanilla Requiem "nightmare" spell potential CTD. (Thanks Asrak)
Fixed steed stone description in the choose birthsign power
Increased (sell) value of addict's panacea
Critical bug of misspelled editor ID for moonstone ingot fixed.
Renamed some armors to "Armor" instead of "ARMOUR". Another crucial bug fix.
Added Bridge_17's repeatable skill increases script for massive quality of life improvements
Getting a standard "rested" bonus under the atronach stone heals your magicka up to a maximum of 20% your maximum magicka (Thanks Talles)
New detect life and death added to novice and apprentice tier, respectively, and are fire and forget spells in order to prevent cheese.These new spells have a very short duration. Previous detect life and death functionally unchanged, but are renamed Greater Detect Life/Death.
Low-mid tier enchanted armors, gauntlets, and helmets are overhauled in the type of enchantment you can get. No more dwarven armor of restoration, because it's completely useless. Warriors will have better gear to find, but spellswords still can get good enchantments to suit their build. These items can be found in various boss chests, including but not limited to, hagraven, draugr, orc, imperial, and stormcloak chests
Furna now has a uniquely enchanted helmet, which can alternatively be found deep underground..
Breton's can use a racial spell to temporarily increase their absorb chance by 15%
Going back to Ustengrav for the free dragon shout has a little surprise for you. Be wary, permadeath players (Big thanks to Talles)
Kvenel now has a unique heavy "helmet" up for grabs
Forgot to change charged nova spelltome's name to sunblast. Oops
Moved hircine's shrine to the underforge
Vaermina fixed to increase speech instead of increase bartering
Azura's message in the choose blessing menu corrected to include poison resistance
Fixed's Mora's message to state the correct values
Fixed malacath's detriment so it works now
Fixed bound mystic battlestaff being a greatsword (Thanks James)
Fixed enchanted battlestaves enchantment charges (Thanks Peter)
Ash Spawn war axe fire enchantment changed to a stronger one
Shadow shield magnitude fixed (Thanks Asrak)
Buffed Azura's absorb chance to 20%
Nerfed Dagon's absorb chance to 20%
Haldyn and Elsi now have enchanted armor with them
Removed a couple good items off the dead thalmor near the Guardian Stones
Fixed Syrabane's capstone blessing (Thanks Talles)
Changed several allowed enchantment slots on items. Resist disease (resilience) swapped from body to helmet, health regen added to helmet, fortify light armor swapped from body to helmet, and fortify heavy armor swapped from body to helmet.
The wooden mask now isn't entirely worthless. It's not that good either.
Mask of Clavicus vile now has better magicka regen and undying breath enchantments on it
Enchantment cost on fortify magic power enchantments decreased
Arrow and bolt recipes that previously made 12 items now make 20, and that previously made 24 items now make 30.
Frost salts in the Arentino residence replaced with a salt pile
Removed vampire dust from unburnt Hall of the Vigilant
Shrouded boots and Alain's boots now changed from fortify stamina 5 (rank 2) to fortify stamina 1 (rank 1)
Conjure silver and ebony arrow spells removed
Detect aura changed to be less buggy (Stolen from Noxcrab's Requiem - Magic Redone)
Fixed error with unaligned artifacts for Mehrunes Dagon
Pickpocket tree changed to dexterity; all references including descriptions and potions have appropriate names
Dexterity perks that previously didn't allow heavy armor to be worn now only disallow heavy gauntlets
New 3 rank dexterity perk 'precise strikes': increases armor penetration with one-handed weapons without a shield, or 50% higher while dual wielding
New 3 rank dexterity perk 'efficient drawing': increases bow speed
New 2 rank dexterity perk 'knife dance': increases dagger speed
Overhaul of low level, common alcoholic beverages. 3 potential buffs are +20 health, +10 stamina regen, +20 magicka regen. 3 potential detriments are -100 armor rating, -4 movement speed, and -25 stamina regen.
All low level alcohols have a duration of 900 seconds for their buff and 1350 seconds for their detriment
Ale: +health -stamregen
Alto wine: +magicregen -armor
Aged alto wine (replaces 1 duplicate vanilla alto wine): +magicregen -speed
Nord mead: +health -speed
Red wine (replaces 1 duplicate vanilla wine): +stamregen -armor
White wine (replaces 1 duplicate vanilla wine): +stamregen -speed
Overhaul of bow damage, trying to make damage more consistent and making higher tier bows worthwhile while keeping unique bows relevant. Almost every bow has had it's damage adjusted. Note worthy changed are included on the following line
Elven bows are even faster, dwarven bows are even slower. Glass bow damage increased from 33 to 42. Ancient nord bow damage increased from 23 to 32. Both bound and mystic bow have decreased damage. Auriel's bow damage decreased from 80 to 60. Zephyr bow damage increased from 65 to 82. Stalhrim bow damage increased from 40 to 50.
New 1 rank marksman perk 'hunting stride': increases movement speed while aiming a heavy bow by 7.5% and light bow by 2.5%.
Moved daedric bow from previous location to bloodlet throne
Added a new unique, enchanted anti-undead heavy bow 'necrobane' as a reward for laying red eagle to rest
Added a new unique, enchanted light bow 'spectral bow' at the end of sunderstone gorge
Changed tempering perk requirement of ancient nordic bow and supple ancient nord bow from craftsmanship to advanced blacksmithing
Changed tempering perk requirement of falmer bow from craftsmanship to morrowind smithing
Added a temper recipe for supple falmer bow requiring morrowind smithing
Added a new generic, craftable light bow 'carved bow' requiring advanced light armors to fill the void of light bows and added it to various leveled lists (from Unique Bows Collection https://www.nexusmods.com/skyrimspecialedition/mods/21524 by Artisanix)
Removed frost enchantment from nightingale bow and doubled shock enchantment
Daedric blessings can now be learned from the choose blessing ability and no longer from crafting the daedric book at a tanning rack (Thanks Talles!!)
New blessing of Syrabane added. Base effects of fortify magicka and shock resistance. Scaling boon of fortify all spell cost scaling with standing stones found. Capstone perk of increasing the effectiveness of illusion spells on NPCs, making them more susceptible. Capstone requires "Served Cold" quest completion
Syrabane's blessing can be acquired from various shrines or from the choose blessing ability (Thanks Bridge_17!!)
Blessing of dibella overhauled: fortify armor penetration (1h, 2h, and archery) by 15 and fortify armor rating by 150. Scaling fortify illusion cost up to 20% with persuasions.
Meridia detriment changed from 1.75x incoming damage from undead to 1.333x
Azura's fortify speech changed to poison resistance
Malacath -75 health changed to multiply armor rating by 0.75
Vaermina's fortify armor rating changed to fortify speech
Hircine's capstone bonus changed from frost resist to resist magicka only in werewolf form
Removed hircine's fortify marksman
Hircine's fortify claw damage changed to a scaling armor rating in werewolf form based on creatures killed
Enchanted stalhrim bolts brought up to the same damage as the unenchanted bolts
Equipment with "waterbreathing" enchantment renamed to undying breath
Fixed Arkay's amulet description
Range on spirit wolf slightly lowered to match other summons
Vigilant's stuff is now tempered with silver
Vigilant's sword can now be tempered
Slightly lowered slaughterfish bite damage
Fixed Annihilation enchantment to actually do unresistable damage
Modified a couple of wizard's aggro-radii to allow them to cast a spell before you can get extremely close
Added all silver weapons to dawnguard inventory
Nightingale invisibility reduced from 120 second duration to 30
Ossoberg now has minor knockdown immunity
Probably fixed issue with shadow shield stacking
Various gears with flat restore magicka regen now do not work with atronach stone
Changed a few more lines that 3tweaks missed that were 1st person and now are 2nd person
Robes added in previous updated changed to disallow disenchanting
Modified various scroll cast times for better quality of life or balance purposes
Added 5 new bound weapons: bound greatsword, warhammer, waraxe, and mace (from Requiem - Expanded Grimoire https://www.nexusmods.com/skyrimspecialedition/mods/39214 by agd25 [Bound weapon meshes by Gruftlord]) and bound battlestaff (from Requiem - Magic Redone https://www.nexusmods.com/skyrimspecialedition/mods/59302 by noxcrab [mhc9840])
Scaling 2 health and 0.3 magic resistance bonus per level up until level 21, maxing out at 40 additional health and 6% magic resistance (thanks to Ashen for the scripting! https://www.nexusmods.com/users/7268393)
Waterbreathing enchanting and potion effects change to undying breath, which reduces sprinting costs, rapidly regenerates stamina when under 20%, and still allows waterbreathing (from AZTweaks)
Added 2 new conjuration spells to apprentice and expert tier: conjure silver arrows, and conjure ebony arrows. Each spells is a lesser power that adds 12 arrows of the respective type to your inventory; the arrows are the same as the normal equivalent arrows, but they have a value of 0 gold (from Witchhunter Spells and Prayers Pack - Special Edition https://www.nexusmods.com/skyrimspecialedition/mods/133 by Robbie922004)
Added revenant's robes (from Necromaster Robes- Mihail Armors and Clothes (MIHAIL SSE PORT) https://www.nexusmods.com/skyrimspecialedition/mods/36577 by MihailMods)
Gave Malyn a unique outfit
Archmage's hood now isn't weightless and can be enchanted
Changed name of unique peerless pickpocket ring
Altered weight of cleric and scholar items added in previous patch
Added 4 new bound weapons: bound greatsword, warhammer, waraxe, and mace (from Requiem - Expanded Grimoire https://www.nexusmods.com/skyrimspecialedition/mods/39214 by agd25 [Bound weapon meshes by Gruftlord])
Added extra enemy NPC to the pelagius wing
Bandits are now neutral with mammoths and vice versa
Spirit mudcrab is now a novice spell
Spirit bear is now an apprentice spell
Spirit sabercat and spirit ice wraith are now adept spells
Spirit troll is now an expert spell
Slightly adjusted spell tome cost, spell cost, and NPC stats for each respective conjuration spell changed above as appropriate
Slightly lowered training costs
Blacksmiths can sell crossbows, battlestaves, and enchanted battlestaves
Boars don't drop double tusks anymore
Wandering skooma merchants template changed
Fortify smithing potion now states duration
Food magicka modifier changed from peak modifier to value
Added damage bonus to description of strange meat
Necromancer's amulet provides -25 magic resistance without an undead summon out
Necromancer's amulet now requires 175 base magicka or higher, instead of 200
2h NPCs now have increased movement and attack speed (redguards have increased damage instead of attack speed)
Dragon priests take reduced damage while in their rising animation
Sneak perk "light steps" now gives 1.1x damage while in the sneaking state, regardless of detection
Some vampires no longer get double arrow resistance
Resist disease enchantment renamed to Resilience and reduces stamina and magicka drain from being struck by 50%
Voice of the sky duration reduced to 1/24 of the original
Sunfire cloak ignores resistances
Fixed descriptions of dragon aspect
Lightning jolt spell cost increased
Lightning rune rank 2 spell cost increased
Mora detriment reduced from 100% to 50% costlier spells
You can now wear namira's ring with namira's blessing
Woodcutter's axe and similar weapons weighs less
Pickaxe and similar weapons weigh less
Shor's stone guard moved to prevent cheesing forcing the guard to follow you through the mine and killing the spiders for you
2 dead NPCs at the burned down hall of the vigilant are now alive
Fixed some texture and mesh issues with new robes
Alvor doesn't have a circlet that you can potentially take for free if you befriend him; it's moved to a caravan
Circlet of peerless archery added to a caravan
Temple priest hood now has no enchantment
Vampire lord base mass changed to vanilla to fix mass bugs that occurred
Locked some doors in fort dawnguard
Raise dead staves rebalanced - novice staff is slightly weaker while the expert staff is slightly stronger
Necromancy perk nerfed from 3x magnitude to 1.5x raised undead maximum level
Conjuration 1/2 cost perks changed from 2% increase in magnitude per level in 3Tweaks to 1% (note, 3Tweaks already changed it from 1/2/3/4/5 per tier in Requiem to a flat 2)
Raise dead spells magnitude slightly nerfed
Changed magnitude of non-necromancy conjuration spells to roughly be just as effective as they were previously considering that they get half as much magnitude from conjuration level (this effectively makes a handful of spells slightly stronger when you first acquire them and slightly weaker as a master conjurer)
1/2 cost perks for all magic schools, except conjuration as listed above, have half scaling instead of full scaling for spells above the tier mastered (example if you only have the apprentice perk, adept and higher spells only get 1/2 of the scaling as before)
Treasure map encounter now has altered loot and the treasure only spawns in warlock lairs, hagraven nests, or dwarven ruins
Brand-Shei's necklace is unique
Banish daedra rank 1 and 2 now belong to the restoration school (from expanded grimoire), and staves changed accordingly
Ghostly dragonpriest is no longer a ghost and is now a spirit dragonpriest
Necromancer's amulet allows now gives you -1 non-undead summons, but allows an extra raised minion or summoned undead (like skeletons or spectral warriors)
Incorporated summon corrupted shade and corrupted lich from Expanded Grimoire, with some adjustments
Elemental burst enchantments from the enchanting tree no longer damage the player inappropriately (thank you andonemaniac!)
Nerfed weapon damage on some undead summons who were inheriting bonus damage from using draugr weaponry, but wasn't balanced for
Illuminating light is an expert resto spell that functions as a fire and forget detect daedra and undead spell
Penetrating light is a master level resto concentration spell which does damage to undead, and has an extremely long range
Turn undead spells changed to purify undead, which calms an undead enemy. Any combat breaks calm
Circle of protection makes undead affected by the circle slowed by roughly 1/3 movement speed
Circle of palladium name changed to circle of warding
Absorbtion spells have the correct 2ndary unresistable effects
Silver daggers added to vendor silver weapons list
Apprentice level alteration spell 'Splinter' added as a fire and forget projectile spell which does small damage and spawns a temporary, unique hazard that serves as a blockade
NPCs blocking with a shield take reduced damage from enchantments
Harkon's unique robe moved to a different vampire, in favor of letting NPC statefix give Harkon more unique robes
Charged nova name changed
Orchendor now has a unique enchanted robe (from Breton Mage Robes mod)
Lu'ah Al-Skaven now has a unique enchanted outfit (from Breton Apparel - Imperial Renaissance)
Lightning jolt visuals changed (from Expanded Grimoire)
Not an update, but just an acknowledgment that you cannot fast travel with brain rot due to constant health damage (even with peryite's blessing)
Falmer now have 1/2 armor penetration for melee and archery due to an oversight when converting 3tweaks to 4.0.x
Changed around repel and purify undead and potentially some other restoration spells charge times and costs
Alchemy perk added in 1.10 given appropriate conditions to take (was missing the required pre-requisite perk)
Silver weapons added now included in silverweapons formID
HA perks added to heavyarmorperks formID
New alchemy perk, allows you to create an item in a cooking pot to cure skooma addiction
Changed up the ratio of frost/physical damage in expert level frost spell since you can't resist the physical damage aspect
Fixed molag bal perk to give proper damage (beneficial perk didn't account for the 50% damage detriment)
Bandits can drop bottled water and jugs of milk
3 spectral dogs added to yngol's tomb, behind the dragon-claw wall
Reckless Strike works (nanner found dis)
Fixed daedric staff ability being unintentionally nerfed
Created and found poisons of damage magicka or stamina regen are now significantly better; you may actually want to use them (big maybe)
Fixed player-made HS regen potions
Removed object effect on temple priest robes
Added flags to various factions so they don't report crimes (taken from Requiem for a Knave)
Made greybeard hood and archmage hood take up a circlet slot (for some reason they only took up the hair slot in requiem, while all other hoods take up hair and circlet)
Increased dwarven and orcish arrow prices
Might've actually fixed mephala's blessing messing up brawls? idk, does anyone read these?
Fixed meridia's bonus sun damage
Lowered enchantment cost on some objects effects to lower the price of some fortify magic damage gear
Level 100 1H perk made not useless, ie bonus damage
Devastating cleave changed to reduce incoming physical damage by 10% while power attacking. Also changed to require level 85
Meridia's light increased from 15 to 50 damage like it was intended
Reduced eye of melka's effect by 1/3 and changed it to a DoT over 3 seconds instead of instant. Removed absorb magicka effect
Disarming bash perk now allows power bashes to do more damage to enemies while they cast a spell (AZTweaks steal)
Powerful bashes perk now additionally increases power bash damage to lesser armored enemies, to enemy archers, and also decreases damage taken while (power?) bashing by half (AZTweaks steal)
Bears and cats can swim (again)
Can start Malacath quest at level 5
Slow HMS regen potions had magnitudes of 0.x when made with alchemy, and for some reason skyrim's engine rounds those numbers down to 0, or up to 1. to combat this, i made some changes to these types of potions. there isn't a perfect change i could come up with, so, any potion/ingredient with this effect will NOT overwrite the other one; you'll need to use a potion of cleansing or wait for the effect to run out to apply a new potion with the same effect, but now player made potions with these effects should work fine
Mehrunes razor now additionally lowers enemy armor rating by 50 points per hit.
Aetherial shield weighs a lot less
Actually made mephala's capstone blessing not hostile... (for reference, i keep changing records in the original mod, rather than changing it in FTweaks. so annoying that i keep doing this somehow :\)
Strange remains are actually required to be in your inventory for the fortified muscles perk.
Changed effects of aetherial crown to fortify M/S rank 2 50 points, increase toxicity threshold by 1, and 20% absorb chance
Alteration "Atronach" perk reduce to 20% absorb chance from 30%
Alteration "Atronach" perk magic effect changed from Alteration school to none
The woodman's friend damage reduced from 21 to 20
Included a fix for Unfathomable Depths restarting (thanks Banananaut)
Removed hostile flag from mephala's capstone blessing, should be able to use Scrambled bugs default settings now (hopefully) (Thanks Banananaut)
Increased valdr's lucky dagger critical damage
Lowered voice of the sky duration from 24 hours to 30 minutes. Going to change the effect completely in a future update, this is temporary
Removed detrimental flag from fortified muscles causing you to lose a toxicity point rather than gain one
Slaughterfish take 1/10 of the damage when out of water
Dodging doesn't drain stamina if you're not moving
Holding Azura's star and thunder's heart now serve as enchanting and alchemy catalysts, respectively, similar to equipping the notched pickaxe
Updated MCM script
Fixed keywords not being forwarded to some battlestaves
Renamed Vaermina's detriments to be a little more clear which you have
Fixed Vaermina's staff magnitude increase (also changed it to 1.1x per tier, to a maximum of 1.6 [1.1^5])
Fixed Vaermina's blessing from inappropriately giving all weapon enchantments an increased magnitude
Updated for Requiem 4.0.2, 3Tweaks 0.27, and BTweaks 1.2
Further polished up placed chests and chest rewards introduced in Skill Tweaks (thanks Banananaut)
Hermaeus mora blessing was acting strangely. I fixed it, but I don't know why my fix worked.
Added a slow effect to the freeze spell from fozar's dragonborn that was overlooked
Fixed meat pie and elsweyr fondue to give the correct effects
Mephala's effect doesn't show up red in your active effects
Peryite detriment fixed from -poison resist to -carry weight
Updated peryite's blessing a bit for reversed diseases to be a bit more balanced
With this I fixed a few inconsistencies in requiem's diseases, and changed a couple to better fit peryite's reversal. Vague on purpose, who even gets diseased lol
Mephala's blessing ACTUALLY fixed this time. I think I made the change to 3Tweaks.esp and saved it there, lmao.
Lowered malacath's requirements of smithed weapons from 100-1000 to 50,125,225,350,500 for the 5 tiers
Lowered weight of most battlestaves by a bit to make them progress a little more sensibly Changed a couple locations chests set inadequately in the last update
Fixed lord stone description to say 25% fire weakness in all areas
Fixed hermaeus mora from having wrong requirements for increased spell damage
(major changes: Skill Tweaks, Daedric Blessing, Expanded Grimoire Spells)
Add insight potion (greater) which gives greater skill points when used
Greater skill points are required to advanced skills past a certain level. (Configurable in MCM, default is 50)
Greater skill points can be used as a substitute for regular skill points. (Configurable in MCM, default is yes)
Insight potions (greater) are found exclusively in more difficult content: roughly a 50/50 split between greater and regular insights in mid-level content (e.g. Falmer,giants) and high-level content (dragons, dragon priests) has 100% greater insights
Regular skill points can be converted to greater skill points. (Configurable in MCM: default is disabled, options for conversion rate are 5:1 and 10:1)
The requirement for greater skill points can be disabled entirely in the MCM. Greater insight potions will still spawn but will function identically to regular ones
Insight potions now give 10 skill points each when used
MCM options are now sliders which allow you to set the number of skill points required to increase a skill from anywhere from 2 to 100
The default options are set to maintain the original levelling pace
Added guaranteed greater insight drops to ebony vampires and steam centurions.
Semi-comprehensive overhaul of all the loot chests in the game. The number and type of insights you get should hopefully always be appropriate for the location they're in.
I (Banananaut) did this all by hand and there's a good chance I missed some, so suggestions for improvements are welcome.
Lowered the number of greater insights dropped by dragons, Slighted, enchanted spheres, and other unique enemies.
originally for AZTweaks, implemented and completely overhauled. Most daedra have a severe detriment, and generally require at least 1 murder. Daedra are picky about what other daedra you worship, which hasn't been changed from the original mod, and more information can be found on the original mod page https://www.nexusmods.com/skyrim/mods/95952. Here is a brief overview following the general pattern of Buff, Scaling Buff (Scaling base on), Capstone Buff, Detriment:
Clavicus vile: summoning pact ability, bitter blessing ability, 2 different conjuration related capstones, lower health and stamina
Hermaeus mora: stronger spells, scaling cheaper spells (skill books read), magicka regen capstone, increased spell cost
Hircine: faster movement speed, scaling werewolf/archery damage (transformations/creatures killed), frost resist capstone, lower stamina
Jyggalag: resist magic/spell/physical/arrow damage, stronger AR/blocking, armor weighs less, cannot use magic, slower movement speed, less damage output
Malacath: cheaper power attack cost, scaling 1h/2h expertise (weapons made), rage power capstone, lower health
Mehrunes Dagon: increased fire damage, scaling absorb chance (murders), summon dremora lord capstone, fire weakness
Meridia: silver weapons do sun damage, scaling stronger restoration spells (undead killed), suncloak ability capstone, extra damage taken from undead
Molag bal: less damage when power attacking, scaling damage bonus for power attacks (people killed), fire resist capstone, regular attacks do less damage
Namira: bonuses for wearing craftable ragged clothing, scaling elemental resistances (diseases aquired), extra bonuses for eating undead and can eat more than just humans for capstone, lower speech and poison resistance
Peryite: disease effects inverted, can cure vampirism, scaling health/magicka/stamina (constructs killed), spit power capstone, lower carry weight
Sanguine: extra unarmed damage while intoxicated, can see clearly while intoxicated, scaling unarmed damage (food eaten), unarmed damage capstone, stamina/magicka DEgeneration if not intoxicated
Sheogorath: chance of various effects happening, scaling movement speed (bunnies slaughtered), increased damage with culinary weapons capstone
Vaermina: increased armor rating, scaling increased magnitude of staff spells (soul gems used), invoke the dreamstride capstone, lowered magicka, even further if not rested
Empowering candlelight or magelight now supercharges the light (from Expanded Grimoire)
Empowering featherfall now allows you to walk on water (from Expanded Grimoire)
Added Dismiss spell to conjuration that de-summons any conjured/raised creature (from Expanded Grimoire)
Added Charged Nova as an expert spell to restoration that fires a sun explosion on your character (from Expanded Grimoire)
Added potions of insight to orc boss chests (oversight from 3tweaks)
Removed health bonus on boethia fortify sneak bonus
Fixed derived shout cooldown bonuses
Fixed temper recipes for various weapons (blade of woe, dragon priest dagger, etc)
Miraak's gloves and boots actually don't do anything in the Requiem Dragonborn patch. Gave them a proper effect now
Slightly nerfed Miraak's robes
Consistency changes for blessings: Akatosh, Dibella, Stendarr, Nocturnal
Boethia sneak perk was meh. Changed it to an experimental entry point "Mod Detection Light" with a small multiplier to make it harder for enemies to detect you based on lighting
Reduced price of forsworn weapons
Nerfed player vampire drain life spells a bit (Thanks Estus)
Changed dremora to drop everything they were supposed to drop (Thanks Estus)
Lowered crafted lockpicks from 1 steel bar to 5 from 10
HA resistance perks now give a bonus if a full HA suit is worn
Carried forward a falmer boss damage buff introduced in Requiem 4.0 (thanks Banananaut)
Mephala's capstone blessing finally fixed (Thanks again Bananner)
Dibella blessing "sneak bonus" changed to a magicka regen bonus (similar but different to akatosh, since that boosts magicka regen rate, which functions differently). Scales from 0.2-1
You now can regenerate magicka while also losing magicka (this is an unintended nerf to you using lightning jolt on enemy mages)
Lord stone 'trollkin' fire weakness changed from 40% to 25%
Changed dibella archtype to script so no health bonuses were given (noone even takes dibella)
Changed Sanguine's Bane disease resistance from 75% to 99% to resist getting vampirism, mainly so all races can get it. Sucks if you resist all disease, better luck with Harkon
Fixed Mephala's blessing to lower your toxicity, not increase
Fixed typo in environmental nullification perk description and active effect description
Imperial training makes them the best battlemages. Heavy armor with the casting perks will give an equal cost increase compared to light armor with the casting perk of the same weight. Because of the way the Agile spellcasting in the evasion tree works, only pure LA characters will benefit from this perk (making mixed armor worse overall for casting) - BANANA'S IDEA
Slightly lowered base, journeyman, and expert training costs
Fixed NPC dialogue to not offer you training if you're higher than the maximum level (from previous changelog, the levels are 25/50/75)
Carried over classes for 5 different companion trainers from MA, but changed their maximum training level to the appropriate number
All NPCs block a significant more amount of damage while blocking if you attack with normal attacks. Strategies to overcome this include: attacking them when not blocking, attacking their sides or back to avoid the areas that they are blocking, bullrush, parry and using power attacks.
Some HA caster armors' armor ratings are very very slightly nerfed.
Forwarded a couple records from the newest Unofficial Skyrim patch
Added boars to Skyrim wildlife random encounters
Completely overhauled light and heavy armors armor ratings and weights; armors are now categorized into broad groups: weak, normal, caster, strong, and enchanted. Specifically, caster armors have low weight and lower armor rating, and strong armors have high weight and higher armor rating. This goes for heavy and light armors. Enchanted, unique gear have stats supplemented by its enchantment. Hopefully there is more choice and build diversity. Enjoy finding new armors again!
Nerfed mage armor base armor rating, and bonus armor rating from "Improved Mage Armor"; empowered spell armor rating stayed about the same
Removed an error associated with one of the late game robes you can get
Removed a random nav mesh added somewhere when fiddling with the CK
Fixed Stendarr's blessing actually showing up while blocking - active effect will only show up while blocking now
Fixed Stendarr's blessing in your magic effects actually showing up at the correct # of daedra killed
Removed blur and shadow shield toggling (no point of this anymore)
Fixed alcohol not giving fortify health (left this in while messing around with changing alcohol in 1.1, oops)
New level 25 HA perk: increases poison resistance by 5% per piece of HA worn
New level 50 HA perk: increases elemental resistance by 2.5% per piece of HA worn
New level 75 HA perk: increases magic resistance by 2.5% per piece of HA worn
Lower requirements for combat trance/combat meditation/battle mage perks from 50/75/100 to 40/65/95
Fixed active effect description for items that increased magic power
A lot more details and filters --> here <--
Decreased dwarven dagger base damage from 11 to 10
Changed light armor enchantments (ie fortify armor rating) to movement speed. Values range from 1-6%, with 6% being peerless. Of course you can disenchant them too.
Fixed a few typos introduced in Requiem 4.0 concerning the new charmed necklace effects. They bothered me.
Added enchantments to various magical items that increase the power of spells. Mainly items that are classified as clothing are included, with the majority of them being robes. Some unique robes include this enchantment also. There are 4 tiers, 5/12/19/25% increase to spell magnitude. You cannot disenchant these.
Mythic dawn robes are now unenchanted.
Added some more special arrows, skooma, and moon sugar to caravans
Added more special arrows to the fletchers in Whiterun and Solitude
Buffed spellbane root duration from 30->45; may be a nerf also since you lose stamina for 15 more seconds.
Expanded the food system by adding a lot more variety into food effects. For example: cooked meat, cooked beef, horker loaf, roasted goat leg, venison chop, venison stew, beef stew, and horker stew are not pretty much all the same effect. There are now foods that have the following combination effects: health/CW, health/stamina, health/magicka, health/stam regen, health/mag regen, stamina/CW, stamina/stam regen, stamina/magicka, stamina/mag regen, magicka/CW, magicka/mag regen, magicka/stam regen, mag regen/stam regen.
Introduced void salts to vendor apothecary rare ingredient lists, and increased the number of frost and fire salts there also.
Made the vampire versions of traveling bard, merchant, and pilgrim not report crimes to hopefully make them not count as murders when sided with the Dawnguard
Altered the prices of novice through master robes and their school variants to be slightly cheaper and progress more smoothly in cost - mainly a nerf since you'll be getting less money through killing mages
Removed "times shouted" from influencing shout cooldown and lessened the shout cooldown on the other 2 derived aspects
Fixed Sanguine's Bane description (as in added one, because I forgot?)
Tweaked vampire dust to hopefully not give you vampirism
Bumped up prices of plots of land from 1k to 3k gold. In vanilla Skyrim they're 5k each
Added an increased toxicity threshold by 1 potion to the Fortified Muscles per in Alchemy; also requires 'strange remains'
Changed Stendarr's blessing to be a value modifier rather than peak value modifier (so it doesn't overwrite other effects)
Mephala's blessing has been driving me crazy. Changed "potions mixed" to "poisons mixed" as it should've been for a couple condition checks. You can now take mephala's blessing from the shrine infinite times. Still can't figure out how to fix the capstone blessing ability... yet
Removed decreased damage from NPCs with breakable bows
Fixed some funky CTD stuff I did with 0.9. Oops.
Reverted training to maximum 1 per level. Recommend using smart training instead.
Changed journeyman/expert/master skill levels to 25/50/75. I think this means that master tutors won't teach beyond skill level 75, expert beyond level 50, etc.
Lowered training base cost from 400 to 250.
Replaced all peerless items on NPC vendors with unique peerless items with the same enchantment, but with a raised cost. If you get lucky and find a random peerless item, it will be normal priced. The hand placed peerless items exist as an option, but now you may want to think again before dumping your gold pile.
Hand placed unique NPC somewhere in the end game. You may not find this NPC unless you do some exploring. It probably won't be too challenging a fight at that point anyway, if at all.
Lowered bonus damage to orcish weapons to 1.05 and decreased the increased AR of enemies to 1.2
Lowered bonus ebony damage to living to 1.1 from 1.15
Lowered insight potions in small dwarven chests
Lowered gold found in noble cupboards
Carried over from Vampire collection the idea that health II gives you 75% drain health resistance instead of 100. I did not apply this to any player-specific spells (ie player vampire spells); only changes were made to the alteration absorb spells. You could end up in a situation fighting Malkoran where you're just not losing any health from his drain attack.
Removed armor penetration from daedric weapons. They still have bonus damage to daedra inherited from 4.0. The reason for this change is that stalhrim have their place as the best enchanting weapons, dragonbone have their place as the best smithing weapons, and daedric are all hand placed around Skyrim. Sure you have to beat a foe, and you're definitely rewarded with a good weapon. But they are no longer best in slot for end game for all characters. Dragonbone now have some armor penetration instead, changed from just increased damage.
Updated the weapon materials book to reflect the previous change
Silver blunt weapons now do reduced damage to draugr. Coupled with the fact that blunt weapons have higher damage and armor penetration, draugr shouldn't be too hard. This isn't as severe a penalty as vanilla Requiem. Non-blunt weapons will still be your go to.
Konahrik has some guardians. Nothing you can't manage by that point.
Chicken eggs are a little easier to come by now
Most important change of this list (in addition to the previous one): added a guarenteed chicken egg to inn keeper lists
Eye of melka weighs the same as 90% of other staves in game
Ebony warrior will probably kill you now
Spell tome prices are adjusted a bit. Some are more expensive, but high end books don't cost you the equivalent of 3 houses. Maybe 2 houses. Speech is still important if you want lower prices.
Large slaughterfish don't insta-kill you. They're about 2x stronger than minor arcana fish so they can still easily kill lightly armored players.
Carriage rides, houses, rooms at inns, and trolls from Dawnguard have their prices increased. It doesn't make sense for a horse to cost 6000 gold when you can buy Breezehome for 3000. The house in Windhelm might appear cheaper than others, but you're a war hero after all
Default MCM options for Requiem are now enabled for the following: non critical warning override, no fear and yield
Gold leveled rewards are now completely changed, and adjusted by about half from 3tweaks. This is still higher than vanilla Requiem leveled lists, but you shouldn't be swimming in gold now. (This may need further adjustments)
Dragon priests have more health. A fair bit more
Taking the apprentice stone doesn't give you -MR anymore (it never gave you -MR from the taking spell ability)
Training thersholds are now very very slightly modified to make them roughly equal levels between minimum and maximum training levels
Training from trainers costs 25/35/45 for the 3 tiers of training, from 7/17/40.
Training now has a base cost of 300 per level, from 1 in 3tweaks and 0 in requiem. The calculation for training cost is simple. It's your base cost + your current level multiplied by 25/35/45 depending what level tier it's in.
You can train up to 99 times per level, as long as you have enough money (this change I am not quite confident about, and I tried to increase cost of training as seen above and lower the amount of gold from leveled lists, but this may greatly affect balance and is subject to change per feedback)
Hopefully added a description to sneakyboi gloves to note that they give armor penetration
Missed the Shellbug helmet when converting to 4.0.1.
Gave ring of hircine a unique description, because all the abilities on it made it way too long.
Fixed ring of hircine to check for beast form instead of something that didn't work
Changed active effect description of the necromancer's amulet to be more representative of its actual effect
Removed scaling effect of magic armor with the Improved Healing perk. This effects enemy mages.
Fixed some improper duration scaling effects with apprentice stone. Thanks nanner
Added insight leveled lists and insight drops to some later game enemies. Expect to get slightly more rewarded for your efforts.
Reforwarded disallowenchanting keywords to trollsbane and bloodthorn. Not sure how I removed them..
Fixed whirlwind cloak knocking you down if you had stamina II enchant (changed haskeyword -> hasmagiceffectkeyword. Thanks banana
Fixed black market prices. I don't think 400,000 gold for a heavy armor body is reasonable...
Fixed something with stendarr's blessing not working for vigilant weapons? Idk, Pamposzek did this one
Changed spirit and ghost damage multipliers to 2/3 and 1/3 respectively, from 0.6 and 0.5 (from BTweaks). BTweaks changed this to make skeletal warhound less broken, but maybe made spirits and ghosts too similar. NPC statefix changed ghosts to 1/3 also, so I'm forwarding this change from there
Fixed mage armor 1-4 from stacking with 5 (Thanks banana)
Gave back wall spells their magnitude for the projectile because NPCs that had these spells would not use them
Changed backstab on some sneaky boy gloves to give 15 AP on 1h, archery, from 30 due to not taking the expertise -> AP change from 4.0.1
Removed some ITMs
Nerfed warrior stone to 10 armor penetration to 1h, 2h, and archery from 20 due to an oversight when converting from 3.4 to 4.0 Requiem where expertise became armor penetration
Nerfed warrior stone from bonus 40 H to 30
Nerfed lady stone from bonus 40 HS to 25
Meant to buff thief stone armor penetration to 10%, but due to the same oversight from the warrior stone, the thief stone armor penetration was already 10%
Added 5% 1h and archery damage to thief stone
Nerfed steed stone from bonus 60 S to 50
Ring of hircine bonuses now halved for non-werewolves
Cinnabar beer now isn't useless
Toxicity system changed to allow 4 effect instead of 5
Serpent stone unchanged, but will now allow 5 effects instead of 6
Nerfed homecooked meal bonuses basically in half
Blocking is super funky. Changed Stendarr's scaling fortify block effect to damage resist (ie it adds armor rating) only when blocking, from 100-500
Increased Mara's capstone boon to +50 H from 40
Buffed Dibella's cheaper illusion spell cost to 15% from 10% to make it in line with Akatosh and Mara
Changed Stendarr's capstone boon from retribution (antithetical to his other bonuses) to fortify mass by 200, like Ulfric's boots
Aetherial staff now summons a dwemer ballistae for 5 minutes
Changed mechanics of the fortify sneak effects from Dibella and Boethia to hopefully? be better. Sneak behind the scenes in Requiem is stupid
Changes Mephala's fortify illusion ability to allow for an extra potion effect for toxicity instead
Buffed Akatosh's scaling magicka regeneration to 30/60/90/120/150 from 20/40/60/80/100
Vampire dust can no longer give you vampirism. You'll need to head to a cooking pot and mix together the appropriate ingredients
Nocturna's fortify lockpicking replaced with fortify crossbow damage by 15%. Scaled lockpicking expertise unchanged
Changed nocturnal's fortify pickpocketing to be a value modifer rather than peak value modifier, to stack with other pickpocket fortification effects
Nocturnal's critical chance increase is garbage because the reqtificator does not modify critical damage and requiem doesn't increase it either. Changed the effect to 10% chance to do 2x damage with a weapon
Buffed Angi's hunting bow to 25 from 20 damage
Changed Froki's bow to a supple ancient nord bow template (60 base damage from 80)
Changed Gauldur blackbow to a nord hero bow template (80 base damage from 60)
Removed enchantment off the temple priest robes and hood. They're unique robes and only like 2 of them are in the game, it's a shame they're given a terrible enchantment. I'd rather if you go through the trouble of getting them you can enchant them yourself
3Tweaks when updated to 4.0 didn't fully nerf all LA gear by 20% armor rating or HA gear by 10% armor rating. Applied this to: blackguard's set, bonemould, stalhrim, deathbrand, morag tong, etc
Changed contents of dremora merchants chest to include pretty much all Stalhrim stuff. For heavy armor, your choices include smithing dragon or daedric armor, conjuring daedric armor, and finding daedric armor. For light armor, your choices include smithing dragon armor or getting some unique enchanted quest armor. For weapons, your choices include smithing daedric or dragon weapons, or finding the daedric ones. Now hopefully there's another option for end game builds with a focus on enchanting, over smithing. Previously, the only way to get any unenchanted stalhrim gear was to complete the quest to learn how to smith it, and then smith it with a very high requirement. I hope including this option opens up some variety for end game. You still need to complete a full black book to even be able to access these items. Beware, I didn't make it easy to acquire.
Made the dremora merchant a little cooler looking in homage to covid
Added a strange scroll to the dremora merchant
Corrected the tempering requirements for all items that previously required "morrowind smithing rank 2" to morrowind smithing since rank 2 has been effectively removed
Some special enemies get a perk in Requiem that gives them 3x damage output. Added this perk to the ebony warrior and Sinding
Added in silver maces, dagger, waraxes, battleaxes, and warhammers. Added crafting, tempering, and smelting recipes to new silver weapons. Changed blacksmith leveled lists to sell them sometimes. Made the values and weights in line with how 3Tweaks makes other silver weapons
Added a 5 magnitude 20 second duration effect to the poisonous spray ability from afflicted, which stacks with the original 50 magnitude 2 second duration
Fixed 2H perk devastating charge to correctly require the 2 prerequisite perks AND 75 2H, instead of an OR condition
Updated to supported 3Tweaks 0.26 and BTweaks 1.1
Fixed all bound weapon durations from showing the wrong duration in the description for the mystic version of the weapon (from Babul)
Changed orcish weapons to do 1.25x extra damage and increase enemy armor rating by 1.5x, from 1.5 extra damage and 1.8x enemy armor rating. This new change will slightly buff orcish weapons, make orcish weapons basically on par with ebony vs non-living enemies with maxed AR (think, centurions), but will still be slightly worse for enemies with non-0 and non-maxed AR. Now you have reasons to use orcish over dwarven and elven.
Increased ward ranks 1-4 base cost to 15/30/45/60 from 10/20/30/40, which now falls in line with rank 5 ward costing 75
Added Babul's Gift of Gab quest fix to properly reward the player with a slight shout cooldown
Blade of woe and blade of sacrafice are both silver
Bloodthorn is now ebony and uses an ebony dagger template
Awakened blade of woe is silver and ebony
Added steel weapon template to Trollsbane
Added dwarven dagger template to Dragon Priest Dagger
Re-silences Keening (changed to silent in Requiem 4.0, but 3Tweaks missed that when updated to 4.0)
Buffed Windshear to have 1.1 reach, same as the scimitar. Now it's slightly quicker and stronger than a scimitar with the same reach
Increases gradual restore stamina duration from snowberries to 1260 like other ingredients, from 30
Fixed 2H perk tree because the creation kit is dumb and doesn't save changes you make unless you remove and then re-add the perk..
Changes the dialogue for the Choose Blessing power to account for the nerf to 2H damage for Stendarr, Talos, and Zenithar
shout nerfs, redguard and breton buffs
All ranks of become ethereal more expensive (40/60/80 compared to 30/40/50)
Rank 1 slow time duration extremely nerfed (2), magnitude of slowdown changed to 0.6667 (0.3 in Requiem, 0.5 in 3Tweaks, 0.85 in BTweaks)
Rank 2 slow time duration extremely nerfed (3), magnitude of slowdown changed to 0.5 (0.2 in Requiem, 0.33 in 3Tweaks, 0.8 in BTweaks)
Rank 3 slow time duration extremely nerfed (4), magnitude of slowdown changed to 0.3333 (0.1 in Requiem, 0.25 in 3Tweaks, 0.75 in BTweaks)
Become ethereal rank 1 duration nerfed to 2, from 5
Become ethereal rank 2 duration nerfed to 5, from 8
Become ethereal rank 3 duration nerfed to 10, from 15
Bretons stats increased to 90/120/90 HMS, from 85/115/85
Breton special foods recipes now create 3 meals each, increased from 1
Breton special food 3 now costs 1 chicken egg, decreased from 2
Redguard magicka increased to 80, from 70
Blessing of Stendarr, Talos, and Zenithar only provide 10% bonus damage for their respect 2H weapons, from 15%
Sprinting cost increased to 5, from 3 in Requiem (7 in vanilla Skyrim)
Devastating charge 2H perk now requires 75 skill, and is swapped with Cleave, which now requires 50
Great weapon mastery ranks 1 and 2 nerfed and increase damage by 1.15/1.3, from 1.2/1.4
Devastating strike damage decreases to 1.2, from 1.25
Adds Heal Self Rank 1 into rank 5 ward
Rank 5 ward base cost increased to 75, from 50