Changelog

Version 0.25 - compatible with Requiem 3.4

- Serpent fixes: the "Inject Venom" ability seems to cause you to teleport to the pathfinding destination of the NPC's current AI package, so I've added an IsMoving == 0 check to try and alleviate them. This means that Inject Venom can only affect NPCs who are standing still, sleeping or sitting.

- Removed the Poison Rescale keyword from the corrosive venom ability, so that its corrosive effects will hopefully work against immune targets. Unless something else is broken...

- Pickpocket now provides 0.5 % chance to pickpocket per skill point instead of 0.05%. Having 100 skill now results in a 50% bonus chance to pick a pocket, as opposed to... 5%. This may be too high, but amulets only provide 20% improved odds, so I'm not too worried.

- Fixed a condition-check bug for Mara's scaling regen bonus. The bonus has also been nerfed to 20/40/60/80/100 (33% nerf). You'll need to remove your blessing before you update your version.

- You have learned a new spell. (displayed as You have learned a new spell.:) -> You learned a new spell (displayed as You have learned a new spell:). Applied this same fix to Enchantment text.

- Blur and Shadow Shield should no longer stack. A number of illusion spells should no longer apply their leftover "free to cast if already active" behavior.

- Attempt #2 to fix Boethiah, Auri-El and Talos' scaling blessings wearing off when reloading a save.

- Talos no longer increases shout cooldown time, as Detrimental wasn't checked in the magic effect.

- Homecooked Meal magicka regeneration fixed.

- Chance-based break factor changed from 50 to 200, making the target less likely to shake off an illusion effect affecting them. This was the original intent, but I did it wrong.

- Fog of Shadows factor changed to 6.5.

- Dragon base magicka lowered from 5500 to 5000.

- Vampire Lord racial base mass lowered from 2.2 to 1 (the standard mass for all races)-- maybe this will fix the VL Infamy bug?

- Combat Casting made a 15 skill perk.

- Gift of Gab now actually has its new effects like it's supposed to. But because you get +15 speechcraft mod via script in the quest, it will secretly do that too...

Version 0.24

- Fixed a bug where >75 skills only subtracted 2 insight points.

- LevelUps.Mod(15) in OghmaInfiniumScript didn't work because property LevelUps wasn't defined in the record. Now that it is, you should get some free skill-ups.

- Yeomen_Ability_Gab changed to Ability, from Spell. It wouldn't affect your character as it was, sorry.

- a few vendor chests no longer have strange investor leveled lists, a carried-over bug from the unofficial patch.

- Added some sanity checks to the "progressive" effects of blessings of Talos, Auriel, and Boethiah that may or may not fix you losing that part of the blessing sometimes when reloading your save, possibly.

- illusion buffs bugfixed to not scale magnitude. they'll also scale duration with skill now.

- Greybeard robes and hood made undisenchantable.

- Skooma changed. The addiction penalty is slightly less harsh, but is currently uncurable. Ignore the argonian who cures her addiction with a healing potion, that's dumb.

- Stendarr is now OK with conjuerers. He's turned his displeasure to conjurers instead.

- atronach magicka boon increased from 400 to 600 to make it more appealing early game. Absorb rate reduced to 25% to make it slightly less good late game.

- Price of Unclear Destiny quintupled.

- Dragonbone weaponry now have a special property (really high damage) that I forgot to include before.

- Fog of Shadows' susceptibility factor reduced from 7.5 to 6. Applied MindFog keywords to the hazard it spawns so it will hopefully cause the debuff more easily.

Version 0.23

- Fixed summons' magicka impairment, for real this time.

- Silver bolts get tier 3 expertise instead of tier 4.

- absorb grasp ranged buffed from 52 to 93.

- absorb attribute, summon swarms gain "no duration scaling" keyword. Adjusted a number of parameters to prevent them from scaling their durations. It turns out that the inverse can also be true to the Orc Ritualism problem (wherein <1 mod spell duration on 0 duration effects makes the magnitude very weak) in that >1 multiplications of a duration of 0 do gross things to its value. A user reported killing dragons in 18 seconds with summon swarm 1. Ouch. Because Conjuration and Alteration scale up their duration with spell skill, it made these spells very overpowered very quickly. This is only a problem in 3tweaks (and not base req) because they have 1 second magnitudes in Requiem, but 3tweaks takes advantage of some very weird engine behavior where concentration spells with 0 duration effects apply a small fraction of their stated magnitude very rapidly as long as the spell is channeled, a solution to "cherry tapping" overpoweredness; hence running into this issue.

- Figured out how to cap enchantments/potions to 75% cost reduction. This means that potions of magic schools will once again reduce cost rather than increasing power/duration. Thanks to EnaiSiaion for telling me how to do this.

- all races other than Dunmer have been renamed to "N'wah" for immersion purposes.

- alch lore rank II reveals 4 effects? I guess I didn't do that already.

- make prey faction kills not reward insights.

- removed leftover illusion toggling behavior.

- Ritual magic effect description changed to reflect the fact that it no longer provides additional runes. Out-of-combat regen bonus increased to 500, from 400.

- added an additional check to serpent's Inject Venom ability to make sure the player is sneaking.

- Dragon priest illusion resistance was increased in 0.22 but I forgot to mention that.

- insight changed to 2/1/0.5/0.33. Ideally, I would simply reduce the available insights so that you have to press fewer buttons in the menu, but that's too much work. I am lazy.

- reduced found gold. slightly.

- Greybeard robes have new enchantments: 10%, 5%, 5% cost reduction for robe, boots, hood. Previously the robes and boots had the same enchantment, but the hood had nothing, which was unintentional.

Version 0.22

- Redguards get only a 10% damage penalty instead of 20%. They were kind of weak.

- Fortify spell cost potions increased in magnitude.

- Enchanting scaling skill factor reduced from 1.25 to 1.15. Right-side 50 and 75 perks slightly boosted (effect is that you will have a tiny bit less potency at 75, and somewhat less at 100) - 100 skill enchanting perk lowered from 1.25 to 1.05. Bend law of firsts now has 0.75 penalty instead of 0.8. - Burst enchants nerfed by 40%. Resist element enchants nerfed by 20%. - Summons impair regen by 0.5 magickarate instead of 999. - saarthal amulet description fixed to reflect its 10% cost reduction bonuses (instead of being hardcoded to say 3%) - lurker stomp should no longer stagger the player.

- Potions of magic schools scale up to 50% instead of 33%. Aside from illusion, they buff power/duration instead of cost and last 3 minutes instead of 1. - steam cloud magicka cost reduced 33%. - snow spume description fixed, correctly labeled as frost damage. - illusion descriptions fixed to mention their duration (previously, as upkeep spells, didn't give this info) - changed bleedout health regen again. The game setting I used, fBleedoutRecover, doesn't do anything. Increasing fBleedoutRate actually did make downed enemies restore health slower. No more dragons that become trolls at critical health.

- some high level spells are less expensive to cast. Many alteration buff spells/knock/constitution have had their spell cast times reduced. Dampening rune is fast to cast. Absorb spells buffed.

- Dragon roost chests should be working now?

- silver arrows buffed to expertise tier 2. Silver bolts buffed to expertise tier 4. Bolts get more expertise than arrows since the majority could be expected to have been made by the dawnguard, or copied from their schematics, and the dawnguard designed ammunition to effectively combat the heavy armor of vampires.

- fog of shadows cannot be resisted, ever. Previously a direct hit could not be resisted but the area of effect fog could; now neither can be resisted.

Version 0.21

- Fix the bound dagger makes noise bug by adding it to the "always silent" formlist.

- nerf Shadow stone a bit, it's slightly too good. Went from 25/0.75 sneakmod/muffle to 15/0.5.

- Mara disallows skooma usage.

- Added some minor enchanted magicka boots and gloves as rare loot and vendor items to help mage progression a bit.

- fix the skooma addiction bug.

- skooma euphoria ism is less intense and skooma high no longer stacks.

- made dragon roost chests disabled until dragon rising is completed.

- added poison keyword to poison enchant so that it will be buffed by mephala.

- made stalhrim bow light. It's a bit better than a glass bow, but is receptive to enchants (a heavy bow was anti-synergistic with enchants)

- fixed mq104 reward, hopefully. The leveled reward list didn't have "use all" checked like it should.

- instead of an absorb health hammer, the dremora lord summon now has a battleaxe of fire and a warhammer of shock. Hopefully he'll use the right one against priests/enchanted spheres, but I don't remember if NPCs take perk-based resistances into account when selecting weapons.

- added "no death dispel" to requiem's attack speed meffect to prevent resurrected actors from attaking s l o w l y.

- mephala is cool with the dark brotherhood.

- Gift of Gab now gives 5% barter and 5% shout recovery instead of bonus speech leveling speed.

- transmute muscles, enhanced constitution have buffed durations.

Version 0.20

- Orcish smithing requirement lowered to 35.

- Fortify illusion enchant description clarified (no longer reduces upkeeps, which no longer exist)

- Orc weapon serratedness only applies to melee weapons. (How is a bow serrated?)

- bound cost lowered to 150 (75 for dagger). Mystic duration increased from 2 minutes to 2 hours.

- Jyrik gaulderson's staff now uses the correct lightning bolt magic effect.

- lacking the -mancy destruction perks no longer nerfs your shouts

- The -mancy-less penalty is now 0.7 instead of 0.55. Destruction was just a bit too weak, and spiked too hard at 30. Now it will increase a bit more evenly.

- sun spells get their damage buffed by 25%, cost reduced by 10%

- bestial stew magnitude doubled to 3 (again) to compensate for its lack of stamina buff.

- lowered the magic effect costs of concentration spells so that they should be able to be blocked with wards.

- Hopefully fixed the last of the apprentice-related issues. Take that, orc ritualism.

- orcish bolts get tier 3 piercing instead of tier 2.

- Mistmen regenerate less absurdly quickly.

- Bound dagger now casts silently.

- Vampires carry less gold.

Version 0.19

- Gargoyle base health lowered from 800 to 500.

- Gargoyle claws absorb less health.

- Nordic smithing book once again references steel instead of ebony.

- Amren now (really) gives block instead of alchemy.

- Insight is now correctly used at exactly 75 skill.

- Phantasmal killer has been made slightly cheaper to cast.

- Arcane vortex has lost a bit more damage. It, Firestrike and Lightning Cascade are now only available as purchases alongside the Destruction Ritual Spell quest instead of being level-up choices.

- Powders of elements are now sold more often at alchemists and are produced in batches of 5 instead of batches of 3.

- The potion barrel in helgen is now guaranteed to contain one of each deficient stamina/health/magicka regeneration potion.

- The feature which made concentration spells weaker at critically low magicka no longer affects altmer channeling.

- The apprentice stone no longer makes concentration spells overly weak.

Version 0.18

- enchanted sphere nerfed to slash resistance 4. Your expertise will matter slightly instead of not at all.

- Levelup changed to 3/2/1/0.5.

- Skooma ISM intensified.

- Charlatan NPC's sword nerfed from Glass to nordic. Given a chaos enchant instead of absorb stamina.

- 3 insights given to Elsi (for completing Valthiem). 2 given to Ron. 2 given to Ervinon.

- JobsWoodValue 5 -> 1

- Steel plate boots/gauntlets base AR reduced from 14 to 13.5.

- Potions of expertise reverted to increasing damage instead of expertise again.

- You get twice more stamina back with the blocking stamina perk.

- Mephala reduces charm cost by 25% instead of increasing its magnitude. I don't think that magnitude actually does anything, just affects the level it can effect (which is already 99)

- Tentative bugfix for summon limit effects not stacking. Note that the necromancer's amulet should only buff necromancies, and not normal summons.

- ogerboss can smell your fear

- storm of steel power attacks cheapened.

- Tower expertise lowered to 30.

- Still trying to find a fix for boethiah muffle weirdness. I don't really understand what's going on with that.

Version 0.17

- Skooma now behaves like Jet/Turbo from Fallout. It is also addictive, so watch out!

- NPC mage armor values nerfed somewhat.

- Sneak perks now work with heavy armor. HA is already noisy and it's currently a bit underpowered compared to evasion, so it's a fine buff to make.

- Conjuration charge times halved. The overly long charge times weren't fun, and they messed with NPC ai.

- Less lockpicks are found as loot.

- Priest and sphere regen nerfed even more. Also, fire and shock has an even greater effect on their regen now.

- bugfix for the shadow stone.

- Redguard attack speed boost lowered from 0.25 to 0.2.

Version 0.16

- Invisibility's 1-second duration is fixed.

- Draugr AR got nerfed a bit too much, buffed it a bit.

- Lowered dragon MR a bit.

- Lowered NPC stamina regen, lowered NPC stamina costs. Stamina draining effects should be more impactful now.

- NPC bleedout health regen lowered. I previously had difficulty with dragons and mammoths becoming invincible as they neared low health; this should help prevent that. It might cause some problems somewhere if an NPC is downed for longer than he's supposed to be, though, so let me know if it goes wrong at all.

- Buffed Rank II runes. They previously weren't any stronger than normal runes.

- Untrained heavy armor now correctly drains stamina for the player.

- Fireball scroll now has radius like it's supposed to.

- Shadow power now lowers stamina regen significantly but drains a little bit less stamina.

- Invis spells have slightly increased cost.

- Combat reflexes has equal duration and stamina drain (previously the stamina drain didn't last for the full duration of the effect)

- A few overly heavy light armors have had their weight reduced and armor rating buffed.

Version 0.15

- Insight changed: Now gives 3/2/2/1 stat buffs instead of 5/3/2/1. Currently insights have not been made more common, so you will be leveling pretty slow for a bit.

- Tentative fix for vampire seduction bug.

- Illusion spells now work like normal buffs. Perks no longer have spell requirements to pick them. Requiem implemented an upkeep system to prevent you from stacking too many illusion buffs, but overall few of these buffs actually stack with each other. It also funneled you into using robes, and made fortify magnitude effects interact weirdly (upkeep becoming more expensive as illusion skill increases). My system wasn't perfect either. Overall I think it is more trouble than it's worth. The higher magicka costs should also prevent you from stacking buffs and also will make blur more tactical to use instead of being an always-on arrow protection ability.

- Vampires no longer can feed off of animals. They must harvest people blood to feed.

- Draugr armor reduction for the most heavily armored ones.

- Altmer shock weakness buffed to 25%. Shock is the spikiest damage type, being slow to cast but strong, and it is also very hard to dodge, so it was the worst weakness to give to Altmer. They now have 25% weakness to all elements.

- New "Choose Blessing" power given to you at game start with descriptors for what each blessing does. This way you can start the game worshipping a deity.

- One of the breton dishes no longer uses a potion effect for its fortify health instead of a food effect (so it is no longer toxic)

- Mortal enemies is now only half-integrated. You and NPCs still turn more slowly when attacking, but not as much as before.

- Using the new reqtificator, you can now benefit from evasion perks when wearing heavy armor except for a cuirass (so shield, gauntlets, boots, helmet are OK). This is compatible out of the box with other mod armors.

Version 0.14

- Req 3.4 minor compatibility stuff.

Version 0.13

- Werewolves no longer have sneak penalties, but suffer at lockpicking and pickpocket.

- Bugfixing, especially for illusion spells.

- Slight enchanting rebalancing, primarily correcting overly-high resist element enchants.

- Optional lower insights module.

Version 0.12

- Weapon stamina drain reduced 13% for one handed weapons, 16% for two-handed weapons, 19% for bows. Stamina costs were a bit too high and lead to lady stone and other stamina buffs being too dominant. Now that the pressure on your stamina is a bit lower, other options should be more viable compared to before.

-decay potions: increase magnitude and reduce duration proportionally

- nord shout cooldown fix

- insight re-reduction

- elves ear has too long duration for fortify archery

- toxicity at 6 pots instead of 5

-nocturnal ctd fix. now grants crit chance instead of a % chance to do extra damage

- atronach 500->400 magicka

-tower expertise 40->25, carryweight 30->40

- moderate reduction in draugr/dpriest HP

Version 0.11

- Cleansing potions no longer falsely claim to dispel blessings.

- TreasUpperChest no longer contains insights. This should prevent you from getting easy insights by stealing from people in town.

- Bosmer strange meat now correctly lists its magnitude and increases magicka regen instead of recovering magicka.

- Eagle Eye drains half the stamina, because it was too excessive when compounded with increased bow stamina drain.

- Amren now actually gives block XP instead of alchemy XP.

- Giant camp insights shifted more towards the giants themselves rather than their chests.

- Summon Swarm II is now adept. Bound Bow is now apprentice (was adept)

- Bosmer waterwalking was kind of dumb. Instead, they now get their command power back, but in a new way: instead of being AoE, it is now single-target, and it has a cost of 1 strange meat. Essentially bosmer can now "bribe" animals with strange meat to fight for them.

- regenerating enemies regeneration rates nerfed a bit more.

- resist element potions buffed from 25%->40% to 25%->50%. Void Salts now have Resist Shock instead of Damage Health. Regen requirement 50 skill->65 skill.

- Silver is once again able to ignore weapon type resistance of draugr, dragon priests and skeletons

Version 0.1

- Enemy levelup drops increased for lower-mid level foes.

- Toxicity split into two abilities so that it will hopefully update a bit quicker.

- Healing potions are no longer mysteriously weak. Deficient pot should restore 1% health per second as intended.

You will need to manually re-add the Toxicity abilities and the Increased Health player ability to get these features if mid game.

- Silver weapons no longer impair regen; it was probably too strong, and caused erroneous "I'm on fire!" quotes from NPCs when struck, and the condition making it exclusive to silver weapons doesn't seem to work when ran in a magic effect.

Version 0.01

- Orc descriptions are now consistent with their new abilities.

- Slight stendarr buff (need to kill 1/2 as many daedra for block bonus) and slight mara nerf (health regen reduced)

- Duplicate Cure Poison potion in vendor lists fixed

- Approximately 40 quests (mostly misc) now provide insight potions that did not do so previously.

- Dispel on target made functional, it was useless due to its implementation in base requiem.

- Alchemists carry more ingredients specific to their home location (for example bothela sells many juniper berries) and most blacksmiths will now carry a crossbow or two.

- Special peerless enchant items moved to the vendors' inventories instead of their merchant chests so that they don't respawn. This also means that you can murder those vendors for their cool items.

Version 0.001

- Orcs no longer get slow swings, as they overly penalized blunt weapons and made for weak and piddly orc npcs. Now they use a bit more stamina with non-bows and have a lower damage boost, but do get +5 health. Because their stamina penalty is a flat increase to drain, it is proportionally smaller for 2hander attacks and power attacks.

- Cheeses were erroneously powerful due to increasing Magicka instead of MagickaRateMult.

- Fix for illusion spells not breaking correctly. Phantasmal miasma no longer cost-increases with the Domination perk. Note that if you are not at full magicka when toggling an illusion spell, it will break violently and eat your magicka bar (so don't remove it in combat)

Version 0.0001

- Toxicity properly uses 5/6/7 values instead of 4/5/6 for lethality. It also gives you your current number of potion effects. (You need to re-add the toxicity spell in console if mid-game)

- Skyrim can only handle one "Apply combat hit spell" perk entry at once, therefore everything has been ported into Requiem's bowbreaker/essentialkiller effect (this includes silver regen impairment, mephala power, glass antimagic)

- Experimental fix for dunmer warding making them discard their 2-handers

- Orc weps revamped. They deal roughly 1.5x damage, but the effects of target armor is multiplied by 2.

- Shock consumables are less spikey.

- Moderate reduction in potion loot from bandits.

- Icewind staff properly takes 1sec to charge.

Version 0.00001

- Talos bugfix

- Old Orc MR nerf

- Stamina damage poison description fix

- Races get natural keywords that 3.3 added so that they get their unperked abilities again (such as altmer being able to enchant without perks)

- buff to sell prices, which were nerfed too much

- Fozar's book meshes quick fixed to no longer cause CTDs

- spellbane root costs slightly less gold

- duplicate cleansing potion changed to cure poison

- firewood sell price nerf

- training limited to 1 per level as intended

Version 0.000001

- Bugfixes, crash fixes

- Minor arcana now optional as it is no longer a master

- Nords get the ability to ignore pain due to their lack of cool powers besides shouting

Version 0.0000001

- Bugfixes, crash fixes

Version 0.00000001

- Release