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If you're not, well, any dungeon might just prove to be quite devastating. If you play all your cards right, you might find many of them quite easy. In case of dungeons - most of them will be very static and their difficulty is quite hard to be described - basically, it's now all about tactics and preparation. If you've spotted all enemies and use cover - you'll stay much better chances.Īlso, NPCs that you'd expect to be very skilled now actually are very skilled - for example, guards who protect important people will always be experienced combatants that most likely mob the floor with you if you're not a high level. Practically all enemy NPCs have been redone - mere bandits will always be managable from first level on IF you go on them with some tactics - if you don't see an archer in a dark corner, he's most likely to kill you. from level one on, without changing the possibility of getting another result with an increased level.Īlso, some leveled lists have been altered slightly to support the atmosphere (for example, you'll now find more small mudcrabs than big ones and more wolfs than bears, more unskilled people than skilled people etc.) All leveled lists have been changed so that they can spawn all available NPCs, Items etc.
![requiem realistic needs and diseases requiem realistic needs and diseases](https://i.ytimg.com/vi/7mTBOOkob_w/maxresdefault.jpg)
Elite Troops (For example, Bodyguards of Rulers etc.) °High Level Content (don't expect to have a chance against these without greatest preparations) °Mid Level Enemies (might still be somehow managable from first level, but requires great amounts of skill and tactics!) Skeletons (if they're about a human's size) Animals (Skeever, Mudcrabs, Wolfs, Bears, Sabrecats, Slaughterfish, Horkers) °Low Level Enemies (managable from first level on, IF taken on appropriately) You'll almost never be able to tell what opponents you're going to encounter, making it very important to improve your skills fast and to be VERY cautious at lower levelsįor a more comprehensive depiction, have a look at this list: ° Besides everything becoming more static, it also becomes more random. ° The damage traps deal is no longer based on your level. ° The amount of leveled locks has been reduced. ° All quest rewards are no longer dependant on your level. But Daedric and Dragon equipment is very, very hard to obtain - but it'll be worth your while. ° This also applies to loot list: You may now find everything up to ebony equipment (however, you'll find much more low quality items than high level ones) from first level on in the world or at vendors. You might wander into a bandit camp finding only weak and easy to dispatch individuals who somehow managed to acquire an ebony dagger, or you might just walk into an experienced marauder who doesn't need anything but his simple iron greatsword to finish you off. ° You might walk into the forest and find nothing or you might be swallowed whole by a bunch of rampaging frost trolls on level one.
![requiem realistic needs and diseases requiem realistic needs and diseases](https://staticdelivery.nexusmods.com/mods/110/images/26228-3-1351593119.jpg)
Almost every leveled aspect of the game world is now static: It only matters what one can do." - M'aiq the Liar "It does not matter how strong or smart one is. But the most important stuff is documented here so you can get the basic idea of the mod, and for version 1.0, a detailed external ReadMe is planned!įeatures with a * at the end can be adjusted via the optional files!!!ģ) Magic - Spells, Enchantments, Shouts, Standing Stones, Shrinesĥ) Atmosphere - Handplaced Things, User Interface, Trading, Thievery, Races, Animals, Vampires & Werewolves, Miscallaneous Settings Please consider that this description is somewhat trimmed, as the description length is limited on this website so I cannot really go into every detail. You might want to hit STRG + F on your keyboard so you can type in the stuff you want to find in order to navigate through this list of changes.
![requiem realistic needs and diseases requiem realistic needs and diseases](http://5skyrim.com/_ld/7/98322546.jpg)
I've put more than 820 hours of pure in-front-of-the-screen work into it, and even more if you count the theoretical stuff, concepts and such - but before I say anything more - here's the list of features currently in the mod: Provide a lot of options so people who don't like the corerules can modify them as they please Make it feel more like older titles, like Arena, Daggerfall, Morrowind, Baldur's Gate, Planescape: Torment and all those other great old titlesĦ. Add more sense to the game by altering stuff that do not seem logical in the gameworld's own set of rulesĥ.
#REQUIEM REALISTIC NEEDS AND DISEASES MOD#
Make the game experience deeper and more believable and adult while keeping the mod as lorefriendly and immersive as possibleĢ. I've just found this wonderful site, and I wanted to present to you the project I am currently working on! It is called "Requiem - The Oldschool Roleplaying Overhaul" and is currently considered a BETA (version 0.9822 with Dawnguard support) and it is available on Skyrim Nexus at the moment for testing purposes ( ).ġ.