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General clarification on works content


''Requiem'' only exists for the original version of ''Skyrim'', and requires all three [=DLCs=], though ''Requiem'' stats and gameplay modifications haven't been ported to ''Dragonborn'' content. The mod can be found [[https://www.nexusmods.com/skyrim/mods/19281 here]].

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''Requiem'' only exists for the original version of ''Skyrim'', and requires all three [=DLCs=], though ''Requiem'' stats and gameplay modifications haven't been ported to ''Dragonborn'' content. The mod can be found [[https://www.nexusmods.com/skyrim/mods/19281 here]].
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*** Bears also give more of a warning before turning hostile, [[GamePlayAndStorySegregation as was implied they do in the lore but don't actually do in vanilla.]]
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* AbsurdlyHighLevelCap: ''Requiem'' keeps the ''Skyrim'' levelling system but reworks the legendary skills features (the perks points are reimbursed, but the skill remains at level 100), which means ''Requiem'' has a hard level cap of 81. Albeit lower than the theorically infinite level cap of unmodded ''Skyrim''[[note]]The game crashes if you have 255 unspent perk points, which means a hard level cap of 510, which requires ''an ungodly amount'' of grinding[[/note]], that's still a very high cap, since raising every single skill to 100 is very long.

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* AbsurdlyHighLevelCap: ''Requiem'' keeps the ''Skyrim'' levelling system but reworks the legendary skills features (the perks points are reimbursed, but the skill remains at level 100), which means ''Requiem'' has a hard level cap of 81. Albeit lower than the theorically infinite level cap of unmodded ''Skyrim''[[note]]The game crashes if you have 255 unspent perk points, which means points (which corresponds to a hard level cap of 510, 510 if playing with the Vanilla perk system, and potentially an even higher cap with perk trees overhaul mods), which requires ''an ungodly amount'' of grinding[[/note]], that's still a very high cap, since raising every single skill to 100 is very long.



* GuideDangIt: The mod doesn't explain the required character level to trigger the start of ''Dawnguard'' main quest and the Daedric quests have been raised, which can make new ''Requiem'' players to think they encountered a bug when, for instance, Durak doesn't spawn once you visit a town for the first time after hitting level 10.

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* GuideDangIt: The mod doesn't and the online manual don't explain the required character level to trigger the start of ''Dawnguard'' main quest and the Daedric quests have been raised, which can make new ''Requiem'' players to think they encountered a bug when, for instance, Durak doesn't spawn once you visit a town for the first time after hitting level 10.
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* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing. It can be countered by a specific perk which allows to [[TheAtoner atone for your misdeeds]], but it only restores the ability for shrines to cure diseases, in exchange of a long list of permanent debuffs. If you did enough evil deeds to be cursed by the Divines, you can take a perk which allows you to benefit from the shrines' cure disease effect again (''only'' the cure disease, as regular blessings are lost forever) in exchange of severe permanent debuffs, and it also requires to stop being a villain (the Divines won't accept your penance if you have a current bounty, and it also has a maximum cap in number of stolen items or murders to work).

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* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing. It can be countered by a specific perk which allows to [[TheAtoner atone for your misdeeds]], but it only restores the ability for shrines to cure diseases, in exchange of a long list of permanent debuffs. If you did enough evil deeds to be cursed by the Divines, you can take a perk which allows you to benefit from the shrines' cure disease effect again (''only'' the cure disease, as regular blessings are lost forever) in exchange of severe permanent debuffs, and it also requires to stop being a villain (the Divines won't accept your penance if you have a current bounty, and it also has a maximum cap in number of stolen items or murders to work).

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** Most skills are almost useless without buying some of the related perks. You start the game with three free perk points, which allows you to suck a bit less than you normally would during very early game.



* TheAtoner: A number of actions (having a current bounty, having your total lifetime bounty higher than 3,000 Septims, committing a murder, stealing 10 times, joining the Thieves Guild or the Dark Brotherhood) result in the Divine Shrines stopping to cure diseases and grant their blessing. The Restoration perk Painful Regrets allows you to regain ability to cure diseases from shrines in exchanges of suffering from a series of permanent debuffs (notably, spellcasting consumes more magicka, skills progress slower, and bartering is less efficient), but that requires to ''truly'' atone from your past sins (20 thefts, 3 murders, or 6,000 lifetime bounties will make Painful Regrets stop working, or render it unavailable if you didn't have), ''and'' paying your current bounty is a prerequisite.

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* TheAtoner: A number of actions (having a current bounty, having your total lifetime bounty higher than 3,000 Septims, committing a murder, stealing 10 times, joining the Thieves Guild or the Dark Brotherhood) result in the Divine Shrines stopping to cure diseases and grant their blessing. The Restoration perk Painful Regrets allows you to regain ability to cure diseases from shrines in exchanges of suffering from a series of permanent debuffs (notably, spellcasting consumes more magicka, skills progress slower, and bartering is less efficient), but that requires to ''truly'' atone from your past sins (20 thefts, 3 murders, or 6,000 lifetime bounties will make Painful Regrets stop working, or render it unavailable if you didn't have), have it already), ''and'' paying your current bounty is a prerequisite.prerequisite, not to mention it requires to spend a perk point.

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* {{Nerf}}:

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* {{Nerf}}:{{Nerf}}: Many Vanilla features are harder to use or less efficient.



** Faendal still provides Marksmanship training[[note]]Renamed Archery[[/note]] but is no longer available as a follower, probably to prevent the players to use the exploit which allows to take back training money from follower's inventory.

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** Faendal still provides Marksmanship training[[note]]Renamed Archery[[/note]] training[[note]]The new name of the Archery skill[[/note]] but is no longer available as a follower, probably to prevent the players to use the exploit which allows to take back training money from follower's inventory.



** Depending on lock's level, Lockpicking level, and related perks, some locks can be impossible to pick, and the first Lockpicking perk is required to be able to attempt picking ''Novice'' locks at all. Also, the skill only progress when successfully picking a lock, not when a lockpick breaks.



* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing. It can be countered by a specific perk which allows to [[TheAtoner atone for your misdeeds]], but it only restores the ability for shrines to cure diseases, in exchange of a long list of permanent debuffs.
If you did enough evil deeds to be cursed by the Divines, you can take a perk which allows you to benefit from the shrines' cure disease effect again (''only'' the cure disease, as regular blessings are lost forever) in exchange of severe permanent debuffs, and it also requires to stop being a villain (the Divines won't accept your penance if you have a current bounty, and it also has a maximum cap in number of stolen items or murders to work).

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* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing. It can be countered by a specific perk which allows to [[TheAtoner atone for your misdeeds]], but it only restores the ability for shrines to cure diseases, in exchange of a long list of permanent debuffs.
debuffs. If you did enough evil deeds to be cursed by the Divines, you can take a perk which allows you to benefit from the shrines' cure disease effect again (''only'' the cure disease, as regular blessings are lost forever) in exchange of severe permanent debuffs, and it also requires to stop being a villain (the Divines won't accept your penance if you have a current bounty, and it also has a maximum cap in number of stolen items or murders to work).work).
* WakeUpCallBoss: The big Frostbite spider in Bleak Falls Barrow is this for melee-oriented builds, thanks to its melee-range paralysis attack which has a cooldown shorter than the paralysis' duration.

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* TheAtoner: A number of actions (having a current bounty, having your total lifetime bounty higher than 3,000 Septims, committing a murder, stealing 10 times, joining the Thieves Guild or the Dark Brotherhood) result in the Divine Shrines stopping to cure diseases and grant their blessing. The Restoration perk Painful Regrets allows you to regain ability to cure diseases from shrines in exchanges of suffering from a series of permanent debuffs (notably, spellcasting consumes more magicka, skills progress slower, and bartering is less efficient), but that requires to ''truly'' atone from your past sins (20 thefts, 3 murders, or 6,000 lifetime bounties will make Painful Regrets stop working, or render it unavailable if you didn't have), ''and'' paying your current bounty is a prerequisite.



* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing.

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* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing. It can be countered by a specific perk which allows to [[TheAtoner atone for your misdeeds]], but it only restores the ability for shrines to cure diseases, in exchange of a long list of permanent debuffs.
If you did enough evil deeds to be cursed by the Divines, you can take a perk which allows you to benefit from the shrines' cure disease effect again (''only'' the cure disease, as regular blessings are lost forever) in exchange of severe permanent debuffs, and it also requires to stop being a villain (the Divines won't accept your penance if you have a current bounty, and it also has a maximum cap in number of stolen items or murders to work).

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* CycleOfHurting: The big Frostbite spiders have an attack that paralyses you. Once it happens, you're already dead (unless you have summons or followers), because they'll use it a lot, and its cooldown is shorter than the paralysis duration.



** Skooma's visual is a trippy double vision with very saturated colors, which is barely more pratical than being blind.

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** Skooma's visual is a trippy double vision with very saturated colors, colors (mostly yellow-tinted), which is barely more pratical than being blind.


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** Frostbite spiders' venom results in a green-tinted double vision.
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* GameplayAndStoryIntegration: Skooma now has very bad effects, instead of being a powerful wine variant with an exotic name and no obvious drawback ingame despite the presence of miserable [=NPCs=] addicted to the drug.

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* GameplayAndStoryIntegration: Skooma now has very bad effects, instead of being a powerful wine variant with an exotic name and no obvious drawback ingame despite the presence of miserable [=NPCs=] addicted to the drug. Also, most non-Khajit trader merchants now refuse to buy what the game's lore considers as an illegal drug.

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** Good thing the range in which giants and mammoths turn hostile has been drastically decreased, because their strength and health has been drasticall increased as well.



* WalletOfHolding: Averted. Instead of being weightless, gold now has a weight, and 100 septims weight 0.25. The mod also reduces the weight-to-price ratio of gems, which allows to use them to barter.

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* WalletOfHolding: Averted. Instead of being weightless, gold now has a weight, and 100 septims weight 0.25. The mod also reduces raises the weight-to-price price-to-weight ratio of gems, gems and jewelry and make them accepted by most of the merchants, which allows to use turns them to into a practical alternative currency for barter.
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Just happened again in my current playthrough, it's not specific to a killing blow


* BreakableWeapons: Bows and crossbows are sometimes destroyed if equipped by a NPC at the moment they suffer a killing blow.

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* BreakableWeapons: Bows and crossbows are sometimes destroyed if equipped by a NPC at the moment they suffer a killing blow.are hit.
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** The Transmute spell no longer exists, removing an easy way to grind Smithing and hoard tons of gold.
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* DrugsAreBad: Alcohol have a noticeable debuff in magicka and stamina regen, not to mention the InterfaceScrew, while skooma's own debuffs and ''severe'' interface screw make it not worth the hassle. Attempting to mix alcohol and skooma results in a fatal overdose.


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* GameplayAndStoryIntegration: Skooma now has very bad effects, instead of being a powerful wine variant with an exotic name and no obvious drawback ingame despite the presence of miserable [=NPCs=] addicted to the drug.


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* VideoGameCrueltyPunishment: Murder people, steal, and rank a high bounty if you want, but it will eventually results in the Divine refusing to grant you their blessing.
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* BreakableWeapons: Bows and crossbows are sometimes destroyed if equipped by a NPC at the moment they suffer a killing blow.

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There's actually an online manual and the stuff about losing access to divine blessings is explained in it. The new prerequisites for quests isn't.


* GuideDangIt: The mod has no complete up-to-date official manual, and some of its changes aren't obvious.
** It's never explained that the number of stolen items, the amount of your bounty, and progression in Thieves Guild or Dark Brotherhood's questlines will forbid you to receive divine blessings.
** The required level to trigger the start of ''Dawnguard'' main quest and the Daedric quests have been raised, which can make new ''Requiem'' players to think they encountered a bug.

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* GuideDangIt: The mod has no complete up-to-date official manual, and some of its changes aren't obvious.
** It's never explained that
doesn't explain the number of stolen items, the amount of your bounty, and progression in Thieves Guild or Dark Brotherhood's questlines will forbid you to receive divine blessings.
** The
required character level to trigger the start of ''Dawnguard'' main quest and the Daedric quests have been raised, which can make new ''Requiem'' players to think they encountered a bug.bug when, for instance, Durak doesn't spawn once you visit a town for the first time after hitting level 10.

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* MightyGlacier: Downplayed. Since walking speed is tied with inventory's encumberance and armor's weight, a heavy armor's clad Dragonborn is initially much more resilient than a Light Armor fighter or a mage in unarmored robes, but also much slower. You'll eventually get better as you get perks to reduce armor's hindrance and increase carry weight capacity.

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* MightyGlacier: Downplayed. Since walking speed is tied with inventory's encumberance and armor's weight, a heavy armor's clad Dragonborn is initially much more resilient than a Light Armor fighter or a mage in unarmored robes, but also much slower.slower; note walking speed is also marginally related to maximum health, so being tougher actually makes you walk faster. You'll eventually get better as you get perks to reduce armor's hindrance and increase carry weight capacity.



** Faendal still provides Archery training but, is no longer available as a follower, probably to prevent the players to use the exploit which allows to take back training money from follower's inventory.
* NintendoHard : Removal of LevelScaling makes exploration at low levels extremely dangerous since most enemies will initially out-level you. Combat is now more difficult since regular running now consumes stamina and if your stamina is depleted during a fight, it can lead to you getting disarmed along with being weaker and slower. Certain enemies around the world are now deadlier than they were in vanilla: Archers can now easily kill an unsuspecting player. Trolls and Dragon Priests have greatly increased health regen, which can make them unwinnable unless you can exploit their weaknesses or have enough DPS. The player no longer has passive health regeneration, so they need to either invest in restoration or carry a lot of healing poultices or potions. Also, gold and arrows now have a weight.

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** Self-brewed potions, equipment tempering, and enchanted gear provide reduced buffs compaired to Vanilla.
** Faendal still provides Archery training but, Marksmanship training[[note]]Renamed Archery[[/note]] but is no longer available as a follower, probably to prevent the players to use the exploit which allows to take back training money from follower's inventory.
* NintendoHard : NintendoHard: Removal of LevelScaling makes exploration at low levels extremely dangerous since most enemies will initially out-level you. Combat is now more difficult since regular running now consumes stamina and if your stamina is depleted during a fight, it can lead to you getting disarmed along with being weaker and slower. Certain enemies around the world are now deadlier than they were in vanilla: Archers can now easily kill an unsuspecting player. Trolls and Dragon Priests have greatly increased health regen, which can make them unwinnable unless you can exploit their weaknesses or have enough DPS. The player no longer has passive health regeneration, so they need to either invest in restoration or carry a lot of healing poultices or potions. Also, gold and arrows now have a weight.
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* GuideDangIt: The mod has no complete up-to-date official manual.

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* GuideDangIt: The mod has no complete up-to-date official manual.manual, and some of its changes aren't obvious.

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* GuideDangIt: The mod has no complete up-to-date official manual, and some features are never explained. For instance, it's never explained that the number of stolen items, the amount of your bounty, and progression in Thieves Guild or Dark Brotherhood's questlines will forbid you to receive divine blessings.

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* GuideDangIt: The mod has no complete up-to-date official manual, and some features are never explained. For instance, it's manual.
** It's
never explained that the number of stolen items, the amount of your bounty, and progression in Thieves Guild or Dark Brotherhood's questlines will forbid you to receive divine blessings.blessings.
** The required level to trigger the start of ''Dawnguard'' main quest and the Daedric quests have been raised, which can make new ''Requiem'' players to think they encountered a bug.
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** Alcohol results in blurred vision for a dozen of (real time) minutes.

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** Alcohol results in blurred vision for a dozen of (real time) minutes. Wearing the Charmed Necklace prevents to suffer from such visual impairment.
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->''"Requiem is a project with the goal of turning Skyrim into a better roleplaying experience by making game more immersive, semi-realistic and coherent, with the tend to find a compromiss between old school mechanics and more modern approaches."''
-->-- ''The Requiem Dungeon Masters'', official mod's description on the ''Skyrim Nexus''

''Requiem - The Roleplaying Overhaul'' is a [[GameMod mod]] for ''VideoGame/TheElderScrollsVSkyrim'', developped by the modding team The Requiem Dungeon Masters, and which first version was released in 2012.

''Requiem'' is a complete overhaul of ''Skyrim'' gameplay which changes ''a lot'' of gameplay features, but the mod most notable features are the complete removal of LevelScaling, and a reworked skills-perks system in which skill level alone is worthless without perks, which results in a much harder game where you must actually invest in skill trees to be competent.

''Requiem'' only exists for the original version of ''Skyrim'', and requires all three [=DLCs=], though ''Requiem'' stats and gameplay modifications haven't been ported to ''Dragonborn'' content. The mod can be found [[https://www.nexusmods.com/skyrim/mods/19281 here]].

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!!''Requiem - The Roleplaying Overhaul'' Provides Examples Of:
* AbsurdlyHighLevelCap: ''Requiem'' keeps the ''Skyrim'' levelling system but reworks the legendary skills features (the perks points are reimbursed, but the skill remains at level 100), which means ''Requiem'' has a hard level cap of 81. Albeit lower than the theorically infinite level cap of unmodded ''Skyrim''[[note]]The game crashes if you have 255 unspent perk points, which means a hard level cap of 510, which requires ''an ungodly amount'' of grinding[[/note]], that's still a very high cap, since raising every single skill to 100 is very long.
* AnnoyingArrows: Averted. ''Requiem'' drastically increases ranged weapons damage, and hostile archers are the bane of low level player characters: a heavy armor warrior may survive being hit by two or three arrows, but unlucky light armor fighters, rogues, and especially mages in robes may be killed at full health by the impact of a single arrow.
* AntiFrustrationFeatures:
** Vampire night attacks in towns are disabled by default. Considering how much more powerful vampires are compaired to their Vanilla counterpart, this would prevent them to slaughter whole cities.
** The level cap to start ''Dawnguard'' questline and much daedric quests has been increased to respectively 30 and 20, which is rather merciful considering their difficulty.
* ArmorAndMagicDontMix: Downplayed. Armor weight increases the Magicka cost of spellcasting, which turns low level mages into {{Squishy Wizard}}s because you can't afford this penalty due to your low starting magicka. At higher level, the overall relative reduced encumberance of your gear and perks which reduce the weight-magicka cost make armored spellcasting builds actually viable.
* AwesomeButImpractical: Skooma buffs several combat skills for two minutes, but debuffs stamina and magicka afterwards for a dozen of minutes, and its trippy InterfaceScrew makes fighting while high almost impossible.
* BoozeBasedBuff: Alcohol buffs max health for a dozen of minutes, but decreases stamina and magicka regen, and inflicts a blurred vision effect.
* EarlyGameHell: Due to LevelScaling removal, most of the animals or mooks you can encounter are stronger than a low level Dragonborn; note that the first dungeon you have to visit is no longer a NoobCave. The encumberance capacity has been drastically reduced, while gold, arrows, and lockpicks are no longer weightless. Also, the efficiency of skills have been greatly reduced if you don't buy perks, which means you'll initially suck at, well, everything until you gain a few levels and some perk points. On the other hand, the complete removal of level scaling means the game because gradually easier the longer you play and gain levels.
* ForcedLevelGrinding: No LevelScaling, a significant rework of the gameplay, and many of the overhauled gameplay features make the player character initially weaker than in Vanilla. The combination of those two changes makes wandering Skyrim far more dangerous upon low levels. Bleak Falls Barrow, which is one of the dungeons encountered very early in the main quest, has been made to be far more difficult.
* GameMod: ''Requiem'' modifies so much features that it's incompatible with most ''Skyrim'' mods, though there's special submods to modifie ''Requiem'' further or add compatibility with other mods. There's also an unofficial port of ''Requiem'' to the world and story of the ''Dragonborn'' DLC.
* GuideDangIt: The mod has no complete up-to-date official manual, and some features are never explained. For instance, it's never explained that the number of stolen items, the amount of your bounty, and progression in Thieves Guild or Dark Brotherhood's questlines will forbid you to receive divine blessings.
* InterfaceScrew:
** Alcohol results in blurred vision for a dozen of (real time) minutes.
** Skooma's visual is a trippy double vision with very saturated colors, which is barely more pratical than being blind.
** The witbane disease results in a blurred double vision. The status effect describes its symptoms as weariness and terrible headache.
* LevelScaling: Averted. Removing it is one of the mod's main features, which results in a much harder early game, and an actual power progression. For instance, Bleak Falls Barrow is intended for player characters around level 15.
* MightyGlacier: Downplayed. Since walking speed is tied with inventory's encumberance and armor's weight, a heavy armor's clad Dragonborn is initially much more resilient than a Light Armor fighter or a mage in unarmored robes, but also much slower. You'll eventually get better as you get perks to reduce armor's hindrance and increase carry weight capacity.
* {{Nerf}}:
** You start much weaker than a Vanilla Dragonborn, attributes are increased by 5 instead of 10 at level up, and carry weight capacity is severely decreased.
** Faendal still provides Archery training but, is no longer available as a follower, probably to prevent the players to use the exploit which allows to take back training money from follower's inventory.
* NintendoHard : Removal of LevelScaling makes exploration at low levels extremely dangerous since most enemies will initially out-level you. Combat is now more difficult since regular running now consumes stamina and if your stamina is depleted during a fight, it can lead to you getting disarmed along with being weaker and slower. Certain enemies around the world are now deadlier than they were in vanilla: Archers can now easily kill an unsuspecting player. Trolls and Dragon Priests have greatly increased health regen, which can make them unwinnable unless you can exploit their weaknesses or have enough DPS. The player no longer has passive health regeneration, so they need to either invest in restoration or carry a lot of healing poultices or potions. Also, gold and arrows now have a weight.
* SilverHasMysticPowers: Skeletons, draugr, vampires, and werewolves are much tougher than in Vanilla, but receive much more damage from silver weapons.
* SkillScoresAndPerks: While ''Requiem'' is functionally identical to Vanilla ''Skyrim'' in this aspect, skills are now almost worthless without their perks: without perks, it's completely impossible to pick locks, pick pockets, craft items, armor majorly hinders movement, every spell costs lot of magicka... Also, every perk three has been completely overhauled.
* SquishyWizard: Enforced in early game. Due to armor's weight raising spell's magicka cost, low level spellcaster gameplay is only viable with unarmored clothes, at the time the Dragonborn is the weakest.
* WalletOfHolding: Averted. Instead of being weightless, gold now has a weight, and 100 septims weight 0.25. The mod also reduces the weight-to-price ratio of gems, which allows to use them to barter.
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