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requiem's Issues

Restrict hand-placed daedric gear to Blackreach

Requiem places one instance of each daedric weapon and armor in the world. While it should encourage exploring the world to eventually find a truly powerful item in a dangerous location, in reality it's a powergamer's best friend.

  • The spawn points are fixed. Once you have found an item, you always know where to find it in future playthroughs. There is no way to erase that knowledge.
  • You are unlikely to find your preferred item without planning ahead, especially completing the daedric armor set.
  • At least one item is in a location a normal character won't visit, unless the player has seen a hint on a forum (Giant Slaughterfish in the Sea of Ghosts).
  • Some items are easy to miss if you don't know where to look.
  • Some items can be taken without defeating the local enemies first.

A convenient solution to address these problems is to move all daedric items to a single, reclusive, late-game area that is nevertheless accessible to all characters: Blackreach.

Expected Outcome

  • All hand-placed daedric weapons and armors are relocated to Blackreach. The items are not too well hidden and require combat or sneak to acquire.
  • When entering Blackreach a dead treasure hunter is found with a note that mentions the daedric items in Blackreach.

Scale critical damage

The Reqtificator scales weapon damage but not critical damage. This causes critical damage to be extremely low.

Expected Outcome

  • The Reqtificator scales critical damage by the same factor as weapon damage.

Improve EditorID of constructible objects

To improve navigation and facilitate automation all constructible objects should have consistent EditorIDs.

Expected Outcome

  • All constructible objects have EditorID REQ_<workbench>_<item>

Consistent and logical prices for artifacts

The prices of unique items are all over the place. Oddly specific values like Wuuthrad with a price of 15269 can look like UI bugs.

Expected Outcome

  • Divine artifacts have a value of 80'000.
  • Legendary historic artifacts have a value of 50'000.
  • Mundane unique artifacts have a value of 5'000 or less.

Investigate options for automated delta patch generation

Generating delta patches is a manual step of every release process. It would be convenient if we can automate this step to make releasing a new Requiem version even easier.

Expected Outcome

  • Does xEdit provide any way to generate a Delta-patch from the command-line?
  • Is there any alternative tool that provides the same or similar functionality and has command-line support?

Include Heavy Armory

New lore-friendly weapon types that adapt to the user's textures.

Expected Outcome

  • Clubs, shortswords, and quarterstaves from Heavy Armory are added to Requiem.
  • Items are distributed as outlined in the patch from the Requiem Patch Central.
  • Quarterstaff Focus perk is added:
    • Rank 1: +10% attack speed, +7% armor penetration
    • Rank 2: +20% attack speed, +14% armor penetration
    • Rank 3: +30% attack speed, +21% armor penetration
  • Weapon stats are:
    • Shortsword (sword): -1 damage, -1 weight, +0.15 speed, -0.1 reach, -0.15 stagger
    • Club (Mace): -1 damage, -1 weight, +0.15 speed, -0.1 reach, -0.15 stagger
    • Quarterstaff (Battlestaff): +2 damage, -0.1 speed, -0.2 reach
  • Heavy Armory by PrivateEye is added to the credits.

Reqtificator generates HITME records

Describe the bug

The Reqtificator generates HITME records (the internal formid prefix is larger than the number of master files).

To Reproduce

Steps to reproduce the behavior:

  1. Run the Reqtificator
  2. Open the generated patch in xEdit and run "Check for errors"
  3. Observe several HITME records. The affect records differ across setups.

Expected behavior

No HITME records in the generated patch.

Screenshots

Screenshot 2022-07-03 153612

Non-bandits inherit from LChar records

Leftover ticket from the Bandits - Internal Quality Overhaul.

Expected Outcome

Non-bandits who inherit from bandits for convenience inherit from a LChar record. They are limited to the following template flags:

  • Use Traits + Use Attack Data
  • Use Stats
  • Use Spell List
  • Use AI Data
  • Use Inventory

Minor Implementation Deficiencies

A collection of implementation deficiencies that do not negatively affect functionality of the game.

  • Elemental powers should use a custom vendor keyword to accommodate mods that expect the keyword to be restricted to actual potions.
  • Abilities should use the shared magic effects whenever feasible.
  • 06413462 <REQ_Effect_WardConcSelf50NPC> is identical to the player version.
  • 00090357 <AbDwarvenAutomatons>, 000F77F9 <AbDragonFrost>, 00090357 <AbDwarvenAutomatons> should have zero-valued entries removed.
  • REQ_MeridiasMalediction and REQ_MeridiasMaledictionItem should use a property instead of HasKeywordString. The unused property vampirism should be removed.
  • 020162A4 <DLC1EclipseAttackNextWait>, 0201764F <DLC1EclipseAttackNextMaxWait> should remain constant.
  • 020162A0 <DLC1EclipseAttackNode> The last condition is redundant.
  • Requiem changes the lock levels of Heartwood Mill which causes a major placment inconsistency with Skyrim Landscape and Water Fixes because the mod changes the interior layout of Heartwood Mill to match its exterior. As Requiem’s edits are negligible, they should be removed.
  • 020162A0 <DLC1EclipseAttackNode> has a duplicate condition.
  • 00039FBD <WICourierNodeSharesEvent> is an ITPO.
  • 00037C0D <BaseArrowIron75> should not be overwritten as the content of Requiem’s list with 224 entries yields the same results as the base game declaration.
  • 0009F257 <REQ_VendorChest_Fletcher_Whiterun> contains two entries of LItemLeatherAndStrips75. They should be merged into a single entry with the combined count.
  • Several dozen records in Requiem.esp are unused and should deleted or marked as nullified. Filter for unreachable records in xEdit to get a comprehensive list.
  • Legate Rikke has a scripted outfit change during The Jagged Crown. To accomodate mods that want to assign a unique outfit to Rikke without having to edit a quest, the following changes should me made. They result in outfit 000AD241 being unique to Rikke.
  • - [ ] 000205C9 <CWFieldCOImperial> has outfit 000ABF44 <CWSoldierImperialOfficerOutfit>.
  • - [ ] 000559E0 <CWSiegeImperialSoldierGeneral> has outfit 000ABF44 <CWSoldierImperialOfficerOutfit>.
  • - [ ] 000132A1 <Rikke> has outfit 000AD241 <ArmorImperialHeavyOutfitOfficer>.
  • - [ ] 000D0573 <CWBattleRikke> inherits her inventory.
  • 000131EF <DragonPriestRace> There is no point in assigning ImmuneStrongUnrelentingForce because dragon priests are immune to knockdown.
  • 0609F106 <REQ_Effect_TrueYieldFear02>, 060A18AB <REQ_Effect_TrueYieldFear02Beast> needs some major cleanup.
  • 0609F10B <REQ_GM_TrueYieldEffect04> unnecessarily checks conditions on the player.
  • 06001001 <REQ_GM_TrueYieldEffect01> and friends unnecessarily check if the feature is enabled.
  • 06001000 <RFTI_Player_TrueYieldCloak1> and friends unnecessarily check if the player is not essential. I think the Vilkas training check is redundant too.
  • 000F6F23 <REQ_Heavy_Steel_Hands_Imperial>, 000F6F21 <REQ_Heavy_Steel_Feet_Imperial> are identical to Imperial Gauntlets and Boots in all but name and should be nullified.
  • 000BABE4 <REQ_OneHanded_WeaponMastery1>, 00079343 <REQ_OneHanded_WeaponMastery2>, 000CB406 <REQ_OneHanded_PowerfulCharge>, 0003AF81 <REQ_OneHanded_PowerfulStrike> the very last condition shouldn’t have an OR.
  • 0010BFEE <VigilantCarcetteOutfit> should be restored to Keeper Carcette and have the same content as her current outfit. This allows other mods to change her armor without conflicts.
  • 0200352D <DLC1VigilantTolan> should inherit from a Vigilant template.
  • 000131F9 <GiantRace> should have the ImmuneParalysis keyword instead of the actors.
  • 0604517A <REQ_Actor_Ulik>, 0604517E <REQ_Actor_Kruul> overwrite attack data for no reason.
  • 000AFBA2 <DBEncTroll> should have a template.
  • 0001E783 <LCharDwarvenAutomaton> should only contain a Dwarven Centurion because this leveled list is used for leveled bosses. Ref 02014F2C should be replaced by the Enchanted Sphere in the same room (0643599C).
  • 0606F5BD <REQ_NonPlayable_Spectral_Battleaxe> and 0606F5BA <REQ_NonPlayable_Spectral_Bow> should mirror the other spectral weapons.
  • All REQ_NP_... weapons should have the Non-Playable and Can't Drop flag.
  • All REQ_Var_... weapons should have a template if possible.
  • 00017009 <EnchDaedricGreatswordDremoraFire06> is non-playable and doesn't need the CursedItem script.
  • 000C334F <REQ_Creature_Giant_Club_Stamina03> and 02012D14 <REQ_Creature_Giant_Club_Frost04> should have a template.
  • 000AE086 <REQ_Special_WoodcuttersAxe_Poacher> and 0006A707 <REQ_Special_Pickaxe_Rocksplinter> should have a template.
  • 000CDECC <SummonAtronachFlameThrallPotent> is missing the Use Def Pack List.
  • 02018EF3 <DLC1BloodPotion> has redundant conditions.
  • 00023F1B <WIChangeLocationThiefNode> The condition that checks if the player's level is greater than or equal to 1 is redundant.
  • A number of conditions currently identify vampires by abilities. While this works in practice, it would be more "canonical" to check the Vampire keyword instead.
  • Giant slaughterfish should have a separate race.
  • 00105594 <OutfitListHoldGuardHelmetsFalkreath> and his friends should contain 06A2B164 <REQ_Steel_Helmet_Guard> instead of the vanilla guard helmet. The edit to 000853C5 <ArmorHaafingarAllOutfit> can then be removed.
  • 06AD382F <REQ_VendorItems_NoSale> appears to duplicate 06444D87 <REQ_List_VendorItemsMiscBlackmarket>.
  • 0638FFDE <REQ_LI_DeathItem_Werewolf> can be replaced by 020128A2 <DLC1DeathItemWerewolf>.
  • 00064796 <MarkarthFreeformTalosAmulet> should have a template.
  • Next Alias ID on 0004E4E1 <DA09> should be set back to 26 (has no actual effect, but hides an unnecessary conflict in TES5Edit).
  • We can add a small log notification during Requiem update to inform users that some warnings (such as non-existing properties) are one-time, harmless notifications, not errors.
  • Standing stones shouldn't use magic effects from enchantments because these effects have the MagicEnchXYZ keywords.
  • The display name of the thane weapons shouldn't be overwritten by the quest.
  • Summon spells have the conditions for the potent summons on spell level instead of effect level.
  • The Reqtificator adds the ArmorHeavy and ArmorLight to all armors that are missing them. This feature should be exposed. Ideally it is directly integrated into the keyword distribution rules.

Consistent melee weapon stats

Most of Requiem's melee weapon stats are set by a zEdit script. However, the script is poorly written and doesn't cover all weapons. Furthermore, zEdit is no longer under active development.

This script should be rewritten from scratch, targeting the irreplaceable xEdit. Since xEdit only exposes a stripped down Delphi interface, it may be prudent to generate the weapon stats in a more modern scripting language such as Python and write the output to a text file that will then be read by the xEdit script.

Expected Outcome

  • All melee weapon stats are set by a xEdit script.
  • Present shortcomings are addressed:
    • Critical damage is always half the base damage.
    • Battlestaves use a consistent formula.
    • Enchanted variants have the correct price.
    • Prices are always rounded to the nearest multiple of 5.

More accurate visual automerging

Is your feature request related to a problem? Please describe.

The Reqtificator offers a feature to automatically merge actor visuals, i.e., for every actor the visual data is forwarded from a "visual template" to the winning override. The visual data is defined as all subrecords covered by the Use Traits template flag (I think). The visual template is defined as the last plugin that changes select subrecords compared to its master files.

Currently, the criteria of a visual template are more generous than desired, sometimes causing the expect visual template to be discarded in favor of an insignificant later loaded plugin.

Describe the solution you'd like

  • A height change must not be sufficient to classify a record as visual template.
  • A death item change must not be sufficient to classify a record as visual template.
  • A weight change below a small delta value must not be sufficient to classify a record as visual template.
  • The Use Traits template flag should be taken into account.

Reqtificator destroys ownership data in containers

Describe the bug

The Reqtificator doesn't correctly forward COED - Extra Data\Owner data in CONT records.

To Reproduce

Steps to reproduce the behavior:

  1. Install a plugin that has ownership data in containers, e.g., Obscure's College of Winterhold
  2. Run the Reqtificator
  3. Open the generated patch in xEdit and inspect an affected record, e.g., xx03EDCE <CWHCM_TreasAncanoChest>

Expected behavior

The Reqtificator forwards ownership data in containers from the last plugin.

Screenshots
Screenshot 2022-07-03 151153

Consistent smithing recipes

Crafting recipes don't use discernible formula which provides an inconsistent experience and complicates adding new items.

Expected Outcome

All crafting recipes are standardized according to the following formulas.

  • Gauntlets: 2 primary, 1 secondary, 2 leather strips
  • Boots: 3 primary, 1 secondary, 2 leather strips
  • Helmet: 3 primary, 1 secondary, 1 leather strip
  • Cuirass: 5 primary, 2 secondary, 4 leather strips
  • Shield: 4 primary, 1 secondary, 2 leather strips
  • Dagger: 1 primary, 1 secondary, 1 leather strip
  • Sword: 2 primary, 1 secondary, 1 leather strip
  • War Axe: 2 primary, 1 secondary, 2 leather strips
  • Mace: 3 primary, 1 secondary, 2 leather strips
  • Greatsword: 4 primary, 1 secondary, 2 leather strips
  • Battleaxe: 4 primary, 1 secondary, 3 leather strips
  • Warhammer: 4 primary, 2 secondary, 3 leather strips
  • Bow: 3 primary, 1 secondary, 2 leather strips
  • Crossbow: 3 primary, 1 secondary, 2 leather strips
  • Arrows (30): 1 primary, 1 leather strip

Alternative logic for leveled list merge

Is your feature request related to a problem? Please describe.

The merge logic we currently use for leveled lists is rather restrictive and only supports the addition use case effectively. Modifying or deleting entries is barely possible and led to the introduction of an escape hatch that gives a mod exclusive control over a list, effectively disabling all merge logic. A more lenient and possibly simpler solution is likely to generate better results and be more author-friendly.

Describe the solution you'd like

  • Validation phase - a leveled list is considered mergeable if
    • winning override is a plugin that has Requiem as master.
    • record is changed by Requiem.
    • record is changed by at least 2 pugins that have Requiem as master.
  • Merge phase
    • Ignore any version in the import history which is overriden by a second plugin which has the first plugin as master.
    • If leveled list is marked as compact, unroll all versions before merging.
    • Build an intermediate representation that maps entries (formId, level, count, and extra data) to the number of occurences in the leveled list for each version.
    • Compare intermediate representation of Requiem with every other version to define differences (number of occurences in plugin minus number of occurences in Requiem).
    • Apply the sum of all differences - there's no deduplication if multiple mods add or remove the same entry.

Minor Bugs - Requiem 5.2.3

  • 0201A8EF <DLC1SoulCairnWisp> is not in the Soul Cairn Faction, causing them to be attacked by the Slighted and other denizens of the Soul Cairn.
  • 0010C6E0 <CreatureDragonOdahviing> and 000D4D38 <sShoutAdded> use a special ellipses character instead of three normal dots. This character isn't recognized by some fonts including Requiem's.
  • Falmer melee weapons need at least 0.8 reach (post Reqtificator) to properly support their AI.
  • 0010CBDD <REQ_Destruction3_FlameCloak_CloakEffect> and its friends have the Power Affects Magnitude flag removed for no reason which causes unexpected behavior when using Scrambled Bugs.
  • The new game check is a giant race condition waiting to blow up.
  • The spectral weapons from Labyrinthian are non-playable which introduces a soft incompatibility with mods such as Legacy of the Dragonborn that expects you to collect these weapons.
  • Skill-ups from skill books, quests, and others are affected by Mod Skill Use perk entries. The most drastic distortions can be avoided by moving the general adjustments from 0605A609 <RFTI_Player_ExperienceAdjustment> to AVIF records.
  • The dragonplate/dragonscale material bonus reduces magnitude of beneficial player cast shouts.
  • The Dawnguard armor bonus does not check for the alternate MagicVampireDrain keyword.

Consistent changelog layout

The layout of the changelog has evolved many times over the years and therefore doesn't have a consistent style.

Expected Outcome

The changelog of every release since Requiem 2.0.0 is split into 4 categories:

  • Tweaks
  • Bugfixes
  • Reqtificator
  • Internal Quality Improvements (only relevant for modders)

Separate core script for reapplying game settings

Script modifications to game settings are not persistent and need to be reapplied when loading a save game. REQ_MCM_DataStorage covers most game settings, but its name implies it only stores data. REQ_DeathHandler also handles one game setting and requires a hack to communicate with the data storage.

Expected Outcome

  • Game settings are reapplied in a separate, unified core script.
  • REQ_DeathHandler and REQ_MCM_DataStorage do not modify game settings.

Include Katana Crafting

New lore-friendly weapon types that adapt to the user's textures.

Expected Outcome

  • All assets from Katana Crafting are added to Requiem.
  • Items are distributed as outlined in the patch from the Requiem Patch Central.
  • Weapon stats are:
    • Tanto = Dagger
    • Wakizashi = Shortsword
    • Katana = Sword
    • Dai-Katana = Greatsword
  • Katana Crafting by lautasantenni is added to the credits.

Move Fortify One-Handed and Two-Handed enchantments from feet to head

Warriors currently have no useful enchantment for the head slot. Boots can be enchanted with Fortify One-Handed and Fortify Two-Handed, but they compete with elemental resistance for this slot. The head seems a more logical slot for these enchantments and Fortify Marksman is in fact already allowed in the head slot.

There are no pre-enchanted boots of Fortify One-Handed or Fortify Two-Handed.

Expected Outcome

  • Fortify One-Handed and Fortify Two-Handed are allowed in the head slot.
  • Fortify One-Handed and Fortify Two-Handed are not allowed in the feet slot.

Reqtificator doesn't read string tables

Describe the bug

According to user reports the Reqtificator doesn't read the string tables of the user's language, but always uses English text even if the winning override is a localized plugin.

To Reproduce

Steps to reproduce the behavior:

  1. Set sLanguage=RUSSIAN in Skyrim.ini
  2. Run the Reqtificator
  3. Open the generated patch in xEdit and inspect an affected record, e.g., 00020DDF <CWArrow>
  4. See that the generated patch has English text but the overridden record has Russian text.

Expected behavior

The generated patch has text in the user's language.

Screenshots

Screenshot 2022-07-03 164322

Out of order master files can cause ILS

Describe the bug

The Reqtificator doesn't sort the master files of the generated patch with respect to the load order. This can cause the game to hang on launch in specific setups.

To Reproduce

Steps to reproduce the behavior:

  1. Install Finding Helgi... and Laelette - A Laid to Rest Overhaul
  2. Run the Reqtificator.
  3. Open the generated patch in xEdit and inspect the file header to confirm the master files are out of order.
  4. Launch Skyrim.
  5. The main menu fails to load.

Expected behavior

The master files of the generated patch are sorted with respect to the load order.

Make init phase of Follower Registration script more robust

In its current implementation, the follower registration script is potentially prone to race-conditions if the registration requests are sent while the script is still initializing. It would be good to improve the robustness of the script by explicitly handling requests that arrive while still initializing.

Expected Outcome

  • Init phase of the follower registration script is protected with a special state in the script that returns false from the registration functions automatically

Improve EditorID of weapon enchantments

To improve navigation and facilitate automation all weapon enchantments should have consistent EditorIDs.

Expected Outcome

  • Weapon enchantments have EditorID REQ_Ench_Weapon_<enchantment><rank>. Rank 0 is used to denote base enchantments.
  • (Generic) enchanted weapons have EditorID REQ_Ench_<set>_<type>_<enchantment><rank>.
  • Names of base enchantments are adjusted as necessary.

Reintroduce absorb resistance

Requiem 5.2.0 removed immunity to absorb effects from Health II. This change is considered too punishing by many players.

Since the former immunity broke the AI of NPCs, absorb resistance should only be reintroduced as a multiplicative resistance, implemented as a hidden perk that rescales absorb spells for select effects.

Expected Outcome

  • Magicka II reduces damage from all absorb spells by 35%
  • Stendarr's blessing reduces damage from all absorb spells by 75%
  • Sunfire Cloak reduces damage from Vampiric Drain by 50%
  • Ward IV grants full immunity (the technical design of wards sucks so badly there isn't really another way)

Verify current working directory

Is your feature request related to a problem? Please describe.

One of the most frequent Reqtificator support requests is from users who set the working directory to the folder where their mod manager unpacked Requiem instead of Skyrim's data folder.

Describe the solution you'd like

Add a file existence check for Skyrim.esm to verify that the Reqtificator runs in the correct folder. If the check fails, display an error message instructing the user to set the working directory to Skyrim's data folder, as detailed in the installation guide.

Minor Bugs - Requiem 5.4.2

  • 040284D8 <REQ_Ench_Heavy_Bonemold_Body_LightCuirass1> should forward the USSEP changes.
  • 0007A102 <REQ_Ench_FortifySmithing> should not have a duration.
  • 000F6906 <REQ_Ench_FortifySpeech> should not have a duration.
  • Survival Mode modifies lockicking expertise at vanilla rates.
  • 0802F1C0 <REQ_Effect_AlterationtelekineticGrip> works on the skeletal dragon and possibly other creatures it's not supposed to affect.
  • Elemental silver arrows are using the steel arrow model.
  • 00023A93 <EncDragonPriest> should be reverted to its vanilla state due to unexpected interactions with other mods.
  • Armor rating of horse armors should be implemented on the enchantment.
  • 00051B15 <ArmorFFSelf0>, 00059B7A <ArmorFFSelf25> Inrceases the caster's armor rating by for seconds.
  • 00059B7B <ArmorFFSelf50>, 000CDB75 <ArmorFFSelf100> Should use "increases" instead of "improves".
  • 0006796D <RuneFrostFFLocation> has a duplicate space.
  • Elemental ammo still says "points of damage".
  • Stalhrim armors and weapons should have steel as secondary ingredient.
  • Ranged Combat Training and Marksman's Focus still mention weapon weight penalty reduction.
  • Dispelling Candlight should be free.
  • When the spellbreaking enchantment dispels a dragon priest's armor and cloak spell, they will recast the spells only to be dispeled again, effectively stagger locking them. Other spellcaster may be affected too.
  • Dispel on Target dispels active magic effects from the caster because AA000XarrianRestoreDispelSelfScript mixed up the caster and target parameters.
  • The Voice Within is missing the introductory "Thus".
  • 08AD36E3 <REQ_Bandit_Loc_ValtheimTowers_Elsi> should have quarterstaff perks.
  • Quicksilver weapons should have the same damage as Dwarven.
  • fStaminaAttackWeaponMult should be non-zero.
  • Stalhrim Bow and Arrow are not reqtified.
  • Quicksilver quarterstaff and shortsword is not sold by blacksmiths.
  • Akaviri-styled weapons are missing from AtrFrgSigilStoneRecipeList, AtrFrgSigilStoneResultList, and SilverWeapons.
  • 0010FABB <LootForswornSoulGems10> contains leveled content.
  • 0005AD60 <WardConcSelf25> and 0005AD61 <WardConcSelf50> should not mention spell reflection because there is no such feature.
  • 0004B2D9 <C00> "Give Vilkas' sword to Forgemaster Eorlund Grey-Mane, up at the Skyforge"
  • 000A3504 <Favor157> Description from Even Better Quest Objectives should be forwarded.
  • Ancient Knowledge doesn't allow tempering until Smithing 14.
  • Spriggan Earth Mother does not have properly buffed stats compared to lesser variants, and the AI doesn't use ranged spray attack while it should.
  • Darkvision requires both hand to cast for no good reason.
  • Wall damage effects should not have taper, otherwise they don't apply damage every second but wait until the taper wears off.
  • 065CBCA7 <REQ_Special_Greatsword_Mistress> is missing 0654AFE2 <REQ_Ench_Weapon_SimulacrumAxe>, making enemies unable to perceive the illusion.
  • 06027F93 <REQ_Effect_Alteration_Featherfalling_FFSelf> dual casting has no impact.
  • Imperials still have the Imperial Luck bonus because Requiem only removes the effect on the dummy spell.
  • The edits to iTrainingJourneymanSkill, iTrainingExpertSkill, and iTrainingMasterSkill cause the trainer's proficiency to be mislabeled.
  • Arcane Resonance should be redesigned such that the blindness effect scales with power. If not feasible, the description needs to have a hardcoded magnitude value instead.
  • Alduin should be immune to cremation effects.
  • 06447573 <REQ_Var_Ebony_Sword_Tullius> states that it deals 20 points of each elemental damage, but the actual enchantment deals 30 damage of each type.
  • 00105F21 <AbFortifyStaminaRate> has a typo “fastser” in its description.
  • 0602CBC9 <REQ_Conjuration4_MarkRecall> needs a better description to make it clear that the spell only acts as mark when staring at your feet.
  • 00091F1F <dunLabyrinthianSkeletonCharger> should either inherit traits data or has the appropriate values defined in the record.
  • All REQ_IllusionGM spells should have the no absorb flag.
  • 06427138 <REQ_Ability_Follower_CharismaBonus> has two entries that boost conjuration for followers with the leadership perk but no illusion bonus.
  • True Yield causes protected NPCs to instantly recover their lost health when they begin to flee combat.
  • Hibernation Spray remains active after being resisted and therefore makes the target susceptible to sleep-specific effects when they shouldn’t be affected. 06417E1B <REQ_Effect_Illusion_50_HibernationSpray> should have itself set as the base spell set in the REQ_IllusionBreak script.
  • Warnings by the Creation Kit:
    • DEFAULT: (Faction Reaction Error) Faction 'ChickenFaction' (000B2849) is a Friend or Ally of Faction 'ForswornFaction' (00043599), but Faction 'ForswornFaction' (00043599) is not a Friend or Ally of Faction 'ChickenFaction' (000B2849).
    • DEFAULT: (Faction Reaction Error) Faction 'BanditFaction' (0001BCC0) is a Friend or Ally of Faction 'PreyFaction' (0002E894), but Faction 'PreyFaction' (0002E894) is not a Friend or Ally of Faction 'BanditFaction' (0001BCC0).
  • 000C72E8 <REQ_Var_Amulet_Gold_Charmed> "This charmed necklace will keep your vision straight even when you're dead drunk."
  • 06AD399A <REQ_OneHanded_DaggerFocus1> displays wrong magnitude in its description.
  • 06027FAC <REQ_Alteration5_AbsorbEssence> and friends don't grant Alteration experience because they don't do damage in the normal sense.
  • 02002B6C <DLC1Serana> has Chain Lightning, Ice Sphere, and Thunderbolt but cannot cast them because her Destruction skill is static at 41.
  • 065372F3 <REQ_Effect_Illusion_75_ShadowSimulacrum_buff> affects all summons.
  • Dunmer have a duplicate XP boost to One-Handed and Destruction.
  • The script that applies divine blessings waits for a quarter second after dispelling all active magic effects and before applying the new blessing, giving you a time window to repeat the activation and finally receive multiple blessing.
  • The MCM Stamina Drain Reset option only reapplies 0695FFFB <RFTI_All_Stress_ExhaustionPenalties> which doesn't do anything at all.
  • Various checks for not wearing heavy armor don't recognize shields because the WornApparelHasKeywordCount condition ingores shields (presumably to enable shield-independent matching sets). WornHasKeyword must be used instead.
    • 0010E38D <DA14StaffEnchSummonDremora>
    • 06755649 <RFTI_All_Stress_MassEffect>
    • Several Pickpocket and Sneak perks
  • 0003B529 <LvlNightingaleMissile> drop elven arrows and no ectoplasm.
  • 000C0186 <REQ_Var_Iron_Bow_Froki> doesn't have the traits of a long bow.
  • 00017059 <REQ_Var_Elven_Bow_FirinielsEnd> doesn't have the traits of an elven bow.
  • Transmute Muscles grants no XP.
  • The Unofficial Patch adds leveled Nordic arrows to 00039D2F <LItemBanditWeaponArrows> through the script UDBP_Retroactive212Script.
  • Elemental destruction perks affect shouts. The GetIsObjectType(Spell) condition doesn't work here because shouts ultimately apply spells too.
  • 00016FFA <EncDremoraWarlock06> and friends don't have sufficient conjuration skill to summon a dremora archer.
  • 06270455 <REQ_Conjuration2_SkeletalHero>, 0706F5C4 <REQ_Conjuration3_SpectralWarrior> are missing from the spell choices when taking a perk.
  • 0005B2DF <FFRiften17OreSample> should be ebony ore. Additionally, we might want to revert the ore veins swap between Redbelly Mine and Northwind Mine by the Unofficial Patch. This change makes little sense and ESO confirmed for good that Redbelly Mine contains ebony and Northwind Mine is a simple iron mine.
  • 00000013 <CreatureFaction> The removal of dunMossMotherValdrFaction is a leftover edit from Minor Arcana.
  • 000CDECC <SummonAtronachFlameThrallPotent> is missing the "Use Def Pack List" flag.
  • 06AD37D4 <REQ_Book_HelgenEasterEgg> has a wrong world model.
  • All notes should have weight and price 0.
  • Scripted outfit changes destroy tempering data on NPCs.
  • 00016C40 <DragonDisarmShout> is irresistible.
  • 0010F21E <TG00Pickpockethelper> should be disabled as such an artificial buff has no place in Requiem. It boosts the players pickpocket chance on Brand-Shei by 30% during A Chance Arrangement.
  • The merchant chest in the Understone Keep forge clips into the bed roll added by the Unofficial Patch.
  • 00013264 <BolgeirBearclaw> has a duplicate sword in his inventory.
  • 000A733B <Tyranus> has a duplicate amulet in his inventory.
  • Ulfric's Shield is unobtainable because only the Civil War battle version of Ulfric uses it. 0001414D <Ulfric> should have the shield in his inventory so that it can be looted after killing Ulfric (or stolen...).
  • 000B877A <DisDamageOnehandedTwohanded>, 0010A253 <TrapDisDamageOnehandedTwohanded> reduce expertise instead of damage.
  • 000581F7 <REQ_Alteration_MagicalAbsorption> is affected by Metamagical Empowerment and increases absorb chance by 36% instead of 30%.
  • 020142C7 <REQ_Vampire_Body_Gray> and friends should not have the VendorItemClothing keyword.
  • 000FC5BF <REQ_Artifact_TargeOfTheBlooded> should have the MagicDisallowEnchanting keyword.
  • 0200575A <REQ_Artifact_AetherialCrown> should have the ArmorJewelry keyword.
  • 02008437 <REQ_DragonShout_FrostBreath6>, 0200C5F8 <REQ_DragonShout_FrostBreath7> slow movement speed by 50% instead of 60% like the other shouts. Also the conditions on all 7 shouts should be removed.
  • Teleport Vitals should respect the MCM option for killing essential NPCs.
  • Transmute Corpus doesn't work on unique NPCs for no good reason. Essential NPCs should be immune to the spell instead, unless the MCM option to kill them is enabled.
  • 020117F5 <DLC1TrollRaceArmored>, 020117F4 <DLC1TrollFrostRaceArmored> should mirror the standard troll races with the exception of the Allow PC Dialogue flag.
  • 00013206 <TrollFrostRace> attack events "attackStartPowerComboA", "attackStartPowerComboB" and "attackStartPowerComboC" are incorrectly flagged as power attacks. These are not power attacks.
  • 00013205 <TrollRace>, 00013206 <TrollFrostRace> has damage mult 1.0 instead of 1.5 for attack event "attackStartBackwardPower", "attackStartForwardPowerRush" and "attackStartPowerX2".
  • 000B323E <MGRitual02Spell> should be reverted to its vanilla name Vision of the Tenth Eye because the journal refers to its as such.
  • 000135EF <Lami>, 00013BA4 <Arcadia>, 0001D4B7 <Babette> are ITMs because only padding values are edited.
  • 06868384 <REQ_Actor_Bandit_AxeShield_03> has the Experienced Blocking perk but doesn't meet the skill requirement.
  • 06899DD4 <REQ_Actor_Bandit_MaceShield_04> and higher friends don't have 00058F67 <REQ_Block_PowerfulBashes> despite meeting the skill requirement.
  • 0004DBA4 <REQ_Conjuration2_SoulTrap> is called "Soul Trap (Rank I)", but there are no further ranks.
  • 02004E24 <DLC1HunterBaseIntro> fails to start if you have already cleared all possible locations Gunmar can spawn in. Adding the Allow Cleared flag to GunmarDungeonLocationAlias and the Allow Dead and Allow Disabled flag to GunmarDungeonBossMarker fixes this.
  • 00023F1B <WIChangeLocationThiefNode> is a random encounter where a thief attempting to pick a locked door is discovered by guards. For no good reason it requires the player to join the Thieves Guild and stops after level 15.
  • 06331816 <REQ_Key_Mzulft> doesn't unlock the main gate in the Dwarven Storeroom.
  • 060A60BB <REQ_Key_AetheriumBoots> should have a more descriptive name than The Guardian's Key.
  • 0636D50B <REQ_Key_GallowsRock>, 063A6476 <REQ_Key_ShriekwindBastionSafe>, 064310A4 <REQ_Key_LabyrinthianDragon>, 0649DA45 <REQ_Key_TreasDagonShrine> don't have a pick up and put down sound.
  • Creating an Aetherial artifact at the Aetherium forge shouldn't grant smithing experience.
  • 000F71DC <DraugrMagicRace> is missing the power attack flag for attack events "attackStartGSChop" and "attackStartGSForwardPowerB".
  • 000A82BA <ElderRaceVampire> has damage mult 2.5 instead of 2.0 for power attacks.
  • 000A82BA <ElderRaceVampire> has attack chance 0.2 instead of 0.1 for attack event "attackPowerStartBackward".
  • 000A82BA <ElderRaceVampire> has no stagger for attack event "attackPowerStartBackLeftHand", "attackPowerStartForwardH2HLeftHand", "attackPowerStartForwardH2HRightHand", "attackPowerStartForwardLeftHand", "attackPowerStartInPlaceLeftHand", "attackPowerStartLeftLeftHand", "attackPowerStartRightLeftHand".
  • 00097A3D <DA13AfflictedRace> has damage mult 1.5 instead of 2.0 for power attacks.
  • 00088884 <WoodElfRaceVampire> has stagger 0.5 instead of 1.0 for attack event "attackPowerStartInPlaceLeftHand", "attackPowerStartLeftLeftHand", "attackPowerStartRightLeftHand.
  • 00088884 <WoodElfRaceVampire> has strike angle 50 instead of 35 for attack event "attackPowerStartLeft".
  • 00088844 <ImperialRaceVampire> has no stagger and a recovery time of 1.0 instead of 0.0 for attack event "attackPowerStartDualWield".
  • 0008883D <DarkElfRaceVampire>, 00097A3D <DA13AfflictedRace> has stagger 2.0 instead of 1.0 for attack event "attackPowerStartForwardLeftHand".
  • 0008883C <BretonRaceVampire>, 00013749 <WoodElfRace>, 00088884 <WoodElfRaceVampire> has attack chance 0.5 instead of 0.2 for attack event "attackPowerStartInPlace".
  • 0008883A <ArgonianRaceVampire> has a damage mult of 5 instead of 2 for attack event "attackPowerStartForwardH2HRightHand".
  • 00088794 <NordRaceVampire> has stagger 0.2 instead of 0.5 and a recovery time of 0.5 instead of 0.0 for attack event "attackPowerStartForwardH2HLeftHand".
  • 0007EAF3 <NordRaceAstrid> has no stagger for attack event "attackPowerStartBackLeftHand" and "attackPowerStartForwardLeftHand".
  • 00067CD8 <ElderRace>, 0007EAF3 <NordRaceAstrid>, 00097A3D <DA13AfflictedRace>, 000A82BA <ElderRaceVampire>, 000131F0 <DremoraRace> still has stagger for bash attacks and the power bash lacks the PowerAttackBash keyword.
  • 00067CD8 <ElderRace>, 00097A3D <DA13AfflictedRace>, 000A82BA <ElderRaceVampire> has no stagger and stamina mult 1.0 instead of 0.5 for attack event "attackPowerStartDualWield".
  • 00013749 <WoodElfRace> has stagger 0.5 instead of 1.0 for attack event "attackPowerStartForwardLeftHand".
  • 00013749 <WoodElfRace> has stagger 0.0 instead of 1.0 for attack event "attackPowerStart_SprintLeftHand".
  • 00013742 <DarkElfRace>, 0008883D <DarkElfRaceVampire>, 00088884 <WoodElfRaceVampire>, 00097A3D <DA13AfflictedRace>, 000131F0 <DremoraRace> has strike angle 35 instead of 50 for attack event "attackStart".
  • 00013741 <BretonRace>, 000131F0 <DremoraRace> has no stagger for attack event "attackPowerStartDualWield".
  • The Rusty Mace deals too much damage and kills Logrolf the Willful in one hit during The House of Horrors, skipping several lines of dialogue.
  • LCharDraugr05Melee1HMSublist [LVLN:0005594F] sometimes has 2 iron shields in their loot upon death.
  • 0010C249 <CharacterAttributeMovement2> model and description have no connection. Description duplicates 001072C1 <CharacterAttributeMovement>.
  • Kyne's Peace is affected by the Improved Healing perk because 062665BB <REQ_Effect_KynesPeace01RestoreHealthFFSelf> has the MagicRestoreHealth keyword.
  • 000BE029 <REQ_Ench_ResistFire05> grants 45% resistance, but the tier 5 enchantment of frost and shock only grant 40%.
  • Potions of Fortify H/M/S and Fortify H/M/S Regeneration aren't sold by alchemists. This makes these potions very rare, in particular the stamina potions are virtually inexistent.
  • It shouldn't be possible to enchant the Longhammer.
  • Auriel's Bow shouldn't have the DaedricArtifact keyword, but is missing VendorItemWeapon.
  • 000461DA <REQ_Creature_Giant_Club> and 000CDEC9 <REQ_Creature_Giant_Club_C00> should have the WeapTypeWarhammer keyword instead of WeapTypeSword.
  • 0004DE5B <REQ_Artifact_Staff_Nahkriin> should be called Nahkriin's Staff.
  • 061AA262 <REQ_Variant_NordHero_Sword_TheReach> should be called Blade of the Reach.
  • 001019D4 <REQ_Special_Pickaxe> shouldn't have the WeapTypeWarAxe keyword.
  • 00083D99 <TalsgarTheWanderer> carries an Improved Dawnguard Crossbow.
  • Requiem edits the NavMesh 0004DCDE in Volunruud Elder's Cairn which appears to be a leftover from Minor Arcana.
  • 061D9AAB <REQ_Alchemy_AlchemicalIntellect> affects spells that aren't suppoed to scale in magnitude or duration.
  • Werewolves have an ability that increases health by 900. Thus they appear to take no damage until the health buff is depleted. This can be fixed by simply moving the health buff from the ability to the racial base health (unless I'm missing an unintended side effect of that change?).
  • 0010D666 <FoodGourd> lacks the No Auto-Calc flag.
  • Wuuthrad displays incorrect damage in the UI if the player is an Elf. 000F8308 <REQ_Reqtificator_Ench_Wuuthrad> should be changed to use a Mod Incoming Damage entry.
  • 0606F5BE <Specral Warrior> has been reported to sound like walking with boots, but is barefeet.
  • DA02ArmorPoisonCloak "Boethiah's Embrace" [MGEF:00081182] states the cloak deals 5 poison damage per second, but Requiem raised the damage of the associated spell to 12 points.
  • 0003AD9B <DeathItemSpriggan> was probably meant to have the Use All flag.
  • 0001EA6D <LightFFAimed> the Magelight effect has a condition to only apply if the player (not caster!) doesn't have the stability perk, which prevents the balls from sticking on enemies. Looks like an ancient accidental edit to me.
  • Khajiit caravans, Enthir and Mallus stop selling most of their wares when they become fences.
  • 06520E6D <REQ_Ench_Soulreaping_ReducedHealing> only works against the player because perks cannot be added to NPCs at runtime.
  • The carry weight bonus from 00058F6C <REQ_Perk_HeavyArmor_Fortitude> shouldn't be displayed in the active magic effects menu.
  • I'm not sure if it makes sense for Soul Gem Fragments to have the VendorItemGem keyword.
  • Dispel Soul Gems doesn't work on Soul Tomatoes.
  • 000EE9F7 <REQ_VendorChest_WCollege_Enthir> contains a black soul gem, but it cannot be bought because Enthir doesn't trade black market goods before becoming a fence. Either the back soul gem should be removed or Enthir should be able to sell it.
  • Riverwood Trader buys black market goods because it uses a custom buy/sell list (000B9C1F) that doesn't check for REQ_KW_VendorItem_BlackMarket.
  • Mistress of the Dark has a bugged casting animation.
  • Our edits to QF_DA16_000242AF were based on the vanilla version of the script instead of the one from Dawnguard.
  • Silent Moons Enchantments (dunSilentMoonsEnchWeapon0X (ENCH:0003B0B2, 0003B0D0, 0003B0D1) have inconsistent enchantment names. In the disenchanting menu it therefore looks like they'd unlock different enchantments when disenchanted.
  • 06645179, 060415F4, 063EB4FC, 063EB4FD, 06076F92 should use a handwritten font.
  • Fireshock and Frostshock spells are not using any projectiles (one is a target actor spell, the other one uses an invisible beam projectile), but their description doesn't clearly state this. The descriptions should be rewritten such that it becomes clear that these concentration spells have no visible projectiles.
  • 0001AFC8 <SkillAlchemy5> contains invalid recipes due to Requiem changes: Deathbell has no fortify Alchemy effect and Hagraven Claws have no fortify enchanting effect.
  • REQ_ClassSpecificEquipment causes Papyrus error and is generally a hideous hack that should not exist.

Graceful handling of leveled list overflow

Describe the bug

The Reqtificator offers a feature to merge leveled lists. If the resulting list contains more than 256 entries, the Reqtificator fails with a cryptic "Arithmetic operation resulted in an overflow" error.

To Reproduce

Steps to reproduce the behavior:

  1. Install Legacy of the Dragonborn
  2. Install Legacy of the Dragonborn Patches (Official)
  3. Install Requiem - Legacy of the Dragonborn (you're not supposed to combine this patch with the official patch, but users persistently do so anyway)
  4. Run the Reqtificator
  5. Get the "Arithmetic operation resulted in an overflow" error

Expected behavior

Either provide a more useful error message or skip merging of leveled lists if the result is too large and write a warning to the log file.

Screenshots

Screenshot 2022-07-03 160451

Misleading "We couldn't find Requiem.esp" error

Describe the bug

The "We couldn't find Requiem.esp" error can appear even if Requiem is part of the current load order.

To Reproduce

Steps to reproduce the behavior:

  1. Load Requiem.esp after Requiem for the Indifferent.esp
  2. Run the Reqtificator
  3. Get the "We couldn't find Requiem.esp" error

Expected behavior

The error message should reference the possibility of incorrectly sorted Requiem.esp and Requiem for the Indifferent.esp.

Screenshots

Screenshot 2022-07-03 154641

Add keyword to sun spells

Is your feature request related to a problem? Please describe.

Requiem cannot identify spell spells in conditions without hardcoding individual spells.

Describe the solution you'd like

Add a sun damage keyword to all sun magic effects.

Expose all perk descriptions

As of version 5.1.0, the skills Block, Evasion, Heavy Armor, Marksmanship, One-Handed, and Two-Handed expose the full perk effects in the second line. The other skills should follow suit.

Expected Outcome

  • The first line contains a poetic transcription of your accomplishments. See also #21
  • The second line contains the concise gameplay effects enclosed in square brackets. Percentages must respect the following convention:
    • "X% less/more" means this effect stacks multiplicatively with other effects.
    • "+X% less/more" means this effect stacks additively with identical effects and is then applied as a multiplicative effect.

Redesign patching logic for ranged weapons

Is your feature request related to a problem? Please describe.

Right now, all ranged weapons and their ammunition in Requiem.esp have hardcoded values protected by patching exclusion keywords. This was done back then to introduce the light/heavy ranged weapons concept without much coding overhead, but it has become a significant technical burden.

Describe the solution you'd like

TBD

  • How to integrate light and heavy ranged weapon into the patching process without hardcoded exclusions?
  • How to update the Reqtificator's processing logic for third-party added records to be more flexible? (e.g. scaling speed values instead of setting a constant one)

Improve presentation and implementation of poison effects

Poison effects are currently quite messy internally:

  • The script to have the image space modifier (ISM) adjusted by the poison resistance level is used on 36 magic effects. This makes any changes of the logic associated with the effect quite cumbersome.
  • Disease effects are using the same script although the script name clearly refers to poison only.
  • Most poison effects have a rather long duration but a small magnitude below 1.0, This causes problems with Skyrim engine because the resistance formula rounds the results. As a result effects with magnitude below 1 will be rescaled to have magnitude 1, i.e., the poison becomes more potent when being resistant. This problem is solved by a workaround that rescales these particular spells via a perk instead, but this prevents the poison effect from being packed together with other effects into the same spell.

Poison effects also have some annoying traits from a user perspective:

  • The ISM is so drastic that without poison resistance it is more dangerous than the poison itself.
  • Some poisons have very low magnitude but last for up to 5 minutes and block gameplay during this period due to the ISM without representing a serious threat.
  • Not all poisons use the aforementioned workaround to avoid the rounding error and are therefore incorrectly resisted.

Expected Outcome

  • Poisons deal at least 5 damage per second and their duration is rescaled to deal the same amount of damage over time as before.
  • Poisons are always resisted by magnitude.
  • The poison ISM strength is static and greatly reduced to still allow reasonable gameplay.
  • The help menu is updated to reflect these changes.

Move Fortify Sneak enchantment from hand to head

Assassins and thiefs currently have no useful enchantment for the head slot. Gauntlets can be enchanted with Fortify Sneak, but other enchantments compete for this slot too. The head seems a more logical slot for Fortify Sneak and Dark Brotherhood head gear in fact already has Fortify Sneak enchantments.

There are no pre-enchanted gauntlets of Fortify Sneak.

Expected Outcome

  • Fortify Sneak is allowed in the head slot.
  • Fortify Sneak is not allowed in the hand slot.

Refactor ActorVariations and add test coverage

Is your feature request related to a problem? Please describe.

The current implementation of ActorVariations is a PoC that doesn’t have any test coverage yet.

Describe the solution you'd like

ActorVariations code has decent test coverage and is refactored as needed for this task.

Additional context

This ticket is copied from JIRA. Visit Ogerboss in Sovngarde for more details.

Support Scrambled Bugs

Scrambled Bugs fixes several relevant gameplay bugs and limitations. However, some of these fixes and tweaks come with gameplay implications that need to be taken into account by Requiem.

Expected Outcome

  • Scrambled Bugs is added as a highly recommended mod the installation guide.
  • The Reqtificator displays a warning if Scrambled Bugs isn’t installed.
  • The Reqtificator displays a warning if required patches are disabled.
  • Actor Value Percentage: REQ_ExaminePower queries the health percentage directly.
  • Magic Effect Flags: Ensure all magic effects have the proper flags set.
  • Accumulating Magnitude: Investigate how to balance ward spells so that the fix can be enabled.
  • Improve Multiple Enchantment Effects: Tweak enchantments with multiple effects as needed.
  • Perk Entry Points: Apply Multiple Spells: Enable the fix and simplify the bashing perks and their interaction with the Targe of the Blooded, as well as the interaction between bow breaking and killing essential NPCs.
  • Power Attack Stamina: Enable the fix and remove Requiem's power attack penalty on low stamina.
  • Black Soul Gems: Enable the fix.

Combine MCM pages

The content of the Combat, Skills & Perks and Atmosphere pages in the MCM are rather arbitrary. For example, it's unclear why "Essential Actors invincible" is categorized as Combat but "Poisons without visual effects" is Atmosphere or what "Jump Height Factor" is doing in Skills & Perks. Since the MCM options have been trimmed in 2.0, they can fit into a single page.

Expected Outcome

The Combat, Skills & Perks and Atmosphere pages are combined into a single page.

Improve narrative description of combat perks

Is your feature request related to a problem? Please describe.

As of version 5.1.0, the skills Block, Evasion, Heavy Armor, Marksmanship, One-Handed, and Two-Handed expose the full perk effects in the second line. However, the first line that tries to express the actual effect in an immersive manner remained unchanged for several perks and now looks out of place.

Describe the solution you'd like

The narrative perk descriptions do not contain explicit gameplay references but feature a poetic transcription of your accomplishments.

Additional context

For example, Mace Focus 3 states "You've become a masterly mace fighter, rendering armor almost useless.". Instead of this generic phrase it may talk about crushing bone and armor alike.

Correctly label deprecated records

Requiem currently incorrectly labels some deprecated records (will be deleted in next breaking release) as legacy records (still in use and may not be deleted).

Expected Outcome

  • All deprecated record have the prefix DEPRECATED instead of LEGACY in their EditorID.

Improve magic effect descriptions

Magic effect descriptions use wildly inconsistent styles and are often ambiguous.

Expected Outcome

  • Expose magnitude and duration whenever possible.
  • State numbers without appending "points".
  • Do not capitalize actorvalues.
  • Be as consistent as possible across different types of effects (e.g. Fortify Block from potions and enchantments should use the same phrasing).

More accurate visual automerging - The short-term hack

Height and weight changes are considered visual edits by the Reqtificator's visual automerging. This can result in the dark face bug for prominent like NPCs Uthgerd, Farkas, and Vilkas.

This task aims to deliver a short-term hack to hide the dark face bug. The broader issue with visual automerging will be addressed in #8.

Expected Outcome

  • Weight, height, and death item changes do not suffice to classify a record as a visual template.

Consolidate changelog

For historical reasons the changelog is split into 3 files

  • a plain text file up to Requiem 1.6
  • a pdf file from Requiem 1.7 to 1.9
  • a markdown file since Requiem 2.0

Expected Outcome

  • The changelog is consolidated into a single markdown file, using the layout defined in #44

Flight or Fight without telepathy

If you find Leifnarr's body in Broken Helm Hollow, Flight or Fight will start and the objective "Report Leifnarr's death to his family at Heartwood Mill on the western edge of Lake Honrich" is displayed. Yet absolutely nothing exists that explains how the player obtained this information.

Expected Outcome

  • Leifnarr carries a letter that mentions his family and the mill.

Improve EditorID of standard weapons

To improve navigation and facilitate automation all standard weapons should have consistent EditorIDs.

Expected Outcome

  • Standard weapons have EditorID REQ_Weapon_<set>_<type>.

Adjustable weapon reach

Is your feature request related to a problem? Please describe.

The Reqtificator multiplies the reach of all melee weapons by 0.7. The only option to interact with this feature is to disable it for specific weapons by means of the NoWeaponReachRescaling keyword. It'd be great if users and mod authors could adjust the factor.

Describe the solution you'd like

Add the field weapons.reachFactor which governs the multiplier to the Reqtificator.conf file.

Make the key for dodge configurable

The key used to trigger dodge moves from the Evasion perk is mapped to the sprint key and cannot be changed by the user. This can make the dodge functionality harder to use when the sprint functionality is remapped from the original assigned key (Alt) to another key. To give users more flexibility in their setup, it would therefore be good to allow a custom binding of the dodge button via the MCM.

Expected Outcome

  • Dodge key can be rebound via the MCM, default binding remains the sprint key
  • Dodge script picks up changes to the configuration automatically
  • Other functionality bound to the sprint key (Bull Rush/Trample) remains unchanged

Static XP gain for combat skills creates absurd incentives and penalties

Combat skills grant XP proportional to the base damage of the weapon (and ammo) with each hit. Nothing else matters. This creates some absurd incentives and penalties:

  • Any source of increased damage (besides a better weapon) reduces the XP gained per enemy by the same amount because you kill the enemy with less hits, but each hit still grants the same XP.
  • Killing something with power attacks grants half the experience!
  • Poking ghosts with unsilvered melee weapons grants ten times more XP per enemy. Most ghosts are so weak that this is a completely valid strategy.
  • Pricking Draugr with daggers grants double XP. Again, a completely valid strategy for a decently equipped character. On the other hand Silver weapons grant 33% less XP.
  • Pounding on a shield repeatedly grants XP as if you successfully hit the enemy each time.

The obvious solution to all these issues is to grant XP proportional to the effective damage dealt. Modifying the underlying XP formula is not possible within the limitations of our modding tools. However we can emulate something similar for the most important effects by modifying XP rates in tandem with damage buffs.

  • EPModSkillUsage_IsAdvanceAction(Power Attack) can be used for power attacks. Unfortunately the CK defines no other useful actions.
  • Generic damage buffs from perks (which technically includes enchantments and potions) can simply increase the XP rate for this skill accordingly.
  • EPModSkillUsage_AdvanceObjectHasKeyword can be used to check keywords on weapons for e.g. War Axe Focus.
  • Unfortunately there is no way to access tempering bonuses or the target (relevant for inherent resistances) in XP calculations.

Since this will increase the overall XP gain for combat skills considerably, the base XP rate should probably be reduced.

Expected Outcome

  • Power attacks grant double XP.
  • Generic (power) attack damage modifications from perks modify XP gain by the same amount. This includes:
    • All One-Handed, Two-Handed and Marksmanship perks (except Storm of Steel).
    • OneHandedPowerMod, TwoHandedPowerMod and MarksmanPowerMod aka enchantments, potions, diseases, derived attributes and more.
    • Strange Meat and Berserker Rage.
    • Exhaustion.
  • Base XP rate for One-Handed, Two-Handed and Marksmanship is reduced by 30-50% to offset the increased XP gain.

Improve EditorID of ammo

To improve navigation and facilitate automation all ammo should have consistent EditorIDs.

Expected Outcome

  • Standard ammo has EditorID REQ_<type>_<set>
  • Enchanted ammo has EditorID REQ_Ench_<type>_<set>_<enchantment>
  • Non-playable ammo has EditorID REQ_NP_<type>_<set>
  • Non-playable ammo used by a creature has EditorID REQ_Creature_<type>_<creature>

Separate one time changes to the player record from the installation script

Requiem performs the initialization of its core scripts and the one time changes to the player record in the same script. This implies any addon that wishes to tweak the one time changes to the player record has to modify Requiem's installation script.

Expected Outcome

  • The one time changes to the player record are performed in a separate script which is then called from REQ_Installation.

Rework Shalidor's Insights

Shalidor's Insights is an infinite book fetch quest that rewards a Shalidor's Insights scroll for each school of magic and Spell Tome: Shalidor's Mirror. There are several issues with this reward:

  • The scrolls increase magnitude and/or duration by 50% and reduce spell cost by 50% for 5 minutes. This is insanely overpowered.
  • The scroll's description is very vague.
  • It would be more useful to receive multiple copies of your favorite scroll instead of one copy of each school.
  • It's strange receive Spell Tome: Shalidor's Mirror every time you complete this quest.

Expected Outcome

  • Shalidor's Insights increase magnitude and duration of the respective school by 20% for 5 minutes and the description clearly states this.
  • The player can chose a school of magic and receive three such scrolls if possible to implement with reasonable effort.
  • Shalidor's Mirror is dropped by the Dremora at the end of Shalidor's Maze.

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