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is a bit high. The author recommends putting it lower (higher priority), much lower. With Requiem I can't say too much else but I can give you that much. I don't have any experience with that overhaul. Hopefully gnewna trips in here at some point and checks on that end of things.
Put that last, and you should make one Bashed Patch to.
And Weapons should be after that, dont put it in bash.
And before Requiem. I guess.
Purety should be after SMIM, both in left and right.
No, don't bashed patch in a requiem build. It does its own Skyrim magic.
SkyMoMod.esm
- Is this Monster Mod? Not sure how balanced it will be without a patch and I don't see a reason to include it when you have SiC already.
Cloaks.esp
1nivWICCloaks.esp
1nivWICSkyCloaksPatch.esp
Cloaks - Dawnguard.esp
- You can disable the eps or move them to optional esp in MO, and enable the plugins through CCOR. Might as well install Bandoliers, Bags & Pouches and do the same thing because your carry weight starts off extremely low and gold has weight.
arnima.esp
summersetisles.esp
- arnima is Beyond Reach right? You'll probably just one shot everything since there is no patch, so don't expect much of a challenge from it, but I'm guessing you included it for DBM. I would rethink Summerset Isles, I never had a stable game with it in in a heavy load order.
Magic of the Magna-Ge.esp
Dwemertech - Magic of the Dwarves.esp
LostGrimoire.esp
Apocalypse - The Spell Package.esp
- Don't expect magic mods to balance properly without a patch. Tome cost and magicka cost need to be taken into account especially with the mass system.
The most recent version of Apocalypse with a Requiem patch from Enai is 8.22, make sure you're using that version. Requiem also adds a ton of new spells fyi.
OBIS.esp
OBISDB.esp
- OBIS isn't compatible, Requiem already overhauls bandits.
SleepingDangers-SandsofTime.esp
- While technically not compatible, I would keep it on and activate it when things get stale.
That's all that really stands out for me, have fun chopping wood!