生存配置器

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的生存配置器 Mod,由grc472制作。jiaying02在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: grc472 Mod版本: 3.0.1 Mod大小: 178 KB 更新时间: 2019-05-17 00:52:54 发布时间: 2019-05-17 00:52:54

详细说明

概观


CC生存模式对于因饥饿造成的武器速度惩罚存在重大问题。具体来说,如果你使用一个应用攻击速度修复的mod,那么这些惩罚将成为一个巨大的buff。由于我确实使用了攻击速度修复mod,我需要在使用生存模式之前解决这个问题。一旦我投入其中,我就开始提出其他想法来调整生存模式机制的工作方式。这个mod是这些想法的集合,捆绑在一起成为一个mod。


使用PapyrusUtil SE实用程序将MCM中公开的配置设置保存到外部文件中。您将在<SSE> \ Data \ SKSE \ Plugins \ StorageUtilData \ SurvivalConfig.json文件中找到它们。每当您开始新游戏时,这些设置将自动结转。


可以在MCM中单独切换打开或关闭由此mod实现的每个功能。以下是这些功能的说明。



口渴


这个mod增加了口渴作为基本需求。它的生存方式与生存模式中的饥饿非常相似。随着时间的推移,你变得口渴,如果你正在跑步,短跑或在战斗中,你的口渴会加快一点。可以从旅店老板那里购买水或牛奶,并在井中加水。如果你口渴,那么你的语言技能就会降低,从喊叫中恢复的时间也会增加。你越口渴,这些惩罚就越严重。口渴是一项可选功能,可以随时通过MCM打开或关闭。



混合配置


从版本2.1.0开始,您现在可以单独打开和关闭四个基本需求中的每一个。这允许使用CC生存模式的部分与其他流行的浸入式模块一起使用。例如,如果您更喜欢Frostfall到生存模式冷实施,那么您可以使用MCM禁用冷机制,但保持疲惫,饥饿和口渴活跃。 Frostfall将处理寒冷,生存模式将处理其余的。或者,如果您的偏好是使用iNeed或RND,那么您可以使用MCM来禁用疲惫,饥饿和口渴,但保持冷活跃。生存模式将管理寒冷和iNeed或RND将处理其余的。



攻击速度修复


默认情况下,Skyrim将actor值WeaponSpeedMult和LeftWeaponSpeedMullt设置为零。在生存模式中,当你从饥饿中变成Peckish时,它会使你的武器速度降低30%。这样做的方法是在这两个actor值上加0.7,因为值为0.7意味着你摆动武器的速度只有70%。但是,如果你有攻击速度修复模式,则这些角色值的基线值为1.0或接近1.0。当生存增加0.7来惩罚你是Peckish时,结果是武器速度为1.7,这意味着你的攻击速度现在比正常速度快70%。


此mod通过提供两个单独的武器速度惩罚实施来解决问题。第一个镜像默认值为Peckish加0.7,Hungry,Famished和Starving加0.6。对于这些饥饿状态,替代方法减去0.3或0.4。您获得的模式取决于您是否选中MCM中的框以指示您是否启用了攻击速度修复模式。我不会尝试自动检测到这一点。您必须在MCM中指定所需的模式。



更多逐步处罚


在我看来,对饥饿,寒冷和疲惫的各种惩罚似乎突然袭击了玩家。我认为让它们逐渐生效可能会更好。因此,对于可以来自生存模式的每种可能的惩罚,我将它们细分为在需要值范围内等间隔的5个步骤。坚持上面使用的饥饿例子,这意味着当你第一次成为Peckish(饥饿值= 160)时,你的武器速度将降低6%至0.94。当你逐渐变得更加饥饿时,当你接近从Peckish到Hungry的过渡时(饥饿值= 340),这个值将变为0.88,0.82,0.76,最后变为0.7。转换在饥饿值范围内从160到340等间隔。同样,当你从饥饿值变为饥饿值(饥饿值= 520)时,你的武器速度将以0.05的五个步骤进一步降低,直到达到0.6。


我希望描述足够清楚。我想如果人们想要看到这个,我可以提供图表。无论如何,我对饥饿,寒冷和疲惫所造成的每一个惩罚做了同样的事情,这样他们就会逐渐开始,但最终会达到与默认值相同的程度。 MCM允许您单独切换这些经过修改的处罚,包括饥饿,寒冷和疲惫。如果您将它们关闭,那么您将获得默认行为。

饥饿恢复


当您吃或喝已经为生存模式正确配置的食物时,您的饥饿值将减少四种可能的量之一。这些被命名为大(380饥饿点),中(220),小(18)和非常小(2)。我觉得小而且非常小的数量太低而根本没用,所以我在MCM中添加了滑块以调整这些值。通常情况下,我会单独留下大量和中等数量,并将少量和非常小的数量提高到更有意义的值。如果您更喜欢使用默认值,可以在MCM中关闭此功能。



露营体验


当你在户外睡觉时,你不会像在旅馆或自己的床上睡觉一样安静。这似乎有点合理,但我觉得随着我的角色有更多的露营经验,他应该逐渐得到一个更安静的睡眠。因此,我添加了一项功能,根据我在户外睡了多少晚,提供额外的休息值。它的工作方式是,每次在户外睡6个小时或更长时间时,您都可以获得一点露营体验而不会被打断。如果土匪或掠夺者过早地攻击并唤醒你,那么你就不会得到当晚的信任。


当你醒来时,生存模式脚本会将你的疲惫值减少到大约160(在一个旅馆里,它会一直减少到零)。然后,此mod将应用额外减少等于您的露营体验值乘以您在MCM中设置的乘数值。如果你希望每个露营经验点数都能减少耗尽1.5,那么将乘数设置为1.5。使用此值,您可以根据自己的喜好调整效果。您还可以使用MCM中的切换设置完全关闭此机制。



NPC携带重量


我发现我喜欢减轻携带重量的挑战。生存模式对玩家的此值应用-150惩罚,但对游戏中的任何其他NPC不执行相同操作。这似乎不公平,它允许你使用你的随从作为包骡子来绕过生存模式的意图。此mod添加了一个功能,将对可玩的比赛的所有NPC应用相同的-150惩罚。请注意,它通过修改所有可玩种族的种族记录来实现此目的。如果您使用的任何其他mod也会修改Race记录,那么您将需要一个补丁。我使用了种族记录的USSEP版本作为起点,然后简单地为每个人添加了一个能力法术来减少他们的携带重量。可以在MCM中打开或关闭此功能。


一些随从mods使用自定义比赛而不是香草可玩的比赛。除非您有补丁,否则此功能对它们没有任何影响。



热键


如果你想使用热键来获得快速状态报告,这个mod提供了四个。它们会触发通知消息(屏幕的左上角),它会告诉您当前的需求值,以及饥饿,寒冷和疲惫造成的当前影响。有关更多详细信息,请参阅MCM。当然,这些键是可选的,它们最初是未映射的。



对于高级用户


对于四种基本需求中的每一种,都有全局变量用于控制需求脚本用于计算需求水平的算法。这个mod在MCM中为那些想要使用这些变量来查看会发生什么的人公开它们。不建议普通用户使用此功能,但为了方便那些喜欢修改的人,我将其包含在内,以便他们可以在不必退出游戏的情况下即时更改它们,加载SSEEdit并在那里更改全局变量。

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Overview

The CC Survival Mode has a major issue with regard to the weapon speed penalties resulting from hunger.  Specifically, if you are using a mod that applies an attack speed fix, then these penalties become a huge buff instead.  Since I do use an attack speed fix mod, I needed to fix this problem before I could use Survival Mode.  Once I dove in to do that I started coming up with other ideas to tweak how the Survival Mode mechanisms work.  This mod is a collection of these ideas bundled together into one mod.

The configuration settings exposed in the MCM are saved to an external file using the PapyrusUtil SE utility. You will find them in the file <SSE>\Data\SKSE\Plugins\StorageUtilData\SurvivalConfig.json. These settings will be automatically carried forward whenever you start a new game.

Each feature implemented by this mod may be individually toggled on or off in the MCM. Below is a description of these features.


Thirst

This mod adds thirst as a basic need. It works in a very similar way as hunger in Survival Mode. As time passes you become thirsty, and if you are running, sprinting or in combat your thirst increases a bit faster. Jugs of water or milk may be purchased from innkeepers, and refilled with water at a well. If you are thirsty, then your speech skills will be degraded and the time it takes to recover from shouting will be increased. The more thirsty you are the more severe these penalties get.  Thirst is an optional feature that may be toggled on or off at any time via the MCM.


Hybrid Configurations

As of version 2.1.0 you may now individually turn on and off each of the four basic needs. This allows for the possibility of using parts of the CC Survival Mode with other popular immersion mods. For example, if you prefer Frostfall to the Survival Mode cold implementation then you can use the MCM to disable the cold mechanism, but keep exhaustion, hunger and thirst active. Frostfall will handle the cold, and Survival Mode will handle the rest. Alternatively, if your preference is to use iNeed or RND then you can use the MCM to disable exhaustion, hunger and thirst, but keep cold active. Survival Mode will manage the cold and iNeed or RND will handle the rest.


Attack Speed Fix

By default Skyrim sets the actor values WeaponSpeedMult and LeftWeaponSpeedMullt to zero.  In survival mode, when you become Peckish from hunger it hits you with a 30% reduction in weapon speed.  The way it does this is by adding 0.7 to these two actor values, because a value of 0.7 means you are only 70% as fast at swinging your weapons.  If you have an attack speed fix mod, however, then these actor values have a baseline value at or near 1.0.  When survival adds 0.7 to penalize you for being Peckish, the result is a weapon speed of 1.7, meaning that your attack speed is now 70% faster than normal. 

This mod fixes the problem by providing two separate implementations of the weapon speed penalties.  The first one mirrors the default by adding 0.7 for Peckish and 0.6 for Hungry, Famished and Starving.  The alternate method subtracts 0.3 or 0.4 for these hunger states.  Which mode you get depends on whether or not you check the box in the MCM to indicate if you have an attack speed fix mod enabled or not.  I do not attempt to detect this automatically.  You have to specify which mode you want in the MCM.


More Gradual Penalties

The various penalties for hunger, cold and exhaustion seemed to hit the player rather suddenly, in my opinion.  I thought it might be better to have them take effect more gradually.  Therefore, for each of the possible penalties that can come from Survival Mode I subdivided them into 5 steps equally spaced across the need value range.  Sticking with the hunger example I was using above, this means that when you first become Peckish (hunger value = 160) your weapon speed will be reduced by 6% to 0.94.  As you progressively become more hungry this value will go to 0.88, 0.82, 0.76 and finally to 0.7 when you are nearing the transition from Peckish to Hungry (hunger value = 340).  The transitions are equally spaced across the hunger value range from 160 to 340.  Similarly, as you progress from Hungry to Famished (hunger value = 520) your weapon speed will be further reduced in five steps of 0.02 until you reach 0.6.

I hope that description was clear enough.  I suppose I could provide a graph if people want to see that.  At any rate, I did the same thing for each of the penalties imposed by hunger, cold and exhaustion, so that they kick in more gradually but end up at the same magnitude as the default.  The MCM allows you to toggle these modified penalties for hunger, cold and exhaustion individually.  If you toggle them off then you will get the default behavior.


Hunger Restoration

When you eat or drink food that has been properly configured for Survival Mode, your hunger value will be reduced by one of four possible amounts.  These are named large (380 hunger points), medium (220), small (18) and very small (2).  I felt that the small and very small amounts were too low to be useful at all, so I added sliders to the MCM to adjust these values.  Normally, I leave the large and medium amounts alone and raise the small and very small amounts to more meaningful values.  This feature can be toggled off in the MCM if you prefer to use the default values.


Camping Experience

When you sleep outdoors you don't get as restful a sleep as when you sleep in an inn or in your own bed.  This seems somewhat reasonable, but I felt that as my character got more experience with camping he should gradually get a more restful sleep.  So, I added a feature that provides a bonus rest value based on how many nights I have slept outdoors.  The way it works is that you get one point of camping experience each time that you sleep for 6 or more hours outdoors without being interrupted.  If bandits or predators attack and wake you up prematurely then you don't get credit for that night.

When you wake up the Survival Mode scripts will reduce your exhaustion value to approximately 160  (in an inn it will be reduced all the way to zero).  This mod will then apply an extra reduction equal to your camping experience value times a multiplier value that you get to set in the MCM.  If you want each point of camping experience to count for 1.5 reduction in exhaustion then set the multiplier to 1.5.  Using this value you can tune the effect to your tastes.  You can also use a toggle setting in the MCM to completely turn this mechanism off.


NPC Carry Weight

I find that I like the challenge of having a reduced carry weight.  Survival Mode applies a -150 penalty to this value for the player, but does not do the same for any other NPC in the game.  This does not seem fair, and it allows you to use your followers as pack mules to get around the intent of Survival Mode.  This mod adds a feature that will apply the same -150 penalty to all NPCs of playable races.  Note that it does this by modifying the Race records for all of the playable races.  If you are using any other mod that also modifies the Race records then you will need a patch.  I used the USSEP version of the Race records as the starting point, and then simply added an ability spell to each of them to reduce their carry weight.  This feature may be toggled on or off in the MCM.

Some follower mods use custom races rather than the vanilla playable races.  This feature will not have any effect on them unless you have a patch.


Hot Keys

If you want to use hot keys to get a quick status report this mod provides four of them. They trigger notification messages (top left of screen) that will tell you your current need values, and the current effects caused by hunger, cold and exhaustion. See the MCM for more details. These keys are optional, of course, and they are initially unmapped.


For Advanced Users

For each of the four basic needs there are global variables used to control the algorithms used by the need scripts to compute your need levels. This mod exposes them in the MCM for those who want to play with these variables to see what happens. Using this feature is not recommended for the average user, but I included it as a convenience for those who like to tinker so they can change them on the fly without having to exit the game, load up SSEEdit and change the global variables there.


文件说明

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