基于时间的敌人扩展2

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在3DM Mod站下载上古卷轴5:重置版最新的基于时间的敌人扩展2 Mod,由Andrew Kornovan VanKorno制作。mengshi0923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: Andrew Kornovan VanKorno Mod版本: 2.0 Mod大小: 23.3 KB 更新时间: 2019-07-05 20:50:57 发布时间: 2019-07-05 20:50:09

详细说明

通常的敌人扩展是我离线单人游戏最烦人的功能。当我的敌人在升级后变得更强壮时,我讨厌它。如果让你的敌人变得强大,获得经验的重点是什么?解开游戏实际上会让事情变得更糟。是的,你停止与你的敌人“分享”你的进步,但是玩一个你拥有最多OP优势的游戏真的是一个好主意:你可以变强,但你的敌人却不能?这就像玩战略游戏,你可以开发新技术,你可以改善你的城市和军队,你可以征服新的领土,但你的敌人不能。对我来说听起来不是一个好主意。即使在游戏开始时你的敌人也很有挑战性,你需要做的就是在游戏中花时间,最终你会“超越”你的对手。无聊。


香草缩放系统

优点:我不知道。

缺点:“自我改善”在某些方面变得毫无意义甚至是有害的。


不平等的游戏

优点:没有以前系统的缺点:)

缺点:无聊的比赛。花费时间的力学技巧。难以制造,通常不兼容的模组,几乎可以彻底改变一切,使游戏无人能及。


基于位置的敌人扩展

优点:有时可以与基于时间的敌人找平系统一起成功使用。

缺点:将开放世界的游戏变成......好吧,不是那么开放。 “你可以去那里,但不是那里”


基于时间的敌人缩放系统

好处:

 - 游戏的早期和晚期都很有趣且具有挑战性。

 - 就像在PVP游戏中一样,你和你的敌人会彼此独立变得更加强大,但是你拥有相同的时间,只有你出色的游戏技巧和策略才能让你超越,“超越”,超越并赢得比赛。

 - 时间成为一种重要的资源,它本身为游戏引入了一种有趣的新游戏机制。

 - 它使游戏无休止地重播(如果你认为这是一个优势)

 - 使用现有的游戏机制,不需要太多的“检修”。超级兼容(至少,我实现的想法)

- 等等...

缺点:这不适合那些只想在游戏中花时间,什么都不做的人。




就目前而言,我的mod并没有为您提供开箱即用的基于时间的缩放,它不会强迫您的游戏随着时间的推移而升级。它只是为您提供了制作自己的缩放系统的工具(基于时间或基于其他条件),我的指南解释了如何使用它(以及其他模式)来进行基于时间的缩放。

最初它只是作为使用现有mods来实现这一目标的指南。但是现在我能够把它变成一个独立的mod,并且仍在努力为你提供开箱即用的体验,而不仅仅是指导。但是现在系统仍然部分依赖于其他mod,特别是可以帮助你跟踪时间的mod。




它如何工作+如何使用(指南)

大多数mod,比如Experience将香草体验系统视为玩家进程的一部分,将XP获得视为一种好的,对玩家有益的东西。我决定采用非传统的方式,完全解开玩家的XP机制(并将其与时间联系起来)。使用我的系统,升级实际上对你不利,对你的敌人也有好处。香草玩家调平系统变成了敌人的缩放机制。例如,等级15可以告诉你关于玩家的能力,技能或统计数据的任何信息。它只告诉你关于敌人和世界其他地方的事情,而不是玩家。你没有获得升级的统计数据。你得到的只是更强大的敌人。

这让我们可以使用香草机制,让敌人在更高层次上变得更强大,这对我们有利。而且我们不需要彻底检查任何事情。我们不需要摆脱水平列表或类似的东西。我们可能只是稍微解决战利品,没有更严重的问题。



第1步:安装mod

它需要ConsoleUtil SSE

就目前而言,我的mod并没有为您提供开箱即用的基于时间的缩放,它不会强迫您的游戏随着时间的推移而升级。它只是为您提供制作自己的缩放系统的工具(基于时间或基于其他条件)

在“天际”中,你的整体水平取决于你所有技能的水平。 (谁想出了这个?)所以,我们要做的第一件事就是完全解开彼此的这些事情。这就是我的mod所做的,首先。此外,它还为您提供了可以在需要时触发升级的咒语。以这种方式升级并不会给你统计数据或额外积分。它只会让你的敌人更强大(NPC的等级取决于玩家的等级)。当然,你必须提前决定升级的条件。 (这不一定是时间。可能是别的。)

第2步:寻找获得统计数据,津贴等的替代方法

有很多mods。这里是其中的一些:


 - 购买统计和津贴(LE,SE) - 我的mod,用我的敌人练级系统制作。添加统计数据的最兼容,无冲突的方法,即使您正在使用其他改变统计数据的mod,例如SkyTweak。


 -  ESO SkyShards(LE,SE) - 通过探索世界获得积分。


 - 平滑属性缩放(LE,可轻松转换为SE) - 使用技能级别而不是整体级别来缩放属性。 (没有用我的加载顺序测试它,但想在我的下一个游戏中尝试它)。


 - 有大量的mods可以让你交换龙灵魂的特权或统计数据。 (在搜索栏中输入“soul perk”,“dragon souls”或类似的内容)




第3步:获取提醒! (可选的)

现在我的mod没有时间跟踪功能,但我正在研究它。为了帮助您跟踪游戏时间,您需要某种计时器。我只是使用“九个税收”(LE,SE)mod和快递,它来收税,为我提供计时器和提醒。也许有办法更好地跟踪游戏时间,但这个对我有用。我通常会在升级之间将计时器设置为4-6天,但你必须弄明白,什么适合你,你希望你的游戏移动的速度,你自己的技能进步的速度等等。



第4步:释放战利品,但将敌人拉平(可选)

基于时间的敌人缩放系统的完美情况是,你在箱子,地下城等中找到的战利品是不平衡的,但是敌人和他们的武器/装甲都被夷为平地。有些模式可以让敌人和战利品都不平衡。显然,使用它们对基于时间的调平没有意义。所以,要注意这一点。

Morrowloot(LE,SE)和Morrowloot 4E版(LE)应该适合我的系统,但不适合Morrowloot Ultimate,因为它会使敌人不平衡。


对于我自己和那些感兴趣的人,我已经制作了自己的mod:Unleveled Loot和Minimalistic Gear(LE,SE),它是基于时间缩放的。它做了我需要的所有掠夺方法。



第5步:发挥创意! (强烈推荐)

因为我的mod可让你完全控制敌人练级(法术)的激活,你可以使用自己的规则制作自己的敌人缩放系统,并随时使用升级法术。动用你的想象力。以下是我的一些想法:


 - 你可以使用练级作为对死亡的惩罚(如果你不经常死亡)。


 - 你可以用等待作为惩罚。通过基于时间的缩放,等待=浪费时间=失去对敌人的优势。


 - 我刚刚测试了一个有趣的机制,我喜欢它:我禁用了生命再生(使用SkyTweak),使我的健康池更大(3000-4000点),停止使用任何治疗法术和恢复药水。升级是补充我的健康池的唯一方法。每当我的健康水平低于这一点时,当我开始听到我的角色的心跳时,我不得不升级。当然,这适用于基于时间的练级。有时我能活下来,直到快递来了,由于时间的限制,我不得不升级,有时我被迫提前升级,因为在战斗中失去了太多的健康......这很有趣:)


 - 您可以使用未调整的菜单模式来补充体验(我在Oldrim中使用SkyrimSouls);自动收获和自动销售模组;改变快速行驶速度的mods,取决于你想要的;替代开始和其他改变你的“关系”与时间的模式。


我想听听你的想法,伙计们!随意评论并分享!

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The usual enemy scaling is the most annoying feature of the offline single-player games for me. I hate it when my enemies get stronger as soon as I level-up. What's the point of getting experience if it makes your enemies stronger as well? Unleveling the game actually makes things even worse. Yes, you stop "sharing" your progress with your enemies, but is it really a good idea to play a game where you have the most OP advantage: you can get stronger, but your enemies can't? It's like playing a strategy game, where you can develop new technologies, you can improve your cities and armies, you can conquer new territories, but your enemies can't. Doesn't sound like a good idea to me. Even if in the beginning of the game your enemies are challenging, all you need to do is spend time in the game, and eventually you are going to "outrun" your opponents. Boring.

The Vanilla Scaling System
Advantages: Not known to me.
Disadvantages: "Self-improvement" becomes pointless at some point or even detrimental.

The Unleveled Game
Advantages: The absence of the disadvantages from the previous system :)
Disadvantages: Boring late game. Spend-time-to-win mechanics. Hard-to-make, often incompatible mods that overhaul almost EVERYTHING to make the game unleveled.

Location-Based Enemy Scaling
Advantages: Sometimes can be successfully used alongside with the time-based enemy leveling system.
Disadvantages: Turns an open-world game into... well, not so open. "You can go there, but not there"

The Time-Based Enemy Scaling System
Advantages:
- Both the early and the late game can be interesting and challenging.
- Like in the PVP games, you and your enemies become stronger independently of each other, but you have the same amount of time, and only your superior gaming skills and strategy will let you outrun, "outfarm", outperform and win the game.
- Time becomes an important resource, which by itself introduces an interesting new game mechanics to the game.
- It makes the game endlessly replayable (If you consider this an advantage)
- Uses the existing game mechanics, doesn't require too much "overhauling". Super-compatible (at least, my implementation of the idea)
- and so on...
Disadvantages: It's not for people, who just want to spend time in a game, doing nothing.



For now, my mod doesn't give you out-of-the box time-based scaling, it doesn't force your game to level up with the passage of time. It just gives you the tools to make your own scaling system (time-based or based on other conditions), and my guide explains, how to use it (and other mods) to make the time-based scaling.
Initially it started just as a guide on using already existing mods to achieve this goal. But now I was able to kind of turn it into a standalone mod, and still working on giving you out-of-the-box experience instead of just guide. But for now the system still partially depends on other mods, especially mods that help you keep track of time.



HOW IT WORKS  +  HOW TO USE  (GUIDE)
Most of the mods, like Experience treat the vanilla experience system as a part of the player's progression, treat the XP-gaining as something good, beneficial for the player. I've decided to take the unconventional route and completely untie the XP mechanics from the player (and tie it to time). With my system, leveling up is actually bad for you and good for your enemies. The vanilla player-leveling system becomes solely an enemy-scaling mechanics. Having level 15, for example, tells you nothing about the player's abilities, skills or stats. It only tells you something about the enemies and the rest of the world, not the player. You don't get stats for leveling up. All you get is stronger enemies.
This lets us use the vanilla mechanics, which makes enemies stronger on higher levels, to our advantage. And we don't have to overhaul anything. We don't need to get rid of the leveled lists or something like that. We may just unlevel loot a little bit, nothing more serious.


STEP 1: Install the mod
It requires the ConsoleUtil SSE
For now, my mod doesn't give you out-of-the box time-based scaling, it doesn't force your game to level up with the passage of time. It just gives you the tools to make your own scaling system (time-based or based on other conditions)
In Skyrim your overall level depends on the levels of all your skills. (Who came up with this?) So, the first thing we need to do is completely untie these things from each other. That's what my mod does, first of all. Also it gives you the spell with which you can trigger the leveling up whenever you need to do so. Leveling up this way doesn't give you stats or perk points. It only makes your enemies stronger (NPCs whose level depends on player's level). Of course, you'll have to decide in advance what would be the conditions of leveling up. (It's not necessarily time. Could be something else.)



STEP 2: Find alternative ways to gain stats, perks, etc.
There are lots of mods for that. Here are some of them:

- Buy Stats and Perks (LE,SE) - My mod, made with my enemy leveling system in mind. The most compatible, conflict-free way to add stats, even if you're using other mods that change stats, like SkyTweak.

- ESO SkyShards  (LE, SE) - Get perk points by exploring the world.

- Smooth Attribute Scaling (LE, easily convertable to SE) - scales attributes with the level of skills instead of overall level. (Haven't tested it with my load order, but want to try it in my next playthrough).

- There are tons of mods that let you trade dragon souls for perks or stats. (Type in the search-bar "soul perk", "dragon souls" or something like that)



STEP 3: Get a reminder!           (optional)
For now my mod doesn't have the time-tracking functionality, but I'm working on it. And to help you track your in-game time, you need some sort of a timer. I'm simply using the "Taxes of The Nine Holds" (LE, SE) mod and a courier, which comes to collect taxes, serves me as a timer and a reminder. Maybe there are ways to track in-game time better, but this one works for me. I usually set the timer for 4-6 days between level-ups, but you'll have to figure out, what suits you, at what pace you want your game to be moving, at what pace your own skills progress, etc.


STEP 4: Unleveled loot, but leveled enemies           (optional)
The perfect situation for the time-based enemy scaling system is when the loot you find in chests, dungeons, etc. is unleveled, but the enemies and their weapons/armor are leveled. There are mods that make both enemies and loot unleveled. Using them, obviously, doesn't make sense with the time-based leveling. So, be aware of this.
Morrowloot (LE, SE) and Morrowloot 4E Edition (LE) should go well with my system, but not the Morrowloot Ultimate, because it makes enemies unleveled.

For myself and for those who are interested, I've made my own mod: Unleveled Loot and Minimalistic Gear (LE, SE), which is made with the time-based scaling in mind. It does everything I need loot-wise.


STEP 5: Get creative!           (highly recommended)
Because my mod gives you full control over the activation of the enemy leveling (the spell), you can make your own enemy scaling system with your own rules and use the level-up spell whenever you want. Use your imagination. Here are some of my ideas:

- You can use leveling as a punishment for death (if you don't die too often).

- You can use waiting as a punishment. With time-based scaling, waiting = wasting time = loosing your advantages over your enemies.

- I've just tested an interesting mechanics, and I liked it: I disabled health regeneration (with SkyTweak), made my health pool a lot bigger (3000-4000 points), stopped using any healing spells and restoration potions. Leveling Up was the only way to replenish my health pool. And every time my health level dropped below the point, when I started hearing my character's heartbeat, I had to level up. Of course, this works well with the time-based leveling. Sometimes I was able to survive up until the time, when the courier came and I had to level up because of the time constrains, sometimes I was forced to level up earlier, because of loosing too much health in fights... That was fun :)

- You can use the unpaused menu mods to complement the experience (I'm using the SkyrimSouls in Oldrim); auto-harvest and auto-sell mods; mods that change the fast-traveling speed, depending on what you want; alternative start and other mods that change your "relationship" with time.

And I'd like to hear your ideas, guys! Feel free to comment and share them!

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