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作者:Narue
发布:uskxbys3usb
发布日期:2019-07-26 14:29:18
更新时间:2019-07-26 14:29:18
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Frostbite为Skyrim增加了一个简单轻便的寒冷天气识别系统。当在外面的元素,或在冰冷的内部位置,你的体温逐渐降低。在室内或站在火源等热源附近时,会抵消寒冷的温度,并使体温迅速升高。


这个模式的目标是在不引入“生存”迷你游戏或阻止探索的情况下,给予天际的气氛更加身临其境的效果。与往常一样,mod应该平衡沉浸与有趣的游戏玩法。此外,Frostbite旨在与其他mods和游戏风格广泛兼容。


这个怎么运作


冻结将默认启用,但可以在提供的MCM中禁用。在室外时,环境温度取决于当前的天气和时间。有四种可能的温度:温暖,中性,凉爽和冷。当太阳低于视角时,温度降低一步。当太阳高于视角并且天气宜人时,温度会增加一步。积极游泳时,温度也会降低一步。


内部区域基本上是温暖的,但是冰冷的内部被默认为冷。如果内部区域未被识别为冷,或者是由另一个mod添加的区域,则可以将位置或单元格添加到Frostbite MCM中的已识别表单列表中。


当地的热源,例如篝火,会使环境温度升高。如果您发现自己在没有火灾的情况下被困在元素中,炖菜和汤也会产生变暖效果。当食用不在基础游戏中的食物时,你会被问到Frostbite应该如何对它进行分类。


当玩家的体温降低到可配置的水平时,属性再生就会停止(尽管像药水这样的buff会起作用)。当玩家的体温降低到另一个可配置级别时,每个轮询间隔都会主动损坏属性。可以在MCM中配置受影响的属性,但默认值为stamina和magicka。请注意,当启用健康效果时,如果您的体温太低太长时间,就有可能死亡。


Frostbite提供了一个小部件,可以将当前环境温度和玩家当前体温显示为进度条。当您的体温低于再生或损伤阈值时,小部件将闪烁。小部件温度颜色为冷蓝色,浅蓝色为冷色,白色为中性,红色为暖色。


虽然设置相对较少,但它们都可以在Frostbite MCM中配置。


安装


Frostbite在游戏中安装是安全的。


使用您喜欢的mod管理器,只需安装并启用该插件即可。如果窗口小部件最初没有出现,请快速保存并重新加载。在某些情况下,例如新游戏,小部件仅出现在重新加载中(我仍在试图找出原因)。


兼容性


Campfire的热源和Hunterborn的温暖食物默认是兼容的。其他添加食物的食物在食用时会自动识别,玩家可以选择是否加温。这个选择将在游戏的剩余时间内被记住。


Bruma等其他新土地也基本兼容。室外区域的功能与Skyrim相同,可根据需要在MCM中添加冷区域。


常问问题


问:为什么只有天气和时间?

答:在一个区域内跟踪玩家的位置并调整环境温度是可能的(Frostfall和Hypothermia使用这种方法),唯一合理的方法是使用世界空间坐标。这大大降低了广泛的兼容性,因为任何新的土地都需要补丁。我确实尝试过区域跟踪,最终还不足以证明兼容性为负。


问:是否跟踪了湿度?

答:部分。阴雨天气默认为寒冷,就像下雪天气一样,游泳会降低环境温度。但是,跟踪饱和度超出范围会使脚本变得最小,因此我选择不包含它。游泳尤其是尽可能简单,因为在任务期间你必须游泳。在我看来,劝阻游泳过多会是一个突破性的特征。


问:如何追踪衣服和盔甲?

答:没有跟踪服装和盔甲。虽然我认为这是一个非常沉浸式的功能,并希望包含它,但有两个重要原因,我没有。首先,鉴于衣服和盔甲模型是最常见的,它是兼容性的噩梦。其次,我不想惩罚那些根据外表选择服装而不是从中获得潜在温暖的玩家。

问:是否支持吸血鬼或狼人?

答:扮演吸血鬼或狼人时没有区别。 我明确选择了这个,因为我不想添加另一个成为或不成为吸血鬼/狼人的理由。 但是,这样的功能并没有完全脱离桌面。


问:不同的种族/性别对温度有不同的反应吗?

答:不可以。种族/性别选择应完全基于偏好。 给一个人带来可衡量的利益或对另一个人造成损害将对某些玩家造成不必要的惩罚。

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Frostbite adds a simple and lightweight cold weather recognition system to Skyrim. When outside in the elements, or in an icy interior location, your body temperature reduces gradually. When indoors or standing near a heat source such as fire, the cold temperature is counteracted and your body temperature increases quickly.

The goal of this mod is to give the climate of Skyrim a more immersive effect without introducing a "survival" mini-game or discouraging exploration. As always, a mod should balance immersion with fun gameplay. Additionally, Frostbite is designed to be widely compatible with other mods and play styles.

How It Works

Frostbite will be enabled by default, but can be disabled in the provided MCM. When outdoors, ambient temperature is determined by the current weather and time of day. There are four possible temperatures: warm, neutral, cool, and cold. When the sun is below a viewing angle, the temperature is reduced by one step. When the sun is above a viewing angle and the weather is pleasant, the temperature is increased by one step. When actively swimming, temperature is also reduced by one step.

Interior zones are largely warm, but icy interiors are recognized as cold by default. If an interior zone is not recognized as cold, or is a zone added by another mod, either the location or the cell can be added to the recognized form lists in the Frostbite MCM.

Local heat sources, such as a camp fire, will boost the ambient temperature to warm. Stews and soups also have a warming effect if you find yourself stuck out in the elements without a fire. When consuming a food that is not in the base game, you will be asked how Frostbite should classify it.

When the player's body temperature reduces to a configurable level, attribute regeneration is stopped (though buffs such as potions will still have an effect). When the player's body temperature reduces to another configurable level, attributes are actively damaged on each polling interval. The attributes that are affected can be configured in the MCM, but the default is stamina and magicka. Note that when health effects are enabled, there is a chance of dying if your body temperature is too low for too long.

Frostbite provides a widget that shows both the current ambient temperature and the player's current body temperature as a progress bar. The widget will flash when your body temperature is below either the regen or damage thresholds. The widget temperature colors are blue for cold, light blue for cool, white for neutral, and red for warm.

While there are relatively few settings, all of them are configurable in the Frostbite MCM.

Installation

Frostbite is safe to install mid-game.

Using your favorite mod manager, simply install and enable the plugin. If the widget does not appear at first, quicksave and reload. In some cases such as a new game the widget only appears on a reload (I'm still trying to figure out why).

Compatibility

Campfire's heat sources and Hunterborn's warming foods are compatible by default. Other mod-added foods will be automatically identified when consumed and the player can choose whether they are warming or not. This choice will be remembered for the remainder of the game.

Additional new lands such as Bruma are also largely compatible. The outdoor areas will function the same as Skyrim, and cold interior zones can be added in the MCM as needed.

FAQ

Q: Why only weather and time of day?
A: While tracking the position of the player within a region and adjusting the ambient temperature is possible (Frostfall and Hypothermia use this approach), the only reasonable method for that is using worldspace coordinates. This drastically reduces wide compatibility because a patch would be required for any new lands. I did try region tracking, and ultimately it wasn't better enough to justify the compatibility negative.

Q: Is wetness tracked?
A: Partially. Rainy weather defaults to cold, just like snowy weather, and swimming reduces the ambient temperature. However, tracking saturation beyond that complicates the s cripts for minimal gain, so I chose not to include it. Swimming in particular is as simple as possible because there are times during quests when you must swim. Discouraging swimming too much would be a breaking feature, in my opinion.

Q: How are clothing and armors tracked?
A: Clothing and armors are not tracked. While I think it's a very immersive feature and would like to include it, there are two big reasons why I did not. First, it's a compatibility nightmare given that clothing and armor mods are among the most common. Second, I do not want to punish players who choose clothing based on appearance rather than the potential warmth gained from it.

Q: Are vampires or werewolves supported?
A: There is no difference when playing as a vampire or werewolf. I explicitly chose this because I didn't want to add another reason to become or not become a vampire/werewolf. However, such a feature is not completely off the table.

Q: Do different races/sexes respond differently to temperature?
A: No. Race/sex choice should be entirely based on preference. Giving one a measurable benefit or detriment over another would be unnecessarily punishing for some players.


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1.版本号: 1.0   更新时间: 2019-07-26 14:47:29

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