神秘主义 - 魔术大修

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在3DM Mod站下载上古卷轴5:重置版最新的神秘主义 - 魔术大修 Mod,由Simon Magus制作。kgod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!

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Mod作者: Simon Magus Mod版本: 1.0.7 Mod大小: 208 KB 更新时间: 2019-08-16 15:31:43 发布时间: 2019-08-16 15:31:43

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神秘主义-魔术大修


神秘主义是一个全面的魔术大修,增加200多个精心平衡的法术游戏。这些咒语的设计让人觉得它们属于天边的世界,无论从机械上还是在美学上都是如此。你可以从小贩那里购买,从地牢里掠夺,或者在世界各地精心挑选的地点找到他们。这些法术中有许多是从以前的游戏中重新引入魔法原型的,或者扩展到新的魔法原型上(比如太阳魔法和灰魔法)。除了增加新的法术外,神秘主义还大量地重塑了一些香草法术。通过添加新法术和重新平衡现有法术作为同一项目的一部分,神秘主义能够在游戏的早期、中期和后期为用户提供连贯和平衡的魔法体验。

特征

对香草咒语的全面平衡调整

世界上增加了200多个新咒语

供应商调整以增加风味和增强角色扮演

世界各地罕见的法术

对香草卷轴进行了数十次平衡调整和错误修复

几乎完全没有脚本,对性能没有影响。

创造性地利用香草资产实现高质量、视觉有趣的效果

大师法术的完全重制,大大提高了它们的效用

即将到来

100多个模式化法术和香草法术的新法杖

对香草柱和员工技工的调整

与您最喜欢的员工替代者的兼容性

100多个新卷轴的香草和变形法术

蚀变

在香草,改变主要是一所学校的防御魔法,有一点实用的一面。神秘主义大大增加了防御潜力的改变,并增加了几十个新的实用程序选项,如包Mule和SlowFall。此外,神秘主义还增加了几个新的选项来控制或调出敌人,使改变成为几乎每一种游戏风格的终极支持学校。

肉身法术被显著削弱了。龙皮不再使对法师护甲的投资无效。

增加新法术暂时增加元素抵抗力。一次只能抵抗一个元素。

新的实用法术允许玩家打开锁,增加移动速度或携带重量,甚至可以增强徒手伤害。

火、霜、休克和毒药法术的弱点已经被引入作为元素防御法术的对应物。

新法术允许改变法师来减少敌人的攻击伤害,调出敌人的护甲,甚至伤害矮人的自动装置。

瘫痪已转移到幻象中(对不起!)

灰魔法被重新设计为瘫痪的替代品。除了灰碎片和灰符文,你现在可以降低敌人的移动速度,例如包围世界或重量的法术。

心灵感应法术现在是一个可靠的伤害来源。如果你对此感兴趣的话,你可以通过向他们扔奶酪轮来杀死土匪。

标记和回忆法术允许快速绕天边旅行。

拼写列表

破坏者:



魔咒

符咒允许它的实践者从Oblivion的层面召唤强大的生物。不幸的是,在香草天际争霸,它似乎只有两三种生物在其中。各种可用的召唤已经在神秘主义中得到了极大的扩展,让玩家在机械上和美学上都有更多的选择。此外,符咒已经收到了几种新的实用法术来帮助管理召唤,并且绑定武器现在整个游戏中是可行的。

数十种新的法术召唤幽灵掠食者,Dremora,骷髅,阴影,邓默祖先灵魂,甚至矮人的自动装置!

召唤是平衡的三个原型:近战伤害-交易商,远程伤害-经销商和坦克。每个原型都有自己的优点和弱点。 

复活法术现在影响更高水平的目标时,双重施放。

几种新的实用法术允许术士解散并治愈他们的召唤。

驱逐Daedra现在是对各种类型的Daedra造成伤害的强大来源。

新技能,专家和大师级绑定武器。


拼写列表

破坏者:



毁灭

毁灭学校是希望造成远程伤害的法师的默认选择。不幸的是,在Vanilla Skyrim,破坏造成的伤害很早就消失了,学校在比赛后期的使用也不尽如人意。神秘主义增加了许多新的毁灭法术,特别是对大师等级,以便允许毁灭扩展到游戏后期,而不大规模地破坏早期和中期游戏的平衡。它还增加了消耗生命、魔法和耐力的新法术,增加了毁灭魔法在其他游戏风格中的效用。

微妙的调整成本和弹丸重量使每个元素感觉更独特。

一个全面的解决方案,“霜慢的错误”,将工作的大多数模式的设置。

几个你最喜欢的毁灭法术的新版本,以提供更多的变化,在游戏发挥,因为你的水平。

新的法术原型,如触觉法术,允许你在近战范围内默默伤害敌人。

新法术允许毁灭法师吸收敌人的生命、魔法和耐力。

来自Magicka或耐力的目标抵抗吸收他们各自资源的法术,防止几个香草的利用。

O使用二十打大师法术,允许毁灭扩展到游戏后期。


拼写列表

破坏者:


幻象

在香草天边,幻象被限制在马弗斯,隐形,和一些人群控制法术,不幸的是没有改变的麻痹法术的力量。神秘主义极大地扩展了幻象对人群控制的选择,既恢复了幻象的瘫痪,又增加了新的原型,如沉默和指挥。此外,它增加了几种新的法术,如魅力,反射,庇护所,和快银。

幻想是平衡的高Magicka成本和相对保守的目标水平。你需要大量投资于幻象,才能使用它最强大的法术。

平静法术的掌握等级和魔法消耗已经被调整,以便为幻象法师提供更平滑的进展,特别是在低等级时。

瘫痪现在是幻象学校的一种水平效应。

两个新的原型,沉默和指挥,给予幻象法师更多的选择来主宰战场。

魅力,诱骗和催眠让幻象法师将他们的技能应用到天边的商人身上。

几种新的实用法术允许幻象法师保护自己不受伤害,减缓他们对时间的感知,并将伤害反馈到攻击者身上。

新法术,如变色龙和暗影面具,增强幻象的隐身能力。


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破坏者:



恢复

在香草天边,恢复是一个一维的学校,允许玩家立即恢复大量的健康为非常小的Magicka。神秘主义用专注法术取代所有火和遗忘治疗法术。这大大增加了按需治疗的机会成本.作为回报,神秘主义在恢复法师的装备中增加了几个新的工具,例如随着时间的推移恢复生命的法术,暂时增加最大生命值的法术,以及减轻来袭伤害的法术。 现在恢复比以往任何时候都更强大,但它的特权是精心准备,而不是垃圾邮件,即时愈合。另外,变身亡灵法术得到了显著的提升,太阳法术也得到了极大的扩展。一种新的毒药法术使恢复法师能够像任何毁灭法师一样有效地伤害生物目标。

快速治疗、近距离伤害和大治疗现在是具有高魔法成本的集中法术。

新治疗之光法术每秒恢复少量的生命值,持续5分钟。

新的再生法术允许玩家在15秒内恢复大量的生命值。

新的仪式法术创造神圣的圈,治疗施法者,增加他们的魔法抵抗,只要他们留在里面。

病房要强大得多,他们现在抵抗一定比例的物理伤害,而不是增加护甲。

新调音法术增加施法者的最大生命值一分钟。如果施法者的生命值很低,这些法术是致命的!

使亡灵法术消耗更少,冲锋速度更快,影响更高等级目标,在双重施放时增加其强度,并造成伤害。他们现在是对付亡灵的毁灭性武器。

新的太阳法术将进一步增强恢复法师毁灭亡灵的能力。

随着时间的推移,新的毒药法术会造成严重的伤害。


拼写列表

破坏者:


特殊法术和供应商变化

神秘主义对少数供应商进行调整,以提高作为法师的整体体验。具体而言,它确保每个魔法学校至少有一个专家供应商以外的温特霍尔德学院。有些卖主,如Talvas Fathryon或Florentius Baenius,有着其他供应商找不到的独特的咒语..神秘主义也把一些独特的咒语放在世界各地作为战利品。如果你很难找到这些咒语,或者你现在不想去索尔西姆或灵魂山,别担心!T型他大学是一个暗影精灵的家,他靠卖其他法师无法拿到的东西为生。如果你在寻找一个无法从学院其他成员那里买到的咒语,就去拜访他,看看他有什么存货。

罕见和强大的法术手放在整个天空边缘的战利品。

Sybille Stentor,Falion,Feran Sadri,Festus Krex,Florentius Baenius和Tavlas Fathryon现在为他们各自的魔法学校销售专家咒语。

太阳魔法和灰魔法分别只能从道恩加德和特尔密斯林获得。当你完成恢复和改变仪式的任务时,新的法术就可以使用了。

一些神秘主义中最强大的咒语只有在世界上找到它们才能获得,在很多情况下都是由有权势的老板把守的!

在学院的一个特殊的供应商将有一个旋转的咒语的清单,否则是不可用的,如果你想尝试你的运气。

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破坏者:


兼容性

神秘主义不会造成重大的兼容性问题。它编辑香草法术(尽可能使用原始记录),添加新的法术到默认的水平列表,并改变少数商人的胸部。像大多数编辑水平列表的MOD一样,您可能需要使用诸如Wrye Bash这样的工具来为您的水平列表创建补丁,特别是如果您有多个编辑等级列表的模块。

神秘主义是100%兼容其他法术包,特别是魔像启示录和遗忘魔法重做。神秘主义是99%兼容协调员的盒子,我已经为其他1%的补丁。加载后的神秘主义,以便它可以覆盖我的编辑的魔法效果破坏额外。神秘主义是否与其他福利大修兼容,取决于它们的建造是否考虑到了兼容性。

神秘主义编辑了一小部分商人的箱子,以便以一种有趣的方式在世界各地传播它的咒语。只有一个NPC被触摸(FestusKrex),所以神秘主义不会造成黑脸或与NPC大修不相容。我对商人的大部分修改将与其他法术包兼容(所以如果你同时下载了神秘主义和启示录,Festus将出售启示录法术)。

常见问题

我不喜欢你对香草咒语的改变,但我想下载你的新咒语。你能做一个独立的版本吗?

目前,我不愿意发布一个独立版本的我的新法术或我的香草法术调整。要使我的香草法术调整的独立版本,我需要重新评估和重新平衡几乎每一个变化。同样,我的新法术的平衡在很大程度上取决于我对香草法术所做的编辑。简而言之,神秘主义被设计成一个单一的连贯系统,而我不可能在不打破它的情况下把这个系统一分为二。但是,我的权限是开放的,任何想要创建一个独立拼写包的人都可以在Nexus上保存它,只要您信任我。

神秘主义是否给NPC法师增添了新的法术?

在全国人民代表大会法师身上增加新的法术将需要敌人的大刀阔斧的改革,这将超出神秘主义的范围。然而,香草法术的变化和爱好者也会影响敌人。法师遭遇将是一个很好的更困难的安装神秘主义。

我太虚弱了,你的模式坏了!

神秘主义的一般平衡方案是,香草游戏中魔法的力量在游戏的早期和中期“大部分都很好”,而它真正需要的只是一些更有魅力的东西来帮助它扩展到游戏后期。在毁灭和恢复中的伤害处理法术尤其如此。这包里没有咒语外错觉被设计成一击迷因法术来摧毁你道路上的一切。

我太强大了,你的Mod坏了!

最终,Skyrim是一个单一玩家的力量幻想,在一天结束的时候,如果你试图做到这一点,你总是会被压倒的。我试图创建一个系统,顺利进行,但这是用户的责任,平衡自己的游戏。考虑增加难度,或增加战斗模式,以使你的战斗更吸引人,如果你觉得你太强大了。

你什么时候才能用你的生命去做什么有价值的事?

说真的爸爸怎么回事

我发现了一个窃听器!我该怎么办?

报告它,无论是在注释或错误选项卡,所以我可以尝试尽快修复它!您可以包含的任何额外的细节(bug发生的地方,您正在做什么,以及您正在使用的其他MOD)将非常有助于跟踪问题的根源。

这个模式需要USSEP吗?

没有,但我已经尝试过从USSEP的任何似乎相关的改变。在某些地方,由于神秘主义的原因,我偏离了USSEP(例如,当我使双重投射影响到危险时,我稍微降低了火之墙的伤害)。

学分

首先,我要感谢护栏在过去的几个月里帮了我无数个小时。我所知道的几乎所有关于模式化的东西,我都是从他那里学到的,没有他的帮助,神秘主义就不会存在。

我也要感谢埃奈·西亚恩(EnaiSiaion)他是我不断获得创意和技术灵感的源泉。就像你们中的许多人一样,我已经投入了数千小时的时间在他的MODS中,它塑造了我对Skyrim的看法。

我还要感谢我的朋友维克托F,他在这个项目中给予了广泛的帮助。

还有几个人以有意义的方式为神秘主义的发展作出了贡献,值得特别提及和我的感谢。三权帮助一些脚本,并教我如何调整这个项目的Nifs。斯奎特、皮埃尔、斯塔尔林姆、特鲁伊·德维尔·福克斯和佩德罗辛花了无数个小时让我从他们身上拿出一些想法,并给我建议、反馈和建议。没有他们的帮助,没有他们的友谊,这种模式就不会存在。电炉在整个过程中,r/enairim不和谐服务器的几个成员提供了支持和反馈,并参与了一个封闭的测试版,帮助捕获了几个bug。

最后,我要感谢我的妻子在过去的几个月里忍受了我,因为我痴迷于这个项目,并且在我们生命中的一个艰难时期,当我追求我的激情时,我支持了我。

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Mysticism - A Magic Overhaul


Mysticism is a comprehensive magic overhaul that adds over 200 meticulously balanced spells to the game. These spells are designed to feel like they belong in the world of Skyrim, both mechanically and aesthetically. You can purchase them from vendors, loot them from dungeons, or find them hand-placed in carefully chosen locations around the world. Many of these spells reintroduce magical archetypes from previous games, or expand on new magical archetypes introduced in Skyrim (such as Sun magic and Ash magic). In addition to adding new spells, Mysticism also heavily reworks a number of Vanilla spells. By adding new spells and rebalancing existing spells as part of the same project, Mysticism is able to offer users a coherent and balanced magical experience throughout the early, middle, and late game. 

Features 

Sweeping balance adjustments to Vanilla spells 

Over 200 new spells added to the world 

Vendor tweaks to add flavor and enhance roleplay 

Rare spells hand-placed around the world

Dozens of balance adjustments and bug fixes for Vanilla scrolls

Almost entirely scriptless, no impact on performance

Creative use of Vanilla assets for high quality, visually interesting effects 

A complete rework of Master spells that significantly increases their usefulness


Coming Soon

Over one hundred new staves for modded and Vanilla spells 

Tweaks to Vanilla staves and staff mechanics 

Compatibility with your favorite staff replacers 

Over one hundred new scrolls for Vanilla and modded spells 


Alteration 

In Vanilla, Alteration is primarily a school for defensive magic, with a little utility on the side. Mysticism significantly increases the defensive potential of Alteration and adds dozens of new utility options, such as Pack Mule and Slowfall. In addition, Mysticism also adds several new options to control or debuff enemies, making Alteration the ultimate support school for just about every playstyle.

Flesh spells have been significantly buffed. Dragonhide no longer invalidates investment in the Mage Armor perk.

New spells have been added to temporarily increase elemental resistances. Only one element can be resisted at a time. 

New utility spells allow the player to open locks, increase movement speed or carry weight, or even bolster unarmed damage.

Weakness to Fire, Frost, Shock, and Poison spells have been introduced as inverse counterparts to elemental defense spells. 

New spells allow Alteration mages to reduce enemy attack damage, debuff enemy armor, and even damage Dwarven automatons.

Paralysis has been moved to Illusion (sorry!).

Ash Magic has been redesigned as a replacement for Paralysis. In addition to Ash Shard and Ash Rune, you will now be able to reduce enemy movement speed with spells such as Encumber or Weight of the World.

Telekinesis spells now serve as a reliable source of damage. You will be able to kill bandits by throwing cheese wheels at them, if you're into that. 

Mark and Recall spells allow for quick travel around Skyrim.


Spell List 

Spoiler:  

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Conjuration 

Conjuration allows its practitioners to summon powerful creatures from the Planes of Oblivion. Unfortunately, in Vanilla Skyrim, it seems that Oblivion only had two or three creatures in it. The variety of available summons has been greatly expanded in Mysticism, allowing the player more options both mechanically and aesthetically. In addition, Conjuration has received several new utility spells to help manage summons, and Bound Weapons are now viable throughout the game.

Dozens of new spells to summon ghostly predators, Dremora, skeletons, shades, Dunmer ancestor spirits, and even Dwarven automatons! 

Summons are balanced around three archetypes: melee damage-dealers, ranged damage-dealers, and tanks. Each archetype has its own set of strengths and weaknesses. 

Reanimation spells now effect higher level targets when dual cast.

Several new utility spells allow Conjurers to dismiss and heal their summons.

Banish Daedra is now a potent source of damage against Daedra of all kinds.

New Adept, Expert, and Master-level Bound Weapons. 


Spell List

Spoiler:  

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Destruction 

The School of Destruction is the default choice for mages who wish to deal ranged damage. Unfortunately, in Vanilla Skyrim, the damage dealt by Destruction tapers off very early, and the school is unsatisfying to use in the late game. Mysticism adds many new Destruction spells, especially to the Master level, in order to allow Destruction to scale into the late game without massively interrupting the balance of the early and middle game. It also adds new spells that drain Health, Magicka, and Stamina, increasing the utility of Destruction magic for other playstyles. 

Subtle tweaks to cost and projectile weight make each element feel more unique.

A comprehensive solution to the "frost slow bug" that will work for most modded setups. 

Several new versions of your favorite Destruction spells to offer more variety in gameplay as you level up.

New spell archetypes, such as Touch spells that allow you to silently harm enemies in melee range.

New spells allow Destruction mages to absorb Health, Magicka, and Stamina from enemies. 

Targets who are out of Magicka or Stamina resist spells that absorb their respective resource, preventing several Vanilla exploits.

Over two dozen Master spells, allowing Destruction to scale well into the late game.


Spell List

Spoiler:  

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Illusion

In Vanilla Skyrim, Illusion is limited to Muffle, Invisibility, and a few crowd control spells that are unfortunately less powerful than Alteration’s paralysis spells. Mysticism greatly expands Illusion’s options for crowd control, both by returning paralysis to Illusion, and by adding new archetypes such as Silence and Command. In addition, it adds several new types of spells such as Charm, Reflection, Sanctuary, and Quicksilver. 

Illusion is balanced around high Magicka costs and relatively conservative target levels. You will need to invest heavily in Illusion in order to use its most powerful spells. 

The mastery rank and Magicka cost of Calm spells has been adjusted to provide smoother progression for the Illusion mage, especially at low levels.

Paralysis is now a leveled effect in the school of Illusion.

Two new archetypes, Silence and Command, give the Illusion mage more options to dominate the battlefield.

Charm, Beguile, and Mesmerize let Illusion mages apply their skills to Skyrim’s merchants.

Several new utility spells allow Illusion mages to protect themselves from harm, slow their perception of time, and reflect damage back on their attackers.

New spells such as Chameleon and Shadowmask enhance Illusion’s stealth capabilities.


Spell List

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Restoration 

In Vanilla Skyrim, Restoration is a one-dimensional school that allows the player to instantly restore large amounts of Health for very little Magicka. Mysticism replaces all fire and forget healing spells with concentration spells. This greatly increases the opportunity cost of on-demand healing. In return, Mysticism adds several new tools to the Restoration mage's kit, such as spells that regenerate Health over time, spells that temporarily increase maximum Health, and spells that mitigate incoming damage. Restoration is now more powerful than ever, but it privileges careful preparation instead of spamming massive, instant-cast heals. In addition, Turn Undead spells have been significantly improved, and Sun spells have been greatly expanded. A new line of poison spells allow Restoration mages to harm living targets as effectively as any Destruction mage.

Fast Healing, Close Wounds, and Grand Healing are now concentration spells with high Magicka costs.

New Healing Light spells restore a small amount of Health per second for five minutes.

New Regeneration spells allow the player to restore a significant amount of Health over fifteen seconds.

New Ritual spells create holy circles that heal the caster and increase their Magic Resistance as long as they remain inside.

Wards are much stronger, and they now resist a fixed percentage of physical damage instead of increasing armor. 

New Attunement spells increase the caster’s max health for one minute. These spells can be fatal if they wear off while the caster's health is low! 

Turn Undead spells cost less, charge faster, effect higher level targets, increase their magnitude when dual cast, and deal damage. They are now a devastating weapon against the undead.

New sun spells further enhance the Restoration mage’s ability to destroy the undead.

New poison spells deal heavy damage over time.


Spell List 

Spoiler:  

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Special Spells and Vendor Changes

Mysticism makes adjustments to a small number of vendors in order to improve the overall experience of playing as a mage. Specifically, it ensures that each school of magic has at least one Expert vendor outside the College of Winterhold. Some of these vendors, such as Talvas Fathryon or Florentius Baenius, have unique spells that you won't find at (most) other vendors. Mysticism also hand-places some unique spells as loot throughout the world. If you're have trouble finding these spells, or you don't want to make the trip to Solstheim or the Soul Cairn right now, don't worry! The College is home to a certain shady elf who makes a living selling items that other mages can't get their hands on. If you're looking for a spell that can't be bought from other members of the College, pay him a visit and see what he has in stock.

Rare and powerful spells hand-placed as loot throughout Skyrim.

Sybille Stentor, Falion, Feran Sadri, Festus Krex, Florentius Baenius, and Tavlas Fathryon now sell Expert spells for their respective schools of magic.

Sun magic and Ash magic are only available from the Dawngard and Tel Mithryn, respectively. New spells will become available when you complete the Restoration and Alteration ritual quests.

Some of the most powerful spells in Mysticism can only be acquired by finding them in the world, in many cases guarded by powerful bosses!

A special vendor in the College will have a rotating inventory of spells that are otherwise unavailable, in case you want to try your luck.


Spell List

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Compatibility

Mysticism will cause no major compatibility issues. It edits Vanilla spells (using the original records whenever possible), adds new spells to the default leveled lists, and changes a small number of merchant chests. Like most mods that edit leveled lists, you may need to use a tool such as Wrye Bash to create a patch for your leveled lists, especially if you have more than one mod that edits the leveled lists for spells. 

Mysticism is 100% compatible with other spell packs, especially mods like Apocalypse and Forgotten Magic Redone. Mysticism is 99% compatible with Ordinator out of the box, and I have provided a patch for the other 1%. Load Ordinator after Mysticism so that it can overwrite my edits to the magic effects for Destruction perks. Whether Mysticism is compatible with other perk overhauls depends on whether or not they were built with compatibility in mind.

Mysticism edits a small number of merchant chests in order to distribute its spells across the world in an interesting way. Only one NPC is touched (Festus Krex), so Mysticism will not cause black face or any incompatibilities with NPC overhauls. Most of my changes to merchants will be compatible with other spell packs (so if you have both Mysticism and Apocalypse downloaded, Festus will sell Apocalypse spells).

FAQ 

I don’t like your changes to Vanilla spells, but I want to download your new spells. Will you make a standalone version? 

Currently, I am unwilling to release a standalone version of either my new spells or my Vanilla spell tweaks. To make a stand-alone version of my Vanilla spell tweaks, I would need to reevaluate and rebalance almost every single change. Similarly, the balance of my new spells is heavily dependent on the edits I have made to Vanilla spells. In short, Mysticism was designed as a single coherent system, and I can’t split that system in half without breaking it. However, my permissions are open, and anyone who would like to is welcome to create a stand-alone spell pack and host it on the Nexus as long as you credit me. 

Does Mysticism add its new spells to NPC mages?

Adding new spells to NPC mages would require a massive enemy overhaul, and would be out of scope for Mysticism. However, the changes and buffs to Vanilla spells will effect enemies as well. Mage encounters will be a good bit more difficult with Mysticism installed.

I’m way too weak, your mod is broken! 

The general balancing scheme of Mysticism is that the power of magic in the Vanilla game was “mostly fine” in the early and the middle game, and that all it really needed was some more oomph to help it scale into the late game. This is especially true for the damage-dealing spells in Destruction and Restoration. None of the spells in this pack outside Illusion are designed to be one-shot meme spells that destroy everything in your path. 

I’m way too powerful, your mod is broken! 

Ultimately, Skyrim is a single-player power fantasy, and at the end of the day you’re always going to be overpowered if you try to be. I have attempted to create a system with smooth progression, but it’s the user’s responsibility to balance their own game. Consider increasing the difficulty, or adding a combat mod to make your battles more engaging, if you feel you’re too strong.

When are you ever going to do anything worthwhile with your life? 

Seriously Dad what the fuck

I found a bug! What should I do?

Report it, either in the comments or in the bugs tab, so I can try to fix it as soon as possible! Any extra details you can include (where the bug happened, what you were doing, what other mods you were using) would be super helpful in tracking down the source of the issue. 

Does this mod require USSEP?

No, but I’ve tried to forward changes from USSEP wherever it seemed relevant. In some places I’ve diverged from USSEP due to reasons unique to Mysticism (for instance, I slightly reduced the damage of Wall of Fire once I made dual casting affect the hazard).

Credits 

First off, I would like to thank Parapets for countless hours helping me over the past several months. Almost everything I know about modding, I learned from him, and Mysticism would not exist without his help. 

I'd also like to thank EnaiSiaion, who is a constant source of creative and technical inspiration for me. Like many of you, I've sunk thousands of hours into his mods, and it's shaped the way I think about Skyrim. 

I'd also like to thank my friend VictorF for his extensive help with this project.

Several others contributed to the development of Mysticism in meaningful ways, and deserve special mention and my thanks. powerofthree helped with a few scripts and taught me how to tweak nifs for this project. Squittle, Pierre, Stalhrim, TrueDevilFox, and Pedrosian spent countless hours letting me bounce ideas off them, and giving me suggestions, feedback, and advice. This mod wouldn't exist without their help, or their friendship. ElectricSparx and several members of the r/Enairim discord server provided support and feedback throughout the process, and participated in a closed beta that helped to catch several bugs. 

Finally, I'd like to thank my wife for putting up with me for the last several months as I obsessed over this project, and for supporting me as I pursued my passions during a difficult period in our life.


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