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Magic Perks Minor Changes

作者:Alexcbrazill
发布:davysnet
发布日期:2019-08-22 09:49:22
更新时间:2019-08-22 09:49:22
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1.0
上古卷轴5:重置版
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NMM或Vortex安装说明:按下使用管理器下载按钮并安装mod将使用mod管理器的方式。


手动安装说明:按下手动下载按钮。完成下载后,使用WinRar或WinZip打开文件。将所有文件解压缩到Skyrim Special Edition目录中。例如:“C:\ Program Files(x86)\ Steam \ steamapps \ common \ Skyrim Special Edition \ data”。确保它在Skyrim特别版的数据文件夹中。通过mod管理器或Skyrim启动器的数据文件部分启用mod。


如果没有Enchanting Perk树,我从未真正想到成为一名毁灭主人的法师会感到非常有益。我希望有一个魔术大师的角色,而不需要拥有我从不关心的某棵树。即使没有他们的魔法长袍,毁灭大师也不应该没有任何问题施放新手法术吗?某个树的学徒不应该在不使用太多magicka的情况下从同一棵树中施放简单的法术吗?在我决定要测试自己并看看自己是否可以自己完成之前,我没有仔细查看关系。


这些是我在五棵魔法树(幻觉,召唤,毁灭,改变和恢复)中所做的改变:


新手特权:我没有用新手特权改变任何东西。召唤:召唤限制增加1点。


学徒津贴:他们各自树木的任何学徒咒语费用都是正常的一半,但现在新手法术的费用只有一半。这与新手特权叠加。这意味着新手法术的费用是其基本费用的1/4,而学徒法术的费用是其基本费用的1/2。召唤:召唤限制增加1点。


行家特权:他们各自树木的任何娴熟法术费用都是正常的一半,但现在新手法术和学徒法术的费用只有原来的一半。这与新手和学徒津贴有关。这意味着新手拼出的费用是基本费用的1/8,Apprentice的费用是其基本费用的1/4,Adept拼写费用是基本费用的1/2。召唤:召唤限制增加1点。


专家特权:他们各自树木的任何专家咒语的费用都是正常的一半,但是现在新手法术,学徒法术和娴熟法术费用只有原来的一半。这与新手,学徒和Adept特权有关。这意味着新手法术的费用是其基本费用的1/16,学徒法术的费用是基本费用的1/8,Adept法术的费用是基本费用的1/4,而专家法术的费用是基本费用的1/2。召唤:召唤限制增加1点。


大师特权:他们各自树木的任何法师费用都是正常的一半,但现在新手法术,学徒法术,熟练法术和专家法术的费用只有原来的一半。这与新手,学徒,行家和专家津贴有关。这意味着新手法术的费用是基础费用的1/32,学徒法术的费用是基础费用的1/16,擅长法术的费用是基本费用的1/8,专家法术费用是基本费用的1/4,法师法术费用花费他们基本费用的1/2。这使得新手法术成本几乎为零,而学徒法术的成本非常低。召唤:召唤限制增加1点。


双灵魂:将名称更改为无限力量并将召唤限制增加至无限制。



我将包含一个版本,该版本没有对召唤特权的召唤限制进行更改。


兼容性:

我将假设这与任何重大的魔术特殊改革并不完全兼容。我怀疑它会让你的游戏崩溃(关键字:怀疑。它可能会让你的游戏崩溃。),但它很可能无法按预期运行。这个目的是供那些喜欢基本特权的人使用,但作为魔法大师并不觉得非常强大。


Q / A:

问:你为什么没有Q / A部分?

答:因为如果有人提问,我想回答我的评论。它不会让我感到烦恼,而且我不是一个足以引起人们关注的大型制作人。

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NMM or Vortex Install Instructions: Press the Download with Manager button and install the way a mod would be using the mod manager.

Manual Install Instructions: Press the manual download button. When it finishes downloading, open the file with WinRar or WinZip. Extract all of the files into your Skyrim Special Edition directory. For example: "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\data". Make sure it's in the data folder of Skyrim Special Edition. Enable the mod through your mod manager or through the data file section of the Skyrim launcher.

I never really thought that becoming a master destruction mage felt very rewarding without the Enchanting Perk tree. I wanted to have a character that was a master at magic without being required to have a certain tree that I never cared to use. Shouldn't a master of destruction be able to cast novice spells without any issues, even without their enchanted robes? Shouldn't an apprentice of a certain tree be able to cast simple spells from the same tree without using too much magicka? I didn't look through the nexus very long before I decided that I wanted to test myself and see if I could do it myself.

These are the changes I made perks in the five trees of magic (Illusion, Conjuration, Destruction, Alteration, and Restoration):

Novice perks: I didn't change anything with the Novice perks. Conjuration: Increases summon limit by 1.

Apprentice perks: Any Apprentice spell of their respective trees cost half as much like normal, but now Novice spells cost half as much. This stacks with the Novice perks. This means that Novice spells cost 1/4 of their base cost and Apprentice spells cost 1/2 of their base cost. Conjuration: Increases summon limit by 1.

Adept perks:Any Adept spell of their respective trees cost half as much like normal, but now Novice spells and Apprentice spells cost half as much. This stacks with Novice and Apprentice perks. This means that Novice spells cost 1/8 of their base cost, Apprentice spells cost 1/4 of their base cost, and Adept spells cost 1/2 of their base cost. Conjuration: Increases summon limit by 1.

Expert perks: Any Expert spell of their respective trees cost half as much like normal, but now Novice spells, Apprentice spells, and Adept spells cost half as much. This stacks with Novice, Apprentice, and Adept perks. This means that Novice spells cost 1/16 of their base cost, Apprentice spells cost 1/8 of their base cost, Adept spells cost 1/4 of their base cost, and Expert spells cost 1/2 of their base cost. Conjuration: Increases summon limit by 1.

Master perks: Any Master spell of their respective trees cost half as much like normal, but now novice spells, apprentice spells, adept spells, and expert spells cost half as much. This stacks with Novice, Apprentice, Adept, and Expert perks. This means that Novice spells cost 1/32 of their base cost, Apprentice spells cost 1/16 of their base cost, Adept spells cost 1/8 of their base cost, Expert spells cost 1/4 of their base cost, and Master spells cost 1/2 of their base cost. This makes Novice spells cost almost nothing and Apprentice spells cost very little magicka. Conjuration: Increases summon limit by 1.

Twin Souls:Changed the name to Unlimited Power and Increase summon limit to unlimited.


I will include a version that doesn't have the changes to the summon limit for the conjuration perks.

Compatibility:
I will assume that this isn't really compatible with any big magic perk overhauls. I doubt it will crash your game (Keyword: Doubt. It may very well crash your game.), but it most likely won't work as intended. This is intended to be used by someone who likes the base perks but doesn't feel very powerful as a master of magic.

Q/A:
Q: Why don't you ever have a Q/A section?
A: Because I like to answer my comments if someone has a question. It doesn't annoy me and I'm not a big enough mod maker to get that much attention.

原贴地址
1.版本号: 1.0   更新时间: 2019-08-22 10:09:43

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Magic Perks Minor Changes


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上传时间:2019-08-22 09:49:23

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