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Skytoxin - 危险毒药

作者:Fr
发布:sorryhome
发布日期:2019-08-22 10:19:29
更新时间:2019-08-22 10:19:29
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香草药水太容易使用,毒药太弱了。在Skytoxin中,毒药是你真正需要害怕的东西,几乎所有药水都会带来副作用,就像真正的药物一样。


Skytoxin没有触及炼金术技术树,几乎没有改变成分。你自己酿造的东西自然会产生副作用,如果你混合错了,Skytoxin主要关注默认药水和毒药。






除了极少数例外,每种药水都会受到处罚。就像在现实生活中一样,服用药物会导致副作用。药水越强大,副作用就越大。


使用药水恢复健康将会筋疲力尽,从而消耗耐力。强化健康的药水将比香草游戏更大幅度地发挥作用,并且在短期内有用。然而,它们会产生负面的长期影响,因为它们会随着时间的推移逐渐消耗用户的健康。


使用药水以某种方式恢复耐力会对用户的健康造成影响。它可以与兴奋剂进行比较;将化学物质放入体内以提高表现并不健康。


恢复魔法的药水会产生暂时的效果,使用户更容易受到魔法攻击,在某些情况下,它们也可能有点毒。


强化不同类型技能的药水通常只是有点毒,以便与mod的其余部分相关联(例如一个锁定,演讲或锻炼的药水),否则它们会对某些类型的技能造成负面影响相反的技巧。






大多数毒物已经在现实生活毒素(如河豚毒素)之后重新命名,或者基于某种听起来可行且对过敏友好的系统(如死灵毒素)。损害健康的毒药往往比取出受害者所需的毒药更有效。他们的伤害将取决于他们有多大的健康可能造成伤害。这是受到LD50系统的启发,但不是基于现实生活中用于分类毒性的LD50系统。


一种较弱的毒药Curare的单剂量足以杀死一些较弱的人,而另一些则过于强壮。然而,一剂中最有效的所有毒药,肉毒杆菌毒素,足以杀死天际的120多只猛犸象。这显然不是必要的游戏机制,但考虑到500克(17.6盎司)的这种毒素估计能够杀死地球上的每一个人,这被认为是实施的必要特征,以便至少接近现实。不可否认,毒药确实会造成很大的伤害,这也是为什么这个mod最好能够在更高难度下玩耍的原因之一。


正常的以及挥之不去的健康损害毒药都会随着时间的推移而造成损害。正常的会增加效力和持续时间越好。然而,挥之不去的人会变得更弱,但也会大大提高持续时间(最多几个实际小时)。因此,后一类可以成为角色扮演目的的重要资产。只会使受害者瘫痪的毒药的持续时间也会增加很多。


真正有趣的毒药可以在恐惧和狂热的类别中找到。低水平限制已大大增加,因此毒素将影响大多数人和动物。一些更有效的狂热毒药实际上为受害者提供了巨大的健康和攻击力,这可能会导致相当混乱,例如在强盗巢穴中,甚至在城市中。这是一种比魔术更隐蔽的选择,而且更加逼真。这些毒素中的一些基于现实生活中的麻醉制剂,例如苯环利定(PCP)。然而,对于那些人,保留科学名称是为了指出它是关于毒素的影响,而不是使游戏不合适。


你自己的毒药库并不是唯一得到改善的东西。陷阱飞镖,蜘蛛,Chaurus和Falmer现在都构成了一个更加致命的威胁。被蜇或被咬是肯定应该避免的。如果你是,你最好带些东西来恢复你的健康,因为没有任何解毒剂可以神奇地去掉毒药了。



为什么选择Skytoxin?


与影响毒药或炼金术的大多数其他模式不同,Skytoxin的目标不仅是改变游戏玩法,而且还使毒药更加深入,而不仅仅是“强毒”和“致命的毒药”。名称和效果远非科学准确,但它们仍然遵循一个系统,不同的效果更具特色。在未来的更新中,Skytoxin旨在从不同的毒素中获得更加细致和独特的效果。

平衡


使用Skytoxin,您将能够获得可能造成比游戏中任何其他(严重)武器,咒语或物品更多伤害的物品,并且可能在任何mod中。但是,考虑到毒药非常昂贵,而且如你所知,每剂量只能使用一次(或使用正确的烫发两次)。换句话说,你不能只使用Skytoxin并且突然感到无聊,因为没有敌人有机会反对你。


安装Skytoxin后,立即无法治愈毒药。对于不喜欢这个的用户,这里有一个补丁,这将使它像在香草游戏中一样工作。



安装


建议使用Nexus Mod Manager或Vortex。如果您知道如何手动下载和提取文件,则可能不需要任何教程。



要求


所有你需要的是SSE。



兼容性


Skytoxin应该与任何东西完全兼容,只要它不会改变不可制造的药水和毒药的名称或效果。它绝对应该与任何炼金术mods兼容。


如果你有另一个改变药水和毒药的mod,在加载顺序中稍后放置Skytoxin将自动覆盖受影响的那些,而由其他其他mod添加的独特药水和毒药将保持不变。

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The vanilla potions are too easy to use, and the poisons are too weak. In Skytoxin, poisons are something you truly need to fear, and nearly all potions will come with side-effects, just like real medicine.

Skytoxin does not touch the alchemy skill tree, and almost no changes have been made to the ingredients. The things you brew yourself will naturally have side-effects if you mix it wrong, and Skytoxin mainly puts focus on the default potions and poisons.





With very few exceptions, every potion will come with penalties. Just like in real life, consuming medicine will result in side-effects. The more powerful the potion, the more the side-effects will hurt.

Using potions to restore health will be exhausting, and thus drain stamina. Potions that fortify health will do so to a much greater magnitude than in the vanilla game, and be useful in the short term. However, they will have a negative long-term effect as they slowly drain the user's health over time.

Using potions to restore stamina in one way or another, will take a toll on the user's health. It can be compared with doping; putting chemicals in your body to increase your performance is not healthy.

Potions that restore magicka will have a temporary effect making the user more vulnerable to magic, and in some cases, they may also be a little bit poisonous.

Potions that fortify different types of skills will generally just be a bit poisonous for the sake of correlating with the rest of the mod (such as a potion of lockpicking, speech or smithing), or they will result in a negative impact for some type of opposite skill.





Most poisons have been renamed after real-life toxins (such as Tetrodotoxin), or based on some sort of system that sounded viable and lore-friendly (such as Necromancotoxin). Poisons that damage health will more than often be far more potent than what's necessary in order to take out the victim. Their damage will rather be based on how much health they would have had the potential to damage. This is inspired by, but not based on, the LD50 system that is used in real life for classifying toxicity.

One single dose of one of the weaker poisons, Curare, is enough to kill some of the weaker humans, whilst others are too strong. One single dose of the most potent of all poisons however, Botulinumtoxin, would be enough to kill over 120 mammoths in Skyrim. This is obviously not a necessary game mechanic, but considering 500 g (17.6 oz) of this toxin has been estimated to be able to kill every single human on Earth, this felt as a necessary feature to implement, in order to at least approach reality. Admittedly, the poisons do indeed cause a lot of damage, which is one reason for why this mod preferably would be enjoyed playing on the higher difficulties.

Both the normal, as well lingering health damaging poisons, will cause their damage over time. The normal ones will increase potency and duration the better they get. The lingering ones however, will get weaker, but also get a huge boost to duration (up to several real-life hours). The latter category can thus be a great asset for roleplaying purposes. Poisons that only paralyze the victim have also had their duration increased a lot.

The really interesting poisons are to be found in the categories of fear and frenzy. The low level limits have been greatly increased, so the toxins will affect most people and animals. Some of the more potent frenzy poisons actually provide a huge health and attack boost to the victim, which can cause quite some chaos, such as in a bandit lair, or even in a city. It's a much more stealth-based option than magic, as well as it's more realistic. Some of these toxins have been based on real-life narcotic preparations, such as Phencyclidine (PCP). For those however, the scientific names have been kept in order to point out that it's about the effects of the toxins, not making the game inappropriate.

Your own arsenals of poisons are not the only things that have been improved. Trap darts, spiders, Chaurus and Falmer all now pose a much deadlier threat. Getting stung or bitten is certainly something that should be avoided. If you are, you better bring something to restore your health, because there isn't any antidote to magically remove the poisons anymore.


Why choose Skytoxin?

Unlike most other mods that affect poisons or alchemy, the aim with Skytoxin is not only to change the gameplay, but also to give the poisons more depth than just "strong poison" and "deadly poison". The names and effects are far from scientifically accurate, but they are still following a system, and the different effects are much more characteristic. In future updates, Skytoxin is intended to feature even more detailed and unique effects from the different toxins.


Balancing

With Skytoxin, you will be able to get your hands on items that have the potential to cause more damage than any other (serious) weapon, spell or item ever seen in the game, and probably in any mod as well. However, take into consideration that the poisons will be very expensive and, as you know, can only be used once per dose (or twice with the right perk). In other words, you can't just use Skytoxin and suddenly get bored because no enemies stand a chance against you.

With Skytoxin installed, it is no longer possible to cure poison immediately. For users who dislike this, there is a patch available here, which will make it work as in the vanilla game again.


Installation

Using either the Nexus Mod Manager or Vortex are the recommended methods. If you know how to download and extract files manually, you probably don't need any tutorial.


Requirements

All you need is SSE.


Compatibility

Skytoxin should be fully compatible with anything as long as it doesn't change the names or effects of the non-craftable potions and poisons. It should definitely be compatible with any alchemy mods. 

If you have another mod that changes potions and poisons, placing Skytoxin later in the load order will automatically overwrite the affected ones, whilst unique potions and poisons added by other other mod will remain without any changes.

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1.版本号: 1.0   更新时间: 2019-08-22 10:39:48

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Skytoxin - 危险毒药


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