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IHarvest

作者:IDontEvenKnow
发布:vul54cl6_007
发布日期:2019-08-26 11:07:52
更新时间:2019-08-26 11:07:52
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1.0
上古卷轴5:重置版
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追逐蝴蝶,潜入河流,透过树叶,仔细研究每一个树桩和一英寸的洞穴墙壁,找到我们中间的真菌...有些东西我期待开始一个新的游戏,但精心研磨炼金术成分绝对是不是其中之一。


我查看了这个问题的现有解决方案,我发现它们在功能或技术层面都不令人满意。自从我上次决定开启好天使之后已经好几年了,从那时起我就已经收集了数百小时的FO4经验,所以我会把一些经验用于创造一个更好的神奇收获模型。


为了这个目的 -  1500条纸莎草纸和后来花在CK上的许多小时 - 我呈现IHarvest。


 - 用法 - 

这个mod加了一个咒语“收获”。

为了得到这个咒语,你必须找到一个法术书。我在天际和索尔斯特海姆周围手工放置了大约20个这样的地方,那里有炼金术士居住的地方(特别是生活,过去时),巫婆或哈格尔文住宅等。你不应该在寻找副本时遇到太多麻烦。


要使用这个咒语,显然就是施展它。它会扫描周围的环境,了解可收获的东西,然后发出一些神奇的吸气剂来为你取物。你真的不需要知道任何其他的东西,或者除了你想要的东西之外还要阅读其余的描述 - 这个mod被设计为“just work™”。




还在看?剩下的就是tl;博士,但对你来说更有力量。


随着你的炼金术和蚀变技能升级,法术的射程和“闪光”速度将会提高,双重施放法术会进一步提高射程和闪光率。我不建议双手分开铸造,因为发动机出于某种原因将其视为单铸造,但如果你愿意,你也可以这样做。


该mod将自动收集任何生产成分的TREE和FLOR记录,以及松散的成分,以及生产成分的大多数脚本激活剂。


mod将永远不会被窃取,这意味着它将忽略任何标记为“拥有”的对象,即使这些成分因人际关系而不会被视为偷窃。它不会搜索容器,因为这不符合mod的精神。


该法术的魔法成本非常适中,因为我不想将其用法限制为法师角色。


您可以在mod的MCM菜单中调整Alteration体验法术奖励的程度。我认为默认值是合理的。


 -  这个怎么运作  - 

还有一些其他mod在nexus上做了类似的事情,所以你可能会想“为什么这样更好?”好吧,如果你很好奇,这里有一个很大的技术信息转储:

剧透:显示


除了技术方面,这个mod还有Getter Critters,我认为看看它们真的很酷。


 - 兼容性 - 

你可能不需要知道这些,但我已经在这里记录了,如果你想知道的话。


mod是.esl,因为.esl格式最适合mod。如果您需要或需要,您可以将文件扩展名更改为.esp,它可以正常工作,但我没有看到任何理由。


你不必担心加载顺序,在你的加载顺序高的地方(无论如何自然加载.esls)应该没问题。


这适用于添加新的可收获成分的任何mod。如果你确实发现一些不起作用的mod,请留下评论,我会考虑添加兼容性。


从技术上讲,这个法术不是以玩家为中心的;或者,换句话说,如果你有某种方法可以让NPC施放咒语,它可能对他们很有用。我不确定如何做到这一点,但如果你想进行实验,那么请成为我的客人。

  

 - 香草修复 - 

在mod开发的过程中,我发现了一些影响我自己mod的功能的基础游戏问题。虽然我可以保留这些不变的并添加一些特殊的处理来解决它们,但我认为最好修复根问题,并避免这些解决方法会增加我的mod的开销。我已将大部分错误提交给非官方补丁跟踪器(此处和此处),但我也在此处发布了独立修复程序。


这个模块完全是可选的,以下是它修复的内容:

fxFakeCritterScript(跳鲑鱼,也许是其他一些):有一个错误,在激活时将战利品直接添加到玩家的库存中,而不是激活它的对象。此外,这个脚本存在许多其他错误(保存膨胀和脚本负载相关),这些错误由USSEP修复,并且这些更改也已被继承。

 

FCaddIngrediantAndDeleteSCRIPT(死鲑鱼,例如被大喊大叫,也许是其他一些人):这个脚本对玩家进行了不必要的检查,我已经删除了。

贝塞斯达以非常愚蠢的方式实施了炉火种植者,因此,他们不能使用我的咒语。有关详细信息,请参阅afktrack链接几行。我已经调整了这些工作方式,它们应该从一开始就应该工作,它允许我的生物正确地与它们进行交互,并且还修复了它们无法使用Green Thumb特技的错误。

  

 -  已知的问题  - 

尽我所能,有一些我无法解决的烦恼。它们都不是主要的,但这里是列表:

Getter Critters像任何其他演员一样发生碰撞,偶尔会在他们开展业务时推动玩家或物体。如果这让你烦恼,最着名的部分修复方法是在演员SSE之间安装No Collision。

剧透:显示

如果有的话,在没有导航网格的模块化区域中,生物可能无法正常工作。该法术应该仍然有效,但它可能看起来很奇怪。

 

所有飞来飞去的小动物都有效地压力测试你的导航 - 由mods引入的navmesh错误是“随机”CTD的常见原因,所以如果你在这样的区域使用Harvest法术,并且AI路径系统恰好尝试导航其中一个这些糟糕的导航,你的游戏可能会崩溃。这不是由我的mod引起的,它只是揭示了现有问题,所以如果遇到这样的问题,你可能需要手动排除故障。也就是说,找到一个崩溃发生的区域,进行保存,停用一些mod,尝试重现崩溃等等,直到你缩小了特定的有问题的插件为止。

 

纸莎草原木很嘈杂,这种模式有时会产生噪音。下面列出的所有错误都是无害的。请注意,由于脚本版本的差异,您的行号很可能与下面的行号不同:

剧透:显示

——————————————————————————————————————————————————

Chasing butterflies, diving into rivers, sifting through foliage, poring over every stump and inch of cave wall to find the fungus among us...there are things I look forward to when beginning a new playthrough, but meticulously grinding for alchemy ingredients is definitely not one of them.

I had a look over existing solutions to this problem, and I find none of them to be satisfying on either a functional, or technical level. It had been years since I last decided to fire up good ol' Skyrim, and since then I have gathered hundreds of hours worth of experience modding FO4, and so I though I'd channel some of that experience into creating a better magical harvesting mod.

To that end—1500 lines of Papyrus and many hours spent in the CK later—I present IHarvest.

-- Usage --
This mod adds a single spell, "Harvest".
To get the spell, you'll have to find a spellbook. I hand-placed about 20 of these around Skyrim and Solstheim—check areas where alchemists live (especially lived, past tense), in witch or hagraven dwellings, etc. You shouldn't have too much trouble finding a copy.

To use the spell, just cast it, obviously. It scans your surroundings, learns what is harvestable, and sends out little magical getter critters to fetch stuff for you. You don't really need to know anything else, or to read the rest of the description unless you want to—the mod is designed to "just work™".




Still reading? The rest is pretty tl;dr, but more power to you.

The spell's range and "refire" speed will improve as your Alchemy and Alteration skills level up, and dual casting the spell further increases range and refire rate substantially. I don't recommend casting separately it in both hands because the engine treats it the same as single casting for some reason, but you can do it anyway if you want to.

The mod will automatically harvest any TREE and FLOR records that produce ingredients, as well loose ingredient items, and most scripted activators that produce ingredients.

The mod will never steal, which means that it will ignore any object marked as "owned", even if taking those ingredients would not count as stealing on account of interpersonal relationships. It will not search containers, as that is not in the spirit of the mod.

The magicka cost of the spell is quite modest, because I did not want to restrict its usage to mage characters.

You can adjust how much Alteration experience the spell awards in the mod's MCM menu. I think the default value is reasonable.

-- How it works --
There are a couple other mods that do similar things on the nexus, so you might wonder "why is this better?" Well, here's a big technical information dump if you're curious:

Spoiler:  

Show



Technical aspects aside, this mod also has Getter Critters, and I think it's really cool to look at 'em go.

-- Compatibility --
You probably don't need to know any of this, but I've documented it here anyway in case you'd like to know.

The mod is an .esl, as the .esl format best fits the mod. If you want or need to, you can change the file extension to .esp instead and it will work fine, but I don't see any reason to.

You shouldn't have to worry about load order, anywhere high in your load order (where .esls naturally load anyway) should be fine.

This should work with any mod that adds new harvestable ingredients. If you do find some mod that doesn't work, leave a comment and I'll look into adding compatibility.

Technically speaking, this spell is not player-centric; or, in other words, if you had some way to get an NPC to cast the spell, it will probably work for them just fine. I'm not really sure how one would go about doing this, but if you want to experiment, then please, be my guest.
  
-- Vanilla Fixes --
Over the course of mod development, I found a couple of issues with the base game that affect the functionality of my own mod. Though I could leave these unaltered and add some special handling to work around them, I think it's better to fix the root issues instead, and avoid the overhead such workarounds would add to my mod. I have submitted most of these bugs to the Unofficial Patch tracker (here and here), however I have also released standalone fixes here.

This module is entirely optional, and here is what it fixes:

fxFakeCritterScript (jumping salmon, maybe some others): Has a bug where loot items are added directly to the player's inventory on activation, instead of to the object that activated it. In addition, there are a number of other bugs with this script (save bloat and script load related) which are fixed by USSEP, and these changes have also been carried over.

 

FCaddIngrediantAndDeleteSCRIPT (dead salmon from e.g. being shouted to death, maybe some others): This script has an unnecessary check for the player, which I have removed.

 

Hearthfire planters were implemented in a very stupid way by Bethesda, and because of this, they do not work with my spell. See the afktrack link a few lines up for details. I have tweaked these to work the way they should have worked from the beginning, which allows my critters to interact with them properly, and also fixes the bug where they do not work with the Green Thumb perk.

  
-- Known Issues --
Try as I might, there are a few annoyances that I have not been able to fix. None of them are major, but here's the list:

Getter Critters have collision like any other actor, and occasionally will push the player or objects around as they do their business. If this annoys you, the best known partial fix is to install No Collision Between Actors SSE.

Spoiler:  

Show


The critters probably won't work right, if at all, in modded areas lacking a navmesh. The spell should still work, but it will probably look weird.

 

All of the critters flying around effectively stress test your navmeshes—navmesh errors introduced by mods are a common cause of "random" CTDs, so if you use the Harvest spell in such an area, and the AI pathing system happens to try navigating one of these bad navmeshes, your game will probably crash. This isn't caused by my mod, it only uncovers existing problems, so if you run into such an issue, you'll probably have to troubleshoot it manually. That is, find an area where the crash happens consistently, make a save, deactivate some mods, try to reproduce the crash, and so on, until you've narrowed down the specific offending plugin.

 

Papyrus logs are noisy, and this mod sometimes contributes to that noise. All of the errors listed below are harmless. Note that your line numbers will most likely be different than the ones below because of script version differences:

Spoiler:  

Show


原贴地址
1.版本号: 1.0   更新时间: 2019-08-26 11:28:32

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IHarvest


Mod大小:1.38 MB
上传时间:2019-08-26 11:07:52

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