会员登录

自动登录   |    忘记密码 新会员注册

队友开锁辅助SE

作者:M2RH
发布:fenghuan
发布日期:2019-08-30 16:03:26
更新时间:2019-08-30 16:03:26
头像
1414
495 人收藏
2551 次下载
9151 次浏览
1.2
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

注意:我收到了移植此mod的权限!我不是作者,但我相信这个mod太好了,不能收集灰尘。我在SE测试过,效果很好。享受每个人!


快速开始:


队友锁定援助(TLA)

 

允许玩家“招募”队友/随从(或多个队友)代表他们作为专家锁匠行事。

 

如何开始:通过打开库存对话菜单给跟随者一个TeammateLockpick。只要TeammateLockpick在他们的库存中,他们就会被这个mod视为“招募”,并可以按要求打开锁定的门和箱子。

 

提出请求与要求随从砍木头完全相同,除了指向木桩,玩家指向锁定的物品(门,胸部,显示器,保险箱等)并按下激活键以发出请求。

 

有两种方法可以进入这种控制模式,打开对话菜单并选择“我需要你做某事”。这将使您进入十字准线命令模式或直接进入该模式,只需将您的十字准线瞄准您的跟随者并按住激活键(默认情况下,X,A或E取决于您的控制器方法)。但是,直接进入十字准线控制方法是使用此mod的唯一实用方法。如果此方法是新方法或具有挑战性,则提示部分中会包含更多信息。


新闻:


版本1.2引用了lockpick破损功能,而不是令牌数量。这是专为Inigo完成的,也是类似配置的伴侣的功能。目标是更好地与已经管理开锁技能的伴侣模块集成。查看版本信息部分,了解Inigo特有的注释。


1.1版增加了对作为MCM选项的Arissa的支持,以及下面的版本信息部分中列出的一些其他小的更改/改进。请注意,Arissa不会同意为玩家打开锁定,直到她认为足够高(Ally)。


概述:


限制NPC成功打开锁的原因是:


如果他们的库存中有锁点,

2.如果他们具备所需的技能水平,

3.如果他们可以通往门或胸部进入它。


TLA旨在解决第一个和第二个问题,但不是最后一个问题。

 

限制玩家的是他们在使用十字准线控制方法方面开发了多少专业知识。下面的提示部分有一个简短视频,演示了一些提示的使用。

 

NPC通过库存对话菜单向他们提供TeammateLockpick来“招募”。玩家在他们的库存中以三个TeammateLockpick(令牌)开始,这就是世界上永远存在的一切(默认行为)。玩家可以自由地出售,丢弃,摧毁,丢失或者将其分发出去。它们没有价值,绝不是特殊或受保护的物品。对他们可以给予的人没有限制,但如果不是队友或随从,则不会发生任何特殊情况。

 

每个TeammateLockpick在NPC的库存水平(不增加)中持有他们的开锁技能25分。通过这种方式,玩家通过发放或收回这些TeammateLockpicks来控制授予指定锁匠专家的技能。当TeammateLockpicks从他们的库存中移除时,队友将被解雇。

 

这是如何工作的一个例子:Faendal有20个锁定技能,所以给他一个TeammateLockpick将他的技能等级提高5到25。给他一秒钟将他的锁定技能提高到50.给去索菲亚的最后一个将把她带到25(她从15岁开始)。现在,Faendal可以打开锁定到50,而Sofia可以打开锁定到25,这两个锁定都是“招募”的锁匠。从Faendal中移除一个将使他回到25并且玩家可以抓住那个TeammateLockpick,直到他们找到它的用途(或将它存放在家里或骑马或......)。


功能(MCM选项):

游戏玩法:

LockpickRespawn(默认启用):“招募”队友不会低于他们的库存中的一个锁定,他们永远不会完全耗尽。这个设计是为了方便,例如玩家深入Blackreach并意识到他们忘记在开始执行任务之前重新进行锁定。目的是善意的玩家将提供锁定,但除非停用此功能,否则不会强制玩家。

RandomBreakage(默认启用):“招募”队友的模拟锁定破损。如果NPC在他们的库存中有锁定,Vanilla会在每次锁定成功锁定(100%破损)后移除一个锁定点。激活此功能后,锁定爆破的可能性与NPC的技能有关(110% - 开锁技能)。

特别:

TokenRespawn(默认禁用):重生TeammateLockpick令牌。如果启用与上面的跟随者锁定功能相同,则玩家的库存中永远不会有少于一个TeammateLockpick。从理论上讲,玩家可以利用这一点将每个可以“招募”的随从/队友带入100次锁定技能。默认情况下,三个TeammateLockpick标记在mod启动时生成,因此任何一个队友都可以获得最大75个开锁技能。这主要是作为一个帮助/调试工具,以防万一队友陷入火山淹死,或者一天从未回家或他们的库存故障或......

兼容性:

Arissa支持(默认禁用):支持Arissa 1.3,可以与其他版本一起使用,但我没有对此进行测试。在向Arissa提供任何TeammateLockpicks之前,需要检查此选项。但是,如果她已被mod视为“招募”,那么在检查此选项后,给她一个TeammateLockpick,关闭菜单,然后将其取回。看到她已从服务中退役的消息应足以恢复所有内容。但是,如果你对控制台感到满意,可以在她的RefID上发出¨getavinfolockpicking,检查她的基础和当前的开锁是否为15,而她的mod值为0是100%肯定的。


要求:

 

天际和SKSE。我用SKSE 1.7.01写了这个,因为这是我的存档需要的,所以就在那里。然而,理论上1.6.7是最小的 - 尽管我没有测试过这个。我简要介绍了制作非SKSE版本。但是,它看起来也会丢失功能/功能并且需要做很多工作(翻译,基本上从头开始)。


故障排除:


对于不使用MCM的人,打开控制台并键入“help TLA_”将列出用于启用/禁用上面列出的功能的全局变量。它应该是显而易见的,例如键入“将TLA_RandomBreakage设置为0”以禁用模拟的锁定断裂。

 

这也将列出在卸载之前应该关闭“stopquest TLA_LockpickingFavor”的任务。


提示:


学习快速进入十字准线命令模式,大多数人看到有麻烦靠近试图进入它。这是一件坏事,因为游戏已经无法决定是否要进入对话菜单或命令模式。通过靠近它们,无论它们如何混搭并按住激活键,它们通常都会被强制进入对话模式。因此,如果您在启动十字准线命令模式时遇到问题,请进一步远离。该模式将允许您从惊人的距离控制随从。

 

与上面的距离注释相关,学会保持在命令模式,因为您通常可以站在房间的中央,只需将十字准线从锁定对象轻弹到锁定对象,即可快速清除所有锁的房间。我也借此机会让他们拿起书本和可能撒谎的食物。您可以走动以获得对象的视线而不会破坏命令模式,一个好的经验法则是始终避免任何会结束对话菜单的键,因为它们可能也会结束命令模式。

 

要求NPC打开锁定的一个弱点是他们没有提供任何关于成功的反馈,也没有提供关于任务何时完成的反馈。他们通常会提供有关失败的反馈,但要么根本不动,要么说“对不起,不能那样做”。我处理这个问题的方法是等待NPC在物体前面静止不动一秒钟,然后将我的十字准线轻弹回到物体上。如果NPC完成,显示的消息将从锁定变为打开(如果是门)或全部取消(如果是胸部)。如果显示Take All,或者NPC拍摄的任何内容将被标记为被盗,请勿再次按下激活按钮。

 

可以排队多个请求,但这不是完全可靠的,并且中断命令模式将取消所有尚未完成的请求。

简短的视频演示了通过给她一个TeammateLockpick招募Jenassa然后通过给她另一个来升级她的技能,以便她可以成功打开一个Adept级锁门。




问题和答案:


问:对香草系统进行了哪些游戏更改?

答:零,NPC不会打开游戏限制他们开放的项目或他们的道德限制他们开放。如果他们代表玩家犯罪并被抓住,玩家将被起诉。

 

问:mod冲突怎么样?有什么?

答:理论上没有,没有任何香草资产被修改,覆盖或触及。

 

问:香草NPC开锁如何工作?

答:除非在第一个问题(任务相关和犯罪)中注明,否则任何随从都可以打开任何胸部,保险箱或类似类型的物体,而无需锁定,也不管它被锁定的等级。对于NPC打开门,他们需要满足两个要求,在他们的库存中锁定,并且锁定技能高于门锁定的水平。如果NPC在其库存中有锁定,则会为成功打开的每个锁定删除一个。这包括箱子,技术上可以在没有锁定的情况下打开箱子(但是需要在打开箱子之前访问NPC库存并移除所有的锁具)。

 

问:这绝对友好吗?

A:是的,我不知道,这是香草游戏的工作原理,除了香草游戏一般不会对NPC进行锁定,所以我给玩家一个机会来决定锁定是否应该等级 - 如果他们决定是的话多少钱


安装:


只需一个ESP和一个BSA,然后解压缩到Data文件夹中,激活或使用选择的mod管理器来完成它。


卸载:


理想情况下打开控制台并输入“stopquest TLA_LockpickingFavor”,

关闭控制台并等待几秒然后保存游戏,

根据你的mod管理员/方法卸载/删除FollowerLockpicking.esp和FollowerLockpicing.bsa,

打开以前保存的游戏并重新保存。


UPGRADING:


我尽我所能确保mod可以就地更新。因此,只需用新的替换旧版本文件即可。


模块将:

 

如果我连续六个月没有对Nexus做出回应,那么这个以及我上传到Nexus的任何其他内容都是不受限制的。

 

除此之外,我上传到Nexus的任何内容都不受限制,除非我要求在使用前联系并通知我。如果我也被认可,我将不胜感激。


版本信息:


V1.0

初始发行。


V1.1

删除了错误地使用v1.0打包的SKI_playerloadgamealias.pex。

添加了对Arissa的基本支持作为MCM选项。她被迫使用Lockpick刷新模式,并且在给她的TeammateLockpicks时仍然会出现她无法装备这个项目的消息,但是为了这个mod的目的可以忽略。

清除了有时出现在日志文件中的一些消息,这些消息与尝试将引用分配给none无关。

将MCM菜单和更新版本重新组织为2。

添加了MCM的本地化文件。

添加了对重新映射激活密钥的支持,在保存和重新加载游戏之前不会100%有效。


V1.2

除非实际进行了更改,否则将招聘信息更改为不参考技能更改。

作为上述改变随机锁定破损功能的一部分,以解决NPC开锁技能而不是令牌数量。

通过使用Inigo进行测试,上述两者都进行了特别更改,下面列出了Inigo特有的信息。

稍微改变了锁定技能被评估的方式,以处理NPC技能可能被影响随从和玩家的需求和/或疾病模式暂时损坏或增强的潜在情况。


关于Inigo的注意事项:我建议等到玩家角色等级为6或以上,然后给Inigo一个TeammateLockpick。这样做应该确保他的开锁技能由他自己的mod管理。此mod只管理可选功能,随机锁定破损和锁定刷新(如果在MCM中检查)。如果招聘消息提到他的技能正在升级,请移除令牌并等待PC进行一个移动级别并尝试再次给他。在我的测试中,他的技能在5级时为26级,在第6级时为28级,理想情况下,在给予他一个代币之前需要超过25级。参考上面的Inigo图像,查看当他的技能未由TLA管理时显示的消息。


通过给予Inigo多个令牌,这个mod可以被迫超越他原生的开锁技巧。删除所有令牌将恢复其原生的开锁统计数据,并将这些统计数据的控制权恢复到他的mod。如果在给出TeammateLockpick时显示的消息没有将队友技能称为升级那么这个mod没有覆盖他们的本地技能进展(在这种情况下是任何随从/伴侣)。

由于这些变化,可以使用Vilja只有可选功能,而不是这个mod触摸她的锁定统计数据。 但是,我仍然不建议这样做,因为Vilja有很多方法可以访问她这么多的容器和中间存储,我可以看到问题在发展。 例如,我在马背上对她说话,要求检查她的库存,然后从那个对话框打开了她的额外存储容器,它带来了一个菜单框,在访问和关闭它时,我被踢掉了我的马到地上......但是回来了 进入原始对话菜单,我给了Vilja一个TeammateLockpick,这个序列没有按预期工作.Tranger Things 3:Game01:24/01:2400:00下一个视频×————————————————————————————————————————————————
Note: I received Permissions to port this mod! I am not the Author but I believe this mod is way too good to just collect dust. I have tested it in SE and it works very well. Enjoy everyone! 

QUICKSTART:

Teammate Lockpicking Assistance (TLA) 
 
Allows a the player to "recruit" a teammate/follower (or multiple teammates) to act on their behalf as an expert locksmith. 
 
How to begin: give a follower a TeammateLockpick by opening up the inventory dialogue menu with them. As long as the TeammateLockpick is in their inventory they will be considered "recruited" by this mod and can open locked doors and chests by request. 
 
Making the request is exactly the same as asking a follower to chop wood except instead of pointing at a wood pile the player points at a locked item (door, chest, display, strongbox, etc) and presses the activate key to make the request. 
 
There are two ways of getting into this control mode, opening a dialogue menu and selecting "I need you to do something." which will then put you into a crosshair command mode or getting into that mode directly by simply aiming your crosshair at your follower and holding down the activate key (X, A, or E by default depending on your controller method). However, getting directly into the crosshair control method is the only practical way to use this mod. If this method is new or challenging, more info is included in the tips section.

NEWS:

Version 1.2 references lockpick breakage feature to skill rather than number of tokens. This was done specifically for Inigo, but also as a feature for similarly configured companions. The goal is to integrate better with companion mods where the lockpicking skill is already being managed. Check Version Info section for notes specific to Inigo.

Version 1.1 adds support for Arissa as an MCM option, and a few other minor changes/improvements listed in the Version Info section below. Note that Arissa will not agree to open locks for the Player until her regard is high enough (Ally).

OVERVIEW:

What limits NPCs from successfully opening locks are:

1. If they have lockpicks in their inventory,
2. If they have the required skill level, and
3. If they can path to the door or chest to access it.

TLA is designed to addresses the first and the second but not the last. 
 
What limits the player is how much expertise they develop in the use of the crosshair control method. There is a short video in the tips section below demonstrating the use of some of the tips.
 
An NPC is "recruited" by giving them a TeammateLockpick through the inventory dialogue menu. The player starts with three TeammateLockpick (tokens) in their inventory and that is all that will ever exist in the world (default behaviour). The player is free to sell, drop, destroy, lose, or give them out. They have zero value and in no way are special or protected items. There are no restrictions on whom they can be given to but if it is not a teammate or follower, nothing special will happen. 
 
Each TeammateLockpick held in an NPCs inventory levels (not increases) their lockpicking skill by 25 points. In this way the player controls how much skill is granted to the designated locksmithing expert/s by giving out or taking back these TeammateLockpicks. A teammate will be dismissed from service when the TeammateLockpicks are removed from their inventory. 
 
An example of how this works: Faendal has 20 lockpick skill, so giving him one TeammateLockpick will level his skill by 5, to 25. Giving him a second will bring his lockpick skill to 50.  Giving the last one to Sofia would bring her to 25 (she starts at 15). Now Faendal can open locks to 50 while Sofia can open locks to 25, both of them acting as "recruited" locksmiths. Removing one from Faendal will bring him back down to 25 and the player could just hold onto that TeammateLockpick until they find a use for it (or store it at home or on their horse or...).

FEATURES (MCM Options):

GAMEPLAY:

LockpickRespawn (default enabled): "Recruited" Teammates will not fall below having one lockpick in their inventory, they can never completely run out. This is designed as a convenience in case for example the player is deep into Blackreach and realizes they forgot to restock lockpicks before starting out on the quest. The intent is that the player in good faith will supply lockpicks but it is in no way forced upon the player unless this feature is deactivated.

RandomBreakage (default enabled): Simulated lockpick breakage for "recruited" Teammates. If the NPC has lockpicks in their inventory, Vanilla removes one lockpick per successful lock opened (100% breakage). With this feature activated the chance of a lockpick breaking is related to the skill of the NPC as (110% - lockpicking skill).

SPECIAL:

TokenRespawn (default disabled): Respawning TeammateLockpick tokens. If enabled works the same as follower lockpick feature above, a player will never have less than one TeammateLockpick in their inventory. In theory the player could use this to bring every follower/teammate that can be "recruited" to 100 lockpick skill. The default is for three TeammateLockpick tokens to spawn when the mod starts so the max any one teammate can be brought to is 75 lockpicking skill. This is primarily intended more as a help/debug tool in case say a teammate falls into a volcano and drowns or just never comes home one day or their inventory glitches or...

COMPATIBILITY:

Arissa Support (default disabled): Support for Arissa 1.3, may work with other versions but I have not tested this. This option needs to be checked before giving Arissa any TeammateLockpicks. However, if she is already considered as "recruited" by the mod, then after checking this option give her one TeammateLockpick, close the menu, and take it back. Seeing the message that she has retired from service should be sufficient to restore everything. However, if you are comfortable with the console, issue ¨getavinfo lockpicking" on her RefID to check that her base and current lockpicking are 15 and her mod value is 0 to be 100% sure.


REQUIREMENTS:
 
Skyrim and SKSE. I wrote this with SKSE 1.7.01 because that is what my savegames require and so it was just there. However, in theory 1.6.7 is the minimum - although I have not tested this. I have briefly looked into making a non-SKSE version. However, it looks like that would also lose functionality/features and be a lot of work (translation, basically starting from scratch again).

TROUBLESHOOTING:

For people not using MCM, opening the console and typing "help TLA_" will list the globals used to enable/disable the features listed above. It should be obvious what they do, for example type "set TLA_RandomBreakage to 0" to disable simulated lockpick breaking. 
 
This will also list the quest that should be shutdown "stopquest TLA_LockpickingFavor" before uninstalling.

TIPS:

Learn to quickly get into crosshair command mode, most people I see having trouble move closer in an attempt to get into it. That is a bad thing because the game is already having trouble deciding if they want to enter dialogue menu or command mode. By moving closer they usually get forced into dialogue mode no matter how they mash and hold the activate key. So if you experience trouble initiating crosshair command mode, move further away. The mode will allow you to control followers from amazing distances. 
 
Related to the distance comment above, learn to stay in command mode because you can usually stand in the center of a room and just flick your crosshair from locked object to locked object to quickly clear the room of all the locks. I also take the opportunity to have them pick up books and food that might be lying about as well. You can walk around to get line of sight to objects without breaking command mode, a good rule of thumb is to always avoid any keys that would end dialogue menu as they likely will also end command mode. 
 
One weakness of asking an NPC to open locks is that they do not provide any feedback on success, or as to when the task is completed. They will usually provide feedback on failure though either by simply not moving at all or saying something like "Sorry, can't do that". The way I deal with this is to wait for the NPC to stand motionless in front of the object for a second or so then flick my crosshair off and back onto the object. If the NPC is done, the displayed message will change from Locked to Open (if it is a door) or Take All (if it is a chest). DO NOT press the activate button again if Take All is displayed or whatever the NPC takes will be marked as stolen. 
 
It is possible to queue up several requests but this is not totally reliable and breaking command mode will cancel all requests that are not already completed.

Short video demonstrating recruiting Jenassa by giving her one TeammateLockpick then upgrading her skill by giving her another so that she can successfully open an Adept level locked door.




QUESTIONS & ANSWERS:

Q: What game changes are made to the vanilla system? 
A: Zero, NPCs will not open item the game restricts them from opening or their morality restricts them from opening. If they commit a crime on the players behalf and get caught, the player gets charged. 
 
Q: What about mod conflicts, are there any? 
A: In theory none, no vanilla assets were modified, overridden, or touched. 
 
Q: How does vanilla NPC lockpicking work? 
A: Except as noted in the first question (quest related and crimes), any follower can open any chest, strongbox, or similar type object without needing lockpicks and regardless of the level it is locked at.  For NPCs to open doors they need to meet two requirements, have a lockpick in their inventory and have lockpick skill above the level the door is locked at. If the NPC has lockpicks in their inventory, one is removed for every lock they successfully opened. This includes chests, which COULD have technically been opened without a lockpick (but would have required accessing the NPCs inventory and removing all lockpicks before having them open the chest). 
 
Q: Is this lore friendly? 
A: Yea I don't know, it is how the vanilla game works except that the vanilla game does not generally level lockpicking for NPCs so I'm giving that opportunity to the player to decide if lockpick should level - and if they decide yes by how much.

INSTALL:

Just an ESP and a BSA so unpack into the Data folder and activate or use mod manager of choice to do it.

UNINSTALL:

Ideally open console and type "stopquest TLA_LockpickingFavor",

Close console and wait a few seconds then save game,

Uninstall/delete FollowerLockpicking.esp and FollowerLockpicing.bsa as per your mod manager/method, and

Open previously saved game and re-save.


UPGRADING:

I do my best to ensure that the mod can be updated in place. So simply replacing the old version files with the new should be all that is required.

MODDERS WILL:
 
If I fail to respond on the Nexus for six months consecutive then this and anything else I have uploaded to the Nexus is unrestricted. 
 
Other than that anything I have uploaded to the Nexus is unrestricted except I would request to be contacted and informed prior to use. I would appreciate if I were credited as well.

VERSION INFO:

v1.0

Initial Release.


v1.1 

Removed SKI_playerloadgamealias.pex that mistakenly got packed with v1.0.

Added basic support for Arissa as an MCM option. She is forced to use Lockpick Refresh mode and the messages saying she can not equip this item still appear when giving her TeammateLockpicks but can be ignored for the purpose of this mod.

Cleaned up some messages that sometimes appeared in log files related to trying to assign a reference to none.

Reorganized the MCM menus and updated version to 2.

Added localization file for the MCM.

Added support for remapping Activation key, not 100% effective until game is saved & reloaded.


v1.2

Changed recruitment messages to not reference skill changes unless changes were actually made.

As part of above changed random lockpick breakage feature to work off NPC lockpicking skill not number of tokens.

Both of above were specifically changed as a result of testing with Inigo, the info specific to Inigo is included below.

Slightly changed the way lockpick skill is evaluated to handle potential case where the NPCs skill might be temporarily damaged or enhanced by needs and/or diseases mods that effect followers as well as the player.


Notes on Inigo: I suggest waiting till the player character is level 6 or above then give Inigo one TeammateLockpick. Doing so should ensure that his lockpicking skill is managed by his own mod. Only the optional features, random lockpick breakage, and lockpick refresh will be managed by this mod (if checked in the MCM). If the recruitment message mentions his skill being upgraded, remove the token and wait for the PC to progress one move level and try giving it to him again. In my testing his skill was 26 by level 5 and 28 by level 6, ideally want it above 25 before giving him a token. Reference the image of Inigo above to see the message displayed when his skills are not being managed by TLA.

By giving Inigo more than one token this mod can be forced into overriding his native lockpicking skills. Removing all tokens will restore his native lockpicking stats and restore control of those stats to his mod. If the message displayed when given a TeammateLockpick do not refer to the teammates skills as being upgraded then this mod has not overridden their native skill progression (any follower/companion in this case).

As a result of these changes it is possible to use Vilja with just the optional features and not have this mod touch her lockpicking stats. However, I still do not recommend this as Vilja has so many ways to access her so many containers and intermediate storage that I can see problems developing. For example I addressed her while on horseback, asked to check her inventory, and from that dialogue opened her extra storage container which brought up a menu box and upon accessing and closing it I was kicked off my horse onto the ground... but back into original dialogue menu where I gave Vilja a TeammateLockpick, that sequence did not work as expected.Stranger Things 3: The Game01:24/01:2400:00Next Video×


原贴地址
1.版本号: 1.2   更新时间: 2019-08-30 16:23:25

评论
暂未开放,敬请期待
ta的精品
logo

队友开锁辅助SE


Mod大小:60.7 KB
上传时间:2019-08-30 16:03:26

Mod简介:

暂无更多介绍


closeAD