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没有垃圾经济

作者:Kragarth
发布:lty24495222
发布日期:2019-08-30 17:01:52
更新时间:2019-08-30 17:01:52
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1.0
上古卷轴5:重置版
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这个模式背后的想法是阻止快速旅行以一种友好的方式出售垃圾。当我试图确定最耗时且最兼容的方式时,它扩展为一系列改变经济各方面的小型模块。


NJE  - 使用武器和装甲


你有没有注意到天际充满了武器和盔甲?如果有一个有利可图的二手武器和装甲市场,当然其中一个装备精良的强盗营地将把一辆被俘的车带到天际的许多地下城,抢劫地牢干涸,赚取了便利。如果匪徒愿意冒着生命危险轻易贬低他们并不认为这是一种赚钱的好方法,那对龙族来说就不应该是一项有利可图的生意。


总之,通过使购买武器和装甲的商人提供可怕的价格,该模式解决了上述问题。具体来说,它会影响以下内容:


铁匠:“天际”中的铁匠正在销售他们制造的武器和盔甲。他们为自己的技能感到自豪,并且不想通过销售一周前刚开始锻炼的未经证实的新手制造的旧货或商品来玷污他们的声誉。他们仍然会购买物品,但与其他商家相比价格可怕。这也适用于Fletchers和Quartermasters。


铁匠助理:一些铁匠负责为他们的学徒保留一个储备丰富的锻造者。这些学徒将以正常价格买卖矿石和锭。如果铁匠去世,助理将接管主要商店,包括价格低廉。


一般商品:现在有两种类型的普通商品商品。有些人出售二手货,但提供可怕的价格以确保获利(包括Kajit Caravans)。其他人专注于一般用品 - 他们提供正常价格,但不提供武器。


Merchant Perk:虽然这个mod并没有改变商家特权,但它确实使得这个特权更有价值,因为它允许你向提供正常价格的商人出售武器和盔甲。


Master Trader:获得主交易商的优势将使商家再次提供正常价格。


兼容性:此mod主要通过使用运行一次的简单脚本来运行,并为播放器添加一个额外的功能。但是,它确实对商家服务进行了一些更改,并可能与其他经济模式发生冲突。


NJE -LEATHER&IRON


这个模式的目标是让低级别的铁匠铺无利可图,迫使玩家在出售资源以获取利润之间做出选择,或者使用它们来制造水平的铁匠铺。一个不想成为史密斯的角色不应该因为他们的销售比原材料更好而不得不制造早期的铁和皮革装备。虽然二手Weapons&Armor使得销售抢劫装备的利润降低,但它并没有解决某些装甲(特别是cuirasses)比用于制造它们的材料带来可观利润的问题。


这个模式改变了铁,钢和皮革装甲的价值,使皮革和动物皮革的价值翻了一番,铁矿石的价值增加到4,铁锭的价值增加到8,并且需要2铁矿石需要做一个元宝。因此,除非您打算成为史密斯,否则您将永远不需要访问冶炼厂或制革机架,如果您选择成为史密斯,则在您投入至少2个额外费用之前,您将无法获利。


我认为所有武器和装甲的完全重新平衡,因为这个游戏区域的相对价格一塌糊涂,但这会使基于原价的定制武器和装甲模块失去平衡,所以出于兼容性原因,我将这些变化限制为仅仅是铁,皮革和钢铁。


NJE  - 渐进式珠宝


这个模式进一步促进了早期锻造无利可图的目标。它增加了珠宝配方的等级要求,并使黄金配方需要钢铁锻造。它还改变了珠宝的价值,使更高级别的食谱更有利可图。在游戏开始时,您只能制作基本的银戒指,戒指的价值与所用材料的价值相同。每5个铁匠级别将从25级到60级解锁2个新配方,这使得角色能够达到奥术铁匠技能的绝佳方式。

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The idea behind this mod was to discourage fast-travelling to sell junk in a lore-friendly manner. As I attempted to determine the least time-consuming and most compatible way to do that, it expanded into a collection of small mods that change various aspects of the economy.

NJE - USED WEAPONS AND ARMOR


Have you ever noticed that Skyrim is filled with weapons and armor? If there were a profitable market for used weapons and armor, certainly one of the well-armed bandit camps filled would take a captured cart around to Skyrim's many dungeons, looted the dungeons dry, and made a handy profit. If bandits willing to risk their lives to make an easy buck don't think it is a good way to make money, it shouldn't be a lucrative business for the dragonborn. 

This mod addresses the above problem by, in sum, by making merchants that buy weapons and armor offer terrible prices. Specifically, it affects the following:

Blacksmiths: Blacksmiths in Skyrim are in the business of selling weapons and armor they make. They take pride in their skill and don't want to tarnish their reputations by selling used goods or goods made by an unproven rookie who just started smithing a week ago. They will still buy items but offer terrible prices compared to other merchants. This also applies to Fletchers and Quartermasters.

Blacksmith Assistants: Some blacksmiths assign the responsibility of keeping a well-stocked forge to their apprentices. These apprentices will buy and sell ore and ingots at normal prices. If the blacksmith dies, assistants will take over the main store, including the poor prices.

General Goods: There are now two types of general goods merchants. Some sell used goods but offer terrible prices in order to ensure a profit (this includes Kajit Caravans). Others focus on general supplies - they offer normal prices but don't offer weapons.

Merchant Perk: Although this mod doesn't change the merchant perk, it does make the perk more valuable as it allows you to sell weapons and armor to merchants that offer normal prices.

Master Trader: Obtaining the master trader perk will make merchants offer normal prices again.

Compatibility: This mod functions predominately by using a simple script that runs once and adds a perk to the player. However, it does make a few changes to merchant services and might conflict with other economy mods.

NJE -LEATHER & IRON


The goal of this mod is to make low-level smithing unprofitable, forcing a player to choose between selling resources for a profit or using them to make gear to level smithing. A character that doesn't want to be a smith shouldn't feel compelled to make early iron and leather gear just because they sell better than the raw materials. While Used Weapons & Armor makes it less profitable to sell looted gear, it doesn't solve the problem that certain armor (especially cuirasses) provide a substantial profit over the materials used to make them.

This mod changes the value of iron, steel and leather armor, doubles the value of leather and animal hides goods, increases the value of iron ore to 4, the value of iron ingots to 8, and makes it so 2 iron ore are needed to make one ingot. As a result, you will never need to visit a smelter or tanning rack unless you intend to be a smith and if you choose to be a smith, you won't be able to turn a profit until you have at least 2 perks invested.

I considered a complete rebalancing of all weapons and armor, because the relative prices in this game area  mess, but that would unbalance custom weapon and armor mods that are based off the original prices, so for compatibility reasons I limited the changes to just iron, leather and steel.


NJE - PROGRESSIVE JEWELRY


This mod furthers the goal of making early smithing unprofitable. It adds level requirements to jewelry recipes and makes gold recipes require the steel smithing perk. It also changes the value of jewelry so that higher level recipes are more profitable. At the start of the game you can only craft the basic silver ring and the value of the rings is identical to the value of the material used. Every 5 smithing levels will unlock 2 new recipes from level 25 to 60, making this a great way for characters to level to the Arcane Blacksmith skill. 


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1.版本号: 1.0   更新时间: 2019-08-30 17:21:51

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没有垃圾经济


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上传时间:2019-08-30 17:01:53

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