卫兵灯笼

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的卫兵灯笼 Mod,由soupdragon制作。direwolf在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: soupdragon Mod版本: 1.0 Mod大小: 2.79 MB 更新时间: 2019-09-05 21:43:41 发布时间: 2019-09-05 21:43:41

详细说明

守卫,警戒,士兵,守望者等的灯笼


警卫,警惕者,看守人员以及基本上每个通常携带火炬的NPC都将配备可携带的灯笼。


火炬仍然存在于世界上,并且可以在通常的地方找到,例如火炬在地牢等中以及世界各地的分散地点。在Irkngthand的架子上或躺在地上的Forelhost *


但NPC通常不会使用它们(有几个例外情况,它们更有意义携带它们,即抚摸火焰(照亮肖像)死者的荣耀(点燃火炬)并进入Skyhaven Temple(点亮壁灯火灾)*


如果您不喜欢脚本或者dlc,则可以使用替代版本来完全替换所有带有可携带灯笼的电缆(不包括静电火炬)。这只是一个简单的1:1网格替换器,没有脚本或修改过的包,因此对于那些有冲突的mod的人来说可能更兼容。如果您愿意,也可以将其标记为ESL。


提供两种口味:常规灯笼型号和MM灯笼型号(1k漫反射512k法线)**

注:可携带的灯笼仍会像火炬一样引爆气体陷阱等


*不包括替代版本。

**如果您愿意,可以使用MM Lanterns页面上的4k或2k纹理替换



好的这些是警告:


你目前携带的所有火炬将立即成为灯笼。这包括您的库存中的所有火把,容器以及您的随从携带的任何东西。


可携带的灯笼在火把等一定时间后不会过期。仍然存在于世界上的火炬仍然像往常一样。


有几个修改过的脚本和一个修改过的AI包(转发USLEEP / USSEP更改)与标准版(Guard Torches)


替代版本(Lantern Torches)是免费的脚本和包,但从世界中删除所有非静态火炬(用灯笼替换它们)


您不能将标准版本(Guard Lanterns)压缩/标记为ESL,因为它会破坏脚本(和mod)。替代版(Lantern Torches)没问题。




那么你为什么要成功呢?


火炬对于地下城,洞穴和废墟都很好,但在城镇和定居点?在哪里可以买到灯笼?

灯笼可以悬挂或留在周围等等,所以为什么没有人携带它们?它们比挥动燃烧的棍子更安全。

可穿戴灯笼很棒,但它完全取决于玩家。我希望在公民中看到更多的一般用法。

我认为老实说虽然我只是厌倦了每个人只是带着火把,并决定我想要更多种类。


常见问题解答


问:重点是什么? Chesko的可穿戴灯笼已经是一件事了。

答:这对于玩家和随从来说非常棒,但是对于常规/其他NPC来说,它很遗憾。

问:这个mod与可穿戴灯笼兼容吗?

答:是的。

问:它需要可穿戴灯笼吗?

答:没有。

问:所以它使用他的灯笼模型?

答:其实不行,我用原来的香草模型重新制作它们。但我当然从WL那里获得灵感。

问:你可以让它们从臀部穿起来吗?喜欢WL?

这超出了这个mod的范围,因为它们是一种装甲,事情变得非常复杂,将它们添加到它们的水平列表和库存中。这是一个简单的火炬替换器,我只是不想投入那么多的时间和精力来做这么小的效果。

问:那么这与WL的区别是什么?

答:WL专注于播放器和粉丝,这更侧重于成为常规NPC的无褶边插件。

问:那么......玩家可以使用这些灯笼吗?

答:是的。但是mod并不是真正想要以玩家为中心。如果你正在寻找钟声和口哨,请使用WL代替。

问:可以为可穿戴灯笼发布补丁使用这些灯笼而不是MM版本吗?!

答:目前还没有在WL上打开权限,而Chesko目前无法检测到。


问:随时添加/删除是否安全?

答:脚本免费替代版本应该没问题。

标准版:添加是,删除可能没问题,因为它们只是修改后的原始脚本/包将恢复,但任何后来获得的火炬将从您的手/库存/容器/粉丝中消失。您应避免在某些脚本事件期间添加或删除,即点亮肖像,照亮葬礼火炬或首次进入Skyhaven。

贝塞斯达不支持删除mods所以没有保证,好吗?

问:如果我在这些活动中添加了会发生什么?

答:手电筒/灯笼在至少持续时间内可能表现得/看起来有点毛病/奇怪。


问:它是否与添加x,y,z npc的mod兼容?额外的守卫?

答:只要他们不使用自定义手电筒并使用常规模板,我就不明白为什么不这样做。


问:它与Skyrim的灯笼/天际的中世纪灯笼/其他灯笼大修是否兼容?

答:我相信因为它只会影响火炬而且灯笼网格是这个模型独有的,并且不会触及世界空间的灯笼模型

问:您可以改为制作SMIM变体吗?

A:也许有一天,目前我没有得到许可......


问:即使没有火炬版本,墙壁上仍然有静电火炬!

答:有两种类型的火炬:可装备的火炬和静态和不可移动物体。您会注意到静态的甚至与常规的不同。此mod不接触静电火炬,只有用灯具替换可用的火炬。在设计上,在更换静态火炬方面没什么意义,更多样化总是好的。


问:我可以知道,阻止它们吗?像火把?

答:是的,至少我是这么认为的,我已经尝试过了,它看起来很有效NPC会做同样的事情。


问:当警卫和你的灯笼一起走时,我的点亮表面会闪烁!

答:他们使用与火炬相同半径的相同灯光,如果他们正在携带常规火炬,你所经历的闪烁将是相同的,他们会因为没有添加到他们的库存中。

问:你能解决它吗?!

答:它是一个游戏引擎限制,只有贝塞斯达可以解决这个问题。


问:我在墙上贴了一个可以使用的火炬/灯笼,不会消失!

问:“Activate Torch Lantern Sconce”什么都不做!

答:这是一个涉及香草虫的边缘情况。 USLEEP / USSEP降低了发生这种情况的可能性,因此您应该使用它。在此期间,您可以尝试修复它:

1.禁用此mod

2.即使你仍然可以在黑暗中看到灯笼/火炬,确保环境光线“关闭”(移除火炬/灯笼)

3.打开控制台,点击灯笼/火炬,你应该看到它的参考。 ID。开始“ffxxxxxx”如果它不是“ff”你选择了错误的对象。

4.键入“MarkForDelete”。它应该立即消失。

5.启用此mod。任何运气都应该可以。


问:是否与任何检修火炬相容?

A:我不确定。它没有触及默认的网格或纹理,所以至少应该是兼容的,至于其他任何我真的不确定我不会老老实实地寻找问题。


问:如果替代版本只是网格...为什么ESP?

答:从火炬灯笼上取下240秒(4分钟)定时器,这样它们就不会消失,将它们重命名为“火炬灯笼”和“火炬灯笼壁灯”。在从壁灯中添加/移除时添加金属声音。

问:所以我可以提取网格并单独使用它们?

A:你可以,但我不推荐它。


问:为什么我不能将标准/常规版本压缩并标记为ESL?!

答:最重要的几个原因是vanilla Activators或已经运行的软件包不能通过新的mod添加属性,为了解决这个问题,脚本被修改以避免这种情况,但它也意味着压缩/标记为ESL是不可能的,因为这样做会改变形式的id,这会打破脚本。还有可能删除具有添加属性的mod可能会破坏相同的vanilla包。简而言之,它是两个邪恶中的较小者:没有ESL与破坏/无功能的豁免。


问:我想要很多额外的功能,调整灯笼,打开/关闭,使用油,花粉,我想要它们就像WL!

A:对不起,没有办法,这就是目前要进入的复杂程度。 WL显然是一种爱的劳动,但我想我并没有那么多爱情,而且我花了太多时间与灯笼网格摔跤。

问:你不能只修改/添加到WL吗?

答:权限没有公开,而且目前Chesko是无法接受的,除了它可能比我想要的更多工作。


问:你能做到这一点只有卫兵有灯笼吗?但不是Vigilants?还是仅仅是警惕?还是X,Y,Z派?

答:那也不会发生。他们都使用相同的模板(火把),如果你试图为一组而不是另一组你必须修改他们的表单等等,它只会影响新产生的NPC现有的仍然会有他们的旧装备所以你会必须回收/重新生成整个群组/类型的NPC,这会变得非常混乱并且容易出错,这很可能是为什么没有人成功尝试过它。它可以开始一个新的游戏,但对其他人来说,不。这个mod通过将可携带的灯笼改为默认模型来翻转所有这些。通过确保火炬仍然可用(作为新物体),最小的麻烦,但仍然增加了多样化的最大效果

再来?

穆乔问题。不简单。好?


问:我可以制作和发布替换灯笼模型和纹理,ENB灯和/或其他补丁吗?

当然不需要问,尽管通知会很好。

问:你能制作一个ENB光粒子贴片吗?

答:说实话,我不知道它是如何运作的。尽管如此,请随意制作一个。

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

Lanterns for Guards, Vigilants, Soldiers, Wardens, etc

Guards, vigilants, wardens and basically every NPC that normally carry torches will be equipped with carriable lanterns instead.

Torches still exist in the world and can be found in the usual places i.e. torch sconces in dungeons etc and in scattered locations throughout the world e.g. in Irkngthand on a shelf or lying on the ground in Forelhost*

But NPC's won't normally be using them (there are several exceptions where it makes more sense for them to be carrying them i.e. Tending the Flames (lighting the effigy) Glory of the Dead (lighting the pyre) and entering Skyhaven Temple (lighting the sconce fires)*

If you're averse to scripts or dlc theres an alternative version that completely replaces all equipable torches with carriable lanterns (static torches excluded). This is just a simple 1:1 mesh replacer with no scripts or modified packages so potentially more compatible for those with conflicting mods. You can also flag it ESL if you wish.

Available in two flavours: regular lantern models and MM Lanterns variant (1k diffuse 512k normals)**
n.b. carriable lanterns will still set off gas traps etc like torches

*Alternative version excluded.
**You can replace with 4k or 2k textures available on MM Lanterns page if you wish


Ok these are the caveats:

All torches you're currently carrying will instantly become lanterns. This includes all torches in your inventory, containers and anything your followers are carrying.

Carriable lanterns do not expire after a certain length of time like torches do. The torches that do still exist in the world still behave like they always did.

There are several modified scripts and a modified AI package (with USLEEP/USSEP changes forwarded) with the Standard version (Guard Torches)

Alternative version (Lantern Torches) is script and package free but removes all non-static torches from the world (replaces them with lanterns) 

You can't compact/flag the Standard version (Guard Lanterns) as ESL as it'll break the scripts (and the mod). Alternative version (Lantern Torches) no problem.



So why did you make it?

Torches are fine for dungeons and caves and ruins but in towns and settlements? Where you can purchase Lanterns? 
Lanterns can be found either hanging or left lying around etc so why is no-one carrying them? They're safer than waving burning sticks around.
Wearable Lanterns is great but its all about the player. I wanted to see more general usage amongst citizens.
I think to be honest though I just got tired of everyone just carrying torches and decided I wanted more variety.

FAQ's

Q: Whats the point? Chesko's Wearable Lanterns is a thing already. 
A: Thats great for the player and followers but its sadly lacking for regular/other NPC's.
Q: So is this mod compatible with Wearable Lanterns?
A: Yes.
Q: Does it require Wearable Lanterns?
A: Nope.
Q:  so it uses his lantern models?
A: Actually no, I remade them from the original vanilla models. But I certainly took inspiration from WL.
Q: Can you make them wearable from the hip instead? Like WL?
Thats beyond the scope of this mod as those are a type of armour and things gets complicated really fast with adding them to their levelled lists and inventories. This is designed to be a simple torch replacer I'm simply not interested in investing that much time and effort into such a minor effect.
Q: So whats the difference between this and WL?
A: WL concentrates on the Player and followers, this focuses more on being a no frills addon for regular NPC's.
Q: So... can the player use these lanterns?
A: Yes. But the mod is not really intended to be player focused. If you're looking for bells and whistles use WL instead.
Q: Could a patch be released for Wearable Lanterns to use these lanterns instead especially MM versions?!
A: Not currently permissions aren't open on WL and Chesko is uncontactable at present.

Q: Is it safe to add/remove at anytime?
A: The script free alternative version should be no problem.
Standard version: adding yes, removing is probably ok as they're just modified original scripts/packages which will revert but any subsequently acquired torches will disappear from your hand/inventory/containers/followers. You should avoid adding or removing during certain scripted events i.e. lighting the effigy, lighting the funeral pyre or entering Skyhaven for the first time. 
Removing mods is not supported by Bethesda so no guarantees, ok?
Q: What would happen if I did add during those events?
A: Torches/lanterns might behave/look a bit glitchy/odd for the duration at least.

Q: Is it compatible with mods that add x,y,z npc's? Extra guards?
A: so long as they're not using custom torches and using regular templates I don't see why not.

Q: Is it compatible with Lanterns of Skyrim / Medieval Lanterns of Skyrim / other Lantern overhaul?
A: I believe so as it only affects torches and the lantern meshes are unique to this mod and doesn't touch worldspace lantern models
Q: Could you make a SMIM variant instead?
A: Maybe some day, currently I don't have permission...

Q: There are still static torches on the walls even with the alternative no torches version!
A: There are and always have been two types of torch: those that can be equipped and those that are static and immovable objects. You'll notice the static ones even look different from the regular ones. This mod doesn't touch the static torches only the equipable ones are replaced with lanterns. Thats by design theres little point in replacing the static torches and more diversity is always good.

Q: Can I y'know, block with them? Like torches?
A: Yes, at least I think so, I've tried it and it looks like it works NPC's will do the same.

Q: I'm getting flickering on/off lit surfaces when guards go by with your lanterns!!!!
A: They use the same light with the same radius as torches, the flickering you're experiencing would be the same if they were carrying their regular torches instead, which they would as nothing is added to their inventories.
Q: Can you fix it?!
A: Its a game engine limitation, only Bethesda can fix that.

Q: I've got an equipable torch/lantern stuck on the wall that won't disappear!
Q: "Activate Torch Lantern Sconce" does nothing!
A: This is an edge case scenario involving a vanilla bug. USLEEP/USSEP reduces the chance of this happening so you should be using it. In the meantime you can try and fix it like this:
1. Disable this mod
2. MAKE SURE ambient light is "off" (remove torch/lantern) even if you can still see a lantern/torch in the dark
3. Open the console click on the lantern/torch you should see its ref. i.d. begin "ffxxxxxx" If its not "ff" you selected the wrong object.
4. Type "MarkForDelete". It should instantly disappear.
5. Enable this mod. With any luck should be ok now.

Q: Is it compatible with anything that overhauls torches?
A: I'm not sure. It doesn't touch the default meshes or textures so that should be compatible at least, as for anything else I'm really not sure I havn't gone looking for issues honestly. 

Q: If the alternative version is just meshes... why the ESP?
A: Remove the 240 second (4 minute) timer from the torch lanterns so they don't vanish, rename them "Torch Lanterns" and "Torch Lantern Sconce". Adds a metallic sound when they're added/removed from sconces.
Q: So I could just extract the meshes and use those alone?
A: You could, but I wouldn't recommend it.

Q: Why can't I compact and flag the standard/regular version as ESL?!
A: Several reasons the most important being vanilla Activators or packages already running cannot have properties added to them by new mods, to get around the this the scripts are modified in such a way as to avoid this but it also means compacting/flagging as ESL is not possible because doing so changes form i.d.'s and this would break the scripts. Theres also the possibility that removing a mod with added properties might break the same vanilla packages. In short its the lesser of two evils: no ESL vs broken/non functioning saves.

Q: I want lots of extra features, tweak lanterns, turn on/off, use oil, pollen, I want them just like WL!!
A: Sorry, no can do, thats way to much complexity to be getting into at present. WL is clearly a labour of love but I'm just not that much in love I guess and I've spent way too much time wrestling with the lantern meshes as it is.
Q: Can't you just modify/add it to WL?
A: Permissions aren't open and Chesko is uncontactable at present, besides its likely more work than I want to take on currently.

Q: Can you make it so only Guards have Lanterns? But not Vigilants? Or Vigilants only? Or X,Y,Z faction?
A: Thats not going to happen either. They all use the same template (torches) if you try and make it so for one group but not another you have to modify their form lists etc and it would only affect newly spawned NPC's existing ones would still have their old gear so you'd have to recycle/respawn whole groups/types of NPC's and that gets real messy and prone to error real fast which is probably why no-ones successfully attempted it before. It'd work on starting a new game but for everyone else, nah. This mod flips all that on its head by making carriable lanterns the default model instead. Maximum effect with minimal hassle but still adding more variety by making sure torches are still available (as a new object)
Come again?
Mucho problemo. No simple. Ok?

Q: Can I make and release replacement lantern models and textures, ENB light and/or other patch for your mod?
Sure go ahead no need to ask, though a notification would be nice.
Q: Can you make an ENB light particle patch?
A: To be honest I've no idea how that works. Feel free to make one though.

文件说明

Mod截图

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