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简单的魔术调整

作者:ShatterRock
发布:LUOHUISHU98
发布日期:2019-09-15 23:41:51
更新时间:2019-09-15 23:41:51
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0.1.0
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简单的魔术调整


这个mod通过以下方式使魔术更加可行:

提高双铸功率/成本。

自从IMO以来它们已经足够强大,除了魔法学校之外还启用双重法术大师法术。

通过降低成本或增加其数量来增加一些主要法术。

在玩家和NPC之间平衡magicka成本规模。玩家现在花费更少,而NPC花费更多来施放法术。

稍微增加和减少战斗魔法和玩家的健康再生率以及一些NPC以保持一致性。

现在暴雪的伤害在你的描述中正确地显示了当你有增强的霜冻特征。(我不保证暴雪交易的实际伤害与描述一致,因为我没有做任何与其伤害计算有关的脚本工作据说受到球员的魔法和抗冻性的影响)


有关详细更改,请参阅更改日志。


我没有改变:

充电时间和“保持静止”的主人法术风格。有些人可能会认为充电时间太长。嗯,这是我的想法:法师法术是非常强大的仪式法术,需要时间和精力来施放。香草游戏中的主法术不太可行,因为它们花费太多而且他们没有受益于双重投射的幅度/持续时间增加,因为它们中的大多数不能是双重投射。由于这个mod“修复”了这两个问题,因此不需要进一步减少它们的充电时间。您可以随时根据需要更改CK的充电时间。

随着技能的扩大。这只是超出了我的修改能力,即使我可以,仅仅通过添加合理的量级缩放,使得法术(主要是破坏法术)与在后期游戏中使用铁匠和诡计漏洞的武器一样强大是远远不够的。你将需要新的结界模式,如Summermyst  - 天际的附魔。

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Simple Magic Tweaks

This mod slightly makes magic more viable by:

Improve dual cast power/cost.

Enable dual casting master spells except conjuration school since IMO they are already powerful enough .

Buff some master spells by either reducing their cost or increasing their magnitude. 

Balance magicka cost scale between player and NPC. Player now costs less while NPCs Cost more to cast spells.

Slightly boost in and out of combat magicka and health regen rate of player as well as some NPCs to keep consistency.

Now the damage of Blizzard is correctly shown in its des cription when you have augmented frost perk.(I don't guarantee the actual damage Blizzard deals is in line with the des cription since I didn't do any s cripting work related to its damage calculation which is said to be affected by players' magic and frost resistance ) 


For detailed changes, please see the changelogs.

What I don't change:

The charge time and that "stay still" cast style of master spells. Some of you may think that charge time is too long. Well, here is my thought: Master spells are very powerful ritual spells that should take time and concentration to cast.  Master spells in vanilla game are not quite viable because they cost too much and they don't benefit from magnitude/duration increase from dual casting since most of them can't be dual cast. Since this mod "fix" the both issues there is no need to further reduce their charge time. And you can always change charge time in CK as you want.

The magnitude scaling with skills. This just exceeds my modding capacity and even if I can, it is far from enough to make spells(mainly destruction spells) as strong as weapons with smithing and echanting exploits in late game simply by adding reasonable magnitude scaling. You will need new enchantment mods like Summermyst - Enchantments of Skyrim.


原贴地址
1.版本号: 0.1.0   更新时间: 2019-09-16 00:02:55

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简单的魔术调整


Mod大小:33.9 KB
上传时间:2019-09-15 23:41:51

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