妖娆唤醒的SSE

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在3DM Mod站下载上古卷轴5:重置版最新的妖娆唤醒的SSE Mod,由mnikjom egocarib制作。climba31886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: mnikjom egocarib Mod版本: 1.0.1 Mod大小: 270 KB 更新时间: 2019-09-25 22:41:36 发布时间: 2019-09-25 22:41:36

详细说明

兼容性我的模组开发清单



原始MOD

由egocarib



一个完全重塑天际的迷人技能系统的mod

以身临其境,平衡且绝杀的方式。


厌倦了无意识的技能磨练而没有奖励或重玩价值吗?困扰

那些被数十只放逐魔咒的匕首如何破坏了其余您的经济

玩通?是否尝试过所有其他迷人的mod,但发现它们缺少?

然后,欢迎寻求精华的同伴-您终于到达了属于您的地方。




从三种不同的迷人风格(以太,混沌和语料库)中选择您要遵循的道路,每种风格都适合独特的演奏风格,并设计为允许使用不同角色进行多次穿通。三种风格中的每一种都为与其特定路线对齐的结界增加了奖励。


诱捕灵魂时获得迷人的经验,并解锁特殊的“精华”特权,为诱魂增加了令人兴奋的新功能。正如天际绝杀所暗示的那样,灵魂的诱集现在对于附魔至关重要。


现在需要解锁特权才能分解更强大的物品,诱捕更大的灵魂并提高附魔产生的冲锋数量(从现在开始,冲锋的更多限制)。


体验完全重组的附魔机制:降低了金价,重新平衡了附魔的数量,并且附魔现在以自己独特的速率进行缩放-有些(例如Regen和Carry附魔)的增长速度要快得多,而且要比原始天际机高得多。


陶醉于您已深爱的天际-所有产品均经过精心设计,旨在通过新的复杂性和刺激性来增强魅力,同时避免任何令人不快的沉浸式变化。


享受各种选项,这些选项可让您全局修改所有结界的力量,达到您认为适合角色的水平,以及经过优化的幕后系统,如果您属于100级以上,则可以将其提升到100级以上那些使用技能开盖器的人被激活。



迷人的觉醒

振作树



(注意:来自不同津贴的奖金彼此相乘)



迷人的觉醒

三所学校




寻找无限能量的秘诀时,引导恒星难以想象的力量,

无限的魔力。难以捉摸的以太是您的媒介,而无形的移情

所有灵魂的能量和精华都是您的专长。操纵声音和沉默,光线和

黑暗,现实和空灵的飞机-用无法形容和看不见的恐怖来恐吓敌人。









征服混沌之力来扭曲灵魂,释放出难以想象的力量。

销毁既是您的首选手段,也是您想要的目标,您将尽一切努力

您可以将世界摆在面前。偷,中毒,欺诈和罢工

您的敌人以无与伦比的附魔所无法比拟的流畅和炽烈的怒气倒下。









训练您的身心以完美的共鸣产生共鸣

储存灵魂能量的堡垒。加强和恢复自然的纯净

坚定的意志力和无与伦比的内在和谐感

身体本身,您就站在世界上一切邪恶和邪恶的审判面前。




迷人的觉醒

精华津贴


陷阱之魂深深地陷入了天际的魔咒中,而魔化觉醒的精华津贴旨在重新确立

灵魂陷阱对附魔系统的核心重要性。每个Essence Perk代表两个的唯一交集

迷人的流派,并且对角色诱捕灵魂以绑定到结界的风格产生深远的影响。



您是否会沿着混沌的道路,不顾一切地捕捉最大数量和最多种类的灵魂,然后匆忙

将它们绑定到您的附魔,而几乎不关心如何更有效地使用它们?


您是否会选择科珀斯的恭敬之路,完全并谨慎地避免捕获人类灵魂

从生物中提取出每一点精华,以此作为您对自然力量的崇敬?


还是您会喜欢以太之路,从发现的任何来源吸收尽可能多的能量,

您对所有灵魂的指挥感到骄傲吗,对您的受害者或奴役他们的方法不关心?









迷人的觉醒

其他注意事项

功能和香草修复的扩展列表


所有先前获得的附魔树特权都会在安装时自动进行重新设置,并且特权点将返回给您的角色以在新树中使用。

Fortify Magic&Regen附魔从头开始进行了重建,现在将在穿戴时增加调整为您当前附魔等级的Regen奖励。这样可以使附魔在高技能水平下提供更高水平的Magicka Regen。不幸的是,确切的再生百分比无法显示在物品说明中,但是可以在魔术效果窗口中查看,或者只要您装备有附魔的物品,就可以打开可选消息来显示它(请参阅设置部分)下面)。

Fortify易货的附魔已被Fortify的说服力所取代。新的附魔不仅增加了销售价格,而且还为所有语音技能带来了直接的好处,不仅提高了价格,而且还提高了说服力和威慑力。

添加了新的附魔Fortify Speed。根据您的技术水平,它将使移动速度提高约30-70%。为了使混沌学校与其他两个学校保持平衡,这种增加似乎是必要的,因为我无法决定“独家”装甲结界以仅限于混沌。我计划最终在这个mod中添加一个或两个以上的独特结界(以太坊将成为我折腾的下一个学校),尽管我最多将新结界限制在少数几个。

mod中集成了一个完全重写的灵魂陷阱脚本:除了Azura的Star,灵魂宝石将不再接受尺寸小于其预期容纳的灵魂。黑魂宝石和黑星现在将只捕获人类灵魂,如其应有的那样。而且,如果给与适当的灵魂宝石和灵魂陷阱武器,您的随从现在将能够正确捕获灵魂。

还提供了强烈推荐的灵魂宝石稀缺性插件,可以在MCM菜单中激活它。该插件将用空的宝石替换供应商出售的80%的已填充灵魂宝石,以进一步促进游戏中灵魂陷阱的使用和重要性。

现在,大多数结界按其自定义速率缩放,而不是当达到100级时(如在香草中),所有结界都比其基本强度强3倍。有些会更慢地缩放,有些会更快地提高并达到更高的值(例如,Magicka Regen的缩放比例约为其基本值的10倍)。即使在更高的级别上,这也应使几乎所有附魔都保持相关性。

一些结界的力量降低了。这主要是为了促进游戏平衡并消除香草味,例如将铸造成本降低到零的功能(默认设置现在是不可能的)或使用锻造和炼金术附魔来极大地改善药水和锻造物品的能力。

首先,武器附魔的费用明显减少。这更现实地反映了您的技能水平,并促进了灵魂陷阱的使用,以使武器保持充电状态(尤其是在较低级别)。您选择的专业化将影响您的费用收益增加多少。混沌附魔会发现他们更快地消耗电荷,例如,代表着他们的火热性质,但他们也拥有最令人印象深刻的强大武器附魔库。熟练的附魔会为与其专业相符的附魔产生更多的费用。

在解锁所需特权之前,您将无法使用附魔物品。武器结界根本不会影响你的敌人,装备结界后几秒钟,盔甲结界将停止工作。只需解锁所有三个Soul Shaper特权,您就可以访问几乎所有的结界(在下面的“获取结界”部分中找到该特权的每个等级所解锁的列表)

寂静的月亮附魔已修复。它对香草没有任何损害。 (如果有的话,非官方补丁也可以解决此问题)

解锁灵魂偷窃者特权后,绑定武器现在具有适当的灵魂陷阱视觉效果。实际上看起来您正在吸收灵魂!

灵魂陷阱法术中增加了视觉投射物,香草天际中也缺少这种东西。 (也由非官方补丁修复)

分解武器时将获得额外的附魔经验。在香草中,被分解的武器所提供的经验通常少于装甲,但是在此mod的价格重新平衡之后,武器所提供的经验却很少。为了弥补这一点,您将在分解武器时获得额外的经验,使它们更符合装甲,但是这种经验直到您对另一个物品进行附魔或分解时才会立即出现在体验栏中。不幸的是,这个较小的外观问题无法解决。但是,您可以在MCM菜单中禁用额外的体验,但是这会打扰您。

获得附魔


每个附魔需要一个特定的特权,才能在“魔法觉醒”中使用和分解。没有正确的特权,武器的结界不会影响你的敌人,盔甲的结界在被佩带时会自动消失或褪色。但是,在解锁了第一个特权Soul Shaper的所有三个等级后,几乎所有附魔都可以使用和分解。还有另外六个结界,每个结界“学校”两个,仅适用于该特定学校的专家(以上学校描述中列为“独家”的结界)。这是每个灵魂塑造者等级解锁的附魔列表:



振作树笔记


目前不可能专门从事一种以上的《魔法觉醒》中的附魔风格。但是,对于每种迷人风格,入门者津贴的前三名仍然可供任何人使用,无论其专业化程度如何。因此,您可以选择随时解锁以太搜寻者,混沌门徒和语料库学者的特权-最多可以升至三级。树上那些基本首发特权之上的特权仅适用于相关风格的专家。一旦您获得了除初始入门特权之外的任何特定于样式的特权,您将在其余的演练过程中始终选择所选择的特权样式。对于《魔法觉醒》的第二版(目前在工作中),我很可能会实现一个MCM菜单选项,如果您决定更改样式,该选项将允许您重新指定津贴,并且我还在考虑是否允许对多棵树进行专业化处理。可能是可能的或合乎需要的。



egocarib允许移植和编辑《觉醒的魔法》

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Compatibility | My Mods | Development List


ORIGINAL MOD
by egocarib


A mod that completely reimagines Skyrim's enchanting skill system
in an immersive, balanced, and lore-friendly way.

Tired of enchanting being a mindless skill grind with no rewards or replay value? Bothered
by how those half-dozen banish-enchanted daggers ruined the economy for the rest of your
play-through? Have tried all the other enchanting mods out there but found them lacking?
Then welcome, fellow essence-seeker — you've finally arrived where you belong.



Choose the path you will follow from among three distinct Enchanting styles — Aether, Chaos, and Corpus — each suited to unique playing styles and designed to allow multiple play-throughs with different characters. Each of the three styles gain bonuses to the enchantments that are aligned with their particular path.

Gain enchanting experience when trapping souls, and unlock special "Essence" perks that add exciting new features to soul trapping. Soul trapping is now of central importance to Enchanting, as Skyrim lore suggests.

Unlocking perks is now necessary to disenchant more powerful items, trap larger souls, and improve the number of charges your enchantments yield (charges are much more limited to begin with now).

Experience completely restructured enchanting mechanics: gold values have been reduced, enchantment magnitudes have been rebalanced, and enchantments now scale at their own unique rates — some (like Regen and Carry enchantments) increasing much faster and to significantly higher magnitudes than in vanilla Skyrim.

Revel in the Skyrim you've grown to love — all has been carefully designed with the aim of enhancing Enchanting with new layers of complexity and excitement, while avoiding any undesirable immersion-breaking changes.

Enjoy options that allow you to globally modify the power of all enchantments, to a level that YOU envision to be right for your character, as well as a system that has been optimized behind the scenes to take you beyond level 100, if you are among those who play with a skill uncapper activated.


Enchanting Awakened
The Perk Tree


(Note: bonuses from separate perks multiply with one another)


Enchanting Awakened
The Three Schools



Channel the unimaginable forces of the stars as you seek the secret of limitless energy and
unbound magical power. The elusive Aether is your medium, and the invisible transference
of all soul energies and essences are your domain. Manipulate sound and silence, light and
darkness, reality and the ethereal planes - terrorizing foes with the unspeakable and unseen.








Enlist the forces of Chaos in your quest to warp souls, unleashing unimaginable power.
Destruction is both your preferred means and your desired end, and you will do all that
you can to bring the world to its knees before you. Steal, poison, swindle, and strike
your foes down with a fluid and fiery rage unmatched by any other enchanter.








Train your body and mind to resonate in perfect consonance, and become an impenetrable
fortress of stored soul energies. Strengthening and restoring the purity of the natural
world with your iron willpower and unmatched attunement to the inner harmonies of
the body itself, you stand in judgement before all that is perverse and evil in the world.



Enchanting Awakened
The Essence Perks

Trapping Souls is deeply enmeshed in Skyrim's Enchanting lore, and Enchanting Awakened's Essence Perks are designed to reassert
this central importance of Soul Trapping to the Enchanting system. Each Essence Perk represents the unique intersection of two
enchanting schools, and has profound effects on a character's style of trapping souls to be used for binding to enchantments.


Will you follow the path of Chaos, recklessly trapping the greatest number and variety of souls, then hastily
binding them to your enchantments with little concern for how they might be more efficiently put to use?

Will you choose the respectful path of Corpus, shunning the capture of human souls entirely, and carefully
extracting every last bit of essence from creatures as part of your reverence for the forces of nature?

Or will you favor the path of Aether, absorbing the most energy possible from any source that you find,
prideful of your command of all souls, unconcerned for your victims or the methods used to enslave them?








Enchanting Awakened
Additional Notes and Things to Know


Extended List of Features & Vanilla Fixes

All previously obtained Enchanting tree perks will be automatically respec'd upon installation, and the perk points will be returned to your character to use in the new tree.

The Fortify Magic & Regen enchantment has been rebuilt from the ground up, and it will now add a regen bonus scaled to your current enchantment level when worn. This allows the enchantment to provide much higher levels of Magicka Regen at high skill levels. Unfortunately the exact regen % cannot be shown in the item description as a result, but can be viewed in the magic effects window, or an optional message can be turned on to display it whenever you equip an item enchanted with this (see the Settings section below).

The Fortify Barter enchantment has been replaced by Fortify Persuasion. Instead of simply increasing selling prices, the new enchantment gives a straight bonus to all Speech skills, resulting in not only better prices, but improved persuasion and intimidation success.

A new enchantment, Fortify Speed, has been added. It will increase movement speed by about 30-70% depending on your skill level. This addition seemed necessary to balance the Chaos school with the other two, as I couldn't decide on an "exclusive" armor enchantment to limit only to Chaos. I plan to eventually add one or two more unique enchantments to this mod (Aether will be the next school I toss a bone to), though I am going to limit new enchantments to a small handful at most.

A completely rewritten Soul Trap script is integrated into the mod: with the exception of Azura's Star, soul gems will no longer accept souls of a smaller size than they are intended to hold. Black soul gems & the Black Star will now only capture human souls, as they should. Also, your followers will now be able to capture souls correctly if given the appropriate soul gems and a Soul Trap weapon.

A highly recommended soul gem scarcity plugin is also available, which can be activated in the MCM menu. The plugin will will replace 80% of the filled soul gems sold by vendors with empty gems instead, to further promote the use and importance of soul trapping in the game.

Most enchantments now scale at their own custom rates, instead of all enchantments being exactly 3 times stronger than their base magnitude when you reach level 100 (as in vanilla). Some will scale more slowly, and some will improve faster and reach much higher values (Magicka Regen scales to about 10 times its base value, for instance). This should keep almost all enchantments relevant even at higher levels.

The Power of some enchantments has been decreased. This is intended mostly for the purpose of promoting game balance and eliminating vanilla flukes, like the ability to reduce casting cost to zero (now impossible with the default settings) or the ability to use smithing and alchemy enchantments to vastly improve potions and smithed items.

Weapon enchantments have noticeably less charges to begin with. This more realistically reflects your skill level and promotes the use of Soul Trap to keep weapons charged (at lower levels especially). Your choice of specialization will affect how much your charge yield increases. Chaos enchanters will find that they burn through charges more quickly, for instance — representing their fiery nature — but they also have the most impressive arsenal of powerful weapon enchantments at their disposal. Skilled enchanters produce significantly more charges for enchantments aligned with their specialty.

You will be unable to use enchanted items before unlocking the required perks. Weapon enchantments simply wont affect your enemies, and armor enchantments will stop working a few seconds after you equip them. You will gain access to almost all enchantments simply by unlocking all three Soul Shaper perks (find a list of what each rank of that perk unlocks in the section below, "Gaining Access to Enchantments")

The Silent Moons Enchantment has been fixed. It didn't do any damage in vanilla. (The Unofficial Patch also fixes this, if you have it)

Bound Weapons now have the proper Soul Trap visual effects after you unlock the Soul Stealer perk. It actually looks like you're absorbing the soul!

A visual projectile has been added to the Soul Trap spell, something that was also missing from vanilla Skyrim. (Also fixed by the Unofficial Patch)

Extra Enchanting experience will be awarded when disenchanting weapons. In vanilla, disenchanted weapons already gave less experience than armor generally, but after this mod's price rebalancing, weapons give extremely little experience. To compensate, you will be awarded extra experience when disenchanting weapons to bring them more in line with armor, BUT that experience will not show up immediately in the experience bar until you enchant or disenchant another item. Unfortunately this minor cosmetic issue can't be fixed. You can disable the extra experience in the MCM menu if this bothers you, however.



Gaining Access to Enchantments

Each enchantment requires a particular perk in order to be used & to be disenchanted in Enchanting Awakened. Without the right perk, weapon enchantments will not affect your enemies, and armor enchantments will automatically dispel or fade when worn. However, almost every enchantment will be usable & disenchantable after you've unlocked all three ranks of the first perk, Soul Shaper. There are six more enchantments — two for each "school" of enchanting — that are only available to specialists in that particular school (the ones listed as "Exclusives" in the school descriptions above). Here is a list of which enchantments each rank of Soul Shaper unlocks:


Perk Tree Notes

It is currently impossible to specialize in more than one style of enchanting in Enchanting Awakened. However, the first three ranks of the starter perk for each enchanting style remain available to anyone, regardless of specialization. Thus, you can choose to unlock the Aether Seeker, Chaos Disciple, and Corpus Scholar perks - up to rank three, at any time.Perks that are above those basic starter perks in the tree will only be available to specialists of their associated style. Once you have taken any of the style-specific perks beyond the original starter perks, you will be committed to the style of the perk you choose for the rest of your play-through. For version two of Enchanting Awakened (in the works now), I will most likely implement an MCM menu option that will allow you to respec your perks if you decide you want to change styles, and I am also considering whether allowing specialization in multiple trees might be possible or desirable.


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