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阿兹达尔的天才-额外结界效果

作者:IDontEvenKnow
发布:LUOHUISHU98
发布日期:2019-09-28 23:32:13
更新时间:2019-09-28 23:32:13
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在人们无法记忆的日子里,当人们第一次走上天际之地时,萨尔塔尔城出现了一个伟大的附魔。小时候,他的魔术师和魔术师的天赋对他的导师是显而易见的。作为一个男人,他的技能超越了所有人。在他的亲戚中再也没有什么可学的,他离开了妻子和孩子,开始在精灵大师的带领下训练。


一年变成了两年,然后是三年。最终他的路把他带回到萨尔塔尔时,他只发现了废墟:因为精灵们洗劫了这座城市,那里所有的生命都死了或灭了。在灰烬中,在他家阴燃的废墟中,他发了誓的复仇誓言。传说给他起了个名字:痛苦的驱逐舰阿兹达尔。


独自一人,他无能为力。因此,他倾注了自己的时间,比以前更深入地研究自己的艺术。他从Dwemer中学到了金属的七种性质,以及如何协调它们。从艾莱德家族开始,古老的符文和黎明魔法就连精灵都开始忘记了。在Falmer,Chimer和Altmer中,他旅行了,从每个人身上获取了他能拿到的一切,同时还密谋着他可能如何将这些知识与他们对抗。


终于,从阿特莫拉新来的伊斯格拉默和他的同伴听到了他的声音。三天三夜,他骑车北上,遇到他们,他们在萨尔塔尔废墟附近的冰冷海岸上登陆,精灵们为他们筑垒。他向同伴们提供了他的服务,以及他多年的劳动所产生的一切。魔咒充满了阿特莫兰的钢铁,精灵们在他们面前跌倒了,最后他报仇了。


但是他不满意。他的手艺已经成为他的生活,他对知识的渴望仍然绕着他,驱使他更加深入地钻研。最后,他用尽了精灵的绝杀,但这还不够。他寻求龙符文的秘密,并为自己赢得了大祭司的席位,但这还不够。最后,他把目光转向to灭的飞机,发现那里既有力量,也有疯狂。


有人说他冒险去了那里,再也没有回来。其他人,他被他的龙祭司背叛,被杀死,或被藏匿在他心爱的萨尔塔尔下面的废墟中。据说索尔斯泰姆斯卡人(Skaal)逃到了他们的岛屿,与他的最后遗物一起被封在科尔布约恩巴罗(Kolbjorn Barrow)的深处。


但这就是传说,正如在温特霍尔德的吟游诗人中所讲述的那样。不论真相如何,阿兹达尔的传说都只是警告:为了追求完美,人们必须注意,追求本身并不会全力以赴。


无论如何,Dragonborn DLC包含一项任务,您要努力挖掘传说中的北方巫师Ahzidal的手推车(表面上)以收回他的最后遗物。一旦您完成了任务,为他的靴子以及其他三件神器装备了武器,您将获得主动的魔法效果,阿兹达尔的天才……这只会使您的有效附魔技能提高10点,如果您的附魔技能已经达到最高水平,则完全没有效果。好la脚,对吗?


我一直在寻找借口给自己第三种迷人的效果,并且我记得这种能力的存在,所以这里有一个小小的mod,带有合理的基于知识的解释,并且可能是游戏中最长的副任务。增强了此能力,可以将可以应用于设备的结界数量增加一倍。尽管这个mod仅用了5分钟即可完成,但我非常喜欢这个借口,以至于我认为它值得上载。


除了上述的“标准”版本外,fomod安装程序中还提供了“平衡”版本,当阿兹达尔的天才活跃时,它会降低结界等级的1/3,以防万一。 。使所有三个结界的总强度与从香草额外效果特权获得的两个结界相同。如果需要,这个减益非常容易通过xEdit调整到您喜欢的水平(甚至可以给它一个正的乘数,变得疯狂)。


-兼容性-

这个mod非常小,只有一个覆盖和一个新的振作记录,并且应该与任何不编辑Ahzidal的Genius效果的mod兼容。


.esp带有ESL标志。


任何时候只要卸载.esp即可安全卸载。

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

In the days beyond memory, when men first walked the lands of Skyrim, there arose in the city of Saarthal a great enchanter. As a boy, his gift for magic and artifice had been evident to his tutors. As a man, his skill surpassed them all. And finding nothing more to learn among his kin, he left wife and child, and set out to train under the elven masters.

A year became two, then three. And when finally his path led him back to Saarthal, he found only ruins: for the elves had sacked the city, and all that lived there were dead or gone. Amid the ashes, in thesmoldering ruins of his home, he swore a terrible oath of vengeance. And from that comes the name the legends give him: Ahzidal, the embittered destroyer.

Alone, he could do nothing. And so, he bided his time, delving deeper into his art than any before him. From the Dwemer, he learned the seven natures of metal and how to harmonize them. From the Ayleids, the ancient runes and dawn-magic even the elves had begun to forget. Among Falmer and Chimer and Altmer he traveled, taking what he could from each, and all the while plotting how he might turn that knowledge against them.

Finally, word reached him of Ysgramor and his Companions, newly-arrived from Atmora. For three days and nights, he rode north, and met them as they made landfall on the icy coast near the ruins of Saarthal, which the elves had fortified against them. He offered the Companions his service, and all he had produced in his years of labor. And with Atmoran steel imbued with his enchantments, the elves fell before them, and at last he had his revenge.

But he was not content. His craft had become his life, and his hunger for knowledge still gnawed at him, driving him to delve ever deeper. At long last, he exhausted the lore of the elves, but it was not enough. He sought the secrets of Dragon-runes, and won for himself a seat among their high priests, but it was not enough. And at length, he turned his gaze to the planes of Oblivion, and found there both power and madness.

Some say he ventured there, never to return. Others, that he was betrayed by his fellow Dragon Priests, and killed, or driven into hiding in the ruins beneath his beloved Saarthal. Among the Skaal of Solstheim, it is said he fled to their island, and was sealed in the depths of Kolbjorn Barrow, together with the last of his relics.

But that is the tale, as it was told among the bards of Winterhold. Whatever the truth, the legend of Ahzidal was intended as a warning: in pursuit of perfection, one must take care that the pursuit itself does not become all-consuming.
Anyway, the Dragonborn DLC contains a quest wherein you painstakingly excavate the barrow of the legendary Nord enchanter, Ahzidal, (ostensibly) in order to recover his last relics. Once you've finally done the deed, and you equip his boots, along with any three of his other artifacts, you receive the active magic effect, Ahzidal's Genius...which only increases your effective Enchanting skill by 10 points, and this has exactly no effect if your Enchanting skill is already at max level. Pretty lame, right?

I was looking for an excuse to give myself a third enchanting effect, and I remembered that this ability existed, so here's a tiny mod that—with a plausible lore-based explanation, and gated behind possibly the longest side-quest in the game—buffs this ability to increase the number of enchantments that you can apply to equipment by one. Despite this mod only haven taken literally 5 minutes to make, I liked this excuse so much that I think it warrants an upload.

In addition to the "standard" version, described above, there's also a "balanced" version, available in the fomod installer, that debuffs enchantment magnitude by 1/3rd while Ahzidal's Genius is active, in case you're into that sort of thing. Keeps the total magnitude across all three enchantments the same as with the two enchantments you get from the vanilla Extra Effect perk. If desired, this debuff is very easy to tune to your liking with xEdit (maybe even give it a positive multiplier, go wild).

-- Compatibility --
This mod is very small, just one override and one new perk record, and should be compatible with any mod that does not also edit the Ahzidal's Genius effect.

The .esp is ESL-flagged.

This should be safe to uninstall at any time, just deactivate the .esp.

原贴地址
1.版本号: 1.0   更新时间: 2019-09-28 23:54:07

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阿兹达尔的天才-额外结界效果


Mod大小:1.70 KB
上传时间:2019-09-28 23:32:13

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