武器和盔甲史密斯

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的武器和盔甲史密斯 Mod,由Kragarth制作。519465004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: Kragarth Mod版本: 0.9. Mod大小: 6.19 KB 更新时间: 2019-10-29 01:11:36 发布时间: 2019-10-29 01:11:36

详细说明

该mod重组了香草锻造特权,以便从树的左侧学习所有武器配方,并从树的右侧学习所有盔甲配方。这些分支机构也无需考虑材料,就可以逐步提高武器/装甲的奖金。作为额外的好处,回火的改变自然可以解决所有某些问题,其中某些可改进的武器和装甲没有与之相关的回火津贴。


功能/变化


振作树看起来更像是一个铁砧。


学徒史密斯(Steel Smithing)可以使用钢制武器和盔甲配方。不再提供回火奖励。


现在,锻造树的左侧是Journeyman / Adept / Master / Grandmaster武器锻造,这使您可以逐步制作出更好的武器,并对武器进行额外的25/50/75/100%的回火。


锻造树的右侧现在是Journeyman / Adept / Master / Grandmaster装甲锻造,这使您可以逐步制作出更好的装甲,并额外提高25/50/75/100%的装甲。


回火奖金不再与材料绑定,从而“解决”了某些项目无法获得双回火奖金的问题。


添加了级别要求以提供完整的进度,通常每10个级别提供更好的配方:


武器进度


铁(无要求)

钢铁(学徒)

兽人(Journeyman 30级)

矮人(旅人40级)

精灵(专家等级50)

Skyforge和Nordic(60级专家)

玻璃杯(大师等级70)

乌木和斯塔利姆(Master Level 80)

戴德里克(硕士90级)

龙骨(宗师100)


装甲进度


Hide&Iron(无要求)

饰钉,帝国和古代诺德(学徒)

铁腕乐队(学徒或25级)

皮革和钢铁(学徒和25岁)

精灵与博诺莫德(旅人)

镀金和几丁质灯(Journeyman 50)

鳞甲和几丁质重(熟练)

精灵镀金和北欧重装(专家等级60)

玻璃与兽人(大师)

乌木(大师等级80)

龙板和坚定者之光(大师等级90)

斯塔利姆重型(Master 95)

龙鳞&戴德里克(宗师)


珠宝也有等级(但没有津贴)的要求,从基本的银戒指(无要求)到镶有宝石的金项链(等级60)都有所提高。


如果您至少有另一侧的熟练工技能,则大师级/大师级技能可以为对面的分支提供25/50%的奖励,上限为100%。例如,宗师Weaponsmith + Journeyman Armorsmith可以以100%的速度调动武器和以75%的速度护甲。武器大师史密斯+盔甲大师史密斯可以同时对武器和盔甲进行100%的回火。这使您能够以7额外费用获得全部回火奖励,但是如果您还希望能够制造出最好的装备和最佳装甲,您仍然需要花费9额外费用。


增加了天炉武器配方。


如果您还想按武器和装甲类型对食谱进行排序,请查看我的史密斯锻造菜单模块。


兼容性和加载顺序


这个mod改变了香草铁匠的特权,武器配方和装甲配方。在其他更改武器/装甲配方的MOD之后加载此MOD。


这个mod与修改现有武器和装甲(但不修改其配方)的mod兼容。


该mod与添加了非手工武器和盔甲的mod兼容。


添加自定义可制作武器和装甲的模组需要合并的补丁。否则,您可能会在武器树中找到装甲配方,反之亦然。欢迎您为您使用的任何mod制作并发布补丁。


该mod与USSEP兼容。 USSEP对铁匠铺特权进行了两项更改,以通过回火来修复错误。不要转发或修补这些更改。此mod作为其核心功能的一部分,以替代方式解决了相同的问题。


欢迎提出问题,意见和建议。

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This mod reorganizes the vanilla smithing perks so that all weapon recipes are learned from the left side of the tree and all armor recipes are learned from the right side of the tree. The branches also provide progressive improvement bonuses to weapons/armor without regard to material. As an added bonus, the change to tempering naturally fixes all issues where certain improvable weapons and armor didn't have an associated perk for bonus to tempering. 

FEATURES/CHANGES

The perk tree looks more like an anvil.

Apprentice Smithing (Steel Smithing) grants access to steel weapon and armor recipes. No longer provides a bonus to tempering.

The left side of the smithing tree is now Journeyman/Adept/Master/Grandmaster weaponsmithing, which permit you to progressively craft better weapons and to temper weapons an additional 25/50/75/100%.

The right side of the smithing tree is now Journeyman/Adept/Master/Grandmaster armorsmithing, which permit you to progressively craft better armor and to temper armor an additional 25/50/75/100%.

Tempering bonuses are no longer tied to material, which "fixes" the problem where certain items couldn't receive a double temper bonus.

Level requirements are added to provide a complete progression, typically every 10 levels provides better recipes:

Weapon Progression

Iron (No requirements)
Steel (Apprentice)
Orcish (Journeyman level 30)
Dwarven (Journeyman level 40)
Elven (Adept level 50)
Skyforge & Nordic (Adept level 60)
Glass (Master level 70)
Ebony & Stalhrim (Master level 80)
Daedric (Master level 90)
Dragonbone (Grandmaster 100)

Armor Progression

Hide & Iron (No requirements)
Studded, Imperial & Ancient Nord (Apprentice)
Iron Banded (Apprentice OR level 25)
Leather & Steel (Apprentice AND 25)
Elven & Bonemold (Journeyman)
Steel Plated & Chitin Light (Journeyman 50)
Scaled & Chitin Heavy (Adept)
Elven Gilded & Nordic Heavy (Adept level 60)
Glass & Orcish (Master)
Ebony (Master level 80)
Dragonplate & Stalhrim Light (Master level 90)
Stalhrim Heavy (Master 95)
Dragonscale & Daedric (Grandmaster)

Jewelry also has level (but no perk) requirements, creating a progression from basic silver rings (no requirements) to gemmed gold necklaces (level 60).

Master/Grandmaster skills provide a 25/50% bonus to tempering the opposite branch if you have at least the journeyman skill from the other side, capped at 100%. E.g., Grandmaster Weaponsmith + Journeyman Armorsmith can temper weapons at 100% and armor at 75%. A Master Weaponsmith  + Master Armorsmith can temper both weapons and armor at 100%. This allows you to gain full tempering bonuses at a cost of 7 perks, but you will still need to spend 9 perks if you also want to be able to craft both the best gear and best armor.

Added skyforge weapon recipes.

Check out my Smithing Forge Menu mod if you would like to also sort your recipes by weapon and armor type.

Compatibility & Load Order

This mod changes vanilla smithing perks, weapon recipes and armor recipes. Load this mod after other mods that change weapon/armor recipes.

This mod is compatible with mods that make changes to existing weapons and armor (but not their recipes).

This mod is compatible with mods that add non-craftable weapons and armor.

Mods that add custom craftable weapons and armor need a merged patch. Otherwise you will likely find armor recipes in the weapon tree and vice versa. You are welcome to make and publish a patch for any mods you use.

This mod is compatible with USSEP. USSEP makes two changes to smithing perks to fix bugs with tempering. Do NOT forward or patch those changes. This mod fixes the same issues in an alternate way as part of its core feature.

Questions, comments and suggestions are welcome.

文件说明

Mod截图

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