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催化施法。

作者:OperatorCactus
发布:LUOHUISHU98
发布日期:2019-10-30 23:50:49
更新时间:2019-10-30 23:50:49
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1.0
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介绍


当您扮演弓箭手或战士时,您的角色实力可以通过几种方式表达。您可以升级技能,选择津贴并抢购更好的装备。这意味着您需要探索以造成更多的伤害或吸收更多的伤害。

对于一个法师来说,你的前进受到更多的限制:你的技能只会使你的法术更强壮,而更高等级的法术只能从法术商人那里获得。无法在整个世界中找到高等级法术宝典。附魔可以提供帮助,但不仅限于法师角色。

这种差异使我的法师游戏角色升级变得非常无聊和单调。


mod的作用

首先,此mod将精通和专家级法术宝典添加到战利品清单中。您现在可以在战利品,上司宝箱中找到这些物品。这些列表是未分级的,完全是偶然地处理的。这意味着不需要使用Morrowloot或Skyrim Unleveled或什至是Requiem的补丁。为了防止任何老朋友早日掌握超强技巧,我也做了其他事情。

这个mod向游戏中添加了新物品,您需要将它们添加到清单中,以便能够熟练施展等级法术。

专家级法术的价格也便宜30%左右,原因我将在其他部分进行说明。

这些物品可以在boss的箱子中,某些手工放置的地方找到(很多地牢中至少有一个这样的物品产生),很少在被杀的法师或吸血鬼身上找到。

如果您缺少拼写所需的物品,则拼写费用大约增加了三倍。这仅适用于熟练级和专家级法术。新手,学徒和大师的法术不受此MOD的影响,因为法师角色需要具有一定的火力,并且也是朝着这个目标努力的可行目标。


但是,仅获取此mod引入的任何特殊项都不会。您需要获取正确的一个。

对于熟练的法术,有五个项目,每个项目都与一个魔法学校有关。这些物体称为催化剂。例如,如果您有毁灭催化剂,则可以施展熟练的法术而不会受到任何惩罚。如果不是,则激活上述减益。

专家级法术明显更强大,因此需要更多物品才能施放。专家咒语也是我开发此mod的主要原因。当然,就像熟练的等级法术一样,您需要催化每种流派的魔法。但是,对于专家级的咒语,您需要高度的推动力。如果您的库存中有很高的催化剂,那么您也可以自由施放熟练的法术。这样做是为了防止因战利品的掷骰失败而造成角色妨碍的结果:当您确实需要普通的催化剂时,您可能会受到高催化剂的攻击,因为此时您的角色将不知道任何专家级的咒语。

专家级项目比专家级项目更为普遍。


所有这些促进人们谈论的话题听起来似乎很混乱,但情况却越来越好。对于专家级法术,您需要另一个项目,即所谓的谜。这些神秘的物品也是铸造专家级法术所必需的:只有高水平的催化剂才行。谜题与某个咒语所在的某所学校中的魔术类型有关。您可能会问什么类型?对于破坏来说,它是一种元素,例如火。例如,咒语“焚化”既需要高分解力催化剂,又需要火焰谜团,才能在牌手的异能中放出,而不会造成减益效果。其他学校也遵循相同的模式:修复学校的专家级反亡灵法术和治疗法术都有其自身的谜团,因此需要将这些物品以及较高的修复催化剂纳入清单。


我将列出一份简短的清单,以说明我在这里所做的解释。


所需的ADEP SPELS:

催化剂。例如,“闭合伤口”需要:

恢复催化剂。

火球需求:

破坏催化剂。

等等。

需要专家级技能:

高催化剂和谜团。例如:

转变更大的亡灵需求:

高修复催化剂

驱魔之谜(思考驱逐亡灵法术)

召唤Storm Atronach需要:

高共轭催化剂

达德拉之谜


它并不是很复杂,只是很难简洁地解释。


为什么这个mod存在

我发现以法师为中心的自我发展很无聊。所有其他阶级都可以参加的所有令人振奋的掠夺与经典法师无关。长袍和咒语是在供应商处购买的,尤其是较高等级的。除了杀死狗屎,法师真的没有理由离开那里。

还需要牢记游戏平衡。诸如火球之类的娴熟法术过于可行且具有成本效益,特别是在游戏后期。这是因为专家级法术太昂贵了。所以我让它们便宜了!现在,它们的价格几乎与熟练级咒语一样昂贵,这使它们完全比不那么精巧的同类更为优越。

与此相对应的是我介绍的这个稍微复杂的项目系统。结果几乎是拼写书籍的Morrowloot化。熟练的等级法术是获得技能和巨蛋后获得挑战的一个小挑战,但是它非常可行,因为只有一个项目可以找到。专家级法术会转化为更稀有但更强大的东西,就像Morrowloot中发现的高级装备一样!要获得专家级的咒语,您需要三个而不是一个,这是咒语书卷,高催化力和谜语。我已经对该模块进行了全面的游戏测试,这些物品非常稀有,因此您可以在学习香草的实际专家级法术的大约同一时间获得它们。

技术资料

该mod的效果是通过自动添加到播放器中的特权引入的。这使用与“天际无级”相同的脚本,并且还会在冲突组织者中显示为冲突或替代。不用担心,此脚本实际上是同一文件,并且两个mod之间的mod顺序/安装顺序无关紧要。

这种津贴很简单。它将符咒费用乘数应用于玩家(且仅限玩家),当满足上述条件时激活该咒语:如果您缺少必需的物品,则会获得符咒费用减益。一个重要的。

谜题使用分配给咒语魔术效果的咒语关键字。例如,所有带有MagicDamageFire关键字的专业销毁咒语都将需要投掷火迷,以及该咒语的高招。这意味着适当关键字化的调制法术与此模版完全兼容。大声地制作法术模组显然行不通。关键字很重要!


学分


用于催化剂的模型来自贝塞斯达。用于谜题的是来自这些modder的资源包:

https://www.nexusmods.com/skyrim/mods/68755 Modder的资源包-Oaristys的《 The Witcher Extension》

Oaristys和Tony67的https://www.nexusmods.com/skyrim/mods/16525/?tab=files Modder资源包

任何细微的纹理编辑都是您真正完成的。

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

Introduction 


When you're playing an archer, or a warrior, your character's strength is expressed in a few ways. You level up skills, select perks, and loot better equipment. This means that you need to explore to deal more damage or absorb more.
For a mage, your progression is more limited: your skills only make your spells stronger, and higher level spells can only be obtained from spell vendors. High level spell tomes are unable to be found in the overworld. Enchantments help, but they are not limited to mage characters.
This discrepancy made the character progression for my mage playthroughs extremely boring and one-sided.

What the mod does

First of all, This mod adds adept and expert level spell tomes to loot lists. You can now find these items in loot, boss chests, whatever. These lists are unleveled and are entirely handled by chance. This means that a patch with Morrowloot or Skyrim Unleveled, or probably even Requiem, is unnecessary. To prevent any old chum from getting their hands on a super strong spell early on, I've done something else, too.
This mod adds new objects to the game that you need to have in your inventory in order to be able to cast adept level spells and up.
Expert level spells are also about 30% cheaper, for reasons i'll explain in a different section.
These items can be found in boss chests, in certain hand-placed locations (a lot of dungeons have at least one spawn of these items) and very rarely on slain mages or vampires.
If you lack the required items for a spell, your spell cost is roughly tripled. This is true for adept level and expert level spells only. Novice, apprentice and master spells are unaffected by this mod, because a mage character would need to have some firepower, and also a feasible goal to work towards.

Just getting any special item introduced by this mod won't do, though. You would need to get the correct one. 
For adept level spells, there are five items, each pertaining to a school of magic. These objects are called catalysts. If you have a destruction catalyst, for example, you will be able to cast adept-level spells without any penalties. If not, the aforementioned debuff is activated.
Expert level spells are significantly more powerful and thus require more items to be able to be cast. The expert spells are also the main reason why I developed this mod. Of course, you would need a catalyst for each respective school of magic, just like with adept level spells. However, for expert level spells you need a high catalyst. If you have a high catalyst in your inventory you will also be able to cast adept level spells freely. This is done to prevent character-hampering results from bad rolls on the loot: you might get showered with high catalysts when you really would need normal ones, as your character would not know any expert-level spells at that point in time.
Adept-level items are more common than their expert-level counterparts.

All this catalyst talk might sound very confusing but it gets better. For expert-level spells you need another item, a so-called enigma. These mysterious objects are also required for expert level spells to be cast: only a high catalyst won't do. Enigmas pertain to the genre of magic in a certain school a certain spell is in. What is a genre, you may ask? For destruction it's an element, such as fire. The spell "Incinerate" would, for example, need both a high desctruction catalyst and a fire enigma to be in the player's inventory to be able to be cast without debuffs. Other schools follow the same pattern: expert level anti-undead spells and healing spells from the restoration school both have their own enigma and as a result need these items, as well as a high restoration catalyst, to be in their inventory.

I'm gonna make a short list to illustrate what I've explained here.

ADEPT LEVEL SPELLS NEED:
A catalyst. For example, Close Wounds needs:

a Restoration Catalyst.

Fireball needs:

a Destruction Catalyst.

And so on.
EXPERT LEVEL SPELLS NEED:
A high catalyst and an enigma. For example:
Turn Greater Undead needs:

a High Restoration Catalyst

an Enigma of Repelling (think Repel Undead spell)

Conjure Storm Atronach needs:

a High Conjuration Catalyst

an Enigma of Daedra


It's not really complicated, just hard to explain concisely.

Why this mod exists


I've found it so boring for the progression of the mage to be self-centered. All this exciting looting that any other class would be able to partake in is just not relevant to the classic mage. Robes and spells are bought at a vendor, especially higher tier ones. There really was no reason for a mage to get out there outside of just killing shit.
There was also a game balance aspect kept in mind. Adept level spells like fireball are way way way too viable and cost-efficient, especially later in the playthrough. This is because expert level spells are just too expensive. So I've made them cheaper! Now they're pretty much as expensive as adept-level spells, making them downright superior to their less sophisticated counterparts.
The counterweight to that is this slightly complex item system I've introduced. The result is, pretty much, the Morrowloot-ification of spell tomes. Adept level spells are a small challenge to gain access to after getting the skills and tomes, but it's very doable as there's only one item to be found. Expert level spells are transformed into something more rare but more powerful, just like high grade equipment as found in Morrowloot! To get access to expert-level spells, you need three items instead of one, which is the spell tome, the high catalyst and the enigma. I've thoroughly playtested this mod and these items are just rare enough so that you'd get them at around the same point in time as to where you'd learn actual expert level spells in vanilla.

Technical stuff

This mod's effect are introduced via a perk automatically added to the player. This uses the same script as Skyrim Unleveled and will also show up in your mod organizer as a conflict or override. Fear not, this script is literally the same file and the mod order/install order between the two mods does not matter.
This perk is very simple. It applies a spell cost multiplier to the player (and the player only) that activates when the conditions as described above are met: if you lack the required items, you get a spell cost debuff. A significant one.
The enigmas make use of spell keywords assigned to spell magic effects. All expert destruction spells with the MagicDamageFire keyword, for example, will need a fire engima to be cast, as well as the high catalyst of the spell's school. This means that appropriately keyworded modded spells are fully compatible with this mod. Shoddily made spell mods will obviously not work. Keywords are important!


Credits


The models used for the catalysts were from bethesda. The ones used for the enigmas are from these modder's resources packs:
https://www.nexusmods.com/skyrim/mods/68755 Modder's Resource Pack - The Witcher Extension by Oaristys
https://www.nexusmods.com/skyrim/mods/16525/?tab=files Modder's Resource Pack by Oaristys and Tony67
Any minor texture edits are made by yours truly.


原贴地址
1.版本号: 1.0   更新时间: 2019-10-31 00:14:39

2.版本号: 1.0   更新时间: 2019-10-31 00:14:46

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催化施法。


Mod大小:9.64 MB
上传时间:2019-10-30 23:50:49

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