更好的精制药水

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的更好的精制药水 Mod,由Skepmanmods制作。等到花谢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: Skepmanmods Mod版本: 1.0 Mod大小: 265 KB 更新时间: 2019-11-02 23:19:35 发布时间: 2019-11-02 23:19:35

详细说明

更好的精制药水:





描述:



您难道不觉得您在Skyrim制作的药水具有通用名称和通用模型感到失望吗?

此mod更改了精制的魔药模型和名称,以匹配最接近的水平战利品魔药。

这个mod还允许多个效果药水清楚地显示出来,例如在名称后缀一个后缀,以及更改不纯药水值的计算方式。









特征:





将精制的魔药名称与水平的战利品魔药相匹配

在香草中,所有精制药水都具有相同的通用名称:“主要功效药水/毒药”。

该名称未显示药水的效力。例如,无论玩家是炼金术的新手还是大师,制作好的恢复生命药水将始终被称为“恢复生命药水”。


使用此mod,您制作的药水的名称将更改为与平整战利品中最接近的药水匹配。例如,由新手炼金术士玩家制作的一瓶恢复健康的药水将被称为“小型治疗药水”,而由主炼金术士制作的一瓶药水将被称为“极度治疗药水”。





将精制的魔药模型与水平的战利品魔药相匹配

在Vanilla中,所有精制的药水都具有相同的通用3D模型。 (所有药水均使用“轻微愈合药水”网格,所有毒药均使用“弱耐力药水”网格。)

该模型未提供有关药水的信息。例如,精制的抗冻霜药水将始终具有相同的模型,而没有指示药水的效果或其效力。


使用此mod,您制作的魔药的模型将更改为与平整的战利品魔药最接近的魔药。例如,精制的抗冻霜药水的模型将是平整战利品中的“抗寒药水”(该模型取决于精制药水的强度)之一的模型,而不是标准的“小型治疗药水”模型。





药名中的后缀以更好地区分

香草精制药水的问题在于,具有单一功效的精制药水和具有多个功效的精制药水之间没有明显的区别。您实际上必须阅读该药水的描述才能弄清楚。


此mod可以将后缀“ mixed”添加到多种效果的药水中,并将后缀“ impure”添加到不纯的药水(具有有益和有害作用的药水)。这使得药水之间更容易区分。


更进一步,我的mod允许将所有效果都以该药水的名称(对于混合和不纯净的药水)使用,以便您一眼就能看出哪个药水。


因为所有这些额外的信息都可以使药水名称长得很长,所以可以选择使用缩写代替完整的药水名称,并在超过一定数量的字符时修剪名称(以防止UI混乱)。






有价值的不纯净药水

此功能需要与SKSE版本相关的插件,请参阅“要求和(取消)安装”部分。


不纯净的药水是既有益又有害的药水。在香草中,它们的黄金价值是通过将所有效果成本加在一起而得出的,使这些药水变得非常有价值,通常用于轻松提高炼金术技能或快速致富。

我认为那些药水应该没有普通药水那么有价值。没有人比想要改善对手或药水要害得多。炼金术士认为不纯净的药水是失败的,而不是成功的。


我的mod有一个选择,可以减去对立的效果成本来确定不纯魔药的黄金价值,而不是相加。然后,不纯的毒金价值等于其有害影响成本之和减去其有益影响成本之和(以及有益药水的反之)。


经验呢?炼金术中的经验值增加取决于药水的黄金价值,因此不纯净的药水会使您获得的经验值减少(毕竟它们都是失败的实验)。

我的mod可以选择执行此操作,并且使不纯净的药水可以为您获得等同于其重新计算的黄金价值的XP。但是,启用此选项后,离开炼金术桌时而不是在酿造过程中将获得XP。


局限性:



由于技术/性能限制,此mod附带一些警告:

更改不是追溯性的,只有安装了我的mod的药水才会更改。

当您制作药水时,左上角的通知将使用香草名称。

除非您要制作已经制作的药水的精确副本,否则在炼金术UI中药水预览的模型和名称将使用香草值。一旦药水落入您的库存,其型号和名称就会更改。

如功能说明中所述,“计算XP”功能将使您在离开炼金术台时(而不是在制作过程中)获得Alchemy XP。

模型和名称的更改不会永久保存,我的mod会保存数据并在加载保存时加载它。这具有以下缺点:

-我的Mod只能保存有限数量的药水,以防止脚本性能问题。默认情况下,该数字设置为40,并且是可配置的。较早制作的药水值会先删除(当然不是药水本身,它只会在保存重新加载后重新获得原始名称和模型)。效果和强度/持续时间完全相同的精制药水(即:它们堆叠在您的库存中)视为一。

-如果您在保存时将精制的魔药的3d加载到了您所在的单元格中(不在您的存货或箱子中,而是放在桌子上)(例如,不在您的存货或箱子中),则只会在您离开并重新进入时更新其模型单元格(或将其放入您的库存中)。








要求和(非)安装:



您需要Skyrim特别版V1.5.39或更高版本。


您需要安装Skyrim Script Extender SE build V2.0.7或更高版本(SKSE64)。


“较少有价值的不纯药水”功能(MCM中的“不纯药水值恶意软件”,默认情况下处于关闭状态)需要使用SKSE插件(包含在主文件中)。此SKSE插件取决于SKSE版本,这意味着如果更新了Skyrim或SKSE,则该插件也需要更新,此功能将无法使用。

我的mod V1.0包括可与Skyrim运行时版本1.5.80(SKSE 2.0.16)一起使用的插件。

此插件还存在于Dynamic Potions SSE和Complete Alchemy and Cooking大修中。如果这些mod更新了他们的插件,您可以从那里获取它,以防我的mod中的一个过时。


脚本“ DP_Extender.pex”和插件“ DP_Extender.dll”将与也使用它们的mod“冲突”(上面引用),因为它们是同一文件。所以这不是问题。


您需要SkyUI版本5.2SE +才能使配置菜单起作用。


照常安装。使用您最喜欢的Mod Manager进行安装,或者在数据文件夹中手动安装。

您只需删除mod文件即可进行卸载。

安装和卸载中间播放效果很好。








兼容性和加载顺序:



这个mod不包含任何原始记录,应该与所有东西兼容。

添加新的炼金术效果或更改对水平战利品的效果或创建新的水平战利品的Mod将需要补丁,以使我的Mod可以考虑这些更改。

模型匹配功能与修改水平战利品魔药的纹理模型(如XxAwesome_PotionsxX SSE)不兼容。像RUSTIC ANIMATED POTIONS和POISONS这样的简单纹理可以很好地工作。


由于时间限制,除非有冲突的mod处于我的个人加载顺序中,否则我将不会再打补丁。


可以使用以下mod的补丁(.esp标记为.esl):

完整的炼金术和烹饪大修:使模型/名称与mod添加的药水匹配。结合多种效果药水使之生效。更改效果名称缩写以匹配mod。默认情况下禁用名称匹配功能,因为CACO启用了类似功能。您可以禁用它并激活我的,避免同时激活它们。

炼金术药水和食物调整:使模型/名称与Mod添加的药水匹配。








笔记:


在香草天际中,“恐惧”和“疯狂”魔术效果均缺少关键字,这可能导致我的mod无法正确识别包含其中一种效果的不纯药水。

此错误已通过非官方的Skyrim特别版补丁(版本4.2.0及更高版本)以及《完整的炼金术和烹饪大修》以及我的mod炼金术药水和食物调整得到了纠正。因此,我建议您至少安装其中之一。


屏幕快照是在安装了Alchemy Adjustments后拍摄的。








学分:



贝塞斯达软件公司制作TES:Skyrim和Creation Kit。

xEdit团队的所有成员。

SKSE团队的所有成员。

SkyUI团队的所有成员。

egocarib用于创建“ DP_Extender” SKSE插件,而SilverKnight7用于将其转换为SSE。

插图的BognaGawrońska和CD PROJEKT RED。








权限:



此mod已根据知识共享署名-非商业4.0国际许可(CC BY-NC 4.0)许可。

您可以将此mod视为资源。随意在任何地方复制,修改和上传该mod,只要它不是出于赚钱的目的。



我的其他模组:



病房功能扩展

病房功能扩展到SLE

经济大修和语音工具的改进

炼金术,药水和食物调整

选择性转换

解锁喊叫要花一魂

狼人的夜眼

城墙外恢复了吸血鬼袭击

经验倍增

解除陷阱的武装很危险

武器速度特效修复

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

Better Crafted Potions:




Description:



Don't you find disappointing that potions you craft in Skyrim have a generic name and a generic model?
This mod changes crafted potions models and names to match the closest leveled loot potion.
This mod also allows multiple effects potions to be clearly indicated a such with a suffix in their name as well as changing the way impure potions value are calculated.








Features:





Match crafted potions name with leveled loot potions

In Vanilla, all crafted potions have the same generic name: "Potion/poison of Main Effect Name".
The name gives no indication on the potency of the potion. For example, a crafted potion of restore health will always be called "Potion of Restore Health" no matter if the player is a novice or a master of Alchemy.

With this mod, potions you craft have their name changed to match the closest potion from leveled loot. For example, a potion of restore health crafted by a novice alchemist player will be called "Potion of Minor Healing" while one crafted by a master Alchemist will be called "Potion of Extreme Healing".




Match crafted potions model with leveled loot potions

In Vanilla, all crafted potions have the same generic 3d model. (The "Potion of Minor Healing" mesh for all potions and the "Weak Stamina Poison" mesh for all poisons.)
The model gives no information on the potion. For example, a crafted potion of resist frost will always have the same model giving no indication on the effect of the potion nor its potency.

With this mod, potions you craft have their model changed to match the closest potion from leveled loot potions. For example, a crafted potion of resist frost will have the model of one of the "Potion of Resist Cold" from leveled loot (which model depending on the strength of the crafted potion) instead of having the standard "Potion of Minor Healing" model.




Suffixes in potion names for better differentiation

A problem with vanilla crafted potions is that there is no apparent difference between crafted potions that have a single effect and crafted potion that have more than one. You actually have to read the description of the potion to figure it out.

This mod can add the suffix "mixed" to multiple effects potions and the suffix "impure" to impure potions (those that have beneficial and harmful effects). This allows for a easier differentiation between potion.

To go even further, my mod allows to put all the effects in the name of the potion (for mixed and impure potions) so you can see which potion is which at a glance.

Because all those extra information can make a pretty long potion name, there are options to use abbreviations instead of the full effect names and to trim the name when it goes over a set number of characters (to prevent UI clutter).





Less valuable impure potions

This feature necessitates a SKSE version dependent plugin, see "Requirements & (Un)Installation" section.

Impure potions are potions that have both beneficial and harmful effects. In vanilla, their gold value is calculated by adding all of the effects costs, making those potion pretty valuable, often used to easily improve alchemy skill or get rich quickly.
I think those potion should be less valuable than normal potions. Nobody wants a poison than also improves your opponent or a potion than also harms you. Impure potions should be considered a failure by an alchemist, not a success.

My mod has an option to subtract opposing effect costs to determine the impure potion gold value instead of adding them. An impure poison gold value is then equal to the sum of its harmful effects costs minus the sum of its beneficial effects costs (and the other way around for beneficial potions).

What about experience? XP gain in alchemy is determined by the gold value of the potion so impure potions should earn you less XP (they are failed experiment after all).
My mod has an option to do just that, and make impure potions earn you the equivalent XP of their recalculated gold value. However, with this option on, you will gain your XP when you leave the alchemy table and not during the brewing itself.








Limitations:



This mod comes with a couple of caveats due to technical/performance limitations:

Changes are not retroactive, only potions you craft with my mod installed will be changed.

The notification in the upper left corner when you craft a potion will use the vanilla name.

The model and name of the potion preview in the alchemy UI will use the vanilla values unless you're about to craft an exact copy of an already crafted potion. Models and name are changed as soon as the potion lands in your inventory.

As stated in the feature description, the "Calculate XP" feature will make you earn Alchemy XP when you leave the alchemy table, not during the crafting.

Model and name changes are not save persistent, my mod saves the data and load it when you load a save. This has the following drawback:

- My mod can only save a limited number of potions to prevent script performance issues. The number by default is set to 40, and is configurable. Older crafted potion values are deleted first (not the potion itself of course, it will just regain the vanilla name and model on save reload). Crafted potions of the exact same effects and magnitude/duration (ie: they stack in your inventory) count as one. 


- If a crafted potion has its 3d loaded (not in you inventory or a chest but placed on a table for example) in the cell you are in when you load a save, its model will only be updated when you leave and re-enter the cell (or take it in your inventory).









Requirements & (Un)Installation:



You need Skyrim Special Edition V1.5.39 or above.

You need the Skyrim Script Extender SE build V2.0.7 or above installed (SKSE64).

The "Less valuable impure potions" feature ("impure potions value malus" in the MCM, off by default) requires a SKSE plugin to work (included in the main file). This SKSE plugin is SKSE version dependent, meaning that if Skyrim or SKSE updates, the plugin will need to be updated as well for this feature will not work.
V1.0 of my mod includes the plugin that works with Skyrim runtime version 1.5.80 (SKSE 2.0.16).
This plugin is also present in Dynamic Potions SSE and Complete Alchemy and Cooking Overhaul. If these mod update their plugin, you can grab it from there in case the one from my mod becomes outdated.

The script "DP_Extender.pex" and the plugin "DP_Extender.dll" will "conflict" with mod that also use them (cited above) because they are the same file. So it's not an issue.

You need SkyUI Version 5.2SE+ for the configuration menu to work.

Installation as usual. Install with your favorite mod manager or manually in the data folder.
You can uninstall simply by removing the mod files.
Installing and uninstalling mid playthrough is fine.







Compatibility & Load Order:



This mod does not contain any vanilla record and should be compatible with everything.
Mod that add new alchemy effects or that change effects on leveled loot potions or that create new leveled loot potions will need a patch for those changes to be taken into account by my mod.
The model matching feature is not compatible with mods that modify leveled loot potions models texture sets like XxAwesome_PotionsxX SSE. Simpler retextures like RUSTIC ANIMATED POTIONS and POISONS work fine.

Due to time constraint, I will not make any more patches unless the conflicting mod is in my personal load order.

Patches for the following mods are available (.esp flagged as .esl):

Complete Alchemy and Cooking Overhaul: Enables model/name matching with potions added by the mod. Enbales matching with multiple effects potions. Change effects names abbreviation to match the mod. Disables by default the name matching feature since CACO has a similar feature enabled. You can disable it and activate mine, avoid having both active at the same time.

Alchemy Potions and Food Adjustments: Enables model/name matching with potions added by the mod.








Notes:


In vanilla Skyrim, both Fear and Frenzy magic effects are missing a keyword, which may cause my mod to not properly recognize impure potions containing one of those effects.
This bug is corrected by the Unofficial Skyrim Special Edition Patch (version 4.2.0 and above) as well as by Complete Alchemy and Cooking Overhaul, and my mod Alchemy Potions and Food Adjustments. I thus recommend you have at least one of them installed.

Screenshot were taken with Alchemy Adjustments installed.







Credits:



Bethesda Softworks for making TES:Skyrim and the Creation Kit.
All members of the xEdit team.
All members of the SKSE team.
All members of the SkyUI team.
egocarib for creating the "DP_Extender" SKSE plugin and SilverKnight7 for converting it to SSE.
Bogna Gawrońska and CD PROJEKT RED for the illustration.







Permissions:



This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anywhere, as long as it is for non-lucrative purpose.







My Other Mods:



Wards Functionalities Extended
Wards Functionalities Extended for SLE
Economy Overhaul and Speechcraft Improvements
Alchemy, Potions and Food Adjustments
Selective Transmute
Unlocking Shouts Costs One Soul
Werewolf Night Eye
Vampire Attacks Restored Outside of Walled Cities
Experience Multipliers
Disarming Traps Is Dangerous
Weapon Speed Effects Fix


文件说明

Mod截图

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