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狂战士RP和NPC特权,龙族强化喊叫和基于种族的开始状态

作者:Paradoxrnt
发布:LUOHUISHU98
发布日期:2019-11-05 16:18:41
更新时间:2019-11-05 16:18:41
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4.1
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

这个MOD已经被我的“经典角色扮演角色构建”全面大修


*这种模式的目的是用于战斗困难/现实主义模式(我个人使用‘活力’),其中耐力在战斗中发挥了更重要的作用!

**我基本上把我的几个mod合并到这个文件中.这使得mod的描述非常混乱/拥挤。你被警告了!

*请批准:)



这个大修模式是做什么的?这里是我的尝试,一个简单的分解组件!

-它用一种独特(D&D风格)狂暴狂暴力量取代了兽人狂暴+北方战场种族力量.与香草兽人狂暴力量(完全不受启发的奶酪,允许双伤害法术施放!)。

-一旦诺德/兽人到达Lvl 30,他们的狂暴能力就会变成一种一天可以多次使用的能力。
*直到lvl 30,狂暴的每日力量被启用,能力被禁用.一旦你到达Lvl 30,这是相反的!

-兽人拥有坚韧的,伤痕累累的兽皮=每5级增加+2%的伤害抵抗力,抵抗近战攻击(包括击打和手无寸铁)。

-红卫兵‘肾上腺素拉什’给予额外4分钟的+25%耐力Regen(同时)

-红卫兵‘肾上腺素拉什’给予额外7分钟的+10%耐力Regen(同时)

-它鼓励玩家以狂暴者(野蛮人)的身份,“削弱”一些我们最终都滥用的非阶级技能/能力(锁取、炼金术、销售价格、伤害和偷袭现在少得多)。

-它对个人电脑的福利和能力作出了广泛的改变

-它给了NPC(和某些生物)Perks=他们现在更强大/更有能力!

-它还提供了基于知识的起跑状态、恢复率和载重能力……受安魂曲的启发。

-它增加了我的‘龙出生的强大的喊叫’模式=你收集的龙灵魂越多(和囤积),你的呼喊冷却时间就越短!


.好吧,那还不算太糟.让我们再试一次更详细的细分吧!


1)MOD组件的详细信息(和后台LOL):


我从来不喜欢北方战场的力量.你可以从呐喊中得到同样的效果!兽人狂暴的力量也是愚蠢的,它给你2倍的伤害,即使你是投火球,并给予一个-50%的伤害减少对所有伤害=没有意义!所以我反而给了半兽人和诺兹一种狂暴的狂暴种族力量的D&D风格。

兽人身上留下疤痕的兽皮每5级增加2%的伤害抵抗力和近战攻击!我这么做是因为诺德人有50%的冰霜抵抗力.而兽人没有其他种族优势。

在级别的1-29之间,你的狂暴能力每天只能使用一次!

一旦你达到30级,你的狂暴力量就不再起作用了.你反而获得了一个狂暴的能力,你可以任意发送垃圾邮件!

*请注意,狂暴狂暴造成耐力重致伤害+随时间变化的生命值伤害(见下文).垃圾邮件狂暴技能将导致伤害效果叠加=危险!

我想要一个狂暴的战士,他(她)可以怒气冲冲,让他(她)造成很大的伤害,对一些伤害不屑一顾.但当他们的怒气消散时,他(她)慢慢地耗尽了蒸汽,导致精疲力竭。2倍的近战伤害+关键命中+额外的能量攻击耐力+零耐力恢复7分钟,这样做!

我也想让他们有机会忽略愤怒的伤害,但当他们的受伤慢慢地让自己感觉到的时候,他们就有死亡的危险。堆叠的生命值加成依次过期(间隔30秒)+7分钟的生命值伤害,非常好!


Nord/ORC玩家在使用狂暴能力/异能时获得以下技能/惩罚和持续时间:


60秒:使用徒手(拳头)、双手技能武器或单手技能武器的攻击伤害x2。

60秒:击打伤害x2

60秒:+10%的关键命中率改变(即使你没有额外的支持)
*只有在使用非武装(拳头)、双手技能武器或单手技能武器的情况下。

60秒:+50%的临界伤害(即使你没有额外的支持)
*只有在使用非武装(拳头)、双手技能武器或单手技能武器的情况下。

60秒:+15%攻击你的敌人的致命攻击几率!(你完全咄咄逼人的专注会带来后果!)

60秒:+40来恐吓支票(在谈话中冒泡嘴巴,疯狂的眼睛狂暴=非常吓人!)
*“厄尔,从现在开始我当然会离开卡洛塔.请不要杀我!”

60秒:你从近战攻击/重击中得到20%的伤害。

60秒:你在攻击/呼喊中被错开了25%。

420秒:0%的耐力再生.你已经从狂暴中精疲力竭了,让你在之后的一段时间里很脆弱。

60秒:+100生命值(标准堆叠式助推)

90秒:+50点生命值(标准堆叠式提升)在10级获得

120秒:+50生命值(标准堆叠式提升)在20级获得

420秒:每秒损失1 HP。
*如果按顺序使用狂暴能力,每次你延长兽人的狂暴,那就是‘生命值持续伤害’值栈!使用狂暴一次并不是什么大不了的.在一场长时间的战斗中发垃圾邮件可能对你的生命本身构成威胁!

当我试图扮演一个战士/野蛮人角色时,我注意到我一直严重依赖于非战士技能(例如锁取、炼金术、施法术或施法术)。我决定让自己成为一个模式,在那里我不会被诱惑打破RP!此外,我想要一个让战斗相关技能对我和NPC来说更具挑战性/“现实”的模式。最后,我希望奖励更多.所以我降低了球员的销售价格(-50%)+我强烈建议使用‘增加邦蒂黄金’暗瓦让赏金真的值得玩家花时间!

基本上,重点是限制杰克的所有交易类型的游戏,并鼓励(武力)战士/野蛮人/圣骑士角色扮演…所有这些都增加了一些额外的‘现实主义’为我和NPC。作为法术施放的替代物,喊叫也变得更重要了!

-此MOD功能的许多效果不包括隐藏的额外功能=您可能没有看到效果描述,但它可以工作(类似于额外的元素保护添加50%的元素保护,而用一个屏蔽,但你没有看到它在积极的影响列表)。

-红卫兵‘肾上腺素拉什’现在给予标准的60秒耐力恢复,同时给予+25%耐力恢复4分钟,同时7分钟+10%耐力恢复.交错效果更好地模拟肾上腺素拉什随着时间的推移而逐渐消退的效果!。


额外的MOD变化:*这些变化中的一些也适用于大多数NPCS/亡灵/Falmer.所以要小心!

-开始比赛有他们的开始状态/携带能力/非武装伤害设置为安魂曲值.他们现在并不都开始100/100/100!
阿尔默90健康/130 Magicka/80耐力/80 CarryCap
阿戈尼亚105健康/90 Magicka/120耐力/90 CarryCap
博斯默90健康/110 Magicka/120耐力/75 CarryCap
布雷顿90健康/120 Magicka/90 stanina/80 CarryCap
邓默100健康/100 Magicka/100耐力/85 CarryCap
帝国110健康/100 Magicka/110耐力/90 CarryCap
Khajiit 90健康/90 Magicka/120耐力/80 CarryCap
Nord 120健康/80 Magicka/120耐力/100 CarryCap
ORC 130健康/60 Magicka/110耐力/110 CarryCap
红卫兵110健康/70 Magicka/130耐力/95 CarryCap

-磨损的装甲/盾牌重量仅为55%(有助于平衡较低的载重能力.而且是现实的,因为穿盔甲比携带盔甲容易)
*非魔法铁盾似乎没有受到影响,因为某些原因!

-NPC/亡灵/19级或以下的猎鹰获得10%的致命命中率

-NPC/亡灵/19级或以下法尔默受到+20%的致命伤害

-NPC/亡灵/20级或更高等级的猎鹰获得20%的致命命中率

-NPC/亡灵/猎鹰20级或更高等级获得+50%的致命伤害

-NPC/亡灵/Falmer级19级或以下,获得Mace+战锤装甲25%的穿透率

-NPC/亡灵/猎鹰级19级或以下获得战斧+战斧穿透力15%

-NPC/亡灵/20级或更高等级的Falmer获得Mace+战锤装甲50%的穿透率

-NPC/亡灵/20级或更高等级的猎鹰获得战斧+战斧护甲25%

-当你提高耐力时,携带能力不再增加

-如果你的客流量过大,马车不应该再运送你(运输司机将拒绝成为你的私人商队)

-无限制的训练(每级可训练9999次)*总是认为训练限制是愚蠢的!

-玩家可以得到30分的罚球.香草的偷偷摸摸是愚蠢的不现实的

-只有3件盔甲需要与轻型装甲和重型盔甲相匹配*因为暴风战士使用各种头盔!

-只有3件铁/带/钢盔甲是需要的匹配设置奖金.这是因为铁/带/钢盔甲甚至没有连接在一起=对如此严格的匹配设置额外要求没有任何意义!

-穿3件(或更多)铁/带盔甲可以降低50%的贿赂成本.npc既对你粗糙/绝望的外表更加警惕,又假设你没有那么多的黄金来贿赂他们。

-穿3件(或更多)铁/带护甲不增加恐吓检查+10.NPC对你很警惕,你显然是个战士,但你的外表让你显得粗鲁和绝望

-钢方头头盔现在可算作标准钢和钢板,用于匹配PERK+回火奖励。

-Roggi的家庭盾现在是标准铁盾的稍微好一点的版本

-铁靴/护甲也与暴风披风重型盔甲相匹配

-骷髅现在受到来自麦克或战争锤的+25%的伤害。

-炼金术不再被限制.但是,如果你想用这个模块进行炼金术,你需要加载一个炼金术模块,其中包括在这个模块之后对成分和配方的改变(不幸的是,这个模式已经破坏了成分特性/效果)。

-回火工艺只有10%的效果
*平衡/锐化/定制握把不应使武器达到3倍的能力。
**我使用此模式与SSE磨练金属.工作很好地作出迷人的订单,从NPC!

-调性的描述已经改变了:“精细”=“大师手艺”,“高级”=“无法无天”,“精致”和“传奇”!

-锁取效率只有10%
*在没有新手福利的情况下挑选新手锁就像在香草游戏中挑选大师锁一样难
**选锁能力+选锁药水+锁锁酒将使主锁有可能被挑选.但仍然很难。
 ***Lock Bashing can be added via this mod: http://www.nexusmods.com/skyrimspecialedition/mods/4127/?

-扒窃的效果只有10%(睡觉的目标不受惩罚)

-偏转箭(带盾牌)几率增加+20%

-新来的Stagger减少了20%

-所有的销售价格都降低了50%(对贪婪的玩家来说,阻碍了过度的移动.就像我一样!)

-增加了一个风暴斗篷重型Cuirass版本(长皮革袖子版本)。它起着中等装甲的作用。

-隐藏盾牌现在重量2.5

-护盾现在是轻型装甲

-钢铁/兽人/矮人武器的伤害/临界伤害增加,与更多异国材料相比更具竞争力
*空中锻造钢和钢铁现在是一样的.除了创制武器有两倍的临界伤害值

-道恩护卫武器/遗物现在是银色武器(他们保留他们的反吸血鬼奖励)

-破碎机现在被认为是一种银武器(保留它的所有其他能力)

-铁武器重量-2的默认,并有+0.1的速度。*这是为了现实地平衡他们的有用性与钢铁(游戏中的铁武器型号毕竟是较小的)。

-铁+钢盔甲/盾牌减轻重量(包括带状变体).使其在重量和防御方面更加可行

-镶嵌/毛皮/隐藏盔甲调整了它们的统计量,以使其更加平衡/“真实”

-镶嵌/毛皮/隐藏盔甲都使用“装甲装备”=现在可以使用轻型装甲‘匹配组’

-几个土匪(毛皮)盔甲现在可以制作了(当时正在玩,决定把菜谱留在那里)

-Kyne的令牌(狩猎)现在增加一个+50%的耐力Regen率奖励,一个20%的呐喊恢复奖励和一个+50%的防雷奖励。
*这个项目很难得到+酷的外观=我希望它值得一名球员的时间/努力得到!

-狂暴者正在恐吓野兽.Mod将恐吓的效果提高10倍

-条件反射=磨损设备(所有磨损物品)重量减少20%。此外,每件重型装甲减少7%的Stagger。

-DeepWoundsPerk现在为战斧、巨剑和战锤提供了一个致命命中的机会。



-Hack和Slash Perk现在给予战斧、剑和匕首流血伤害。此外,它不再受武器材料的影响(所有材料设置为精灵级流血)。还提供剑和战争2%/3%/5%穿甲

-林姆斯派克现在给予战斧和大刀流血伤害。此外,它不再受武器材料的影响(所有材料设置为精灵级流血)。同时对这些武器进行6%/8%/10%穿甲

-破骨者佩克现在给予Maces 12%/24%/36%的穿甲术。它还会增加5%/10%/15%的攻击伤害。

-空破碎机Perk现在给予Warhammers 20%/40%/60%的穿甲术。它还增加了10%/20%/30%的攻击伤害。它还增加了5%/10%/15%的增加交错的机会,当使用任何双手武器!

-风行者珀克(轻型装甲树)现在没有盔甲或轻型盔甲.或其中的某些组合。任何重型盔甲(不包括盾牌)都将禁用额外技能!

-固定重型装甲佩克‘力量塔’香草虫

-缓冲佩克现在增加10%的装甲加成重型装甲件。去掉1/2的伤害效果.这毫无意义!

-快速反应现在需要75个阻止技能

-时间刻度设置为3(默认为20)

-空中锻造钢武器对普通钢造成2倍的临界伤害

-钢武器=精灵武器.除非精灵武器受到更高的临界伤害

-精灵武器略轻/弱于兽人.但精灵的临界伤害略高

-矮人武器比钢稍重/更好

-Ebony弓造成的伤害较小,因为它的射击率比其他重弓高得多=仍然造成更大的伤害。


对龙出生授权构成部分的解释:

吸收龙魂现在加强你的清华嗯。任何龙灵魂,你在你的“库存”(没有消耗,以解锁权力的话)贡献给你的清华,嗯.结果是减少了高喊冷却。每个龙之魂降低你的高呼冷却1%。

安装/更新说明:

-对于一个新游戏或一个简单的更新=安装.bsa通常或与Mod经理。正常开始一个新游戏。

-如果安装到正在进行的游戏中=安装.bsa正常或与Mod经理。在游戏中,打开控制台‘~’,键入
“演艺圈”。然后点击另一个种族选择。然后单击原来的比赛。接受,重命名,发挥正常!


所需文件:

非官方修补程序(不管如何,您都应该使用它!)


兼容性:

-其他改变种族统计/能力/能力的MODS可能不兼容。只需按“加载顺序”将此模块加载到较低的位置。

伙计们玩得开心!


*如果人们通过留下反馈来表现出足够的兴趣:

-一个黑守卫/反帕拉丁RP可选档案
-对兽人/北方的野蛮人来说,有限的“探测生命”能力在10级左右模拟卓越的荒野追踪技能。
-对兽人/北方的野蛮人来说,5级-10级的野蛮人(如D&D)10%的移动速度奖励(同时不穿任何重型盔甲.也可能成为“中等”装甲的例外)

————————————————————————————————————————
This mod has been replaced by my 'Classic Roleplay Character Build' Perk Overhaul


*This Mod is intended to be used with combat difficulty/realism mods (I personally use 'Vigor') where stamina plays a FAR more important role in combat!

**I've basically combined several of my mods into this single file....which makes the mod description VERY cluttered/packed.  You've been warned!

***Please Endorse :)



What does this OverHaul mod do? Here is my attempt at a simple breakdown of the components!

-it replaces the Orc Berserk + Nord Battlecry Racial Powers with a unique (D&D style) Frenzied Berserker Power....very different than the vanilla Orc Berserk Power (which was total uninspired cheese that allowed double damage spell casting!?!!)

-Once Nords/Orcs reach Lvl30, their Berserk Power becomes an ABILITY which can be used many times a day
*Until lvl30, the Berserk Daily Power is enabled and the Ability disabled...once you reach Lvl30, that is reversed!

-Orcs have tough, scarred hides = they gain +2% damage resistance vs melee attacks (including bashes and unarmed) for every 5 levels

-Redguard 'Adrenaline Rush' gives additional 4 minutes of +25% Stamina Regen (concurrent)

-Redguard 'Adrenaline Rush' gives additional 7 minutes of +10% Stamina Regen (concurrent)

-it encourages players to RP as a Berserker (Barbarian) by'gimping' some of the non class skills/abilities that we all end up abusing (lockpicking, alchemy, selling prices, smithing and sneak are now much less OP).

-it makes extensive changes to PC perks and abilities

-it gives NPCs (and certain creatures) Perks = they are more powerful/capable now!

-it also gives the start Races Lore based start stats, recovery rates and carry capacities.....inspired by Requiem

-it adds my 'Dragonborn Empowered Shouts' Mod = the more Dragon Souls you collect (and hoard), the shorter your Shout Cooldown becomes!


.....well, that wasn't so bad....let's try a more detailed breakdown next!


1) Mod Component Details (and backstory lol):


I never liked the Nord BattleCry Power....you can get the same effect from shouts!  The Orc Berserk Power was also silly in that it gave you 2x damage even if you are casting fireballs, and gave a -50% damage reduction received against ALL damage = made no sense!  So I instead gave BOTH Orcs and Nords a D&D style Frenzied Berserker Racial Power instead.

Orc's scarred hides also gain 2% damage resistance vs melee attacks for every 5 levels gained!  I did this because Nords have 50% Frost Resist...while Orcs had no other racial advantage.

Between Level's 1-29, your Berserk Power can only be used once a day!

Once you reach Level 30, your Berserk Power no longer works...you instead gain a Berserk ABILITY that can be spammed as much as you want!

*Be warned that Frenzied Berserk has Stamina Regen Damage + Health Damage over time effects (see below)...and that spamming the Berserk ABILITY will result in the Health Damage Effect stacking = dangerous!

I wanted a Berserk Warrior who could go into a Rage allowing him/her to deal a lot of damage and shrug off some injury...but then to slowly run out of steam as their Rage wears off, resulting in exhaustion.  The 2x melee damage + critical hits + extra stamina for power attacks + ZERO stamina regen for 7 minutes does this!

I also wanted the chance for them to ignore injuries whiled Raged, but then have the risk of succumbing afterwards as their injuries slowly make themselves felt.  The stacking health bonuses that expire sequentially (30 seconds apart) + the health damage 7 minute duration does this very well!


Nord/Orc player characters gain the following abilities/penalties and durations when using their Berserk Power/Ability:


60 seconds: Attack Damage x2 IF using unarmed (fists), twohanded skill weapons, or one handed skill weapons.

60 seconds: Bash Damage x2

60 seconds: +10% change of delivering a critical hit (even IF you don't have the supporting perks)
*only IF using unarmed (fists), two handed skill weapons, or onehanded skill weapons.

60 seconds: +50% critical damage  (even IF you don't have the supporting perks)
*only IF using unarmed (fists), two handed skill weapons, or onehanded skill weapons.

60 seconds: +15% critical hit chance FOR ENEMIES ATTACKING YOU!  (your entirely aggressive focus can have consequences!)

60 seconds: +40 to Intimidate checks (going frothed mouth, crazy eyed berserk during a conversation = pretty damn intimidating!)
*"Errrr, of course I'll leave Carlotta alone from now on....please don't kill me!!!!!"

60 seconds: you take 20% less damage from melee attacks/bashes

60 seconds: you are staggered 25% less from incoming attacks/shouts

420 seconds : 0% Stamina Regeneration....you are exhausted from your berserk, leaving you vulnerable for a while afterwards.

60 seconds: +100 Health (standard stacking type boost)

90 seconds: +50 Health (standard stacking type boost) gained at level 10

120 seconds: +50 Health (standard stacking type boost) gained at level 20

420 seconds: Loss of 1HP per second.
*IF using the Berserk Ability sequentially, each time you extend the Orc's Berserk, that 'health duration damage' value stacks!  Using Berserk ONCE is not a big deal...spamming it in a long battle can be a threat to your life in itself!

While trying to roleplay as a Warrior/Barbarian, I noticed I kept falling back heavily on Non-Warrior skills (such as lockpicking, alchemy, enchanting or casting spells).  I decided to make myself a mod where I'd not be tempted to break RP!  Additionally, I wanted a mod that made combat related skills a bit more challenging/'realistic' for me AND the NPCs.  Finally, I wanted Rewards to mean more....so I lowered the players selling prices (-50%) + I highly suggest using 'Increased Bounty Gold' by darkwahn to make Bounties actually worth the Players time!

Basically, the point is to limit jack of all trades type gameplay, and encourage (force) Warrior/Barbarian/Paladin roleplaying....all while adding some extra 'realism' for both me and NPCs.  Shouts also become far more important as a spell casting alternative!  

-Many of the effects of this mod function off hidden perks = you might not see an effects description, but it works (kind of like how the perk Elemental Protection adds 50% Elemental protection while blocking with a shield, but you don't see it in the Active Effects list).

-Redguard 'Adrenaline Rush' now gives the standard 60 second stamina regen, a concurrent 4 minutes of +25% stamina regen, and a concurrent 7 minutes of +10% stamina regen........the staggered effects better simulate the Adrenaline Rush wearing off over time!


ADDITIONAL MOD CHANGES:  *SOME OF THESE CHANGES ALSO APPLY TO MOST NPCS/UNDEAD/FALMER....SO BE CAREFUL!

-Start Races have had their start stats/carry capacities/unarmed damage set to Requiem values....they don't all start 100/100/100 now!
Altmer 90 Health / 130 Magicka / 80 Stamina / 80 CarryCap 
Argonian 105 Health / 90 Magicka / 120 Stamina / 90 CarryCap
Bosmer  90 Health / 110 Magicka / 120 Stamina / 75 CarryCap
Breton 90 Health / 120 Magicka / 90Stamina / 80 CarryCap
Dunmer 100 Health / 100 Magicka / 100 Stamina / 85 CarryCap
Imperial 110 Health / 100 Magicka / 110 Stamina / 90 CarryCap
Khajiit  90 Health / 90 Magicka / 120 Stamina / 80 CarryCap
Nord  120 Health / 80 Magicka / 120 Stamina / 100 CarryCap
Orc  130 Health / 60 Magicka / 110 Stamina / 110 CarryCap
Redguard  110 Health / 70 Magicka / 130 Stamina / 95 CarryCap

-WORN armor/shields weight only 55% (helps balance the lower carry capacity...and is realistic in that wearing armor is easier than carrying it)
*Non Magical Iron shields seem to be unaffected by this for some reason!

-NPCs/Undead/Falmer of Level 19 or under get a critical hit chance of 10%

-NPCs/Undead/Falmer of Level 19 or under get critical hit damage of +20%

-NPCs/Undead/Falmer of Level 20 or higher get a critical hit chance of 20%

-NPCs/Undead/Falmer of Level 20 or higher get critical hit damage of +50%

-NPCs/Undead/Falmer of Level 19 or under get Mace + Warhammer Armor Penetration of 25%

-NPCs/Undead/Falmer of Level 19 or under get War Axe +BattleAxe Armor Penetration of 15%

-NPCs/Undead/Falmer of Level 20 or higher get Mace +Warhammer Armor Penetration of 50%

-NPCs/Undead/Falmer of Level 20 or higher get War Axe +BattleAxe Armor Penetartion of 25%

-Carry Capacity no longer increases when you level up Stamina

-Carriages should no longer transport you if you are over-encumbered (Carriage Drivers would refuse to be your personal Merchant Caravan)

-Unlimited training (can train 9999 times per level) *always thought the training limits were silly!

-Players get a -30 penalty to sneak...vanilla sneaking is stupidly unrealistic

-Only 3 pieces of armor required for Stormcloak matched sets for Light Armor & Heavy Armor *since Stormcloak soldiers use all sorts of helmets!

-Only 3 pieces of Iron/Banded/Steel armor are required for the Matching Set bonus...this is because iron/banded/steel armor pieces aren't even attached together = makes no sense for such stringent Matching Set perk requirements!

-Wearing 3 (or more) pieces of Iron/Banded Armor reduces Bribe costs by 50%...NPCs are both more leery of your rough/desperate appearance AND assume you have less gold with which to bribe them

-Wearing 3 (or more) pieces of Iron/Banded Armor no increases Intimidation checks by +10....NPCs are leery of you, you are obviously a fighter, but your appearance makes you seem rough and desperate

-Steel Horned Helmet now counts as standard steel AND steel plate for Matching Set Perk + Tempering Bonus

-Roggi's Family Shield is now a slightly better version of the standard Iron Shield

-Iron boots/gauntlets also make a 'matched set' with the Stormcloak Heavy Armor Cuirass

-Skeletons now take +25% damage from Maces or War Hammers

-Alchemy Crafting IS NO LONGER GIMPED....BUT, IF you want to do alchemy with this mod, you'll need to load an alchemy mod that includes changes to ingredients and recipes AFTER this mod (this mod unfortunately has pretty much destroyed the ingredient properties/effects).

-Tempering Crafting is only 10% as effective
*balancing/sharpening/customizing grips SHOULD NOT result in a weapon 3x as capable
**I use this mod with SSE Honed Metal...works great for making enchanting and smithing orders from NPCs!

-Tempering Descriptions have been changed: 'Fine' = 'MasterCraft', 'Superior' = 'Flawless', 'Exquisite' and up = 'Legendary'!

-Lock Picking is only 10% as effective
*picking novice locks without the Novice perk is close to being as hard as picking Master locks in vanilla game
**Lockpicking Enchantments + Lockpicking Potions + Lockpicking Perks will make Master Locks possible to pick....but still difficult
 ***Lock Bashing can be added via this mod: http://www.nexusmods.com/skyrimspecialedition/mods/4127/?

-Pick-pocketing is only 10% as effective (sleeping targets incur no penalty) 

-Deflect Arrow (with Shield) chance increases by +20%

-Incoming Stagger reduced by 20%

-All selling prices are reduced by 50% (discourages overencumbered movement for greedy players...like me!)

-Added a Stormcloak Heavy Cuirass version (the long leather sleeve version).  It acts as a medium armor.

-Hide shields now weight 2.5

-Guard shields are now light armor

-Iron/Steel/Orcish/Dwarven weapons have had damage/critical damage increased to be a bit more competitive with more exotic materials
*Skyforge Steel and Steel are identical now...except Skyforge Weapons have double the Critical Damage value

-Dawnguard Weapons/Relics are now silver weapons (they keep their anti vampire bonuses)

-Dawnbreaker is now considered a silver weapon (keeps all its other abilities)

-iron weapons weight -2 of default, and have +0.1 speed. *this is to realistically balance their usefulness versus steel (the in-game iron weapon models are smaller after all)

-Iron + Steel Armors/Shields have their weight reduced (including Banded variants)...to make them more viable in regards to weight VS defense

-Studded/Fur/Hide armors have had their stats tweaked to be more balanced/'realistic'

-Studded/Fur/Hide armors all use 'ArmorMaterialHide' = can now make use of the Light Armor Perk 'Matching Set'

-A couple of Bandit (Fur) armors can now be crafted (was playing around and decided to just leave the recipes in there)

-Kyne's Token (hunterquest) now adds a +50% Stamina Regen Rate bonus, a 20% Shout Recovery Bonus and a +50% Lightning Resistance Bonus
       *this item is hard to get + cool looking = I wanted it to be worth a players time/effort to get!

-Berserkers are intimidating brutes....mod increases effectiveness of intimidate by 10

-Conditioning Perk = worn equipment (ALL WORN ITEMS) weights 20% less.  Additionally, each piece of Heavy Armor reduces Stagger by 7%.

-DeepWounds Perk now grants BattleAxes, GreatSwords and Warhammers a chance for Critical Hits

-Bladesman Perk now grants Swords, WarAxes, Maces and Daggers a chance for Critical Hits

-Hack And Slash Perk now grants WarAxes, Swords and Daggers bleeding damage.  Also it no longer is effected by weapon material (all materials set to Elven level bleed).  Also gives Swords and WarAxes 2%/3%/5% Armor Piercing

-Limbsplitter Perk now grants BattleAxes and GreatSwords bleeding damage.  Also it no longer is effected by weapon material (all materials set to Elven level bleed).  Also gives these weapons 6%/8%/10% Armor Piercing

-Bone Breaker Perk now grants Maces 12%/24%/36% Armor Piercing. It also increases Power Attack damage by 5%/10%/15%

-SkullCrusher Perk now grants Warhammers 20%/40%/60% Armor Piercing.  It also increases Power Attack damage by 10%/20%/30%.  It also adds a 5%/10%/15% increased stagger chance when using ANY TwoHanded Weapon!

-WindWalker Perk (Light Armor Tree) now works with NO armor or Light Armor...or some combination thereof.  Any heavy armor (NOT including shields) will disable the perk!

-Fixed Heavy Armor Perk 'Tower of Strength' vanilla bug

-Cushioned Perk now adds a 10% Armor Bonus to Heavy Armor pieces.  Removed the 1/2 Fall Damage effect...it made ZERO sense!

-Quick Reflexes now requires a Block skill of 75 

-Timescale is set to 3 (from default of 20) Note: Solitude Execution = people will stand around for a bit before resuming their normal routines 

-Skyforge Steel Weapons have 2x critical damage vs regular steel 

-Steel weapons = Elven weapons...except Elven weapons get slightly higher critical damage 

-Elven weapons slightly lighter/weaker than Orcish...but Elven has slightly higher critical damage 

-Dwarven weapons are slightly heavier/better than steel 

-Ebony bow does a little less damage since it has a much higher fire rate than other heavy bows = still does more damage overall


Explanation of the Dragonborn Empowered component:

Absorbed Dragon Souls now fortify your Thu'um.  Any Dragon Souls you have in your 'inventory' (that aren't consumed to unlock words of power) contribute to your Thu'um....resulting in decreased Shout Cooldown.  Each Dragon Soul reduces your Shout Cooldown by 1%.



Installation/Updating Instructions:

-For a new game or a simple update = Install .bsa normally or with a mod manager.  Start a new game normally.

-IF installing onto a game in progress = install .bsa normally or with mod manager.  While in game, open console '~', type
'showracemenu'.  Then click on another race choice.  Then click back on your original race.  Accept, rename, play as normal!


Required Files:

Unofficial Patch (which you should be using this regardless!)


Compatibility:

-other mods that change race stats/abilities/powers might not be compatible.  Simply load this mod lower in the 'load order'.



Have fun guys!


*If people show enough interest by leaving feedbacks:

-A BlackGuard/Anti-Paladin RP optional File
-for Orc/Nord Barbarians, a limited 'Detect Life' ability to simulate superior wilderness tracking skills at around level 10
-for Orc/Nord Barbarians, a 10% movement speed bonus for Barbarians (like in D&D) around level 5-10 (while not wearing any Heavy Armor...might make an exception for 'medium' Armor as well)

原贴地址
1.版本号: 4.1   更新时间: 2019-11-05 16:42:55

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狂战士RP和NPC特权,龙族强化喊叫和基于种族的开始状态


Mod大小:43.3 KB
上传时间:2019-11-05 16:18:41

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