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改善道路

作者:jet4571
发布:LUOHUISHU98
发布日期:2019-11-08 02:47:38
更新时间:2019-11-08 02:47:38
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1.05
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

曾经在从一条城市到另一座城市的铺成的道路上旅行,而厌倦了在杀死另一只熊的同一地点杀死另一只熊吗?曾经厌倦了听狐狸打,因为它“跑开了”吗?您是否曾经厌倦了山羊随地乱飞,飞奔在您的面前,使您绊倒了?鹿和麋鹿呢?曾经想过,将所有这些动物都铺在一条铺就的道路上,这是两个主要城市之间的直接纽带,但是几乎没有任何人,如果有人对它们怀有敌意,或者您看到它们的时间不少于5分钟,那是不对的前?这就是为什么我这样做。


我从铺好的道路上清除了一些动物,从一些未铺好的道路上清除了一些动物。每次经过时,道路上的同一地点不再有动物。它们有时确实来自森林和田野,就像真正的动物一样走在路上,但它们不会一直在那里,也不会一直在同一地点。


然后我从遗忘中添加了一些细节,我以为是天际中缺少的,骑马时在巡逻的守卫。现在城市外面有警卫骑着马(通常,由于贝塞斯达AI,他们有时会在马旁边走)。根据城市的内战预告,他们被合适的后卫换掉。他们只在白天巡逻。


我添加了运送农产品的农民,因为我一直认为拥有所有这些农场但没有人运送农产品是很奇怪的。因此,我做了一头“杂粮牛”,它的背上装有食物篮,跟随着一个农夫从农场到其他地方。


我还添加了“旅行者”,该旅行者白天在A点到B点之间行走,然后一遍又一遍。晚上他们不在道路上,而是在旅馆里,因为晚上的道路不安全。其中有一些商人将适当地命名为“商人”,他们将买卖一般商品。


最后,我在晚上沿着道路添加了土匪,因为土匪需要一直在某个地方进行土匪活动,而不是一直在一个洞穴或要塞中。这些土匪躲在等待“旅行者”你的道路上。他们不索要通行费,也不会索要您所有的东西。他们是土匪,只是攻击而不是高速公路工人。有时它们是一个人,有时是成群结队,有些道路比其他道路更多,我认为有些道路可能根本没有任何道路……那里有100英里,所以我不记得它们都在哪里。


所有NPC都使用水平角色,警卫和土匪使用香草系统。农民,旅行者和商人是所有种族和性别的新的NPC。他们使用随机的装备和武器系统,因此即使偶然有两个相同的NPC在一起,他们也会使用不同的武器和装备,看起来像双胞胎,而不是双胞胎。一些农民,商人或旅行者可能会穿大约一半的衣服,我不知道为什么,因为所有使用的服装都带有性别版本,而且衣服和靴子都只有衣服,所以应该没有冲突。


如果使用“等待”功能,则整个昼/夜系统可能无法正常工作,并且您可能会遇到一些空旷的道路。我微薄的脚本编写能力无能为力。


加载顺序?在使用此Mod中的一个单元格并更改其信息的任何事物之上,例如将Mod添加到Wilderness 31 -27并将其重命名为MyCabin 31 -27或IvarsteadVilemyrInn之类的其他东西,其中默认照明被替换为其他的东西一。如果您没有执行此操作的mod,则可以将此mod放在加载顺序中的任何位置。如果您有一个可以改变动物标记的MOD,那么您可以选择要使之生效的动物标记。


没有从游戏中删除任何动物的生成点或标记,我只是将它们移到了野外而不是一条路。


版本和更新信息:


V1.0初始版本

V1.01添加了facegen导出。哎呀

V1.02已修复骑马AI包上的Traveller。

V1.03修复了水记录,删除了两个ITM和一个意外旋转的标记。

V1.04调整了AI包,因此NPC不会消失在播放器的正前方。

V1.05固定的旅行者和农夫服装。


兼容性和所需文件:


要求:没有

不兼容:我不知道。可能与添加新位置的mod不兼容,例如您可能在机舱前院有一个捕食者,或者您的马路上的房屋现在有土匪。


将新动物添加到捕食者级别角色系统但不更改其标记的Mod兼容。任何在道路上或道路旁剧烈改变动物spwan标志的mod都是不兼容的(例如,我没有“道路掠食者”。)


这个mod不会改变任何等级的角色,包括城市守卫。新的城市守卫是新手,但使用的是香草等级角色系统,如果您拥有更改后卫武器的Mod,它将影响该Mod,并且无论其装载顺序如何,该Mod均不会影响该Mod。


安装:


使用NMM。

单个文件的手册:

1.解压缩/解压缩到任何位置。

2.将提取的内容复制到您的数据文件夹中。

3.将esp添加到您的装载订单中。


学分:


贝塞斯达。


我的其他模组...


剧透:表演

————————————————————————————

Ever be traveling along a paved road from from one city to another and get tired of killing another bear at the same exact spot you killed a dozen others? Ever get sick of listening to some fox snorting as it "runs away" from you? Ever get sick of goats clopping along and darting infront of you tripping you up? How about them deer and elk? Ever think to yourself that it doesn't feel right having all these animals on a paved road thats a direct link between 2 major cities but hardly any people and if there are people they are either hostile or you just saw them not less than 5 minutes ago? Those are why I made this.

I cleared out animals from the paved roads, and a few from some unpaved. No longer should there be an animal in the same spot on a road everytime you pass by. They do sometimes come from the forests and fields and get on the road just like real animals will but they wont always be there and they wont always be in the same spot.

Then I added a little detail from Oblivion that I thought was missing in Skyrim, guards on patrol while riding horses. Now there are guards outside cities that are riding a horse(usualy, sometimes they walk next to the horse because Bethesda AI). They are swapped out with an apropriate guard depending on the cities civil war alegiance. They only patrol during the day.

I added farmers delivering produce because I always thought it was odd to have all those farms but nobody delivering farm produce. So I made a "chow cow" cow with food baskets on it's back that follows a farmer from a farm to some other location.

I also added "Travelers" that walk the roads during the day from Point A to B then back again over and over. At night they are not on the roads but in an Inn because roads at night are not safe. There are a few merchants among them properly named "Merchant" that will buy and sell general goods.

Last I added bandits along roads at night because bandits need to be someplace doing banditry rather than a cave or fort all the time. These bandits hide along roads awaiting a "traveler" You. They don't ask for toll money, and they wont demand all your stuff. They are bandits and just attack not highwaymen. Sometimes they are alone, sometimes in small groups, some roads have more than other roads, I think some may not have any at all... theres 100 of em so I cannot remember where they all are.

All NPC's use leveled characters, guards and bandits use the vanilla system. Farmers, travelers, and merchants are new NPC's of all races and sex evenly. They use a random outfit and weapon system so even if by chance there are 2 of the same NPC's together they will be using a different weapon and outfit and will look like twins rather than duplicates. Some farmers, merchants, or travelers may be wandering about half clothed, I don't know why since all the outfits used have both sex versions and theres nothing but clothes and boots in their outfit so there should be no conflicts.

If you use the Wait function the whole day/night system may not properly work and you could have some oddly empty roads. Theres nothing I can do about that with my meager scripting ability.

Load order? Above anything that uses one of the cells in this mod and changes it's information such as a mod that adds something to Wilderness 31 -27 and renames it to something else like MyCabin 31 -27 or something like IvarsteadVilemyrInn having the default lighting swapped with a different one. If you have no mods that does that you can put this mod anywhere in your load order. If you have a mod that changes animal markers you choose which one you want to have the changes work.

No animal spawn point or marker was removed from the game, I just moved them to the wilds instead of a road.

Versions and update info:

V1.0 Initial release
V1.01 Added facegen export. Ooops.
V1.02 Fixed Travelers on horseback AI packages.
V1.03 Fixed water records, two ITM's and one accidently rotated marker removed.
V1.04 Adjusted AI Packages so NPC's wont disappear right in front of the player.
V1.05 Fixed Traveler and farmer outfits.

Compatibility and required files:

Requires: Nothing
Incompatible with: Nothing I kow of. May be incompatible with mods that add new locations, such as you may have a predator in your cabins front yard or your house along a road now has bandits there.

Mods that add new animals to the predators level character system but does not change their markers are compatible. Any mod that drasticaly changes animals spwan markers that are on or next to roads will be incompatible (No Road Predators by me for example.)

This mod does not change any level characters including city guards. The new city guards are new but use the vanilla level character system, if you have a mod that changes guard weapons it will affect this mod and regardless of load order this mod will not affect that one.

Install:

Use NMM.

Manual for individual files:
1. Unzip/unrar to any location. 
2. Copy the extracted contents into your Data folder.
3. Add the esp to your load order.

Credits: 

Bethesda.

My other mods....

Spoiler:  

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原贴地址
1.版本号: 1.05   更新时间: 2019-11-08 03:12:07

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改善道路


Mod大小:16.7 MB
上传时间:2019-11-08 02:47:38

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