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简单的种族多样性

作者:Cetacean1
发布:LUOHUISHU98
发布日期:2019-11-11 02:21:20
更新时间:2019-11-11 02:21:20
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1.6
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简单的种族多样性




简单种族多样性的目标是创建一个简单的mod,该mod删除很少使用的每日力量,而是更改起始属性值及其再生速率,以被动地产生类似的效果,虽然效果不那么强大,但存在超过一分钟每天。



要求:


天际SE



我根据知识(和一些游戏书籍)创建了新的种族描述,并排除了对已删除的日常权力的引用。每次比赛都从300个属性点开始,并且再生速率总计为8.5(我将基础生命值再生从0.7设置为0.5,以获得更好的平衡)。我对比赛的再生速率进行了比我所见过的其他任何MOD都要大得多的改动,以便为基于种族的每个种族创造不同的感觉。


这将为您的起跑比赛对他们的专长产生更深远的影响。我觉得通过角色扮演这会很好

透视。为了保持角色扮演,您可以根据角色的开始属性大致了解您的角色会擅长什么。较高的值可能会更快地再生,而较低的值则可能会减少(即使开始健康值低于100,健康恢复也不会减少到0.5以下)。


Altmer:

魔法门:190(50来自Highborn被动)

生命值:80

体力:80

携带:270


氩气:

魔术师:80

生命值:140

体力:80

携带:310


老板:

魔术师:90

生命值:90

体力:120

携带:280


布列塔尼:

魔法门:120

生命值:90

体力:90

携带:290


邓默:

魔术师:110

生命值:90

体力:100

携带:290


英制:

魔术师:100

生命值:100

体力:100

携带人数:300


卡吉特:

魔术师:70

生命值:100

体力:130

携带人数:300


Nord:

魔术师:80

生命值:110

体力:110

携带:310


兽人:

魔术师:60

生命值:120

体力:120

携带:320


红卫兵:

魔术师:60

生命值:100

体力:140

携带人数:300


对于那些想要所有细节的人:


剧透:表演


由于我对CK没有任何运气,因此该比赛mod完全由xEdit创建。我从可玩的SSE比赛的副本开始创建了它,

吸血鬼竞赛,然后我保留了USSEP的更改,并取消了日常权力。因此,我不太可能添加新功能。


多年来,我一直很喜欢Nexus的Mod,现在我发现自己创建的Mod与我应该共享的Mod不同。


兼容性:

这个mod影响了可玩的种族并继承了USSEP的编辑内容,但是我很累让所有其他内容不为所动。因此,它应该具有与其他种族mod相同的兼容性和冲突。


如果吸血鬼mod更改了玩家的吸血鬼种族,则可能会覆盖此mod的更改(如果在以后加载)。除非它们改变外观,否则大多数吸血鬼mod不需要这样做。如果是这样,请在此mod之前加载它们,以将更改保留为吸血鬼。


可选文件:


扩展Namira的祝福我添加了此文件,作为Namira戒指法术的编辑,可以将效果的持续时间延长至10个游戏小时(30分钟的实时等待/睡眠时间将像其他效果一样减少)。这样一来,角色就可以全天戴着戒指玩食人族的木精灵或野兽竞赛,但一天只需要吃几次,而不是每5分钟一次(实时)。我建议您在饥饿时使用Artificer(下面列出)进行健康惩罚。如果您使用它,或者使用其他修改Namira祝福加成的模组,则会获得延长的持续时间。


推荐模组:


非官方的Skyrim特别版补丁(https://www.nexusmods.com/skyrimspecialedition/mods/266/?)

为了兼容性,我保留了比赛更改。 USSEP通常应该是您安装的第一个mod。

捕食者视觉(http://www.nexusmods.com/skyrimspecialedition/mods/2777/?)

比香草夜视好得多。

实施(http://www.nexusmods.com/skyrimspecialedition/mods/645/?)

食人族选项使您更好地让野兽竞赛或Bosmer适应绝大部分知识。

Artificer(http://www.nexusmods.com/skyrimspecialedition/mods/6674/?)

降低工件的等级,并赋予它们值得获得的能力。如果您想扮演食人森林小精灵或野兽种族而无需需要mod,并且只想每天喂几次,请加载我的可选文件Artificer之后的Extended Namira的祝福。

天际炼金术固定(https://www.nexusmods.com/skyrimspecialedition/mods/2262/?)

改变生命/耐力/魔力药水可以随着时间的流逝而恢复并防止堆积,因此您不能简单地降低药水来恢复战斗中的状态。这将使此mod中的基本再生速率的更改更加重要。如果同时使用,则在TTRSO之后加载。

TTRSO(https://www.nexusmods.com/skyrimspecialedition/mods/1808/?)

重新平衡Skyrim振兴的树木,并增加咒语施法和装甲隐身的惩罚,这应鼓励角色扮演服装比使用香草更好。


学分:

Arthmor和USSEP团队,负责在此mod中继承的USSEP编辑

变更记录:

1.6更改了Khajiit的再生速率,因此与Bosmer不匹配。降低Khajiit magica再生值再降低0.25,而耐力再生值提高0.25。 Bosmer具有更好的魔术恢复,而Khajiit具有更快的耐力恢复以进行短跑。

1.4将Khajiits和Redguards的初始生命值更新为100,以反映出在将再生率四舍五入到最近的四分之一后,他们不再获得0.1的生命值提升。还将Argonian的初始健康改为140,以匹配Altmer和Redguards。

1.2稍微更改了几个种族的再生速率,因此人们可以将X.5的值考虑在内,有些种族+/- 0.25而不是十分之一。这也使Redguards的耐力恢复能力与Argonians和Altmer分别对健康和魔法恢复产生的推动力相同。没有错误,因此,如果您已经在运行mod,则无需更新。这只是为了使事情更容易可视化。

1.1重新打包,因此希望它将与mod管理器一起工作(否则文件完全相同)

1.0初始上传

————————————————————————————————

Simple Racial Diversity




The goal of Simple Racial Diversity was to create a simple mod that removed the rarely used daily powers, and instead change the starting attribute values, and their regeneration rates to passively create a similar effect that is less powerful, but present for more than one minute per day. 


Requirements:

Skyrim SE


I created new race descriptions based on the lore (and some in-game books), and excluded references to the daily powers that were removed. Every race starts with a total of 300 attribute points, and a sum of 8.5 for regeneration rates (I set the base health regeneration from 0.7 to 0.5 for better balance). I made more drastic changes to the regeneration rates of the races than any other mod I have seen in order to create a different feel to each race based on lore. 

This creates a situation were your starting race will have a more profound effect on what they will be good at. I felt this would be good from a role-play
perspective. To keep with role-play you can get a rough idea of what your character will be good at based on their starting attributes. Values that are higher will likely regenerate faster, while those that are lower will likely be diminished (health regeneration is not diminished below 0.5 even if starting health is lower than 100).

Altmer:
Magica: 190 (50 is from Highborn passive)
Health: 80
Stamina: 80
Carry: 270

Argonian:
Magica: 80
Health: 140
Stamina: 80
Carry: 310

Bosmer:
Magica: 90
Health: 90
Stamina: 120
Carry: 280

Breton:
Magica: 120
Health: 90
Stamina: 90
Carry: 290

Dunmer:
Magica: 110
Health: 90
Stamina: 100
Carry: 290

Imperial:
Magica: 100
Health: 100
Stamina: 100
Carry: 300

Khajiit:
Magica: 70
Health: 100
Stamina: 130
Carry: 300

Nord:
Magica: 80
Health: 110
Stamina: 110
Carry: 310

Orc:
Magica: 60
Health: 120
Stamina: 120
Carry: 320

Redguard:
Magica: 60
Health: 100
Stamina: 140
Carry: 300

For those who want all the details:

Spoiler:  

Show



This race mod was created entirely in xEdit, since I haven’t had any luck with the CK. I created it starting with a copy of the playable SSE races and
vampire races, I then carried over the changes from USSEP, and removed the daily powers. So I won’t be likely to add new features.

I have been enjoying mods from the Nexus for years, and figured now that I have created a mod that is different from what exists I should share it.

Compatibility:
This mod affects the playable races and carries over the USSEP edits, but I tired to leave everything else alone. As such it should have the same compatibility and conflicts as other race mods.

If a vampire mod changes the player vampire races it may overwrite the changes from this mod if loaded after. Most vampire mods do not need to do so unless they are altering the appearance. If so, load them before this mod to keep the changes to races as a vampire.

Optional Files:

Extended Namira's Blessing I added this file as an edit of the spells for the Ring of Namira that increases the duration of the effects to up to 10 game hours (30 minutes real time- waiting/sleeping will reduce like any other effect). This is so you can have a character wear the ring full time to play a cannibalistic wood elf or beast race, but only need to eat a few times a day rather than every 5 minutes (real time). I recommend using Artificer (listed below) for the health penalty when hungry. If you use it, or another mod that alters Namira's Blessing load this after to get the extended duration.

Recommended Mods:

Unofficial Skyrim Special Edition Patch (https://www.nexusmods.com/skyrimspecialedition/mods/266/?)
I carried over the race changes for compatibility. USSEP should generally be the first mod you install.
Predator Vision (http://www.nexusmods.com/skyrimspecialedition/mods/2777/?)
Much better than the vanilla night eye.
INeed (http://www.nexusmods.com/skyrimspecialedition/mods/645/?)
The cannibalism option lets you better have your beast race or Bosmer fit that part of the lore.
Artificer (http://www.nexusmods.com/skyrimspecialedition/mods/6674/?)
De-levels artifacts, and gives them abilities that make them worth getting. Load my optional file Extended Namira's Blessing after Artificer if you want to role play a cannibal wood elf or beast race without a needs mod, and only want to need to feed a few times a day.
Skyrim Alchemy Fixed (https://www.nexusmods.com/skyrimspecialedition/mods/2262/?)
Changes Health/Stamina/Magica potions to recover over time and prevents stacking so that you can't simply down potions to recover mid battle. That will make the changes in base regeneration rate in this mod more important. Load after TTRSO if using both.
TTRSO (https://www.nexusmods.com/skyrimspecialedition/mods/1808/?)
Re-balances Skyrim perk trees, and adds penalties to spell casting and stealth for armor, which should encourage role-play use of apparel a bit better than vanilla.

Credits:
Arthmor and the USSEP team, for the USSEP edits carried over in this mod

Change log:
1.6 Changed Khajiit regeneration rates so they were not a match to Bosmer. Decreased Khajiit magica regeneration by another 0.25, and increased stamina regeneration by 0.25 instead. Bosmer have better magica recovery, and Khajiit have faster stamina recovery for sprinting.
1.4 Updated the starting health on Khajiits and Redguards to 100 in order to reflect that they no longer get the 0.1 boost to health regeneration after rounding regeneration rates to the nearest quarter. Also changed Argonian starting health to 140 to match Altmer and Redguards.
1.2 Changed the regeneration rates of a few races slightly so people can think in values of X.5, with some races +/- 0.25 rather then in tenths. This also gives Redguards the same boost to stamina regeneration that Argonians and Altmer had been given to health and magica regeneration respectively. There were no bugs, so if you are already running the mod you do not need to update. This is just to make things easier to visualize moving forward.
1.1 Repackaged so hopefully it will work with mod managers (Otherwise exactly the same file)
1.0 Initial Upload


原贴地址
1.版本号: 1.6   更新时间: 2019-11-11 02:45:38

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    简单的种族多样性


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    上传时间:2019-11-11 02:21:20

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