静态技能练级

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的静态技能练级 Mod,由RookMeister制作。zhuzhudegongzi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: RookMeister Mod版本: 1.0 Mod大小: 8.31 KB 更新时间: 2019-11-18 23:51:24 发布时间: 2019-11-18 23:51:24

详细说明

静态技能练级



内容描述


您是否曾经想过只是在玩游戏时不对技能使用进行微观管理?您是否感到被迫在游戏中改变自己的行为以达到所需的技能提升,也许是一遍又一遍地施放练习咒语,从而将注意力从实际玩游戏上移开了?那么这个mod可能适合你。


该mod添加了功能齐全的菜单,在该菜单中,玩家可以选择在获得经验等级之后要增加的技能。其他一些mod试图实现这一目标,但我对它们的实现从未满意,因此我决定根据自己的喜好制作一个mod。


该Mod平衡,以防止大的技能跳跃和聪明的玩家玩系统。如果您对所涉及的实际数字感到好奇,请在“如何工作”部分中进行详细说明。我试图通过实现以下方法来获得平衡的技能提升曲线:


根据玩家等级的最高技能上限

每技能等级上限增加5,以防止技能的不切实际的跳跃

所获得的技能点数根据玩家级别进行加权,以实现早期游戏平衡,同时允许玩家限制80级左右的所有技能。



要求


SKSE(脚本使用各种SKSE函数)

技能取消封顶(因此使用技能不会带来任何技能提升。此mod平衡了通过使用技能不会获得技能提升)

体验模组(不是硬性要求,您可以使用其他可以赋予玩家XP的模组。我实施的某些技能提升限制与该模组兼容,例如基于基本上限+乘数+种族加成的技能上限)


安装

将存档解压缩到“数据”文件夹,或者最好使用Mod Organizer 2安装存档。

修改Skill Uncapper ini文件以将SkillExpGainMults设置为0.0(必须为0.0,仅0无效!):

确保您的Experience ini文件的bEnableSkillXP = 0(默认),并且具有与Skillcap相关的默认设置:

您必须开始一个新游戏。此模组与现有的存档游戏不兼容。


兼容性


该mod应该与大多数其他mod兼容,具体取决于您如何定义“冲突”。我试图将自己的脚本设计为聪明的,除了玩家水平和技能水平之外,不对很多事情发表任何评论。没有什么可能会“破坏”这个mod,但是如果您有其他影响技能获得的mod,那么平衡可能会被抛弃。这个mod平衡了使用技能不会使任何技能进步。如果您有增加新技能的模组,我的模组对此一无所知。阅读“工作原理”部分以获取技术详细信息,并自行判断是否有冲突。


已知的可能问题


您必须开始一个新游戏。关闭RaceSex菜单时,脚本会初始化一些值,如果在现有角色上使用脚本,则可能会发生意外的行为。可能会崩溃,因为某些数组在其他函数中调用时将包含空值。

如果您有一个在创建初始角色后再次打开RaceSex菜单的mod,它将使所有内容混乱(如果您位于1级以上,只要您至少没有进行过一次水平调配就可以再次打开)。它可能不会完全破坏游戏,但会为技能和其他变量计算出不正确的基准值。


我很抱歉RaceSex菜单上的此限制。这是让Mod计算基准技能,最高技能和种族奖励并支持自定义种族的最简单方法。可以通过适当的SKSE扩展来重构这一点,但是我觉得这样做不值得。


这个怎么运作


创建新游戏后,将开始一个向玩家添加隐藏的恒定魔法效果的任务。魔术效果将附加一个脚本,该脚本可跟踪玩家的当前水平。当玩家从睡眠中唤醒时,游戏将检查玩家是否已升级。如果是这样,他们会看到一个菜单,他们可以在其中分配技能点。


如果您选择不分配点,它们将保存到您下次升级时。您将永远不会失去他们。另外,该系统可以一次处理多个级别。


技能点收益和成本


您将获得每个级别的基本技能点数量,再加上玩家级别乘以乘数。这些是默认值:


每个级别的基本技能点:15

玩家等级倍数:3


因此,例如,前进到第4级的玩家将获得15 +(3 * 4)= 27个技能点。


技能等级的成本在技能等级25、50和75时增加。这些成本是:


技能等级1-25:3个技能点

技能等级26-50:5个技能点

技能等级51-75:7个技能点

技能等级75:9个技能点



技能限制


为了防止技能水平出现不自然的大跳动,玩家只能将任何给定技能默认每级增加5次。


为了防止玩家尽早进行Powergaming,有一个基于玩家等级的最大技能值。公式为:

MaxSkillLevelBaseDefault +(CurrentPlayerLevel * MaxSkillLevelMultiplier)+ SkillLevelRacialBonus。


这是默认值:


MaxSkillLevelBase默认值:18

MaxSkillLevelMultiplier:2


以默认值为例,级别3 Nord的双手技能最大值为:

  18 +(3 * 2)+ 10 = 34。


默认的最高总技能等级为100。



如果要更改这些值中的任何一个,则可以在附加到魔术效果的脚本的属性中对其进行修改。



权限


请随时以您希望的任何形式修改或重新打包我的mod。


谢谢


希望您喜欢使用我的mod!

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Static Skill Leveling



Description

Have you ever wanted to just simply play the game without micromanaging your skill usage? Do you feel forced to modify your behavior in-game to achieve the desired skill increases, perhaps casting practice spells over and over, taking your focus away from actually playing the game? Then this mod may be for you.

This mod adds a fully featured menu where the player can choose which skills to increase after the player gains an experience level. Some other mods have attempted to accomplish this, yet I was never satisfied with their implementation, so I decided to make a mod to suit my own tastes.

The mod is balanced to prevent large skill jumps and clever players gaming the system. There is a detailed description in the 'How it works' section if you are curious about the actual numbers involved. I tried to achieve a balanced skill gain curve by implementing the following:

Max skillcaps based on player level

Per-skill-per-level increase cap of 5 to prevent unrealistic jumps in skill

Skillpoints received are weighted by player level to achieve early game balance, while allowing the player to cap all skills around level 80.



Requirements

SKSE (the script uses various SKSE functions)

Skill Uncapper (so that using skills does not give any skill progression. This mod is balanced around receiving no skill progression through using skills )

Experience mod (not a hard requirement, you can use some other mod that gives player XP. Some of the skill gain limitations I implemented are meant to be in-line with this mod such as skillcaps based on base cap + multiplier + racial bonus )


Installation

Extract the archive to the Data folder, or preferably, use Mod Organizer 2 to install the archive.

Modify the Skill Uncapper ini file to set SkillExpGainMults to 0.0 like this (it must be 0.0, just 0 does not work!) : 

Ensure your Experience ini file has bEnableSkillXP=0 (which is a default) and has the default skillcap related settings: 

You must start a new game. This mod is not compatible with existing savegames.


Compatibility

The mod should be compatible with most other mods, depending on how you define 'conflict'. I tried to design my scripts to be smart and not give a damn about a lot of things except the level of the player and the level of their skills. Nothing will likely 'break' this mod, but if you have other mods that affect skill gain the balance could be thrown off. This mod is balanced around not getting any skill progression from using skills. If you have a mod that adds a new skill my mod won't know anything about it. Read the 'How it works' section for technical details and judge for yourself if there might be a conflict.

Known Possible Issues

You must start a new game. The script initializes some values when you close the RaceSex Menu, and there might be unintended behavior if you use it on an existing character. It would likely crash because some arrays would contain null values when called in other functions.

If you have a mod that opens up the RaceSex Menu again after initial character creation, it will mess everything up (if you are above level 1, it's fine if it opens again as long as you have not leveled at least once). It will probably not completely break the game but it will calculate incorrect baseline values for skillcaps and other variables.


I'm sorry about this limitation on the RaceSex menu. It was the easiest way to make the mod calculate baseline skills, maximum skills, and racial bonuses, and also support custom races. This likely could be refactored in a proper SKSE extension, but I feel like it's not worth the effort.

How it works

When a new game is created, a quest will start that adds a hidden constant magic effect to the player. The magic effect will have a script attached that tracks the player's current level. When the player awakens from sleep, the game will check if the player has leveled up. If so, they are presented with a menu where they can allocate skill points.

If you choose not to allocate the points, they are saved until the next time you level. You will never lose them. Additionally, the system can handle advancing multiple levels at once.

Skillpoints gains and costs

You gain a base amount of skillpoints per level, plus your player level times a multiplier. These are the default values:

Base skillpoints per level: 15
Player level multiplier: 3

So for example, a player advancing to level 4 would gain 15 + (3*4) = 27 skillpoints.

The cost to level skills increases at skill levels 25, 50, and 75. These are the costs:

Skill levels 1-25: 3 skillpoints
Skill levels 26-50: 5 skillpoints
Skill levels 51-75: 7 skillpoints
Skill levels 75 on: 9 skillpoints


Skill Restrictions

To prevent unnatural large jumps in skill levels, a player can only increase any given skill a default of 5 times per level.

To prevent players from powergaming early on, there is a maximum skill value that is based on player level. The formula is:

 MaxSkillLevelBaseDefault + (CurrentPlayerLevel * MaxSkillLevelMultiplier) + SkillLevelRacialBonus. 

Here are the default values:

MaxSkillLevelBaseDefault: 18
MaxSkillLevelMultiplier: 2

To use the default values as an example, a level 3 Nord will have a Two-Handed skill maximum of:
 18 + (3 * 2) + 10 = 34.

The default total maximum skill level is 100.


If you wish to change any of these values you can modify them in the properties of the script attached to the Magic Effect.


Permissions

Please feel free to modify or repackage my mod in any form that you wish.

Thanks

I hope you enjoy using my mod!


文件说明

Mod截图

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