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智能演员

作者:NeoRunek
发布:LUOHUISHU98
发布日期:2019-11-24 19:07:28
更新时间:2019-11-24 19:07:28
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1.0
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

非常感谢Brodual在我的YouTube频道中展示了我的mod,

他详细解释了此mod的每个功能。

您可以在Facebook或Twitter上关注他。



感谢novajam制作了另一个说明性视频,并感谢Gruntlock制作了与我的mod吻合的视频。



在安装此mod之前,请确保已安装SkyUI 4.1和SKSE 1.6.16,可以尝试使用较低版本,但是我使用这些版本对脚本进行了编程。

我建议您使用Nexus Mod Manager安装此Mod,但如果要手动安装,则只需将其提取到skyrim / data文件夹中即可。

成功安装后,等待约20秒钟,等待初始化消息出现,并且MCM宣布2个mod配置页的注册,然后,您就可以开始了。



该mod围绕武器和咒语缓存菜单,可帮助您自定义咒语投射选项。使用它们有点奇怪,但是纸莎草纸的局限性让我没有其他选择,这里是个例子:


1.要使用该模组启动某些咒语或武器并使其运行,您必须首先将其装备到角色上,但支持力量,但不支持喊叫。

2.一旦进入任一Mod配置页面,这些武器或法术将被注册到其相应的缓存菜单中。

3.缓存菜单中的第一个咒语或武器将是您的角色当前装备的咒语或武器。每个缓存菜单的限制为30个插槽。


我尽我所能对该程序进行编程以使其与任何其他模块兼容。我用《启示录》法术包,《 Balanced Magic》和《 T3nd0s Skyrim Redone》进行了测试。



如何清除/重置/删除X选项?

您可以从mod配置页面使用默认密钥。抱歉,当我第一次上传此mod时,我忘了将该信息放在描述中。



我应该在加载顺序中将该模块放在哪里?

不需要特定的位置,但是我喜欢将其放在SkyUI mod之后。



我如何卸载这个mod?

您可以简单地删除BSA和ESP文件,它应该足够安全。但是,如果您想加倍努力,可以在卸载之前停止Smart Cast循环,方法是选中“ Smart Cast –配置> Smart Spells Manager> Stop Smart Spell Loop”中的选项,或者删除所有Smart Spell,运行UnregisterForUpdate()。但是我不确定是否有必要,我使用了RegisterForSingleUpdate(time)而不是RegisterForUpdate(time)。



卸载此mod安全吗?

与使用脚本的任何其他Mod一样安全,您将必须使用以下日志消息:


无法为类“ <脚本>”打开存储,缺少文件?

警告:无法获取保存游戏引用的<script>类型。此类型的对象将不会被加载。

警告:在保存的类型表中找不到类型<script>


卸载此mod不会破坏游戏,如果您没有启用日志记录功能,您甚至都不会注意到这些消息。



为什么不支持喊叫?

即使它们使用完全相同的魔法效果,游戏中对待呼喊和咒语的方式也完全不同。而且没有办法通过脚本激活喊叫。唯一可行的解决方法是将所有的喊叫重新制作成咒语,但我不确定是否值得,它可能会产生太多问题。如果将来SKSE支持喊话,它们将被添加到此mod中。



mod是否支持专注法术?

是的,但是无法通过脚本控制它们,它们将具有不稳定的行为。如果使用这些类型的咒语创建一个智能咒语,它可能会消耗掉所有的魔法,可以添加一条规则来防止这种情况:“如果您的魔法大于<percentage>”,这样您将始终存储足够的魔法其他咒语。



我怎么知道X咒语是专注咒语?

您是否需要按住鼠标按钮或控制器触发按钮才能使该咒语保持有效?如果您的回答是肯定的,那就是专注法术。示例包括:恢复魔术学校的火焰,火花,冻伤,治疗,治疗之手和守卫咒语。



mod是否支持绑定武器咒语?

是。但并非100%,游戏似乎需要知道用哪只手施放了咒语,并且信息无法通过脚本给出。我找不到解决此问题的方法。现在,如果您使用脚本施放绑定的武器咒语,将会出现一些问题。当您套上武器时,武器不会被驱散,但是不用担心,在法术的魔法效果结束后,武器会被驱散。如果您使用单手绑定武器,则左手将握住一个看不见的武器。

MOD是否支持持续时间很长的法术或光环?

是的,但是有一些问题,有时您可以不受任何限制地施放这些法术。主要问题是某些咒语的持续时间是脚本化的,而不是使用Skyrim Creation Kit中的常规咒语持续时间,GetNthEffectDuration(int n)返回0,无法获取这些咒语的持续时间。对于1.1版,我正在计划一种解决此问题的方法。



您可以支持下一版本的热键吗?

您可以改用“魔环”,只要收藏一下,然后在快捷菜单中添加热键即可。我发现这种方法比热键更好,它与其他mod保持高度的兼容性,并且您仍然可以通过使用快捷菜单快速访问喜欢的项目,这对于热键数量有限的游戏手柄用户来说非常合适。



您可以为下一个版本支持双重转换吗?

无法使用脚本对任何咒语进行双重强制转换,如果将来SKSE支持双重强制转换,我将更新此mod以使其包含在内。我一直在思考如何解决此问题,唯一的方法是创建具有双重转换版本相同功能和强大功能的单手法术,但这样做会破坏此mod的兼容性。例如,Oakflesh在SkyRe版本中的工作方式不同于游戏的香草版本。



作者:NeoRunek

特别鸣谢:Zeitz


___________________________________________

Many thanks to Brodual for featuring my mod in his youtube channel,
he explains in great detail each feature of this mod.
You can follow him on facebook or twitter.


Thanks to novajam for making another illustrative video, and to Gruntlock for making a video going nuts with my mod.


Before installing this mod, make sure you have SkyUI 4.1 and SKSE 1.6.16 installed, you can try using a lower version, but I programmed the scripts using those versions.
I recommend installing this mod with Nexus Mod Manager, but if you are installing it manually, just extract into your skyrim/data folder.
After a successful installation, wait around 20 seconds for the initialization message to appear and the MCM to announce the registration of 2 mod configuration pages, after that, you will be ready to go.


The mod revolves around the weapons and spell cache menus to help you customize your spell casting options. It is a little odd to use them, but the limitations of Papyrus gave me no other choice, here is the explication:

1. To get some spells or weapons up and running with the mod you have to equip them to your character first, powers are supported but shouts are not.
2. Once you enter either of the mod configuration pages those weapons or spells will be registered to their corresponding cache menu.
3. The first spells or weapons in the cache menus will be the ones your character currently has equipped. The limit of either cache menu is 30 slots.

I did my best to program this mod to be compatible with any other mod. I tested it with Apocalypse Spell Package, Balanced Magic and T3nd0s Skyrim Redone.


How can I clear/reset/remove X option?

You can use the default key from the mod configuration pages. Sorry I forgot to put that information in the description when I uploaded this mod the first time.


Where should I put this mod in the load order?

There is no need for a specific place, but I like to put it after the SkyUI mod.


How can I uninstall this mod?

You can simply delete the BSA and ESP files, it should be safe enough. But if you want to take the extra mile, you can stop the Smart Cast loop before uninstalling, by checking the option in "Smart Cast – Config > Smart Spells Manager > Stop Smart Spell Loop" or removing all the Smart Spells, either way will run the UnregisterForUpdate(). But I am not sure if that is necessary, I used RegisterForSingleUpdate(time) instead of RegisterForUpdate(time).


Is it safe to uninstall this mod?

As safe as any other mod with scripts, you will have to live with the following log messages:

Cannot open store for class "<script>", missing file?
warning: Unable to get type <script> referenced by the save game. Objects of this type will not be loaded.
warning: Could not find type <script> in the type table in save

Uninstalling this mod will not break the game, if you don't have logging enable, you wouldn't even notice those messages.


Why are shouts not supported?

The game treats shouts and spells completely different, even if they use magic effects the exact same way. And there is no way to activate a shout by script. The only workaround that may work is to remake all the shouts into spells, but I am not sure is worthwhile, it might create too many problems. If SKSE supports shouts in the future, they will be added to this mod.


Does the mod supports concentration spells?

Yes, but there is no way to control them by script, they will have an erratic behavior. If you create a Smart Spell with these type of spells, it might burn all your magicka away, you can add a rule to prevent this, "if your magicka is greater than <percentage>", this way you will always have enough magicka stored for other spells.


How can I know X spell is a concentration spell?

Do you need to keep holding the mouse buttons or your controller trigger buttons for the spell to remain active? If your answer is yes, it is a concentration spell. Examples are: Flames, Sparks, Frostbite, Healing, Healing Hands and ward spells from the restoration magic school.


Does the mod supports bound weapon spells?

Yes. but not at 100%, it looks like the game needs to know which hand cast the spell, and that information cannot be given by script. I can't find a way to work around this problem. Right now, if you cast a bound weapon spell using a script, it will have some issues; the weapon will not be dispelled when you sheath it, but don't worry, it will be dispelled after the magic effects of the spell are over; if you cast one handed bound weapons, the left hand will hold an invisible weapon.


Does the mod supports long duration spells or auras?

Yes, but there are some issues, sometimes you can cast these spells without any limitations. The main problem is that some spells have their duration scripted instead of using the normal spell duration in the Skyrim Creation Kit, the GetNthEffectDuration(int n) returns 0, there is no way to obtain the duration of these spells. For version 1.1, I am planning a way to handle this problem.


Can you support hotkeys for the next version?

You can use Spell Rings instead, just favorite and add a hotkey with the quick menu. I find this approach better than hotkeys, it maintains a high level of compatibility with other mods, and you can still have quick access to favorite items by using the quick menu, this is excellent for gamepad users that have limited number of hotkeys.


Can you support dual casting for the next version?

There is no way to dual cast any spell using scripts, if SKSE supports dual casting in the future, I will update this mod to include it. I have been thinking how to work around this problem, and the only way is to create single handed spells with the same features and power of a dual cast version, but it will break the compatibility of this mod. For example, Oakflesh works differently in the SkyRe version than in the vanilla version of the game.


Author: NeoRunek
Special Thanks to: Zeitz




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1.版本号: 1.0   更新时间: 2019-11-24 19:32:52

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    上传时间:2019-11-24 19:07:28

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