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Skyrace-逼真的多元种族

作者:Fr
发布:huanling8603
发布日期:2019-11-29 20:34:40
更新时间:2019-11-29 20:34:40
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上古卷轴5:重置版
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如果你喜欢种族摩托,这增加了迷人的新能力和极端神奇的功能,那么这可能不适合你。然而,如果你喜欢艰苦的挑战,严酷的生存游戏和一个更现实的方法,从总体上说,那么这很可能是一个模式适合你的口味。

这一模式本质上是SkyraceII,与上一期相比,它具有许多改进的特性和整体更干净的性能和兼容性。


一般特征包括..。

不同的种族以不同的速度再生不同的统计数据。

所有种族的健康再生大幅度下降。

一开始游戏,你不知道任何魔法咒语,不管你的种族。

每次你增加更多的负重,你现在就会得到一点,不像在香草游戏,在那里你会收到五积分。

如果你在水中穿衣服或盔甲,你在游泳时会受到阻碍。

与香草游戏相比,在溺水之前,你可以花一半的时间潜入水中。

诺德

天边的市民,他们都是高个子和白发的人。诺德人强壮而坚韧,以抵御寒冷而闻名。他们是极具天赋的战士,尤其是双手武器的战士。

开始健康: 120
再生: 0.1

启动Magicka: 50
再生: 0.5

开始耐力: 110
再生: 5.0

底座载重量: 70

非武装损坏: 8


帝王

事实证明,Cyrodiil的本地人是精明的外交官和商人。他们擅长战斗和魔法。无论哪里都可以找到金币,帝国军似乎总能找到更多的金币。

开始健康: 100
再生: 0.1

启动Magicka: 80
再生: 1.0

开始耐力: 110
再生: 5.0

底座载重量: 50

非武装损坏: 4


红卫军

在坦米尔最有天赋的战士,哈默菲尔的红卫兵有着坚韧的体质和对毒药的天然抵抗力。

开始健康: 110
再生: 0.1

启动Magicka: 50
再生: 0.5

开始耐力: 140
再生: 7.0

底座载重量: 60

非武装损坏: 6


布雷顿

除了他们对魔法的快速和敏锐的掌握,即使是最卑微的高岩的布列塔尼人也可以夸口说他们对魔法有抵抗力。布列塔尼人可以召唤蜻蜓之力来吸收法术。

开始健康: 100
再生: 0.1

启动Magicka: 120
再生: 2.0

开始耐力: 80
再生: 4.0

底座载重量: 50

非武装损坏: 4


高ELF

在他们的家乡萨默塞特岛也被称为“阿尔默”,高等精灵在所有种族的奥术艺术中是最有天赋的。他们可以召唤他们天生的力量快速再生Magicka。

开始健康: 100
再生: 0.1

启动Magicka: 120
再生: 4.0

开始耐力: 110
再生: 7.0

底座载重量: 50

非武装损坏: 4


木材ELF

也被称为“博斯默”,西部瓦伦伍德森林的部落,木精灵善于侦察和小偷,没有更好的弓箭手在整个塔米尔。它们对毒药和疾病都有天然的抵抗力。他们可以命令动物为他们而战。

开始健康: 100
再生: 0.1

启动Magicka: 90
再生: 2.0

开始耐力: 140
再生: 8.0

底座载重量: 50

非武装损坏: 4


暗ELF

也被称为“邓默”,在他们的祖国的未来,黑暗精灵是著名的隐身和魔法技能。它们也具有天然的抗火能力。

开始健康: 100
再生: 0.1

启动Magicka: 110
再生: 2.0

开始耐力: 110
再生: 5.0

底座载重量: 50

非武装损坏: 4


兽人

在克罗斯加里安和龙尾山脉的人民,兽人史密斯因为他们的手艺而受到重视。穿着重型盔甲的兽人部队是帝国中最优秀的部队之一,在使用狂暴狂怒时是可怕的。

开始健康: 150
再生: 0.2

启动Magicka: 50
再生: 0.1

开始耐力: 120
再生: 6.0

底座载重量: 100

非武装损坏: 10


KHAJIIT

他们来自埃尔斯威尔省,他们聪明,敏捷,敏捷。他们因天生的隐身而成为优秀的小偷。所有哈吉特人都可以随心所欲地在黑暗中看到,并遭到非武装的爪子攻击。

开始健康: 100
再生: 0.1

启动Magicka: 70
再生: 1.0

开始耐力: 140
再生: 7.0

底座载重量: 50

非武装损坏:10(+爪能力)


阿戈尼安

这个爬行动物种族,非常适合在他们的黑沼泽家园的危险沼泽,已经发展了一种自然的抗病能力和水下呼吸能力。他们可以非常快地召唤组织皮肤来恢复健康。

开始健康: 100
再生: 0.4

启动Magicka: 70
再生: 1.0

开始耐力: 110
再生: 6.0

底座载重量: 50

非武装损坏: 10

需要注意的事情

大多数人类的种族已经被移除了他们更极端的魔法种族能力,以使他们感觉更像一般的人类。另一方面,除黑暗精灵祖先的怒怒异能外,大多数精灵和野兽种族都保留了他们的标准技能。

上面列出的启动状态是基于玩家解释什么是“起跑线”。熟悉MOD开发的人自己可能会意识到STAT的抵消,但是在描述的主要部分中提到那些会让大多数用户感到困惑。所以,如果说一个种族的起始健康是100,那么当他们开始这个种族的特征时,他们就会有100健康。

高等精灵不再有一个特殊的能力给他们额外的50魔法。然而,与香草游戏中实现的基本状态相比,这部分的补偿是由基础数据的增加所弥补的。

如果..。

你已经发现香草游戏相当困难了。

你主要想玩的游戏是基于故事的目的。

你想扮演“坚强的英雄”。

你想在游戏中看到并使用更多的魔法。

安装

使用Nexus Mod经理或涡旋是推荐的方法。如果您知道如何手动下载和解压缩文件,您可能不需要任何教程。


所需

您所需要的只是查看,但是强烈建议您也使用非官方Skyrim特版补丁安装好了。


兼容性

天际争霸应该与大多数MODS兼容,只要它们不影响可玩的种族。

这是没有必要的,但它可以方便地启动一个新的字符使用此模式。


看看我们的其他MODS

天毒素-毒药是极其有效和危险的。

天空属于北方人-向Skyrim的城市和村庄增加了近500个新的通用NPC。

Skyrim属于北方强盗版-土匪组织将更加现实,不会使用魔法。

Nirn引力-坠落伤害处于真实的水平。

天野-天边的野生动物实际上是危险的。

——————————————————————————————————————————————————


If you like race mods that add mesmerizing new abilities and extreme magical features, then this is probably not for you. However, if you like tough challenges, harsh survival gameplay and a more realistic approach to Skyrim overall, then this might very well be a mod suited for your taste.

This mod is essentially Skyrace II, with many improved features and an overall cleaner performance and compatibility compared to its previous installment.


General features include that...

Different races regenerate different stats at different rates.

Health regeneration for all races has been drastically decreased.

Upon starting the game, you don't know any magic spells, regardless of your race.

Each time you gain more carry weight, you will now receive one point, unlike in the vanilla game, where you would receive five points.

If you wear clothes or armour in the water, you will be encumbered while swimming.

You can spend half as much time submerged under water before you start drowning, compared to the vanilla game.






NORD

Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold. They are highly talented warriors, particularly with two-handed weapons.

Starting Health: 120
Regeneration: 0.1

Starting Magicka: 50
Regeneration: 0.5

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 70

Unarmed Damage: 8


IMPERIAL

Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold coins might be found, Imperials always seem to find a few more.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 80
Regeneration: 1.0

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 50

Unarmed Damage: 4


REDGUARD

The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have a hardy constitution and a natural resistance to poison.

Starting Health: 110
Regeneration: 0.1

Starting Magicka: 50
Regeneration: 0.5

Starting Stamina: 140
Regeneration: 7.0

Base Carry Weight: 60

Unarmed Damage: 6


BRETON

In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 120
Regeneration: 2.0

Starting Stamina: 80
Regeneration: 4.0

Base Carry Weight: 50

Unarmed Damage: 4


HIGH ELF

Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate magicka quickly.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 120
Regeneration: 4.0

Starting Stamina: 110
Regeneration: 7.0

Base Carry Weight: 50

Unarmed Damage: 4


WOOD ELF

Also known as "Bosmer", the clanfolk of the Western Valenwood forests, wood elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can command animals to fight for them.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 90
Regeneration: 2.0

Starting Stamina: 140
Regeneration: 8.0

Base Carry Weight: 50

Unarmed Damage: 4


DARK ELF

Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are also naturally resistant to fire.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 110
Regeneration: 2.0

Starting Stamina: 110
Regeneration: 5.0

Base Carry Weight: 50

Unarmed Damage: 4


ORC

The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their Berserker Rage.

Starting Health: 150
Regeneration: 0.2

Starting Magicka: 50
Regeneration: 0.1

Starting Stamina: 120
Regeneration: 6.0

Base Carry Weight: 100

Unarmed Damage: 10


KHAJIIT

Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw attacks.

Starting Health: 100
Regeneration: 0.1

Starting Magicka: 70
Regeneration: 1.0

Starting Stamina: 140
Regeneration: 7.0

Base Carry Weight: 50

Unarmed Damage: 10 (+ claw ability)


ARGONIAN

This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.

Starting Health: 100
Regeneration: 0.4

Starting Magicka: 70
Regeneration: 1.0

Starting Stamina: 110
Regeneration: 6.0

Base Carry Weight: 50

Unarmed Damage: 10


Things to be aware of

Most of the human races have had their more extreme magical racial abilities removed in favour of making them feel more like generic humans. On the other hand, the majority of the elven and beast races have retained their standard set of abilities, with the exception of the dark elves' Ancestor's Wrath ability.


Starting stats listed above are based on the player's interpretation of what a "starting stat" would be. People who are familiar with mod development themselves will probably be aware of stat offsets, but bringing up those in the main part of the description would just be confusing for most users. So, if it says that a race has a starting health of 100, they will have 100 health when they start a character of said race.


High elves no longer have a special ability that gives them 50 extra magicka. However, a part of this is compensated for by increased base stats compared to how they were implemented in the vanilla game.



Do NOT download this mod if...

You already find the vanilla game to be quite difficult.

You mainly want to play the game for story-based purposes.

You want to play as "the strong hero".

You want to see and use more magic in the game.



Installation

Using the Nexus Mod Manager or Vortex are the recommended methods. If you know how to download and extract files manually, you probably don't need any tutorial.


Requirements

All you need is SEE, but you are highly recommended to also have the Unofficial Skyrim Special Edition Patch installed.


Compatibility

Skyrace should be compatible with most mods as long as they don't affect the playable races.

It is not necessary, but it can be convenient to start a new character for using this mod.




Check out our other mods

Skytoxin - Poisons are extremely potent and dangerous.

Skyrim Belongs to the Nords - Adds almost 500 new generic NPCs to the cities and villages of Skyrim.

Skyrim Belongs to the Nords - Bandit Edition - Bandit groups will be much more realistic and not use magic.

Gravity of Nirn - Fall damage is at truly realistic levels.

Skywild - The wildlife of Skyrim is actually dangerous.


原贴地址
1.版本号: 1.0   更新时间: 2019-11-29 20:34:15

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    上传时间:2019-11-29 20:34:40

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