高级有组织的高级SkyTweak遭遇补丁

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的高级有组织的高级SkyTweak遭遇补丁 Mod,由Gamma Lead制作。TSSTWW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: Gamma Lead Mod版本: 1.4 Mod大小: 303 KB 更新时间: 2019-11-30 23:06:18 发布时间: 2019-11-30 23:06:18

详细说明

下载前:这个补丁会让你面对更多的敌人。这是故意的。我不会做简约版的。通过不下载此修补程序并卸载此修补程序编辑的MODS(所有困难和多样化的MODS),可以获得轻型版本。所有的事情都是通过这种描述来解释的。我已经编辑了(到目前为止)只有不到700个NPC通过增加额外津贴和调整比例,我将不会命名每一个从‘冲突胜利者’一节获得更多的信息。所有编辑都是用xEdit手工完成的。

在使用之前,你有责任阅读所有可能与你相关的东西。

最后,我打算100%支持这一点,直到我找不到任何可以添加或更改的东西。我是开放的建议,并希望错误报告漏掉的项目(额外津贴,一个更强大的敌人似乎更容易杀死比一个较弱的版本,等等)。这是一个非常大和雄心勃勃的项目--任何发现和报告都会改善所有参与者的补丁,包括我自己。


一.导言
二.所需的方式
三.冲突赢家
四.添加补丁的更改
一、老板发布信息
五.安装
六.期末说明

一.导言

所以,当我把AAE敌人的等级提升到HLE敌人时,我很生气.而不是变得更难,他们变得更容易。这个补丁从上面的MODS获取最好的和最困难的属性,并将它应用于敌人,使更高级别的敌人拥有更好的属性,比如AAE香草变体。增加吸血鬼将有不死豁免和增加物理攻击伤害(虽然有些人会使用武器,除非解除武装)。一些敌人甚至获得了一个等级/属性提升或增加效果,以改善兼容性和增加品种。即便如此,这也不是一个纯粹的困难模式。值得注意的是,动物:被捕食者和较弱的食肉动物现在已经达到了以前的水平上限,更强的动物捕食者被放任为规模。这是因为使用我自己的各部门Mod,几乎所有的动物都在“伟大的灵魂”水平,除了少数添加了Mod的敌人。剖析这句话--1:显然,我的游戏中只有大串(和猎物),2:Mod添加的“游戏结束”敌人比我56+级时的基本游戏敌人要弱。

虽然等级上限,动物的敌人/猎物的生命值和属性增加,使他们更加困难。现在,狩猎动物在转向“真正的”猎物之前练习是非常可行的。而且,在游戏结束时,当你被一堆60多颗小灵魂宝石困住时,你就可以依靠狩猎来填满它们了。如果你喜欢动物水平无限期上升,你可以加载动物调整/SkyTEST补丁在这个补丁(不推荐,因为补丁是过时的和泥蟹故障)。如果你更喜欢的水平帽,我的Mod已经编辑和改变了所有的动物覆盖在补丁,这样一个将覆盖另一个。使用动物微调/SkyTEST补丁将恢复*大部分*更改(添加MOD的生物仍将有我的编辑)。此外,很多敌人已经移除了他们的最高等级(主要是为了冲突的记录,只添加了一些模块)。这将允许在更高层次上实现更多的多样性。现在,具有较低统计值的强盗可以以高生命值/等等的方式在同一地点产卵,而在同一地点,以接近最高值的统计数据和属性开始的更高级别的敌人也能做到这一点。随着产卵MODS的增加,两者都可以。我可以根据游戏和反馈来改变这一点。

这种模式,就像部门一样,是为像我这样的玩家设计的,他们喜欢从游戏开始到比赛结束的挑战。最终的敌人是可怕的,甚至可能会给你的钱后,得到100+施展和迷人,为那些使用未加限制的DLL。再说一遍,这甚至不是一半的MODS我的“困难改进”文件夹,所以磨耗可能会有所不同。

二.所需的方式

下面的MODS是需要这一模式的工作。这个模块所做的许多事情(除了平衡相互冲突的记录)是应用额外的津贴、技能、库存等等。Mod增加记录-这是我见过的其他补丁没有做过的事情。我不会创建不包含这些核心文件的修补程序。如果你使用两个或更多这样的MODS,这是使用这个补丁的唯一原因之一--你应该考虑得到剩下的。他们是优秀的,高度评级的MODS是完全稳定的,即使在我的300+MODS的名单中只有250个ISH ESP(和100多个小时,在我的旧游戏,我退休做这个补丁和升级我的MODS-它仍然是稳定的)。

高级对手计数器 V3.7到Tx 12001
高水平敌人 V1.71达尔奎斯特

道恩护卫和龙出生的HLE补丁现在是必需的!

天边有组织的Bandits(OBIS) v2.5+印度刀片
SkyTEST-现实动物和食饵 V1.65EtaYorius著
动物调整 V2.6作者:CrushBoss

三.冲突赢家


下面是我修补上述MODS的规则。很少有例外,如果有的话。规则越高,优先级就越高。例如,控制所有动物的SkyTEST(规则5)仍然会增加统计量(规则#1-可能来自AAE),并且仍然会有额外的额外的额外津贴/派系/关键字添加在动物调整中(规则2)。下面添加补丁的更改部分将覆盖所有冲突胜利者规则。

1)如果敌人有更高的属性(技能、生命值、魔法抵消、奖励等)更高的统计数字赢了。

2)所有适当的角色都添加了Perks、关键字豁免和法术(例如,Dwemer构造获得了自动豁免)。

3)有意义的敌人移除了他们的等级上限,更新了最低等级(如果适用的话),并被升级到PC级。并不是所有的敌人都有规模,所以在所有级别上仍然会有一些额外的多样性。

4)动物和猎物被等级封顶,因此具有遭遇区MODS的高级玩家仍然可以获得各种大小的灵魂。

5)SkyTEST和动物调整在动物所做的任何和所有的改变中获胜--包裹、派系、津贴、统计数据。

6)OBIS在所有的事情上都有最后的发言权。大多数加入Mod的匪徒都没有被改变,所以会有一些普通的强盗.就目前而言。

7)高级敌机优先于所有MODS的其他敌人。

四.添加补丁的更改


首先,如果受到此模式攻击的较高“等级”敌人的统计值低于较低级别的变体,则其属性将被缓冲。这是,并将主要出现在被AAE比他们的HLE对手更强大的敌人上。纯粹的金属敌人(你知道你是谁),除了AAE爱好者之外,还稍微显得更唐突。我很怀疑一把剑击中一块坚固的金属是否会损坏任何东西,但还是有可能的。稍微有点。所有的动物/生物都加入了NARC俱乐部。

从这一点开始,我将在一些方面稍微调整敌人,在其他方面做很多调整。我将继续调整动物的行为,直到它们都符合我的视野,我将把老板变成真正的老板。那些没有任务驱动的老板,你必须真正去寻找的老板,如果没有后援的话,几乎是不可能的。就像真正的老大怪物。

这个补丁很大程度上(目前)对神龙牧师进行了修改和改进,特别是版本1.2,这是Boss版本。命名龙祭司是迷你,现在将是更强大的标准祭司(甚至AAE祭司在一定程度上)。这将是几乎不可能从他们的面具,除非你是高水平或有很多备份。赫尔补充道,当达到60和70级时,牧师也是非常致命的。龙祭司的等级帽被移除。一些等级的物品/法术是轻微编辑,以提供更好的多样性和兼容性,增加了魔龙祭司(没有,大多数正常MODS将接触)。这个补丁还包括3个失踪的神父AAE没有接触(他们可能使用模板和旗帜,但我重新构建他们,以确保改变卡住。牧师们还增加了适当的额外津贴,以使战斗更加激烈。难有趣的。

其他主要的焦点是动物和他们的水平帽,和非常轻的土匪(主要是不平平他们)。

对于灵魂来说,被捕食的物种几乎都会有微不足道的灵魂。小灵魂有1-2种例外。较小和较弱的掠食者会有较小的灵魂(狼),并且可以在“较小的”灵魂范围内的任何地方水平。典型的狼可能有“共同”水平的灵魂。较大的捕食者将有共同和更大的灵魂,如棕熊,洞穴熊和巨魔。巨人队也被更大的灵魂所封顶(但绝不是受到阻碍)。先端掠食者(雪地变体或大型捕食者)和大型猎物(猛犸象)像往常一样有着巨大的灵魂。到目前为止,龙出生的DLC(灰料斗等)还没被碰过。

IV.I.BOSS发布版本

这个版本通过将某些敌人变成老板来改变游戏规则(比平常更强硬,更大的Magicka/stanima池,额外的额外福利)。所有的龙牧师都是小老板。龙出生的龙牧师是老板。瓦赫洛克,狱卒,福吉加斯特和哈肯都是史诗般的老板。

哈肯应现在有不同形式的补贴和阻力。我需要最终测试这一点,直到那时我将依靠反馈。此外,如果变化发生,我相信,每次他进入一个新阶段(近战/魔法),他将愈合非常轻微,并得到一个提升的魔法或耐力,依赖于形体。更准确的更改(对于那些必须知道或有兴趣帮助我测试的人)在下面的扰流板中。

破坏者:

灵魂凯恩敌人*和*召唤现在有武器抵抗额外增加AAE。骨子汉被算作骷髅,密士被算作鬼魂,伟人被算作不死之人。

淡水河谷(Vale)军刀猫和鹿现在被添加到SkyTEST和动物调整管理中。难度比基础雪刀高(HLE雪地变体仍会在早期水平超过这些雪刀)。

五.安装

用NMM下载并安装,运行战利品和Wrybash。对于高级用户,强烈建议使用xEdit和“深度复制作为重写”我的修补程序到BASH修补程序中。Wrybash有时会出现问题,无法集成我所做的所有更改并完全跳过多个条目。

如果你喜欢动物缩放到你的水平没有上限,确保SkyTEST/动物微调补丁是加载一个和覆盖我的模式。这样做不再被推荐或支持,因为由于SkyTEST最近的更新,这个补丁已经过时了。

享受一场更艰难的游戏。

六.期末说明

这一模式目前只编辑了750条记录,而且还没有100%完成。

目前正在着手:


玩天边SE!

补丁战斗风格(如果需要与SkyTEST更新)

完成DLC 2生物的修补

工作/调整老板暴徒

如果敌人没有适当的福利/统计数据等有任何问题:

1)如果你在游戏中期加载了这个补丁,在一个没有敌人的细胞里等待,直到所有的细胞重置(我相信香草是30天)。
2)如果问题仍然存在,请打开控制台,选择敌人,复制id#,并创建一个错误报告,其中包括暴民的名称、重定向号码和丢失的项目/咒语/额外费用/等等。

我的其他MODS:
改进的Vanilla Xbox控制器方案-添加热键、快速菜单、未绑定方案以允许使用键盘和其他功能!提供精简版。
灵魂宝石放大-一个小模块,使灵魂宝石升级更现实,以及重新添加在阴影的暴君,等等!
五花八门的富丽堂皇-腹部贴片-中熟-神龙,DDC,ogSplendor,Bellyache。一个补丁项目,使所有龙增强到相同或类似的水平,增强强大龙,一个更均匀的通过。
部门-传奇的未平天边-按地点(保持)和类型(动物巢穴、土匪、吸血鬼)改变相遇区域级别。一个渐进而又完全不同的游戏。
TruSectors-传奇封顶天边-轻量级大修
纵坐标屏蔽-编辑协调员,以提供两个平衡的损害减少额外的传奇难度的天空。良好的工作与部门!
半猎手弓-替代者弓,对大多数敌人都很弱,但对魔法使用者造成更大的伤害:敌人拥有的基地越多,造成的伤害就越大。目的是在更高的困难中达到平衡。
用于XxAwome_PotionsxX SSE的小DLC和Misc修补程序-XxAwesePotionsxX的用户可以使用的一个小补丁,它是一种重新纹理的药水,覆盖更多的香草药水。
手工艺品和可升级的幸福药水-允许您制作和升级幸福药水。

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BEFORE DOWNLOADING: This patch will make enemies you face a lot more challenging. This is intentional. I will not make a lite version. A light version is available by not downloading this patch, and uninstalling the mods this patch edits (all difficulty and diversification mods). Everything is explained within reason by this description. I have edited (so far) just shy of 700 NPCs by adding perks and adjusting scaling, I will not be naming each one off see 'conflict winners' section for more information. All edits were made by hand using xEdit.

You are responsible for reading everything that might pertain to you before use.

Finally, I intend to support this 100% until I can find nothing else to add or change. I am open to suggestions and would love error reports on missed items (perks not applied, a stronger enemy appearing easier to kill than a weaker version, etc). This is a very large and ambitious project--Anything found and reported will improve the patch for all involved, including myself.


I. Introduction
II. Required Mods
III. Conflict Winners
IV. Patch-added Changes
   i. Boss Release Information
V. Installation
VI. End Notes



I. Introduction

So, I got annoyed when I leveled up and beyond AAE enemy levels to HLE enemies... and instead of getting harder, they got easier. This patch takes the best and toughest stats from the above mods and applies it to the enemies, making the higher level enemies have improved stats like the AAE vanilla variants. Added vampires will have undead immunity and increased physical attack damage (though some will use weapons unless disarmed). Some enemies have even received a level/attribute boost or added effects to improve compatibility and increase variety. Even so, this is not a pure difficulty mod. Notably, animals: prey and weaker predators are now level-capped below what they were set at before, stronger animal predators were left to scale. This was implemented because using my own Sectors mod, almost all animals were at 'grand soul' level, except for a few mod-added enemies. Dissecting that sentence--1: apparently, there were only grand skeevers (and prey) in my game, and 2: mod-added 'endgame' enemies were weaker than the base-game enemies when I was level 56+.

While level-capped, animal enemies/prey have had health and stat increases to make them more difficult. Now, hunting animals to practice before turning your bow towards 'real' prey is very viable. Also, at the end of the game when you get stuck with a pile of 60+ petty soul gems, you will be able to fall back on hunting to fill them. If you prefer animals level up indefinitely, you can load the Animal Tweaks/SkyTEST patch below this patch (Not recommended due to the patch being outdated and the mudcrab glitch). If you prefer the level cap, my mod already edits and changes all of the animals covered in the patch so one will overwrite the other. Using the Animal Tweaks/SkyTEST patch will revert *most* of the changes (mod-added creatures will still have my edits). Furthermore, a lot of enemies have had their max level removed (largely only for conflicting records, only some mod-added). This will allow for more diversity at higher levels. Now, a bandit with lower stats can spawn in with high health/etc, in the same spot that an enemy who starts at that higher level with near maxed stats and attributes can. With increased spawn mods, both can. I may change this based on gameplay and feedback.

This mod, like Sectors, is designed for players like me who like a challenge from the beginning of the game, until the end of it. The endgame enemies are fearsome, and may even give you a run for your money after getting 100+ smithing and enchanting, for those of you using the uncapper dll. Then again, this isn't even half of the mods my "difficulty improvements" folder, so millage may vary.



II. Required Mods

The below mods are REQUIRED for this mod to work. A lot of what this mod does (besides balance conflicting records) is apply perk, skill, inventory, etc. changes to MOD ADDED RECORDS--something which no other patches (that I have seen) do. I WILL NOT make patches that do not contain these core files. If you use two or more of these mods, which is one of the only reasons to use this patch--you should consider getting the rest. They are excellent, highly-rated mods that are completely stable, even in my list of 300+ mods in only 250-ish esps (and 100+ hours in my old game, which I retired to make this patch and upgrade my mods--it was still stable).

Advanced Adversary Encounters V3.7 by Tx12001
High-Leveled Enemies V1.71 by Dalquist

Dawnguard and Dragonborn HLE patches are now required!

Organised Bandits In Skyrim (OBIS) V2.5+ by Indigoblade
SkyTEST - Realistic Animals and Predators V1.65 by EtaYorius
Animal Tweaks V2.6 by CrushBoss



III. Conflict Winners


Below are the rules I patched the above mods with. There are very few exceptions if any. The higher the rule is, the higher precedence it has. E.G. SkyTEST controlling all things animal (rule #5) will still have stats increased (rule #1--likely from AAE), and will still have extra perks/factions/keywords added in by Animal Tweaks (rule #2). Patch-added Changes section below will override all conflict winner rules.

1) If the enemy had higher stats (skills, health, magicka offset, perks, etc.) the higher stats won.

2) Perks, Keyword immunities, and spells are added to all appropriate actors (E.G. Dwemer constructs getting automaton immunity)

3) Enemies that made sense had their level cap removed, minimum level updated (if applicable) and were scaled to level with the PC. Not all enemies were scaled, so there will still be some extra diversity for all levels.

4) Animals and Prey were level-capped so a higher-level player with encounter zone mods can still get souls of all sizes.

5) SkyTEST and Animal Tweaks won on any and all changes made by animals--Packages, factions, perks, stats.

6) OBIS had the final say in all things bandits. Most mod-added bandits were not altered so there will be some regular bandits... for now.

7) Advanced Adversary Encounters had precedence on all other enemies from all mods.



IV. Patch-added Changes


First off, if a higher 'leveled' enemy touched by this mod had lower stats than a lower leveled variant, its stats were buffed. This is and will mostly be seen on enemies that were buffed by AAE being stronger than their HLE counterparts. Purely metal enemies (you know who you are) were made slightly more tanky in addition to AAE buffs. I seriously doubt a sword hitting a piece of solid dewmer metal will damage anything, but it's still possible. Slightly. All animals/creatures have been added to the NARC club.

From this point onward I will be tweaking enemies in some ways slightly and in other ways a lot. I will continue tweaking animal behaviors until they all fit my vision, and I will be making bosses into actual bosses. The bosses that are not quest-driven and you have to actually look for to find will be made to be nearly impossible without backup. Like actual boss monsters.

This patch largely (for now) made changes and improvements to Dragon Priests, especially V1.2, which is the Boss Release. Named dragon priests are miniboses and will now be even more powerful than standard priests (and even AAE priests to an extent). It will be near impossible to take a mask from them, unless you are high leveled or have a lot of backup. HLE added priests are also very deadly when reaching levels 60 and 70. Level caps for dragon priests were removed. Some leveled items/spells were lightly edited to provide better variety and compatibility to mod-added dragon priests (nothing that most normal mods will touch). This patch also includes 3 missing priests AAE did not touch (they likely used template and flags, but I re-built them to ensure the changes stuck. Appropriate perks were added to priests to make battles even more difficult fun.

Other main focuses were animals and level caps for them, and very lightly on bandits (largely unleveling them).

For souls, prey species will almost universally have petty souls. 1-2 exceptions for lesser souls. Smaller and weaker predators will have lesser souls (wolves), and can level anywhere in the 'lesser' soul range. Atypical wolves may have up to 'common' level souls. Bigger predators will have common and greater souls, such as brown bears, cave bears and trolls. Giants are also capped (but by no means hindered) with greater souls. Apex predators (snowy variants or large predators) and very large prey (mammoths) have grand souls, as usual. So far, Dragonborn DLC (ash hopper netch, etc.) have not been touched.



IV. i. Boss Release Version

This version changes the rules of the game by making certain enemies into bosses (tougher than normal, larger magicka/stanima pools, additional perks). All named dragon priests are minibosses. Dragonborn dragon priests are bosses. Vahlok the Jailer, The Forgemaster, and Harkon are an epic bosses.

Harkon should now have different perks and resistances in different forms. I need to test this eventually, until then I will rely on feedback. Also, if the changes occur as I believe, each time he enters a new phase (melee/magic) he will heal very slightly, and get a boost of either magica or stamina, dependent on the form. More exact changes (for those who must know or are interested in helping me test) are in the spoiler below.

Spoiler:  

Show


Soul Cairn enemies *and* summons now have weapon resistance perks added by AAE. Bonemen are counted as skeletons, Mistmen are counted as ghosts, Wraithmen are counted as undead.

Vale saber cats and deer are now added to SkyTEST and Animal Tweak management. Difficulty is placed higher than base snowy saber (HLE snowy variants will still outlevel these at earlier levels).



V. Installation

Download with NMM and install, run LOOT and Wrybash. For advanced users, it is highly recommended to use xEdit and "deep copy as override" my patch into the bashed patch. Wrybash occasionally has issues with not integrating all of the changes I've made and skipping multiple entries entirely.

If you prefer animals scaling to your level without caps, ensure SkyTEST/Animal Tweaks patch is loaded a and overwrites my mod. Doing so is no longer recommended or supported as the patch is outdated due to SkyTEST's recent update.

Enjoy a more difficult game.



VI. End notes

This mod currently edits just shy of 750 records, and is not yet 100% complete.

Currently set to work on:


Play Skyrim SE!!!!!

Patch combat styles (if needed with SkyTEST update)

Finish patching DLC2 creatures

Work on/tweak boss mobs



If there are any issues with enemies not having appropriate perks/stats etc.:

1) Make sure if you loaded this patch mid-game to wait in a cell with no enemies until all cells reset (I believe vanilla is 30 game days).
2) If the problem persists, please open the console, select the enemy, copy down the id #, and create a bug report with the name of the mob, the refid number, and the missing items/spells/perks/etc.

My other mods:
Improved Vanilla Xbox Controller Scheme - Adds hotkeys, quick menus, unbound schemes to allow keyboard use, and other features! Lite version available.
Soul Gem Amplification - A small mod to make soul gem upgrading more realistic, as well as re-add in the Shade of the Revenant, and more!
Mightily Diverse Splendor-Belly Patch - Medium Cooked - Enhanved Mighty Dragons, DDC, ogSplendor, Bellyaches. A patch project made to enhance all dragons to the same or a similar level as Enhanced Mighty Dragons, for a more even play-through.
Sectors - Legendary Unleveled Skyrim - Changes encounter zone levels by location (hold) and type (animal den, bandits, vampires). For a gradual, yet disparate play-through.
TruSectors - Legendary Capped Skyrim - Lightweight overhaul which unlevels Skyrim, but caps each zone; based off of Sectors - Legendary Unleveled Skyrim.
Shields of Ordinator - Edits Ordinator to provide two balanced damage-reduction perks for Legendary difficulty of Skyrim. Works well with Sectors!
Hexhunter Bow - Replacer bow that is weak to most enemies, but deals increasing damage to magic users: the more base magicka an enemy has, the more damage it deals. Aimed for balance in higher difficulties.
Small DLC and Misc Patch for XxAwesome_PotionsxX SSE - A small patch for users of XxAwesome_PotionsxX, a potions re-texture, that covers even more vanilla potions.
Craftable and Upgradeable Potions of Well-being - Allows you to craft and upgrade potions of well-being.


文件说明

Mod截图

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TSSTWW的其他作品

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  • 枪手阵营大修 Gunners Overhaul - Initially Friendly Gunners
  • DOTA2 四糸乃替换极寒幽魄MOD
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  • 站台2
  • 神界:原罪2 v3.0.160.028血魔法师职业MOD v1.02