精金-大修

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在3DM Mod站下载上古卷轴5:重置版最新的精金-大修 Mod,由Simon Magus制作。buffett80920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: Simon Magus Mod版本: 1.0.3 Mod大小: 33.0 KB 更新时间: 2019-12-14 23:25:48 发布时间: 2019-12-14 23:25:48

详细说明

精金-大修


Adamant是经过简化的振兴大修,旨在增强Skyrim体验的各个方面。它彻底革新了游戏的18种技能树,以便为玩家提供引人入胜的选择以及从头到尾的平稳过渡。尽管Adamant确实增加了游戏中的额外奖励总数,但它通过平衡围绕Vanilla额外奖励获得的奖励选择,避免了膨胀,蔓延和力量蠕变。像许多现代振兴大修一样,它为在Vanilla游戏中未充分利用的流行游戏风格提供了支持,例如喊叫,五线谱和无人战斗。


为了完善我以前的工作,Adamant需要安装“神秘主义-魔术大修”。这使我能够以最直接的方式引入新的特权来支持诸如魔咒,反射光和沉默之类的咒语。


特征


彻底翻修所有18棵振作树

平衡香草振作收益

受欢迎的功能,例如魔术缩放和偷袭法术

潜行的弓箭手比以往更强大

轻巧且兼容

几乎完全没有脚本,对性能没有影响


津贴


炼金术


炼金术是酿造魔药和致命毒药的工艺。


练级炼金术现在通常会减少该技能所涉及的乏味。您从每种植物中收集更多的成分,药水和毒药的寿命更长,并且可以从相同数量的成分中制造更多的药水。实验者很容易获得,因此您不仅可以使用Google,而且不再需要在药水和毒药中进行选择。


剧透:表演


改造


改变学院涉及对物理世界的操纵。此技能使施放“呼吸水”,“减速”和“石肉”之类的咒语更加容易。


现在,在新手,学徒,熟练,专家和大师级特权上进行投资来增加改动的持续时间。此外,这些特权现在使所有变更法术的费用降低了10%,而不是仅将少数法术的费用降低了50%。这消除了香草魔法中存在的人为分层,降低了使用高级咒语的机会成本,并鼓励玩家投资Magicka。


总的来说,变更特权侧重于改善肉体和盾牌的法术,并为穿着长袍的玩家提供奖励。法师装甲已经精简,穿着长袍时,其他特权也可以为Magicka Regeneration和法术铸造提供奖金。一些特权专注于直接改善肉体和盾牌的法术,并且无论施法者的装甲如何都可以正常工作。这些特权会给血肉和盾牌法术增加额外的奖励,增加其持续时间,甚至允许它们影响召唤和盟友。


剧透:表演


射箭


射箭的技能控制着弓箭的使用,可以远射。


射箭的特权已经转移,使生活质量的特权更容易获得,而带来诸如减速时间之类奇妙效果的特权更高。此外,越野车瘫痪的顶石已被适合潜行弓箭手和战斗弓箭手的特权所取代。暴击伤害现在变得更有意义了,对神射手进行投资会增加暴击伤害以及正常伤害。


剧透:表演



封锁技能控制着武器和盾牌的使用,以抵御外来攻击。


重新调整了大块特权,以便与武器一起使用的特权不会被锁定在仅与盾牌一起工作的特权后面。此外,“快速反射”在树中的位置更高。像放慢时间一样令人难以置信(又有趣)的力量应该是顶峰,现在已经是。最终,一个可选的特权会提供更多的武器格挡效能,以弥补游戏计算武器格挡的方式上的问题。


剧透:表演


变态


魔法学院涉及死者的复活和遗忘生物的召唤。此技能使施放绑定剑,复活僵尸和召唤火焰阿罗纳奇之类的咒语更加容易。


现在,在新手,学徒,专家,专家和大师的专长上花费点来增加咒语的持续时间。此外,这些特权现在可使所有召唤法术的费用降低10%,而不是仅将少数法术的费用降低50%。这消除了香草魔法中存在的人为分层,降低了使用高级咒语的机会成本,并鼓励玩家投资Magicka。


现在,召唤特权会根据机械理由而非虚构理由进行拆分,因此您的特权将影响所有被召唤的生物,或影响所有已复活的生物。这样就消除了猜谜游戏(“这个生物是达德拉还是不死生物?”),还可以确保其他传票不会掉进裂缝。此外,绑定武器是咒语的竞争选择。


剧透:表演

毁灭


破坏学校涉及火,霜,冲击和其他挥发性能量的利用。此技能使施放火球,寒蝉之触和雷电之类的咒语更加容易。


现在,在破坏新手,学徒,专家,专家和大师的特权上投资点会增加所有破坏法术的伤害。此外,这些特权现在可使所有毁灭法术的费用降低10%,而不是仅将少数法术的费用降低50%。这消除了香草魔法中存在的人为分层,降低了使用高级咒语的机会成本,并鼓励玩家投资Magicka。这些变化对于毁灭魔法尤其明显。结合下面详述的基本特权,这些特权的总效果是使毁灭更加集中于爆发伤害,但更难以维持。这与Vanilla形成了鲜明的对比,在Vanilla中,Destruction造成的损害要小得多,通常用于通过Impact振作提供CC。


像在香草中一样,破坏性特权分为火,霜和冲击,但总的来说,这些特权更有趣。此外,现在投资特定元素会增加对该元素的抵抗力,您可以花些额外的钱来增加可以立即维护的符文数量。冲击被削弱了,以补偿“破坏”现在造成更多伤害的事实。


剧透:表演


妖娆


附魔是将魔法咒语绑定到武器和盔甲的工艺。


附魔奖励现在根据您附魔的物品类型(武器,盔甲,长袍和珠宝)而不是您使用的附魔类型进行分配。此外,该技能现在可以为使用五线谱和附魔武器的玩家提供积极的奖励,重点是节省结界弹药,并且在战斗中使用附魔的五线谱有助于提高XP的魅力。


剧透:表演


重装甲


重装甲的技能支配着诸如钢铁,矮人,兽人,乌木和戴德里克等厚重的防护装甲的使用。


重型装甲现在是游戏中首屈一指的防御技能,甚至可以防御魔法。多种特权可提供防御力量攻击的能力,减少传入的交错,甚至提供被动的生命恢复,从而减少了依赖药水或治疗魔法的需求。


剧透:表演


错觉


幻觉学校牵涉到他人思想的操纵。此技能使施放恐惧,隐身和魅力之类的咒语更加容易。


现在,对新手,学徒,熟练,专家和法师的特殊技能进行投资会增加所有幻觉技能的持续时间。此外,这些特权现在可以使所有幻觉法术的费用降低10%,而不是仅将少数法术的费用降低50%。这消除了香草魔法中存在的人为分层,降低了使用高级咒语的机会成本,并鼓励玩家投资Magicka。


幻觉魔法的每种原型(镇定,狂乱,沉默,恐惧,麻痹和指挥)现在都有一个能增加等级的特权,并且还提供了另一个相关的增益。其他奖金可提供安静的施法,延长的持续时间并提高幅度。允许幻术咒语瞄准亡灵,达德拉和自动机的特权在更早的时候就已经存在。幻术法师现在有了一种可靠的方式来造成伤害。


剧透:表演


轻甲


轻型装甲的技能控制着轻巧灵活的装甲的使用,例如皮革,鳞片,精灵和玻璃。


为了使轻型装甲与重型装甲区分开来,轻型装甲提供较少的防御增益,而是集中精力而不是提高用户的速度,耐力恢复,甚至是攻击力的成本。轻型装甲还可以让您执行强大的徒手打击。轻甲现在专注于提供效用和进攻增益,而重甲则专注于提供防御增益。


剧透:表演


开锁


开锁是打开锁和发现隐藏宝藏的艺术。那些擅长开锁的人可以打开更困难的锁,并且使用更少的锁钩。


锁选现在可以用作“寻宝者”树,并为熟练的锁选提供了几种查找隐藏财富的方法。此外,它还增加了随身携带的重量(您需要大口袋才能装满所有战利品!)以及一些也适合小偷的奖励。

扒手


扒窃是从毫无戒心的标记窃取的艺术。那些擅长扒窃的人更有可能成功,并且可以偷走更高价值的物品。


扒窃现在起“窃贼之树”的作用,并从“演说”中继承了一些有益的好处。具体来说,熟练的扒手可以将被盗的物品卖给商人,他们的声誉赢得了公会围栏的尊重(和硬币)。此外,扒手的上限不再上限为90%,并且存在一些奖金,可以让扒手窃取更多有价值的物品。后端更改了一些数字和设置。例如,目标的扒窃技能现在变得更加重要,而未被发现。这些特权旨在为扒手提供一条前进的道路,而不会造成麻烦。


剧透:表演


恢复


恢复学院牵涉到对生命力量的控制。此技能使施放快速恢复,不死族和毒药绽放之类的咒语更加容易。


现在,在新手,学徒,专家,专家和大师的恢复上投资点会增加所有恢复法术的伤害。此外,这些特权现在可使所有“恢复”法术的费用降低10%,而不是仅将少数法术的费用降低50%。这消除了香草魔法中存在的人为分层,降低了使用高级咒语的机会成本,并鼓励玩家投资Magicka。


恢复是一门非常多样化的学校,因此它的好处也各不相同。恢复可以为不死生物,太阳法术,守卫和毒药提供奖励。它还为治疗法术(例如喘息)提供了一些奖励,并提供了一种简约的宗教系统,使玩家在神圣神殿祈祷时可以获得更多的奖励。


剧透:表演


锻造


锻造是用原材料锻造武器和装甲的工艺。


Smithing已分为用于制作新商品的特权和用于对现有商品进行回火的特权。这消除了香草武器损坏中的一些奇怪的分层,并且特别为轻型盔甲角色提供了更流畅的升级体验。


剧透:表演


潜行


偷偷摸摸是一种看不见,闻所未闻,从阴影中袭来的艺术。那些精通Sneak的人甚至可以躲藏在视线之外。


通常,Sneak要求玩家增加投资,但依次提供更多奖励。潜行攻击特权分为用于弓箭的特权和用于近战武器和匕首的特权。另一个特权为破坏(和毒药)法术提供了假装偷袭。其他特权提供了避免重型装甲的好处,并提高了潜行时的移动速度。


剧透:表演


言语


言语是说服和易货的艺术。那些精通语音的人可以从商人那里得到更好的价格,并且更有可能说服其他人按他们的要求去做。


语音已经简化,可以为希望投资购买,出售和说服力的玩家提供更多直接奖励。更加注重销售价格,而说服和恐吓则变成了一种振作。对于语音能力较低的角色,价格将比香草略苛刻,但当您的技能更高时,价格就会赶上(即使您不投资语音-如果您进行投资,您的买入和卖出价格将是比香草好得多)。此外,语音还具有一些可以提高喊叫声的好处,而喊叫声则可以提高语音体验。

 

剧透:表演


双手的


双手技能支配着更大的武器的使用,例如大剑,战斧和战锤。


就像在《香草》中一样,双手在剑,斧头和狼牙棒之间分裂。但是,已经进行了一些改进。现在,投资野蛮人会大大增加暴击的伤害。力量攻击更加强大,并且有机会对所有类型的武器造成严重伤害。斧头和狼牙棒的特权现在明显更好,每种武器类型都旨在填补自己的空白。


剧透:表演


兼容性


Adamant是一种轻巧的振兴性大修,可在任何可能的地方优先考虑兼容性。但是,在一些地方,我做出的决策超出了您通常会因振兴大修而期望的决策。首先,我更改了皮革装甲的配方,以便每一层铁匠都有轻便和重型的组合。其次,我更改了与“语音”和“扒窃”相关的几种游戏设置,其中包括“扒窃”的上限为90%,因为这对很多玩家来说都是废话。最后,我将双重投射修改器从2.2倍和2.8倍成本更改为2.5倍和3倍成本。这使Dual Cast修改器与诸如Wildcat之类的流行战斗大修一致,但是它可能会根据装载顺序被其他mod覆盖。


剧透:表演


一只手


单手操作的技能控制着剑,匕首,战斧和狼牙棒等武器的使用。


就像在香草中一样,单手在剑,斧头和狼牙棒之间分裂。但是,已经进行了一些改进。现在,购买Armsman可以大大增加关键攻击的伤害。力量攻击更加强大,并且有机会对所有类型的武器造成严重伤害。匕首包含在剑的特权中。斧头和狼牙棒的特权现在明显更好,每种武器类型都旨在填补自己的空白。


剧透:表演

此外,Adamant需要神秘主义,因此继承了其兼容性配置文件,您可以在此处阅读。这在很大程度上是没有问题的,因为魔术mod通常无论如何都需要补丁来获得振兴mod。我已采取步骤使这些兼容性补丁尽可能地容易:在大多数情况下,它们仅需要将关键字添加到相关的咒语中即可。


与所有振兴计划一样,Adamant与诸如CACO或Tinker's Forge之类的mod不兼容,但是您可以在Adamant以后加载这些mod,以便根据需要覆盖我的更改。


常问问题


我不喜欢神秘主义,也不想下载它。您可以发行不需要神秘主义的精金版吗?


就像神秘主义一样,Adamant旨在为玩家提供一个连贯且平衡的系统。通过建立我在《神秘主义》中的作品,我希望为玩家提供一些感觉,就像它们属于一起一样。因此,我目前不愿意删除对神秘主义的依赖。将来,我可能愿意重新考虑这个决定并发布“ Adamant Lite”,但就目前而言,我不希望在三个平台上支持该模块的两个完整版本。欢迎任何愿意自己完成此操作的人将其托管在Nexus或其他任何地方。


当Ordinator存在时,为什么要进行大修?


像你们中的许多人一样,我在Ordinator度过了数百个小时,这真是令人震惊。但是,进行振兴大修的方式不只一种,而且不同的mod将适合不同的用户。我的风格与Enai的风格截然不同,没关系-无论您是喜欢他的方法还是喜欢我的方法,对于像我们这样健康而充满活力的社区来说,更多选择都是一件好事。


阿达曼特会给敌人增加新的特权吗?


只要有可能,Adamant就会使用香草振作记录。这意味着,如果NPC已经分配了特权,则他们会继承Adamant对给定特权的更改。 Adamant不会向尚未拥有特权的NPC增加特权。


我太虚弱了,您的模组坏了!


Adamant的一般平衡方案是,香草津贴很大程度上是一些不好实施的好主意。它旨在尽可能地恢复这些想法。通过限制增加的特权数量,在玩家的总力量方面,Adamant通常比其他特权模组更为保守。有些难度模组在考虑到很高的力量时就达到了平衡,这种力量只有在使用振作模组(例如Ordinator或Path of Sorcery)时才能在后期的游戏角色上获得,因此对Adamant来说,这可能尤其具有挑战性。请记住,游戏中有难度滑块,如果您感觉太弱了,则将这些难度降低一到两个难度级别是没有错的。


我太厉害了,您的模组坏了!


归根结底,Skyrim是单人游戏的幻想,而到了最后,如果您试图做到这一点,您总会被压倒。我试图创建一个连贯的系统,但是平衡自己的游戏是用户的责任。无论Mod如何精心平衡,都无法解释玩家可能对游戏做出的所有决定。请记住,游戏中有难度滑块,如果您感觉太强大,将那些难度级别提高一到两个没错。另请注意,Adamant专为从每个级别获得一个特权的玩家而设计。增加的特权数量将对角色的力量产生重大影响。


那么,您从这个“改装”东西中赚了多少钱?


14他妈的美元爸爸,你他妈的


我发现了一个错误!我该怎么办?


在“评论”部分或“错误”标签中进行报告,以便我尽快修复!


这个mod需要USSEP吗?


否,但是我试图在USSEP认为相关时将更改转发给USSEP。在某些地方,由于Adamant或依赖的模组Mysticism的独特原因,我与USSEP背道而驰。


学分


很多人帮助实现了这一目标。非常感谢Enairim不和谐服务器中的优秀人员,他们非常支持我的工作。我还要特别感谢Parapets,powerofthree和DavidJCobb的帮助。


Enai Siaion对我来说是巨大的创作灵感,您可以在我的所有作品中看到他的指纹。从一开始,他就一直支持该项目,大约八个月前,当我刚开始使用该项目时,他就为我指明了正确的方向。


我要向VictorF致以最诚挚的谢意,感谢他在我从事此项目期间的无休止的帮助和友谊,以及为mod编写了脚本。


最后,多亏我的狗屁狗金枪鱼,在我制作这个模组的整个过程中,他几乎一直坐在我的脚下。您可能不如您的兄弟好,但您仍然很棒。

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Adamant - A Perk Overhaul 


Adamant is a streamlined perk overhaul designed to enhance every aspect of your Skyrim experience. It thoroughly overhauls the game’s eighteen skill trees in order to provide the player with compelling choices and smooth progression from start to finish. While Adamant does increase the total number of perks in the game, it avoids bloat, sprawl, and power creep by balancing its selection of perks around Vanilla perk gains. Like many modern perk overhauls, it provides support for popular gameplay styles that are underutilized in the Vanilla game, such as shouts, staves, and unarmed combat.

In order to build off my previous work, Adamant requires Mysticism - A Magic Overhaul to be installed. This allows me to introduce new perks to support spells such as Viperbolt, Reflective Light, and Silence in the most straightforward way possible.

Features

A complete overhaul of all eighteen perk trees

Balanced around Vanilla perk gains

Popular features such as magic scaling and sneak attacks for spells

Sneak archer more powerful than ever 

Lightweight and compatible 

Almost entirely scriptless, no performance impact


Perks 

Alchemy 

Alchemy is the craft of brewing magical potions and deadly poisons.

Leveling Alchemy now generally reduces the tedium involved in the skill. You gather more ingredients from each plant, your potions and poisons last longer, and you can make more potions from the same number of ingredients. Experimenter is easy to get so you don’t just use Google, and you no longer need to choose between potion perks and poison perks. 

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Alteration 

The School of Alteration involves the manipulation of the physical world. This skill makes it easier to cast spells like Waterbreathing, Slowfall, and Stoneflesh.

Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Alteration now increases the duration of all Alteration spells. In addition, these perks now give a flat 10% cost reduction to all Alteration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka. 

In general, Alteration perks are focused on improving flesh and shield spells and providing bonuses to players who wear robes. Mage Armor has been streamlined, and other perks provide bonuses to Magicka Regeneration and spellcasting when wearing robes. Some perks focus on improving flesh and shield spells directly, and work regardless of the caster’s armor. These perks give added bonuses to flesh and shield spells, increase their duration, and even allow them to affect summons and allies. 

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Archery 

The skill of Archery governs the use of bows and arrows to attack from range. 

Archery perks have been shifted around so that quality of life perks are easier to get, while perks that give fantastic effects such as slowing time are higher level. In addition, the buggy paralysis capstone has been replaced with a perk that will suit both sneak archers and combat archers. Critical damage is now much more meaningful, and investing in Marksman increases Critical damage as well as normal damage. 

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Block 

The skill of Blocking governs the use of weapons and shields to defend against incoming attacks.

Block perks have been rearranged so that none of the perks that work with weapons are locked behind perks that only work with shields. In addition, Quick Reflexes has been moved much higher in the tree. A power as incredible (and fun) as slowing time should be a capstone, and now it is. Finally, an optional perk offers weapon blocking a bit more potency, to make up for a problem with the way the game calculates weapon blocking. 

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Conjuration 

The School of Conjuration involves the reanimation of the dead and the summoning of creatures from Oblivion. This skill makes it easier to cast spells like Bound Sword, Raise Zombie, and Conjure Flame Atronach.

Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Conjuration now increases the duration of all Conjuration spells. In addition, these perks now give a flat 10% cost reduction to all Conjuration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka.

Conjuration perks are now split on mechanical grounds rather than fictional ones, so your perks will either affect all summoned creatures, or affect all reanimated creatures. This eliminates the guessing game (“Is this creature a daedra or an undead?”) and also ensures that miscellaneous summons don’t fall through the cracks. In addition, bound weapons are competitive options for spellswords. 

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Destruction 

The School of Destruction involves the harnessing of fire, frost, shock, and other volatile energies. This skill makes it easier to cast spells like Fireball, Chilling Touch, and Thunderbolt.

Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Destruction now increases the damage of all Destruction spells. In addition, these perks now give a flat 10% cost reduction to all Destruction spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka. These changes are especially noticeable for Destruction magic. Combined with the elemental perks detailed below, the total effect of these perks is to make Destruction more focused on burst damage, but more difficult to sustain. This is in stark contrast to Vanilla, where Destruction offered considerably lower damage and was typically used to provide CC through the Impact perk.

Like in Vanilla, Destruction perks are split into fire, frost, and shock, but the perks are, generally speaking, more interesting. In addition, investing in a particular element now gives you resistance to that element, and you can spend perks to increase the number of runes you can maintain at once. Impact is nerfed to compensate for the fact that Destruction now deals considerably more damage. 

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Enchanting 

Enchanting is the craft of binding magical spells to weapons and armor. 

Enchanting bonuses are now split based on the type of item you are enchanting (weapon, armor, robe, and jewelry) rather than the type of enchantment you are using. In addition, the skill now gives active bonuses to players who use staves and enchanted weapons, with a focus on conserving enchantment charge, and using enchanted staves in combat contributes to enchanting XP.

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Heavy Armor 

The skill of Heavy Armor governs the use of thick, protective armors like Steel, Dwarven, Orcish, Ebony, and Daedric. 

Heavy Armor is now the premiere defensive skill in the game, and even protects against magic. Several perks provide defense against power attacks, reduce incoming stagger, and even provide passive Health Regeneration to reduce the need to rely on potions or healing magic. 

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Illusion

The School of Illusion involves the manipulation of the minds of others. This skill makes it easier to cast spells like Fear, Invisibility, and Charm. 

Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Illusion now increases the duration of all Illusion spells. In addition, these perks now give a flat 10% cost reduction to all Illusion spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka. 

Each archetype of Illusion magic (Calm, Frenzy, Silence, Fear, Paralysis, and Command) now has a perk that increases magnitude, and also offers another related buff. Other bonuses provide quiet casting, extended duration, and improved magnitude. The perk that allows Illusion spells to target Undead, Daedra, and automatons is available much earlier. Illusion mages now have a reliable way to deal damage.

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Light Armor 

The skill of Light Armor governs the use of light, flexible armors like Leather, Scaled, Elven, and Glass. 

To differentiate Light Armor from Heavy Armor, Light Armor gives fewer defensive buffs, focusing instead of improving the user’s speed, stamina regeneration, and even the cost of their power attacks. Light armor also allows you to perform powerful unarmed blows. Light Armor now focuses on providing utility and offensive buffs, while Heavy Armor focuses on providing defensive buffs.

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Lockpicking 

Lockpicking is the art of opening locks and finding hidden treasures. Those who are skilled in Lockpicking can open more difficult locks, and use fewer lockpicks.

Lockpicking now functions as the “treasure hunter” tree and provides several ways for the skilled lockpick to find hidden riches. In addition, it also provides increased carry weight (you’ll need deep pockets to carry all that loot!) and some bonuses that will suit a thief as well. 

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One-handed 

The skill of One-handed governs the use of weapons such as swords, daggers, war axes, and maces. 

Like in Vanilla, One-handed is split between swords, axes, and maces. However, several improvements have been made. Investing in Armsman now significantly increases the damage of critical attacks. Power attacks are stronger and have a chance to deal critical damage for all weapon types. Daggers are included in sword perks. Axe and mace perks are now significantly better, and each weapon type is designed to fill its own niche.

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Pickpocket 

Pickpocketing is the art of stealing from an unsuspecting mark. Those who are skilled in Pickpocketing are more likely to succeed, and can steal items of higher value.

Pickpocketing now functions as the “thief tree” and inherits some helpful perks from Speech towards that end. Specifically, skilled pickpockets can sell stolen items to merchants, and their reputation earns them the respect (and the coin) of the Guild’s fences. In addition, pickpocketing is no longer capped at 90%, and several bonuses exist to allow pickpockets to steal more valuable items. Some numbers and settings are changed on the back end; for instance, the target’s pickpocketing skill is now more important, as is remaining undetected. The perks are designed to give pickpockets a path forward without save-scumming.

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Restoration

The School of Restorations involves the control of life forces. This skill makes it easier to cast spells like Fast Healing, Turn Undead, and Poison Bloom. 

Investing points in the Novice, Apprentice, Adept, Expert, and Master perks for Restoration now increases the damage of all Restoration spells. In addition, these perks now give a flat 10% cost reduction to all Restoration spells, rather than a 50% cost reduction to only a few spells. This eliminates the artificial tiering that exists in Vanilla magic, reduces the opportunity cost of using higher level spells, and encourages players to invest in Magicka. 

Restoration is an incredibly diverse school, and so its perks are diverse as well. Restoration offers bonuses for Turn Undead, Sun spells, Wards, and Poison spells. It also provides some bonuses to healing spells (such as Respite) and a minimalistic religion system that allows the player to receive increased bonuses when praying at Divine Shrines.

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Smithing 

Smithing is the craft of forging weapons and armor from raw materials.

Smithing has been separated into perks for crafting new items and perks for tempering existing items. This eliminates some of the odd tiering in Vanilla weapon damage, and provides a smoother progression experience for light armor characters especially. 

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Sneak

Sneaking is the art of moving unseen and unheard, and striking from the shadows. Those who are skilled in Sneak can even hide in plain sight. 

In general, Sneak asks the player for more investment, but it gives more rewards in turn. Sneak attack perks are split into perks for bows and perks for melee weapons and daggers. Another perk provides a psuedo-sneak attack for Destruction (and poison) spells. Other perks provide bonuses for avoiding Heavy Armor and improvements to movement speed while sneaking.

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Speech

Speech is the art of persuasion and bartering. Those who are skilled in Speech receive better prices from merchants and are more likely to convince others to do as they ask.

Speech has been streamlined to provide more direct bonuses to players who wish to invest in buying, selling, and persuasion. Greater emphasis has been placed on selling prices, and persuasion and intimidation have been rolled into a single perk. Prices will be a little harsher than Vanilla for characters with a low Speech skill, but they will catch up when your skill is higher (even if you don’t invest in Speech--if you do invest, your buying and selling prices will be much better than in Vanilla). In addition, speech has several perks to improve shouts, and shouting gives speech experience.
 

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Two-handed 

The skill of Two-handed governs the use of larger weapons such as greatswords, battleaxes, and warhammers. 

Like in Vanilla, Two-handed is split between swords, axes, and maces. However, several improvements have been made. Investing in Barbarian now significantly increases the damage of critical attacks. Power attacks are stronger and have a chance to deal critical damage for all weapon types. Axe and mace perks are now significantly better, and each weapon type is designed to fill its own niche. 

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Compatibility 

Adamant is a lightweight perk overhaul that prioritizes compatibility wherever it can. In a few places, however, I have made decisions that fall outside of what you might normally expect from a perk overhaul. First, I have changed the recipes for Leather armor so that every tier of smithing had both a light and a heavy set available. Second, I have changed several game settings related to Speech and Pickpocketing, including the 90% cap for pickpocketing because it’s bullshitmany players found it unpleasant. Finally, I have altered the dual cast modifier from 2.2x magnitude and 2.8x cost to 2.5x magnitude and 3x cost. This brings the dual cast modifier in line with popular combat overhauls such as Wildcat, but it may be overwritten by other mods based on load order.

In addition, Adamant requires Mysticism and thus inherits its compatibility profile, which you can read about here. This is largely a non-issue, since magic mods typically require patches for perk mods anyway. I have taken steps to make those compatibility patches as painless as possible: in most cases, they will simply require a keyword to be added to relevant spells.

Like all perk overhauls, Adamant is incompatible with mods such as CACO or Tinker’s Forge, but you can load those mods later than Adamant in order to overwrite my changes if you prefer.

FAQ

I don’t like Mysticism, and I don’t want to download it. Can you release a version of Adamant that doesn’t require Mysticism? 

Much like Mysticism, Adamant intends to offer the player a coherent and balanced system. By building off my work in Mysticism, I hope to offer the player a selection of perks and spells that feel like they belong together. Because of this, I am currently unwilling to remove the dependency on Mysticism. In the future, I may be willing to revisit this decision and release “Adamant Lite,” but for now, I don’t wish to support two whole versions of the mod across three platforms. Anyone who would like to do this for themselves is welcome to host it on the Nexus or anywhere else. 

Why make a perk overhaul when Ordinator exists? 

Like many of you, I’ve spent hundreds of hours with Ordinator, and it’s been a blast. But there’s more than one way to approach a perk overhaul, and different mods will suit different users. My style is very different than Enai’s, and that’s okay--whether you prefer his approach or mine, more options is a good thing for a community as healthy and vibrant as ours.

Does Adamant add its new perks to enemies? 

Adamant uses Vanilla perk records whenever possible. This means that NPCs inherit Adamant’s changes to a given perk if they already have the perk assigned to them. Adamant does not add perks to NPCs who do not already have them.

I’m way too weak, your mod is broken! 

The general balancing scheme of Adamant is that the Vanilla perks were largely a collection of good ideas that were poorly implemented. It aims to rehabilitate those ideas wherever possible. By limiting the number of perks it adds, Adamant is generally more conservative than other perk mods when it comes to the player’s total power. Some difficulty mods were balanced with very high levels of power in mind, the kind of power you could only get on a late game character with a perk mod such as Ordinator or Path of Sorcery, so they may be particularly challenging with Adamant. Remember that there are difficulty sliders in the game, and if you're feeling too weak there's nothing wrong with ticking those down one or two difficult levels.

I’m way too powerful, your mod is broken! 

Ultimately, Skyrim is a single-player power fantasy, and at the end of the day, you’re always going to be overpowered if you try to be. I have attempted to create a coherent system, but it’s the user’s responsibility to balance their own game. No mod, however carefully balanced, can account for all of the decisions that players might make to their game. Remember that there are difficulty sliders in the game, and if you're feeling too strong there's nothing wrong with ticking those up one or two difficult levels. Also note that Adamant is designed for players who gain a single perk from each level. Increasing the number of perks you gain will have a significant effect on your character’s power. 

So how much money have you made from this uhhhh… “modding” thing?

14 fucking dollars dad, fuck you

I found a bug! What should I do?

Report it, either in the comments section or in the bugs tab, so I can fix it as soon as possible! 

Does this mod require USSEP? 

No, but I have tried to forward changes to USSEP whenever it seemed relevant. In some places, I’ve diverged from USSEP due to reasons unique to Adamant or the dependent mod, Mysticism.
Credits

A lot of people helped to make this happen. A big thanks goes out to the fine folks in the Enairim discord server, who have been quite supportive of my work. I should also thank Parapets, powerofthree, and DavidJCobb specifically for their help.

Enai Siaion is a huge creative inspiration to me, and you can see his fingerprints throughout all my work. He's been supportive of this project from the beginning, and he helped point me in the right direction around eight months ago when I was just getting started with it.

I'd like to extend my warmest thanks to VictorF for his endless help and friendship while I worked on this project, and for contributing a script to the mod.

Finally, thanks to Tuna Fish, my shitty ass dog, who sat at my feet for pretty much the entire time I worked on this mod. You may not be as good as your brother, but you're still pretty great.


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