更好的病房

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在3DM Mod站下载上古卷轴5:重置版最新的更好的病房 Mod,由renketsu0制作。jin2631816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: renketsu0 Mod版本: 1.0 Mod大小: 2.24 KB 更新时间: 2019-12-30 00:24:12 发布时间: 2019-12-30 00:24:12

详细说明

[size = 9]更好的病房[/ size]








变化

对Skyrim的普通病房进行以下更改(较小/固定/较大):

-降低每个咒语的基本费用,并使它们遵循线性顺序,即34/58/86-> 20/30/40

-将所有守卫的基础力量提高25%,40/60/80-> 50/75/100

-将充电时间缩短一半

-(可选)针对近战攻击者的基于机会的短暂交错。错开近战攻击者的机率随恢复而增加。还原20时为70%,还原为100时为100%。您必须让攻击者相对接近十字准线(或屏幕的中心),才能进行交错。只有玩家才能做到这一点。

-(可选)此外,Ward Absorb特权已重命名为Ward Master,并具有以下效果:

守卫的价格降低20%,当被法术击中时可以为你的magicka充电。


病房的魔力吸收率也从25%增加到70%。


推理

现在大家都知道香草病房太贵了。降低成本的目的是使它们可用,但不是免费的。而且,随着您前进到下一个,香草咒语的效率降低。现在,它们遵循线性顺序,整个范围内保持相同的幅度:成本比率。这些数字归功于Macavity的mod Reduce Ward Cost。


增加基础力量的目的是使它们更符合它们本应阻止的破坏法术。如果您不知道,守卫会充当盾牌,当被击中时会被损坏,并在短暂的延迟后恢复其全部力量。这意味着即使您的防御等级提高40,也无法连续连续受到两个25点伤害。如果这样做,您的病房将被打破,您将被错开。 《天际》使您处于许多情况下,您必须同时面对多个敌方法师。将强度提高25%,可以使其连续承受更快的击打(尽管仍然不太快),而不会由于增加的缓冲而破裂。


我还将所有病房的收费速度提高了100%。我发现一个变量,当增加变量时,会加快充电过程。正如Tolfdir在游戏中说的那样,您不能随便向一个已经发射了火球的病房施放,否则它会因为尚未完全充满电而破裂。这项更改旨在使这一切成为可能。将充电时间增加了如此之多后,我发现,如果我在病房飞行中的某个时间施放病房,便能够从中距离“捉住”火球。在击中一个目标之前施放它仍然会导致你的守卫被破坏。因为守卫在活跃状态下会否定你的magicka恢复,所以我想让玩家选择在反应时施放守卫,但只能在正确的范围内并有适当的时机。加快充电速度还可以使病房连续更快地击中目标而不会中断。


添加了基于机会的错位,使病房更像是魔术盾牌。装甲等级奖励是不错的选择,但对于近战攻击者来说却不值得花这笔钱,因为它不会像普通的盾牌那样使他们错开。呼吸和反击的机会是防御技工和香草守卫的重要元素,攻击者只需不断削减就可以了。我想要机会元素,以使它们在游戏初期仍然不如普通盾牌对抗近战,但后来它们接近了全力。如果您不喜欢这种添加方式,那么我会另辟version径。


最后,我想让病房吸收更多的津贴,值得花一些津贴。病房管理员可将成本降低很多。尽管最大的变化是将吸收率从25%增加到70%。在香草中吸收咒语几乎没能改善你的状况。我最初的比率较低,但我发现我的大多数法师还必须同时不断将Magicka丢入破坏性法术中。在50%的条件下,我几乎可以无限期维持一个病房,但是没有真正的空间施放其他咒语。将其提高到70%,可以为输出伤害提供一些额外的魔法。


希望这些更改将使使用病房更有价值,但不会过于强大。


兼容性

这个mod可能会与其他任何专门改变香草守卫法术或守卫吸收特权的mod发生冲突,尽管不会破坏游戏或引起CTD。为了与Perk大修兼容,请使用No Perk版本,并在装载顺序中降低Better Wards的数量。唯一会有所不同的是,您将不会拥有该Mod的Ward Master特权。


Ordinator-与“ No Perk”版本兼容

病房行为像盾牌-兼容


安装

仅下载一个文件。标记为可选的所有功能都包含在mod的基本版本中。如果您不希望使用这些功能,请下载备用“ No ___”版本之一。

可以在播放过程中安全地安装Better Wards。建议使用Mod管理器或Nexus Mod Manager之类的Mod Manager安装。

要手动卸载,请从“ Skyrim数据”文件夹中删除以下文件(如果存在):


betterwards.esp

更好-nostagger.esp

脚本\ WardStagger.pex


常问问题

问:这是否会影响NPC?

答:是的,但是NPC无法用他们的病房错开你的物理攻击。 装药速度的增加,幅度的增加以及病房吸收振作都会影响NPC。

问:这适用于Spellbreaker吗?

答:破咒者不会增加守卫力量或近战交错,尽管作为盾牌,它仍然可以阻止他们流畅地进攻。 但是,像其他病房一样,充电速度会提高,并且会受益于Ward Master特权(以前称为Ward Absorb)的咒语吸收提高。

问:您如何提高充电速度?

答:影响守卫快速充电以达到其最大效力的变量是一个名为fMagicWardPowerMaxBase的游戏设置。 它从1.3开始,我达到了2.6。 如果您想让病房更快收费,请增加该变量。

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

[size=9]Better Wards[/size]








Changes
Makes the following changes to Skyrim's vanilla wards (lesser/steadfast/greater):
-Decreases the base cost for each spell and makes them follow a linear progression, 34/58/86 -> 20/30/40
-Increases the base strength of all wards by 25%, 40/60/80 -> 50/75/100
-Cuts charge time in half
-(Optional) Brief chance-based stagger against melee attackers. The chance to stagger a melee attacker scales with restoration. It is 70% at 20 restoration and 100% at 100. You must have the attacker relatively close to your crosshair (or center of the screen) for the stagger. Only the player can do this.
-(Optional) Additionally the Ward Absorb perk has been renamed Ward Master and has the following effect:
Wards cost 20% less and recharge your magicka when hit with spells.

The ward magicka absorb ratio has also been increased from 25% to 70% as well.

Reasoning
Everybody knows by now that vanilla wards were too costly. The cost reduction was aimed at making them usable, but not free. Also the vanilla spells got less efficient as you progressed to the next one. They now follow a linear progression, maintaining the same magnitude:cost ratio across the board. Credit to Macavity's mod Reduce Ward Cost for these numbers.

Increasing the base strength was to put them more in line with the destruction spells they were meant to block. In case you didn't know, wards operate as a shield that gets damaged when hit and recharges back to its full strength after a brief delay. That means even if you have a 40 magnitude ward up you cannot take two 25 damage spells in quick succession. If you do your ward will break and you will be staggered. Skyrim puts you in many situations where you have to face multiple enemy mages at the same time. Increasing the strength by 25% enables it to withstand hits quicker in succession (though still not too quick) without breaking because of the increased buffer.

I also increased the charge speed of all wards by 100%. I found a variable that, when increased, sped up the charging process. As Tolfdir said in-game, you can't just cast a ward with a fireball already coming at you or it will break because it hasn't fully charged yet. This change was intended to make this very thing possible. After increasing the charge time by this much I found I was able to "catch" a fireball from mid range if I cast my ward sometime during its flight. Casting one just before it hits will still result in your ward being broken as normal. Because wards negate your magicka regen while active I wanted to give players the option of casting wards on reaction, but only from the right range and with good timing. Increasing the charging speed also allows the ward to take hits a bit quicker in succession without breaking.

The chance-based stagger was added to make wards feel more like magical shields. The armor rating bonus is nice but hardly worth its cost against melee attackers because it doesn't stagger the them like a normal shield would. Having the chance to breathe and counter attack is an important element for a defensive mechanic and vanilla wards let the attackers just keep slashing away. I wanted the chance element so that they are still inferior to normal shields against melee early in the game but later they approach full strength. If you don't like this addition I made a separate version without the stagger.

Lastly I wanted to make the ward absorb perk more worth spending a perk on. Ward master reduces the cost by a fair amount. The biggest change though was increasing the absorb ratio from 25% to 70%. In vanilla absorbing a spell barely did anything to improve your situation. I initially had this ratio lower but I find most of my mages also have to continuously dump magicka into damaging spells at the same time. At 50% I could sustain a ward almost indefinitely but with no real room to cast other spells. Increasing it to 70% gives you some extra magicka to work with for damage output.

Hopefully these changes will make using wards more worthwhile, but not overpowered.

Compatibility
This mod will likely conflict with any other mod that specifically makes changes to the vanilla ward spells or the ward absorb perk, though not in a way that will break your game or cause CTDs. For compatibility with perk overhauls use the No Perk version and put Better Wards lower in your load order. The only thing that will differ is you won't have this mod's Ward Master perk.

Ordinator - Compatible with "No Perk" version
Wards Act Like Shields - Compatible

Installation
Only download one file. All the features marked optional are included in the base version of the mod. If you don't want these features download one of the alternate "No ___" versions.
Better Wards can be safely installed mid-playthrough. Installation with a mod manager like Mod Organizer or Nexus Mod Manager is recommended.

To manually install, extract the .7z file you downloaded to your Skyrim folder using a program that can do so, such as 7-zip.

Uninstallation
Better Wards can be safely removed mid-playthrough. A mod manager like Mod Organizer or Nexus Mod Manager is recommened.

To manually uninstall, delete the following files from your Skyrim Data folder if present:

betterwards.esp
betterwards-nostagger.esp
scripts\WardStagger.pex

FAQ
Q: Does this affect NPCs?
A: Yes, but NPCs can't stagger your physical attacks with their wards. The charge speed increase, magnitude increase, and ward absorb perk buff all affect NPCs.
Q: Does this work with Spellbreaker?
A: The Spellbreaker won't get the ward strength increase or the melee stagger, though as a shield it does still stop them from attacking fluidly. However like other wards, the charge speed is increased and it will benefit from the improved spell absorption from the Ward Master perk (formerly Ward Absorb).
Q: How did you increase charge speed?
A: The variable that effects how fast wards charge up to their maximum effectiveness is a Game Setting called fMagicWardPowerMaxBase. It starts at 1.3 and I made it 2.6. If you want wards to charge faster increase that variable even more.


文件说明

Mod截图

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