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转化现在是专注法术-使天际伟大(一次)系列

作者:KatArus
发布:coldhunter
发布日期:2019-12-30 14:52:36
更新时间:2019-12-30 14:52:36
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1.1
上古卷轴5:重置版
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改变生活质量的简单方法



1.将200块铁矿石转变为黄金,不再有酸痛的拇指!转化是现在的引导/集中法术-它将每秒连续转化一块矿石,直到您释放按钮或用尽矿石/法力。


2.现在,转换首先将铁矿石转换为银,如果库存中没有铁,它将改为将银矿石转换为金。 (香草先将银变成金)



我正在考虑添加一个单独的咒语以允许转化锭(或将其混合到现有咒语中作为附加功能),但是平衡是一个问题。铸锭的转变肯定会更加昂贵,在讨论选项卡中让我知道您是否认为应该只花费更多的魔法,还是需要更长的时间和更多的魔法。



深入的变更日志:

每矿石单位的魔法消耗从150降低到100,以适应我未来的再生系统的变化(请参见下文)

使用更改后的原始脚本,从管理成本到更改体验的所有内容仍由游戏引擎处理

0.5秒后,标准施法时间脚本会检查玩家是否有矿石并且magicka开始排干。浓缩0.9秒后,将一种矿石替换为另一种矿石,并重复进行排水循环。不幸的是,SKSE函数调用无法获得施法者的当前当前magicka和法术的实际法术力消耗(在所有降低后),因此我无法检查角色是否有足够的Magicka剩余一个完整的1秒周期。按照目前的运作方式,如果您的有效魔法消耗为每秒65点,但开始施法时只剩下42点,那么魔力仍然会被消耗,当魔力消耗为0时施法会停止,但法术不会转化任何东西。



开发者说明:

在我玩香草天际的那几年里,我已经对它做了600次改动,最终最终成为一款非常不错的游戏。由于所有SKSE的延迟,我决定至少实现那些不需要扩展脚本的部分,或者我可以解决的地方,因为我现在经验丰富得多。


这些都没有发布给公众,这不仅是因为我是个刺客,而且只是为了安抚自己作为游戏玩家,而且还因为我(作为设计师)知道一切正常,所以我从不烦恼工具提示,说明和使用香草系统进行反向平衡(例如,提高耐力和魔力再生速度的轻型装甲和恢复津贴,以及所有再生附魔,都完全破坏了大修过的再生系统,所以我只是不使用那些而不是使其正常工作一种或另一种方式)


Mod Manager现在可以正确处理模块化,因此我可以将魔术,再生,食物等系统分解为单独的ESP,并进行多合一下载,每个人都可以选择他想要的任何部件,然后将我用作第三方的Mod您需要下载并认可的适用先决条件(例如,失平者,大修等),必须提供平衡补丁,以使其与我自己的系统保持平衡。


接下来是我自己的再生系统大修:

1.战斗中再生不再减速至33%,但是您的自然再生设置为0。

2.现在,食物会随着时间恢复(您好,FNV铁杆模式)。一般经验法则是,肉类可以治愈HP,蔬菜可以治愈体力,水果可以治愈Magicka。苹果或面包之类的生食和简单食品可以恢复一定量的HP /耐力/麦哲卡,葡萄酒或煮熟的牛肉等简单加工食品可以恢复平均H / S / M以及基于所用成分的较低百分比。炖菜等精心制作的食物无法恢复稳定的H / M / S,但随着时间的推移,取决于成分的不同,它会恢复很大比例的多种健康/耐力/ magicka库。

3.更改时标,再生率,快速行驶的速度和其他因素以使其整体运行。食物和药水正确显示出它们将治愈的量。

4.炼金术“ restore x”仍然可以立即恢复所有内容,将再生药水纳入整个计划并正常工作。

校对和测试其中的所有内容最多可能需要一周的时间。它将以相同的使Skyrim Great(一次)标记发布。


干杯。

_______________

A quite simple quality of life change



1. No more sore thumbs from transmuting 200 iron ore into gold! Transmute is now a channeling/concentration spell - it will continuously transmute 1 piece of ore every second until you release the button or run out of ore/mana. 

2. Transmute now changes Iron ore into Silver first, if no Iron is in inventory it will transmute Silver ore into Gold instead.(vanilla transmutes silver into gold first)


I am considering adding a separate spell to allow transmuting ingots (or mixing it into existing spell as additional functionality), but balance is an issue.  Ingot transmuting will definitely be more costly, let me know in the discussion tab whether you think it should take merely more magicka, or both longer time and more magicka. 


In-depth changelog:

Manacost was reduced from 150 to 100 per ore unit to accommodate my future regeneration system's changes (see below)

Uses altered vanilla script, everything from manacost to alteration experience is still handled by the game engine 

After 0.5 seconds standard casting time script checks if player has ore and magicka starts draining. After 0.9 seconds of concentrating replaces one ore with the other and check-drain cycle repeats. Unfortunately, SKSE function calls that get caster's exact current magicka and spell's actual manacost after all reductions are not available so I can't check if character has enough magicka left for a full 1 second cycle or not. As it works now, if your effective manacost is 65 per second, but you only have 42 left when you start casting, magicka will still be consumed, casting will stop when your magicka drains to 0 but spell will not transmute anything.



Developer's note:
I have done about 600 changes to vanilla Skyrim over the years I've played it, and eventually it ended up being a very decent game. With all SKSE delays I've decided to implement at least those parts that do not require extended scripts or where I can get around it since I'm far more experienced now.

None of these were ever released to the public not only because I'm a giant prick and did it only to appease myself as a gamer, but also because I, as it's designer, know how everything works so I've never bothered with tooltips, descriptions and reverse-balancing it with vanilla systems (e.g. Light armor and Restoration perks that increase stamina and magicka regeneration rates, along with all regeneration enchantments, completely break my overhauled regeneration systems so I just don't use those instead of making it work together one way or another)

Mod manager now handles modularity properly So I can just break magic, regeneration, food etc systems into separate ESPs and give an all-in-one download where everyone can just choose whatever parts (s)he wants and point third party mods I use as prerequisites where applicable (e.g. unlevelers, dragon overhauls etc) for you to download and endorse providing balancing patches for them to balance out with my own systems.

Next up is my very own regeneration system overhaul:
1. Regeneration does not slow down to 33% during combat anymore, but your natural regeneration is set to 0.
2. Food now heals over time (hello, FNV Hardcore mode). General rule of thumb is Meat heals HP, Veggies heal Stamina, Fruits heal Magicka. Raw and simple foods like apples or bread restore flat amount of HP/Stamina/Magicka, simple processed foods like wine or cooked beefs restore both flat H/S/M plus a somewhat low % of it, based on ingredients used. Elaborate foods like stews do not restore flat H/M/S, but restore a big % of multiple health/stamina/magicka pools over time depending on ingredients.
3. Changes to timescale, regeneration rates, fast travel speed and other things to make it work as a whole. Food and potions properly display the amount they will heal.
4. Alchemy 'restore x' still restores everything instantly, regeneration potions are brought into whole scheme and work properly.
it might take up to a week to proofread and test everything in it. It will be released under the same Make Skyrim Great (For Once) tag.

Cheers.


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1.版本号: 1.1   更新时间: 2019-12-30 14:54:36

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