炼金术变得有用

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在3DM Mod站下载上古卷轴5:重置版最新的炼金术变得有用 Mod,由Dave1029制作。zgx841206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: Dave1029 Mod版本: 1.3 Mod大小: 10.9 KB 更新时间: 2019-12-30 22:10:16 发布时间: 2019-12-30 22:10:16

详细说明

变更日志:

V1:初始版本

V1.1:余额通行证

V1.2:修复健康药水的修补程序异常强大。偶然设置技能以放大幅度和持续时间。哎呀。现在已修复。

V1.3:负责了对平层速度的监督。演员的技能使用乘数几乎增加了三倍,以说明药水的较低黄金价值,因为游戏会根据黄金价值计算xp。


您知道那些总是声称使用最好食材的美食餐厅,但您对此一无所知,因为在天际中,每种食材都是一样的。好吧,不再。成分现已被划分为稀有程度。其他谨慎的变化也会影响成分的愈合和协同作用。


注意!:图片中的价格并不表示游戏中看到的价格。原始版本发布后我进行了余额传递,所有价格均已标准化。炼金术将不再破坏您的经济。与现在出售它们相比,使用精心制作的药水会发现更多实用程序。不再有4k价格的麻痹药水。在没有强化炼金术装备的100级价格徘徊:T1混合物300,T2混合物600,T3混合物1000。添加第二个或第三个效果可获得更多的收益。赚钱并非不可能,您只是想要更好的原料来加快流平和金钱收益,这应该是这样。这个Mod给你动机寻找成分。深红色的尼尔森毒物的功效是T1毒物的4倍。请牢记价格和技能水平。别忘了,您需要清理一下哪些效果可以带来最大的技能和金钱。我已经使他们平等。


T1成分:基本上所有可以种植的东西,再加上骨粉和盐。

-某些地区的效能降低,而另一些地区则增加。您的工厂武库的基本运行方式是有效但不会过度使用的毒药和药水。


T2成分:大多数动物战利品。

-非常强大,可以在游戏中看到您。通过使用这些成分中的一种或多种,可以产生强大的毒药和治疗混合物。


T3成分:Daedra心,盐和人的肉/心。猛ma象牙粉也与深红Nirnroot一起生活在这一群体中。


恢复性药水现在会随着时间恢复。默认情况下,耐力和Magicka强于治疗力,但持续的时间相同(10秒)。这些药水相对有力,并且具有生命力。垃圾药是该游戏存在的祸根。


现在,毒药不会立即杀死某人。挥之不去的伤害使T1成分的伤害减半,但持续时间是其三到六倍。损害健康现在是以前持续存在的损害的一种更有效的形式。伤害生命需要5秒才能完全发挥作用。看到毒药立即起作用,让我沉浸在痛苦中。即时性也不好玩,现实性也不好玩。 5秒对我来说是最有效的方法。足够快才能生效,但不仅仅是愚蠢。


强化药水的寿命更长,而且药水价格已经全面均衡。药水的价格将取决于您的炼金术技能和所用成分的等级,而不是效果本身。


狂暴的健康状况已从游戏中移除,取而代之的是最受欢迎的特效,因此请当心。


死亡之钟+夜影现在可以提供伤害生命值和持续伤害生命值。死钟也有瘫痪。我更改了此设置,因为它们是游戏中的标志性有毒植物,所以我想让Deathbell代替小便,并用茄形阴影来代替mora tapinella。希望你同意。但是,您需要粪便,犬根或其他任何麻痹成分才能获得麻痹效果。


现在,所有可种植成分(不包括食物)每次收成都会产生4种成分。不需要花哨的数学或类似的东西来优化产量。每种植物彼此平等,便于进行花园和温室规划。


PS:基本游戏中有很多内容,因此,如果您发现任何异常情况,请告诉我。它们很容易修复。这个mod不使用任何脚本,并且与每个炼金术mod都兼容,只需在您拥有的任何炼金术mod之后加载即可。请注意,任何可以使深红色的人根,人的肉,心脏等易于使用的mod都将打破您所面临的任何挑战。现在,深红色的nirnroot可以造成很多毒药伤害。这是T3成分。我还修改了Jarrin根,使其所遭受的损害与原本相同,仅5秒钟以上,因此支持Jarrin根。


由于大部分工作已完成,因此我计划支持Dawnguard和Dragonborn,因此希望在未来几天内进行更新。我还有其他一些有关食品的计划,比如像店主那样,他们以前不只是为了浸泡而运送食品。还不确定。我们拭目以待。

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Changelog:
V1: Initial Release
V1.1: Balance Pass
V1.2: Hotfix for restore health potions being ridiculously overpowered. Accidently set skill to magnify magnitude and duration. Oops. It's now fixed. 
V1.3: Accounted for an oversight regarding leveling speed. Actor skill use multiplier has been almost tripled to account for the lower gold value of the potions, as the game calculates xp based off of gold value. 

You know those food restaurants that always claim they use the best ingredients, but you think nothing of it, because in Skyrim, every ingredient is the same. Well no more. Ingredients are now tiered to how rare they are. Other discreet changes also affect how the ingredients heal and synergize. 

Note!: The prices in the pictures are not indicative of the prices seen in game. I did a balance pass after the original release and all of the prices have been standardized. Alchemy will no longer break your economy. You will find more utility from using crafted potions than you would from selling them now. No more 4k priced paralysis potions. At level 100 without fortify alchemy gear, the prices hovered around: 300 for T1 mixtures, 600 for T2 mixtures, 1000 for T3 mixtures. Adding a second or third effect gives even more money. It's not impossible to craft for money, you just really want better ingredients in order to expedite leveling and monetary gain, which is how it should be. This mod gives you an incentive to ingredient hunt. A crimson nirnroot poison is about 4x as effective as a T1 poison. Keep this in mind for price and skill leveling. Don't forget, you need to cleanse your mind of which effects give the most skill and money. I have equalized them. 

T1 Ingredients: Basically everything that can be planted plus bone meal and salt. 
-Decrease in potency in some areas, increase in others. Your basic run of the mill arsenal with poisons and potions that are effective but not overpowered.

T2 Ingredients: Most animal loot. 
-Very potent and can see you through the game. Powerful poisons and healing mixtures can be created through the use of one or more of these ingredients. 

T3 Ingredients: Daedra hearts, salts, and human flesh/heart. Powdered mammoth tusk also resides in this group alongside Crimson Nirnroot. 

Restorative potions now restore over time. Stamina and Magicka are by default stronger than healing, but last the same amount of time (10 seconds.) The potions are relatively powerful and are meant to be. Potion spamming is the bane of this games existence. 

Poisons now do not immediately kill someone. Lingering damage has had its damage halved on T1 ingredients, but lasts three to 6 times as long. Damage health is now a more potent form of what was previously lingering damage. Damage health requires 5 seconds for the full effect to process. It was immersion breaking for me to see poisons have an instant effect. Immediate isn't fun and realistic isn't fun either. 5 seconds hits the sweetspot for me. Quick enough to be effective, but not just stupid fast. 

Fortify potions last much longer and potion prices have been equalized across the board. The price of the potion will depend on your alchemy skill and the tier of ingredients used, rather than the effect itself. 

Ravage health was removed from the game and replaced with mostly popular effects so be on the lookout for those.

Deathbell + Nightshade now give damage health and lingering damage health. Deathbell also has paralyze. I changed this because these are the iconic poisonous plants in the game, and I wanted Deathbell to replace imp stool, and nightshade to replace mora tapinella. Hope you agree. You'll need imp stool or canis root or any other paralyze ingredient to get the paralyze effect, however. 

All plantable ingredients (food excluded) now yield 4 ingredients per harvest. No fancy math or anything like that needed to optimize yields. Each plants equals eachother for easier garden and greenhouse planning.

PS: There's a ton of ingredients in just the base game so if you see any anomalies, please let me know. They're easy fixes. This mod uses no scripts and is compatible with every alchemy mod, just load this after any alchemy mod you may possess. Be warned, any mod that makes crimson nirnroots, human flesh, hearts, etc readily available will break any challenge you had. A crimson nirnroot can do A LOT of poison damage now. It's a T3 ingredient. I also modified Jarrin root to do the same amount of damage it would have done, just over 5 seconds now so Jarrin root is supported. 

I am planning on supporting Dawnguard and Dragonborn, as most of the legwork is done, so expect that update in the next couple of days. I have some other plans regarding food and vendors like innkeepers carrying food items that they previously didn't just for immersion purposes. Not sure yet. We'll see.

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