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魔术变得有用

作者:Dave1029
发布:七色蚱蜢
发布日期:2019-12-31 22:29:11
更新时间:2019-12-31 22:29:11
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1.2
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更新日志:1.1

大师级法术大大提高。其中许多移动到了较小的功率类别(仍然花费magicka)。德拉莫拉领主不再是次级力量。仅仅通过技能,大师级法术已无法完全消除其魔法费用。这是为了抵消它们现在有多有用。专家级法术仍然可以达到零魔法门槛。神秘束缚武器的伤害大大提高。在一开始可能会被压倒,但我不想为其添加缩放条件。


黑色灵魂宝石的手工制作现在可以在冶炼厂进行。在Blackreach中开采地雷,您现在可以将空的宝石转换为黑色的宝石。每颗宝石的小数为5,小数为4,普通数为3,大数为2,大号为1。除非您有有助于防止混乱的成分,否则配方不会显示。


更新日志:1.2

平衡通行证,获得主要法术特权。现在减少80%。目的是允许一次或两次战斗,而无需强化学校附魔装备。现在,获得该特权后,大师法术的价格在200点magicka范围内。


更新日志:1.3

恢复了对大师级法术的100级免费施法,但是大大降低了全场的破坏力。现在的伤害增加了一倍,而不是四倍。德拉莫拉领主恢复了较低的力量,但是这次却要花费魔法。

绑定武器现在等同于同等武器。神秘的振作使它们具有传奇般的品质,但仅此而已。因此,享受振兴就像您是100级铁匠铺,没有设防设备。他们的挥杆速度都快了20%,只是弓速已经快了。


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极简主义的mod核心。改变每棵魔法树2个特权(召唤3个),使新手级别的特权的法术成本,持续时间和强度完全按比例缩放。振作是缩放所需的。这是5个特权。在100级时,震级和持续时间将是在1级时的4倍,并且它们不会花费任何magicka。就我而言,如果您只需要投掷几副焚化炉就需要全套附魔的魔法装备,那么魔法就无法平衡。在100级,您将成为一名大师。您将指挥魔法学校。


变化:


改造:

所有学校的新手都可以进行扩展。

龙皮的持续时间增加到六分钟。

大规模瘫痪现在的力量较小。


变位:

与更改相同,对双生灵魂进行更改以允许无限传票(实际上是30个),黑暗之魂可以使200生命值恢复,而不是100生命值,它们是僵尸,它们不应该一击即死。甚至是普通的老土匪。亡灵脱身已改为单手投掷以帮助瞄准。死亡萨尔现在还将使生物和德拉格复活。愚蠢的是他们不允许这样做。请Draugr死神奴仆。


破坏:

可以用两只手投下雷暴。除灰效果脚本出于个人品味。

烈火风暴的力量较小。

暴风雪的伤害加倍,并且力量降低。


错觉:

武器召唤保持不变,持续持续时间会持续一段时间,因此不需要对咒语本身进行任何更改。

歇斯底里,混乱和和谐现在都是次要力量。


恢复:

守护者圈子和亡灵的祸根都是次要力量。


关于平衡的声明:咒语不能被毒化。通过附魔不能直接使咒语变得更强大。法术无法从炼金术->结界->炼金术循环中受益。咒语不能用于偷袭。简而言之,在游戏中,咒语应具有最高的原始伤害伤害。他们也很大声。即使是最流行的振作模式,也确实无法充实魔术,甚至不能等同于用一只手坚固的锻造附魔黑檀木剑。我记得曾经鞠躬过700次伤害。使用x3偷袭,这是荒谬的伤害。咒语甚至无法接近。如果我没记错的话,使用这个mod,焚化火焰增强会造成大约400点伤害。这是正确的。这是一个高级技能,再加上熟练的技能和100级的破坏法师。


我制作了这个mod供个人使用,决定上传它以保存副本并与大家共享。它与其他振兴模组兼容,只要它们不创建新的表单ID。稍后加载。


PS:我对炼金术树中的集中毒药技能增加了缩放效果,该效果每10个等级施加一个额外的剂量,因此它的配方可能与其他振作模式相同。

如果您使用指示符,请阅读:

真正的兼容性补丁毫无意义,因为作者完全重写了自己的mod形式ID的数量。 Ordinator几乎覆盖了我所做的所有更改。 因此,我为此制作了一个独立的补丁程序,该补丁程序更改了每所学校精通技能的第二等级,以提供与该模块相同的好处。 省略了对特定咒语的更改和炼金术的更改。 Ordinator似乎在自己的缩放比例方面存在一些错误-他的公式以0的乘数缩放比例-意味着它不会影响功率。 无论如何,如果使用ordinator,则仅使用可选文件。 请勿同时使用。 我不能保证有任何类似的平衡,但是我可以保证在等级100时,你的咒语将是强大的4倍,并且消耗的魔法费用为零,就像在香草振兴树上的这个mod一样。

——————————————————————————————————

Changelog:1.1
Master spells greatly improved. Many of which moved to the lesser power category (still costs magicka). Dremora lord is no longer a lesser power. Master spells can no longer have their magicka costs completely eliminated through skill alone. This is to offset how much more useful they are now. Expert level spells can still reach the zero magicka cost threshold. Mystic bound weapon damage dramatically improved. Might be overpowered in the beginning but I don't want to add a scaling condition to it. 

Black soul gem crafting is available at the smelter now. Mine geodes in blackreach and you can now convert the empty gems to black gems. Petty is 5 per gem, lesser is 4, common 3, greater 2, and grand 1. Recipes will not show unless you have ingredients to help prevent clutter. 

Changelog:1.2
Balance pass for master spell perks. Reduction is now 80%. The goal is to allow casting once or twice a fight without needing fortify school enchanting gear. Master spells cost in the 200 magicka range now upon taking that perk. 

Changelog:1.3
Reinstated free casting for master spells at level 100 but drastically reduced destruction damage across the board. It's now a doubling of damage as opposed to a quadrupling. Dremora lord back to lesser power but costs magicka this time like it should. 
Bound weapons now equal their daedric counterparts. The mystic perk makes them legendary quality but no more. So taking the perk would be as if you're level 100 smithing with no fortify gear. They also all swing 20% faster except for the bow which was already faster. 

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A minimalist perk mod at heart. Changes 2 perks per magic tree (3 for conjuration) that enables full scaling of spell cost, duration, and magnitude at the novice level perk. Taking the perk is required for the scaling. It's 5 perks. At level 100, magnitude and duration will be 4x what they would be at level 1, and they will cost no magicka. As far as I'm concerned, magic isn't balanced if you need full enchanted magic gear just to throw a couple of incinerates. At level 100, you will be a master. You will command that school of magic. 

Changes:

Alteration:
All schools novice perk enables scaling.
Dragonhide duration increased to six minutes.
Mass paralysis now a lesser power. 

Conjuration:
Same as alteration, with changes to twin souls to allow unlimited summons (really it's actually 30), dark souls gives reanimated 200 health rather than 100, they're zombies, they shouldn't die in one hit. Even the regular old bandits. Dead thrall has been changed to single hand cast to help with aiming. Dead thrall also will now reanimate creatures and draugr. Stupid that they didn't allow that to begin with. Draugr deathlord minion please. 

Destruction:
Lightningstorm can be cast in either hand. Ash effect script removed out of personal taste. 
Fire storm is a lesser power.
Blizzard damage doubled and made a lesser power.

Illusion:
Call to arms remains the same, with the duration buff it lasts for a good while so no changes needed to the spell itself.
Hysteria, Mayhem, and Harmony are all lesser powers now.

Restoration:
Guardian circle and bane of the undead are both lesser powers. 

Statements regarding balance: Spells can't be poisoned. Spells can't be directly made more powerful through enchanting. Spells can't benefit from the alchemy->enchanting->alchemy loop. Spells can't be utilized for sneak attacks. Simply put, spells should have the highest raw damage of any offense in the game. They're loud too. Even the most popular perk mods really don't flesh out magic to be any better or even equal to a smithed up enchanted ebony sword with fortify one handed. I remember getting a bow to like 700 damage once. With a x3 sneak attack that's absurd damage. Spells can't even get close. If I remember correctly, using this mod, an incinerate with augmented flames will do around 400 damage. Which is about right. It's a high level spell, combined with a proficiency perk plus a lvl 100 destruction mage. 

I made this mod for personal use and decided to upload it to save a copy and share with you guys. It is compatible with other perk mods as long as they don't create new form id's. Just load this after. 

PS: I added a scaling effect to the concentrated poison skill in the alchemy tree that applies an extra dose per 10 levels so it's probably the same formula as other perk mods. 

IF YOU USE ORDINATOR PLEASE READ:
A true compatibility patch is pointless due to the sheer number of form id's that the author completely rewrote for his mod. Ordinator overwrites nearly every change I made. So I made a standalone patch for it that changes the second rank of each school's mastery perk to give the same benefits of this mod. The changes to specific spells and the alchemy change have been omitted. Ordinator seemed to have some errors in its own scaling- in that his formula came out to scale at a multiplier of zero- meaning it wouldn't affect power. Anyways, if using ordinator just use the optional file only. DO NOT USE BOTH. I cannot guarantee any semblance of balance but I can guarantee at rank 100 your spells will be 4x as powerful and cost zero magicka, just like this mod on a vanilla perk tree.

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1.版本号: 1.2   更新时间: 2019-12-31 22:31:14

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    上传时间:2019-12-31 22:29:11

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