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强化法术骑士护甲

作者:Emperor Jaymes
发布:pp987654
发布日期:2020-01-30 23:47:01
更新时间:2020-01-30 23:47:01
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魔法骑士盔甲是Creation Club最好的东西之一。但是,对任务奖励集的附魔显然没有多少思考。此外,某些统计信息还不够合理。例如,与通用乌木相比,乌木集被过度调音。我已经对其进行了重新平衡,使其仅比同等材料的效果略强。以及为升级它付出了额外的小价钱。我还更改了“钢”设置,使其略高于“钢板”。铁组已转换为轻型装甲。我觉得它需要一些花哨的技巧才能使其在其他两个方面脱颖而出。我并不是设计这个mod来将装甲变成“简单模式”,而是让它们更加身临其境,更加合乎逻辑。


基本统计:

铁:轻

头盔-护甲等级= 15,重量= 4,价值= 150

胸甲-护甲等级= 28,重量= 18,价值= 325

护手-护甲等级= 10,重量= 3,价值= 75

靴子-护甲等级= 10,重量= 3,价值= 75

升级材料:1个铁锭,1个皮革


   铁法术骑士盔甲等同于束带铁甲,但被归类为轻型盔甲,比皮革重。考虑到材料层,我觉得做得比这更好是没有道理的。这种变化是合乎逻辑的,因为装甲本身实际上看起来像是轻型和重型的混合体。我什至努力改变了脚步声。因此,如果您正在使用《沉浸式声音大全》,则在跑步时听起来不会像沉重的盔甲!注意:升级时,铁和皮革盔甲不会从任何香草铁匠铺中受益。


钢:重

头盔-护甲等级= 20,重量= 5,价值= 350

胸甲-护甲等级= 41,重量= 35,价值= 750

护手-护甲等级= 15,重量= 5,价值= 150

靴子-护甲等级= 15,重量= 5,价值= 150

升级材料:1种火盐,1种刚玉锭


   现在,每件钢制法术骑士装甲的防护等级都比钢板高1点,重量稍轻,并且需要高级装甲振作才能制造。您将需要使用Fire Salts对其进行升级,从而获得轻微的优势。魔法盔甲需要魔法物品来提高!


乌木:重

头盔-护甲等级= 22,重量= 8,价值= 800

胸甲-护甲等级= 44,重量= 35,价值= 1,700

护手-护甲等级= 17,体重= 5,价值= 350

靴子-护甲等级= 17,重量= 6,价值= 350

升级材料:1无效盐,1乌木锭


   现在,每件乌木法术骑士盔甲的装甲等级都比普通乌木高1点,重量也要轻一些。 Creation Club的默认值将每件作品放在通用乌木之上的四个点,这没有什么意义。与钢制套件所做的更改保持一致,需要使用空盐进行升级。


附魔:

   追寻骑士堕落之心的追求使我想到了《星球大战》中明与暗之间的冲突。净化心脏显然是光明的选择,而使心脏受损则是黑暗的选择。我的新附魔专注于一组防守,而另一组进攻。您是否想成为在烈焰中浪费敌人的祸害?或者,您是否想玩酷,并在魔法能量庇护所中生存?做出明智的选择。每个人都很强大,但是根据个人的游戏风格,选择可能会产生很大的不同。我将这些效果设计为适合一个法术骑士,我认为这是重型盔甲中的一个剑术。当然,附魔自己的装备永远是最终游戏的要素,但这将使您的早期到中期游戏变得更加有趣。


轻巧的侧面套装:防御-净化心脏

头盔-Magicka增加50点。护甲符咒的持续时间延长50%。

胸甲-生命提高50点。激活护甲咒语时每秒回复2%最大生命值。

护手-改变和恢复法术的施法成本降低了15%。施法时受到的伤害降低15%。

靴子-魔法抗性提高15%。抵制30%的传入交错


   护甲法术包括:奥克肉,石肉,铁肉,黑骨肉和龙皮。最大运行状况的2%叠加在基本速率(每秒0.7%)之上,总计达到2.7%。这个数字也会受到普通结界的影响。例如,使生命恢复提高100%的附魔戒指会将0.7%变为1.4%,并将2.7%变为5.4%。这套装备会让您很难杀死,并且可以在长时间的战斗中维持良好的状态,但是这种权衡对伤害输出没有任何好处。对于那些使用“生存模式”的人,我提供了一个可选文件,因此,一半结界并不是没有用的。 (SM禁用播放器的运行状况再生。)

黑暗面集:令人反感-让心脏受损

头盔-Magicka增加50点。披风法术的持续时间延长50%。

胸甲-耐力提高50点。披风法术有效时造成的攻击伤害额外提高30%。

护手-火焰,冰霜和冲击法术的强度提高15%,而施放Magicka的成本降低15%。

靴子-近战武器的强力攻击造成的伤害提高20%,耐力消耗降低20%。


   披风法术包括:火焰披风,霜冻披风,闪电披风,斯坦达的光环和旋风披风。 30%的额外攻击力包括:所有近战武器,弓箭,cross,徒手打击和弹药;即所有形式的物理损坏。该套装可让您以低级角色发动多次毁灭性力量攻击,并在此过程中输出相当数量的元素法术伤害。除了装甲本身,没有其他可生存性的辅助手段,所以要保持聪明。黑暗面是“被杀之前杀死”的定义。



兼容性:

我没有对任务或任何NPC进行任何更改。只有装甲属性和制作配方被篡改。其他魔术效果,结界和特权不会对兼容性产生任何不利影响。


对于使用任何mod并使用自己的ID添加新的Cloak或Armor咒语的人来说,这是一个潜在问题。由于它们不存在于条件中,它们将不会获得任何奖励或触发胸甲效果。


其他信息:

我继续使用SSEEdit扫描了文件,以确保没有意外的脏编辑。所以不用担心。


尽管没有必要,但最好在新游戏中使用它;或至少在完成心穴之前保存。但是,如果已经完成,则新效果将显示在您购买的场景上。


游戏中没有任何《星球大战》参考。我只是将其用作mod描述的比较。 :P


显然,您需要从Creation Club购买并安装Spell Knight Armor才能使Mod正常工作。


最后,我知道在第一人称视角中巨大的,令人讨厌的大锅的问题。目前,我不知道如何解决此问题,因为CC资产已被锁定。事实证明,在互联网上闲逛无益。如果我发现从第一人称网格中删除大锅的方法,那么我将立即发布更新。

——————————————————————————————

Spell Knight Armor is one of the better things to come out of the Creation Club. However, the enchantments on the quest reward sets obviously had very little thought put into them. Additionally, some of the stats don't make enough sense. For example, the Ebony set is over-tuned in comparison to generic Ebony. I've rebalanced it to only be slightly more potent than its material equivalent; as well as added an extra, small price to pay for upgrading it. I've also changed the Steel set to be slightly above Steel Plate. The Iron set has been converted into light armor. I felt that it needed a little gimmick to make it stand out a bit more from the other two. I didn't design this mod to turn the armors into "easy mode," but rather, to make them more immersive and more logical.

Base Stats:
Iron: Light

Helmet - Armor Rating = 15, Weight = 4, Value = 150
Cuirass - Armor Rating = 28, Weight = 18, Value = 325
Gauntlets - Armor Rating = 10, Weight = 3, Value = 75
Boots - Armor Rating = 10, Weight = 3, Value = 75
Upgrade Material: 1 Iron Ingot, 1 Leather

   Iron Spell Knight armor is equivalent to Banded Iron, but is classified as light armor, and weighs more than Leather. I felt that making it any better than that would not make sense, given the material tier. This change makes logical sense because the armor itself actually looks like a hybrid of light and heavy. I even went as far as to change the sound of the footsteps. So if you're playing with Immersive Sounds Compendium, it won't sound like heavy armor when running! NOTE: Iron and Leather armors do not benefit from any vanilla smithing perks when upgrading.

Steel: Heavy
Helmet - Armor Rating = 20, Weight = 5, Value = 350
Cuirass - Armor Rating = 41, Weight = 35, Value = 750
Gauntlets - Armor Rating = 15, Weight = 5, Value = 150
Boots - Armor Rating = 15, Weight = 5, Value = 150
Upgrade Material: 1 Fire Salts, 1 Corundum Ingot

   Each piece of Steel Spell Knight armor now has one point higher armor rating than Steel Plate, weighs slightly less, and requires the Advanced Armors perk to craft. You will pay for the slight advantage in the form of needing Fire Salts to upgrade it. Magical armor needs magical items to improve!

Ebony: Heavy
Helmet - Armor Rating = 22, Weight = 8, Value = 800
Cuirass - Armor Rating = 44, Weight = 35, Value = 1,700
Gauntlets - Armor Rating = 17, Weight = 5, Value = 350
Boots - Armor Rating = 17, Weight = 6, Value = 350
Upgrade Material: 1 Void Salts, 1 Ebony Ingot

   Each piece of Ebony Spell Knight armor now has one point higher armor rating than generic Ebony, and weighs slightly less. The default values from the Creation Club put each piece at four points above Generic Ebony, which made very little sense. Remaining consistent with the changes made to the Steel set, Void Salts are required for upgrading.

Enchantments:
   The quest to track down the knight's corrupted heart brought to my mind the conflict between light and dark in Star Wars. Purifying the heart is obviously the light side choice, and leaving it corrupted is the dark side choice. My new enchantments focus on one set being defensive, and the other being offensive. Do you want to be a scourge that lays waste to your enemies in a blazing flame? Or, do you want to play it cool, and survive inside a sanctuary of magical energies? Choose wisely. Each one is powerful, but depending on one's playstyle, the choice could make a big difference. I designed the effects to be fitting of a Spell Knight, which I imagine to be a spellsword in heavy armor. Of course, enchanting your own gear will always be the meta for end game, but this will make your early to mid game far more interesting.

Light Side Set: Defensive - Purify the heart
Helmet - Magicka is increased by 50 points. Armor spells last 50% longer.
Cuirass - Health is increased by 50 points. Regenerate 2% of max Health per second while an Armor spell is active.
Gauntlets - Alteration and Restoration spells cost 15% less Magicka to cast. Take 15% less damage while casting a spell.
Boots - Magic Resistance is increased by 15%. Resist 30% of incoming Stagger.

   Armor Spells include: Oakflesh, Stoneflesh, Ironflesh, Ebonyflesh, and Dragonhide. 2% of max Health is stacked on top of the base rate, which is 0.7% per second, bringing it to a total of 2.7%. This number can be affected by normal enchantments, as well. For example, an enchanted ring that increases Health regeneration by 100% will turn 0.7% into 1.4%, and will turn 2.7% into 5.4%. This set will make you quite difficult to kill, and you'll sustain through long fights very well, but the tradeoff is having no bonuses to damage output. I've included an optional file for those that use Survival Mode, so that half the enchantment isn't useless. (SM disables Health regeneration for the player.)

Dark Side Set: Offensive - Leave the heart corrupted
Helmet - Magicka is increased by 50 points. Cloak spells last 50% longer.
Cuirass - Stamina is increased by 50 points. Deal 30% more Attack Damage while a Cloak spell is active.
Gauntlets - Fire, Frost, and Shock spells are 15% stronger, and cost 15% less Magicka to cast.
Boots - Power Attacks with Melee Weapons deal 20% more damage, and cost 20% less Stamina.

   Cloak Spells include: Flame Cloak, Frost Cloak, Lightning Cloak, Stendarr's Aura, and Whirlwind Cloak. The 30% bonus Attack Damage includes: All melee weapons, bows, crossbows, unarmed strikes, and ammunition; i.e. all forms of physical damage. This set is designed to allow you to slug out multiple devastating power attacks even as a low level character, and output a fair amount of elemental spell damage in the process. There are no aids to survivability other than the armor itself, so play smart. The dark side set is the very definition of, "Killing before you're killed."


Compatibility:
I made no changes to the quest, or any NPCs. Only the armor stats and crafting recipes were tampered with. Additional magic effects, enchantments, and perks shouldn't adversely effect anything in the way of compatibility.

There is a potential issue for those that use any mod which adds new Cloak or Armor spells with their own IDs. They won't receive any of the bonuses, or trigger the chest piece effects, due to them not existing within the conditions.

Other Information:
I went ahead and scanned the file with SSEEdit to make sure there weren't any accidental dirty edits. So don't worry about that.

While it isn't necessary, it may be a good idea to use this on a new game; or at least on a save before you've done Crypt of the Heart. If it is already completed it, however, then the new effects will show up on the set that you acquired.

There aren't any Star Wars references in game. I was just using that as a comparison for the mod description. :P

Obviously you need to have bought and installed Spell Knight Armor from the Creation Club in order for the mod to work.

Lastly, I am aware of the issue of the giant, annoying pauldron being painfully visible in 1st person. At this time, I have no idea how to fix it, as CC assets are locked up tight. Digging around the internet has proven to be unhelpful. If I discover a way to remove the pauldron from the 1st person mesh, then I will promptly release an update.


原贴地址
1.版本号: 1.0   更新时间: 2020-01-30 23:51:05

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    上传时间:2020-01-30 23:47:01

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