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Magicka军刀水晶特别版

作者:joyguard
发布:jp-yy
发布日期:2020-01-31 22:50:22
更新时间:2020-01-31 22:50:22
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5.5
上古卷轴5:重置版
本地下载 高速下载 需要优先下载下载器,50%提速

这是从天际移植的《星球大战》主题武器模组:

http://www.nexusmods.com/skyrim/mods/10517/


同时还要感谢SSE NIF Optimizer:

http://www.nexusmods.com/skyrimspecialedition/mods/4089/


引用自原始mod:


5.5在武器本身中添加了我自己的军刀灯光效果。您不需要任何铃声或咒语即可使其正常工作。当你画军刀

它会自动产生光,并在套上光时消失。

 仅在使用军刀时,此效果才会显示在您的主动魔术效果中

画了。请注意,如果您双重使用不同的颜色,则只有灯光

将按字母顺序列出。另外,手拿火把

也不显示军刀光。烛光和法师之光

很好。

5.43修复了一些指向错误原型的新配方。力量治疗能力的魔法费用提高了

大约三分之一。稍微降低了原力鬼魂的等级

10%。修复了一些拼写错误。

5.42与5_41相同,但使用TES5Edit进行了清理,还包括了对此类事情感兴趣的人的日志文件

5.41 Tweeked一些平整的列表。建议运行Wrye Bash。

5.4最后完成所有颜色的新附魔。还戴德里克

等级配方现在使用黑色灵魂宝石,而Dragon +使用Grand。有

现在是龙骨原型!在新配方中添加了可选的自述文件。

5.3b大大减少了在焕图尸体上发现的法术书集。

5.3a ant头开始死亡。

5.3更正了KoToR拼写。 300个魔咒不再

被认为是新手。恢复法术实际上会出现在您的

现在拼写列表。还修复了一些武器和NPC等级列表

不好的参考。感谢那些向我指出这一点的人。移动了

从Bleakfall Barrow死去的绝地战士到Helgen的出口(所以他被杀了)

由不朽的龙代替不知名的德拉格)。做完了

对于那些不喜欢开始(甚至不喜欢)主要任务的人。

这个尸体是为那些想从一开始就扮演绝地/西斯的人准备的。

如果您认为此战利品是OP,请不要对其进行战利品。我确实删除了一些

他携带的咒语书,并将长袍改为新手。

5.2修复了.ESM主加载顺序。还在添加新的中间

原型。现在仅完成紫水晶。我希望在这方面继续努力

星期一的假期。检查Dwemer,Ebony和Dragonbone层(是

实际的100多个食谱!)

5.1与5.0相同,只是此文件实际起作用。

5.0向两个供应商添加了数十种新咒语。见底部

完整列表页面,也可作为下载文件使用。

熟练的法术或更高技能需要具备适当的技能。已变更

Whiterun中供应商的名称。为两者的库存增加了更多

供应商。每个供应商拥有的可用隔膜现在取决于级别。

从熔炉中移除了所有法术,它们现在仅在两个供应商上存在。

向每本书添加了绝地/西斯代码。

4.06略微降低了鬼魂的效能,尤其是在低等级时。添加了成分

两个Revans。同时增加了所有力量闪电的xp使用率

稍微增加了他们的magicka费用。

4.05固定力量的幽灵看起来不像幽灵。添加了屏幕截图。

4.04在两个Revans中都增加了召唤力量幽灵法术,最终也改变了NPC武器以使用新的结界。

4.03较小更新。在熔炉中增加了5层Force Lightning法术巨蛋

和两个Revan。它们基本上就像是更具破坏性的Sparks咒语

除了我还添加了慢速效果(因为您不能向

专注法术)。

4.02修复了所有食谱,包括我忘记升级的黑檀木。在所有回火配方中增加了破坏力。

4.01完成向所有配方添加单手,两手和销毁操作

4.0最新版本


这是此mod的最新版本,希望是最终版本。我在玩

前几天我的一个卡通声,令我失望的是我不能使用

我只使用红宝石晶体的东西的火焰附魔。后

诅咒这个邪恶的mod设计师出生的那天,他怎么敢选择

橙色代表火焰附魔(当时很完美),我

意识到有关的书生实际上是我本人。所以我设定

纠正这种巨大的疏忽。我没意识到一个项目有多大

这将成为。一旦我意识到我将复制每个

每种颜色的魅力,这让我有机会重温

并重新设计结界本身。Mod缺少钥匙

放逐,恐惧和麻痹等效果。论坛上也有很多人

呼吁诸如火热灵魂之类的东西。好吧,我确实听了

人(好的,不是,但我也希望他们参与游戏)。我还发明了

少数新的独特结界。新系统的缺点之一是

现在这个mod需要Dawnguard和Dragonborn。让我重复一遍:


这个mod现在需要DAWNGUARD和DRAGONBORN !!!


对于那些没有一个或两个扩展名的人感到抱歉,但是

一些新的附魔需要

两者的脚本和关键字

.esm大师。这也使我可以“修复” Dragonscale的关键字

和龙骨武器。传奇版已经发行了足够长的时间

现在,我认为大多数仍在玩《天际》的人现在都拥有这些。一世

一如既往,将使该mod的较旧版本可供那些

无法使用新版本,但从现在开始,我将仅支持

版本4.0及更高版本。

好吧,既然没有了,既然我还是重新创建了结界,我决定改变

获得它们的方式。他们仍然可以在熔炉上制作。但

它们现在会分成几层,就像武器本身会升级一样。

因此,如果您的新手技术水平低于20(铁),您将可以

恐惧(包括不死生物,因为它们基本相同

仍然有效)和灵魂陷阱。在技能等级20(钢铁)射击时,

冰霜和冲击变为可用。技能等级30(兽人),您可以获得

吸收健康,Magicka和耐力。依此类推...唯一的例外是

您可以手工制作的独特Daedric武器需要安装

您的库存(Dawnbreader,Dragonbane,Ghostblade和Mehurnes Razor)

可以在Daedric下找到,但这些原型没有技能要求。

我这样做是因为您几乎可以在任何级别上获得这些武器。

另外,我在Ghostblade和Mehurnes Razor中添加了灵魂陷阱,这些武器

似乎很适合困住灵魂。截至目前,有新

附魔,技能等级达到90。

我不知道我以前是否提到过,但是平均而言,我的结界花费仅为结界的10%

香草天际的人。我这样做是因为在电影中你从来没有

看到任何绝地/西斯的“充电”武器,那么您将不得不重做

无论如何,每层升级后都充满魅力。最后算一下

30个结界!

我倾向于玩的方式是,我用一手和两手版本制作相同的刀柄,并在它们上施加相同的结界,

只是“假装”他们是同一把武器。 (我本来是一样的

在Morrowind和Oblivion中使用了一些katana / nodachi mod的东西,所以我

这个想法有一段时间了。因此,我也重新配方

条件,以便它使用您的一或两手或中的较高者

破坏技能。我添加了破坏,使那些玩纯法师的人

仍然可以使用很酷的武器我将更改现有武器配方

也可以这样做,但目前仅完成原型配方。

我重新考虑了一些旧的选择,并包含了充满灵魂的宝石

升级,还包括一种创建空灵魂宝石的方法。这是

也可以分层,因此每当您的技能达到新等级时,请检查伪造

(30,40,50…)。所有非武器都属于杂项类别。

制作

为了充分利用此模组,您首先需要伪造一个“原型”

武器。所有命名为Prototype的武器……都应在

改变。现在,结界是分层的,您可能会获得更多里程

首先不要使用它们,然后在到达下一个时将其分解

层级,但这取决于每个玩家。所有原型武器都具有相同的

统计数据是他们制作的等级,但是不能

脾气暴躁。还请记住,一手和两手武器使用不同的武器

结界。两手原型将使用关键字“完美无瑕”

和“ Greatsaber”。单手武器就是“佩剑”。一旦你有一个

创建原型后,您便可以伪造“训练”武器。训练

武器是您着迷的武器。另外,如果你的技能是

20或以上,您可以在附魔之前立即在钢铁下升级。重复

如果您的技能是30岁及以上,则可以...可以在锻炼之前或之后进行锻炼

妖娆。没有一种调温配方需要奥术史密斯。


注意-您实际上可以使用任何精心制作的剑柄而无需对其进行附魔,但是

刀片将是不可见的,并且不会有任何附魔。


原型食谱–平整的锭,木柴,皮革条,(无瑕)宝石,

以及一种或多种“额外”成分,具体取决于结界。


例如,恐惧需要骨头粉。那些效果不只一种

每效需要一种成分,所以火热的灵魂需要火盐和

空的灵魂宝石。


注–除了技能要求外,原型食谱还需要宝石。

因此,如果您没有任何原型食谱,则不会看到

库存中的宝石。如果您希望列表更多

可管理地从您的库存中删除所有您没有的宝石

精心策划。请记住,紫水晶也会显示黄水晶

红宝石也将展示Padparadscha。


在熔炉上创建的所有包含魂陷阱的配方都需要“空”魂宝石。所有

在“奥术改变”中着迷,使用“填充”灵魂宝石。两个Revan都出售

两者的供应有限。

涉及灵魂陷阱的食谱需要水平的空魂宝石。等级为钢铁(Petty),兽人

和Dwemer(较小),Elven和Glass(常见),Ebony(较大),

戴德里克(大)和龙(黑色)。

注意–关于en

灵魂陷阱的赞美诗。如果结界具有其他效果,则

结果是一个混乱的灵魂陷阱,它只会触发50%的时间,例如

混沌武器。因此,尽管基本的灵魂陷阱(在钢铁下)甚至

火热,冰冷,令人震惊的灵魂(在精灵之下)100%的时间起作用,

多重效果,例如混沌之魂和生命陷阱,其中包含4种效果

只会触发50%的时间。所有新的自定义结界

在Dwemer和Daedric武器下是正常的100%灵魂陷阱。

“培训”食谱-铁锭,柴火(或金银锭),皮革

带,百夫长迪纳摩核心,Dwemer油,(无瑕)宝石和

水银。

现在,“默认”提示和电影提示之间的唯一区别是,默认使用柴火,而电影使用提示

金/银锭。

记得

食谱Padparadscha(粉红色)-(至善至美)红宝石,刚玉锭

黄水晶配方(黄色)-(至善至美)紫水晶,铁锭

回火-等级铸锭(这里不再有灵魂宝石,它们现在与其他武器相同)

现在所有武器都遵循绝地或西斯的命名模式。记住你可以

将迷人武器的所有武器重命名为所需武器。很多

的玩家(包括我自己)忘记了这一点。


锭层剑/超值,附魔要求

训练/奴才(铁)50/100,附魔1500一/两手10

发起/熟练(钢)90/180,附魔1750一/两手20

帕达旺/兽人(兽人),150 / 300,2000年Ench,一手/两手30

骑士/刺客(Dwemer),270/540,Ench 2250一/二手40

领事/战士(精灵/月光石),470/940,附魔2500一/二手50

前哨/掠夺者(玻璃/孔雀石),820/1640,地狱2750一/二手60

守护者/领主(乌木),1440/2880,魔剑3000一/二手70

大师(Daedric),2500/5000,附魔3250一/二手80

大师/黑魔王(龙鳞),3000/6000,附魔3500一/二手90

选一(龙骨),4000/8000,附魔3750一/两手100


大多数咒语和咒语名称取自KOTOR1。我保持香草的咒语

学校的影响。这就是为什么像“旋风之力”这样的咒语出现的原因

改变(麻痹的代价比无情的力量造成的伤害还多)。几乎

所有人都使用香草符咒费用(降低“侦测生命”和“心灵感应”的水平)

咒语是唯一的期望)。我决定保留所有五个等级

强制闪电,因为它是西南绝杀的标志性部分(对于

所有年龄段)。


技能学校-技能基础费用-浅色/深色/通用-名称-效果


改动(所有的法术咒语都会通过法师的护甲加成提高)

新手48公升-眩晕-瘫痪1秒,减速50-9秒

新手105 L-力量光环-橡木骨肉,抗魔5-45秒

学徒48 / s U-力感应-降低检测寿命。

学徒63 / s U-拉力-心灵移动,伤害生命值2,伤害耐力5

学徒116 U-旋风-不懈的力量2,瘫痪2秒

学徒164公升-力量停滞-瘫痪-4秒

学徒206公升-力量护盾-石质肉,抵抗魔法10-45秒

擅长100 / s U-骑士感-在力感上添加机器和达德拉

善于296升-装甲部队-铁血肉体,抵抗魔法15-45秒

熟练的327 U-力波-不屈3力,瘫痪5s-半径25

Expert 148 / s U-Master Sense-为Knight Sense添加不死生物

专家389升-力量盾牌-乌木肉身,抵抗魔法20-45秒

Expert 405 U-静止场-瘫痪7s-半径40

Master 847 L-Force Dragonhide-Forcehidehide,Resist Magic 25-27s


变态

新手92 U-所有绑定一手军刀-120s

新手107 U-召唤幽灵-60秒

新手107 U-Dwemer Spider Worker Droid-60s

学徒157 U-召唤力量幽灵-60秒

学徒157 U-Dwemer球形Droid-60s

学徒168 U-绑定两手军刀-120s

Adept 215 U-召唤幽灵-60s

Adept 215 U-Dwemer Ballista Droid-60年代

专家322 U-召唤幽灵-60秒

Expert 322 U-Dwemer Centurion Droid-60s


毁灭

新手18 / s D-力伤-毒药伤害10 / s

新手33 /秒D-强力闪电-冲击伤害8 /秒,减速50

新手49 D-强制减速-减速50-15秒

学徒54 / s D-力量窒息-毒药伤害20 / s,减速50

学徒54 / s D-排水寿命-排水健康/ Magicka /耐力10 / s

学徒91 / s D-强力闪电-电击伤害25 / s,减速50

学徒51 U-推力-不屈3

学徒71 D-强迫症-毒药伤害状态/耐力10,慢-21s

熟练的124 / s D-强制杀死-毒药伤害50 / s,减速50

熟练158 / s D-强力闪电-冲击伤害40 / s,减速50

熟练200 D-瘟疫-流失生命/魔力/耐力35,减速-12s

专家240 /秒D-死亡场-排水系统健康/麦哲卡/耐力20 /秒-25半径

专家262 / s D-强力闪电-冲击伤害60 / s,减速50

Master 360 / s D-强力闪电-冲击伤害75 / s,减速50

Master 376 / s D-力量风暴-冲击伤害40 / s,减速50-25半径


错觉

学徒111 U-战斗冥想-强化战斗技能25(100范围内的所有盟友)-120秒

熟练的165 U-力衰减-隐形,马弗-15秒

专家354

U-迷彩-隐形,马弗-30秒


恢复(大多数法术可以使健康恢复,并且可以通过喘息振作恢复体力)

新手45 U-影响心灵-强化语音20-30秒

新手54升-英勇-抗拒魔法10,再生生命/魔力/耐力10-30秒

学徒54 L-强制治疗-恢复生命值50(15范围内的所有盟友)

学徒63 U-耐能量-抵抗火,霜冻,冲击10-30s

学徒90 U-力量速度-再生耐力100,强化携带重量50-30秒

学徒96 U-支配思想-强化演讲40-30秒

熟练149升-强制治疗-恢复生命值100,治疗毒药(15个半径范围内的所有盟友)

娴熟的161 U-骑士速度-再生耐力150,强化携带重量100-30秒

熟练162 L-骑士勇气-再生生命/耐力/魔力甲20,抵抗魔力/毒药20-30秒

熟练的245 U-增强的能量抵抗力-抗火/霜/电击20,治疗中毒/疾病-30秒

专家305公升-英勇-恢复生命/耐力/魔力50,抵抗魔法25,治愈药-30s

专家347 U-主控速度-再生耐力300,强化携带重量200-30秒


KOTOR1中的排除项

所有Droid咒语-瘫痪不适用于Dwemer机器。许多Dwemer

废墟上写满了剧本,所以我不想打破任务。

抵抗力/免疫力-与守卫法术相同

强制抑制/强制突破-无法取消NPC的增益

投掷光剑-在天际中并不需要(我正在尝试至少

叶片的等离子部分作为射弹,在其上工作)

恐惧/恐怖/精神错乱-幻觉已经充满恐惧/狂热咒语

——————————————————————

It's a Star Wars theme weapon mod ported from Skyrim:
http://www.nexusmods.com/skyrim/mods/10517/

Also thanks to SSE NIF Optimizor:
http://www.nexusmods.com/skyrimspecialedition/mods/4089/

Quoted from original mod:

5.5 Added my own saber light effects to the weapons themselves.  You don't need any rings or spells to make it work.  When you draw a saber 
it will produce light automagically and disappear when you sheathe it. 
 This effect with show up in your active magic effects only when a saber
is drawn.  Note, if you dual wield different colors, only the light 
listed alphabetically will show.  Also, holding a torch in the off hand 
will not show the saber light either.  Candlelight and Magelight work 
fine though.
5.43 Fixed some of the new recipes pointing to the wrong prototype. Increased the magicka cost of the Force healing powers by 
about a third. Slightly reduced the levels of the Force Ghosts by about 
10%. Fixed some spelling mistakes.
5.42 Same as 5_41 but cleaned with TES5Edit, also included the log file for those interested in that sort of thing
5.41 Tweeked some of the leveled lists. Recommend running Wrye Bash.
5.4 Finally completed the new enchantments for all colors. Also Daedric 
tier recipes now use Black soul gems and Dragon+ use Grand. There are 
now Dragonbone prototypes! Added optional readme with the new recipes.
5.3b Greatly reduced the spell tomes found on Huantu's corpse.
5.3a Huantu starts dead.
5.3 Corrected the KoToR spells. 300 Magicka spells should no longer be 
considered novice. Restoration spells will actually show up in your 
spell list now. Also fixed some weapon and NPC level lists that had a 
bad reference. Thanks to those that pointed this out to me. Moved the 
dead Jedi from Bleakfall Barrow to the exit at Helgen (so he was killed 
by an immortal dragon instead of some nameless drauger). This was done 
for those people that don't like to start (or even do) the main quest. 
This corpse is for those that want to play a Jedi/Sith from the start. 
If you feel that this loot is OP, don't loot it. I did remove some of 
the spell tomes he was carrying and changed his robes to novice.
5.2 Fixed the .ESM Master load order. Also in the middle of adding new 
prototypes. Only Amethyst is done for now. I hope to work on this over 
the holiday on Monday. Check tiers Dwemer, Ebony, and Dragonbone (yes an
actual 100+ recipe!)
5.1 Same as 5.0 except this file actually works.
5.0 Added dozens of new spells to both vendors. See towards the bottom of 
the page for the full list, also available as a file for download. 
Spells Adept and up will require proper skill to have available. Changed
the name of the Vendor in Whiterun. Added more to inventories of both 
vendors. The available septums each vendor has is now level dependent. 
Removed all spells from the forge, they are now solely on both venders. 
Added Jedi / Sith codes to each book.
4.06 Reduced Force Ghosts effectiveness slightly, particularly at low levels. Added ingredients to
both Revans. Also increased the xp use of all Force Lightnings while 
slightly increasing their magicka costs.
4.05 Fixed Force Ghosts not looking like Ghosts. Added Screenshots.
4.04 Added summon Force Ghost spells to both Revans, also finally changed the NPC weapons to use the new enchantments.
4.03 Minor update. Added 5 tiers of Force Lightning spell tomes to the forge
and both Revans. They are basically like a more damaging Sparks spell 
except I also added the Slow effect (Since you can't add stagger to 
concentration spells). 
4.02 Fixed all recipes, including Ebony that I forgot to upgrade. Added Destruction to all Tempering recipes.
4.01 Finished adding one handed, two handed, and destruction to all the recipes
4.0 Latest release

This is the latest, and hopefully final version of this mod. I was playing 
one of my toons the other day and was disappointed that I couldn’t use a
flame enchantment for my sith that uses only ruby crystals. After 
cursing the day this nefarious mod designer was born, how dare he choose
orange for a flame enchantment (it made perfect sense at the time), I 
realized that the nerfherder in question was in fact, myself. So I set 
out to correct this huge oversight. I didn’t realize how large a project
this would become. Once I realized I would be duplicating every 
enchantment for every color anyway, this gave me the chance to revisit 
and redesign the enchantments themselves. The mod was missing key 
effects like Banish, Fear, and Paralysis. Also many on the forums were 
calling for stuff like Fiery Soul. Well I DO listen to the call of the 
people (ok, not really but I want them in game too). I also invented a 
handful of new unique enchantments. One downside to the new system is 
that now this mod requires Dawnguard and Dragonborn. Let me repeat that:

This mod now REQUIRES DAWNGUARD AND DRAGONBORN!!!

I’m sorry for those that don’t have one or both of these expansions, but 
several of the new enchantments require scripts and keywords from both 
.esm masters. This also allowed me to ‘fix’ the keywords for Dragonscale
and Dragonbone weapons. The legendary edition has been out long enough 
now that I think most folks that still play Skyrim have these by now. I 
will, as always, keep the older versions of this mod available for those
that can’t use the new one, but from this moment on I will only support
version 4.0 and up.
Ok, with all that out of the way, since I was recreating the enchantments all over again anyway, I decided to change 
the way they are obtained. They still can be crafted at the forge. But 
they will now come in tiers, just like the weapon upgrades themselves. 
So, at a novice skill level of under 20 (Iron) you will have access to 
Fear (which includes Turn Undead since they are basically the same 
effect anyway) and Soul Trap only. At skill level 20 (Steel) Fire, 
Frost, and Shock become available. At skill level 30 (Orc) you get 
Absorb Health, Magicka, and Stamina. And so on … The only exceptions are
the unique Daedric weapons you can craft that require them to be in 
your inventory (Dawnbreader, Dragonbane, Ghostblade, and Mehurnes Razor)
are found under Daedric but these Prototypes have no skill requirement.
I did this because you can obtain these weapons at almost any level. 
Also I added soul trap to Ghostblade and Mehurnes Razor, these weapons 
just seem to fit with trapping souls. As of now there are new 
enchantments up to skill level 90.
I don’t know if I have mentioned this before, but my enchantments on average cost only about 10% of what 
the vanilla Skyrim ones do. I did this because in the movies you never 
see any Jedi/Sith ‘recharging’ weapons plus you will have to redo the 
enchantment after each tier upgrade anyway. At last count there are now 
30 enchantments!
The way I tend to play is I craft the same hilt in one and two handed versions and put the same enchantment on them and 
just ‘pretend’ that they are the same weapon. (I originally did the same
thing with some katana/nodachi mods in Morrowind and Oblivion so I’ve 
had this idea for a while). Therefore, I also redid the recipe 
conditions so that it uses the higher of your one OR two handed OR 
Destruction skill. I added destruction so that those playing pure mages 
can still wield cool weapons. I will change the existing weapon recipes 
to this as well, but for now only the prototype recipes are finished.
I have revisited some old options and have included filled soul gem 
upgrading and also included a way to create empty soul gems. This is 
also tiered, so check the forge every time your skill reaches a new tier
(30,40,50 …). All non - weapons will be under the misc category.
CRAFTING
In order to fully use this mod you first need to forge a ‘Prototype’ 
weapon. All weapons named Prototype … are meant to be disenchanted at an
alter. Now that the enchantments are tiered you may get more mileage 
out of using them first then disenchanting it when you reach the next 
tier, but that is up to each player. All Prototype weapons have the same
stats as the tier they are crafted under, however they CANNOT be 
tempered. Remember also that one and two handed weapons use different 
enchantments. Two handed Prototypes will have the keywords ‘Flawless’ 
and ‘Greatsaber’. One handed weapons are just ‘Saber’. Once you have a 
Prototype created you can then forge a ‘Training’ weapon. Training 
weapons are the ones you enchant at the alter. Also, if your skill is 
20+ you can upgrade under steel immediately before enchanting. Repeat 
this if your skill is 30+ and on… You can either temper before or after 
enchanting. None of the tempering recipes require Arcane Smithing.

Note - you can actually use any crafted hilt without enchanting it but the 
blade will be invisible and it will not have any enchantment on it. 

Prototype Recipes – Leveled ingot, firewood, leather strip, (flawless) Gemstone, 
and one or more ‘extra’ ingredients depending on the enchantment.

For instance Fear requires bone meal. Those with more than one effect 
require an ingredient per effect, so Fiery Soul requires a fire salt and
an empty soul gem.

Note – the Prototype recipes have as a condition the gemstone needed in addition to a skill requirement. 
Therefore, you will not see any Prototype recipes if you don’t have any 
gemstones in your inventory. If you want the listings to be more 
manageable remove all the gemstones from your inventory that you don’t 
plan on crafting with. Remember that Amethysts will also show Citrine 
and Rubies will also show Padparadscha.

All recipes created at the forge that contain Soul Trap require ‘empty’ Soul Gems. All 
enchanting at the Arcane Alter use ‘filled’ Soul Gems. Both Revans sell a
limited supply of both. 
Recipes involving Soul Trap require a leveled empty soul gem. The tiers are Iron & Steel (Petty), Orc 
& Dwemer (lesser), Elven & Glass (common), Ebony (greater), 
Daedric(grand), and Dragon (black).
Note – regarding enchantments with Soul Trap. If the enchantment has more than one other effect, the 
result is a Chaotic Soul Trap which only triggers 50% of the time like 
Chaos weapons. So while the basic Soul Trap (under Iron) and even the 
Fiery, Frosty, Shocking Soul (under Elven) work 100% of the time, 
multiple effect ones like Chaos Soul and Lifetap which contain 4 effects
will only trigger 50% of the time. All the new custom enchantments 
under Dwemer and the Daedric weapons are the normal 100% soul trap.
‘Training’ Recipe - Iron ingot, firewood (or Gold and Silver ingots), leather 
strip, Centurion Dynamo Core, Dwemer Oil, (flawless)Gemstone, and 
Quicksilver.
The only difference now between the ‘default’ hilts and the movie ones is that the default use firewood and the movie hilts use 
gold/silver ingots.
Remember
Recipe Padparadscha (Pink) - (Flawless) Ruby, Corundum ingot
Recipe Citrine (Yellow) - (Flawless) Amethyst, Iron ingot
Tempering - Leveled Ingot (no more soul gems here, they are now the same as other weapons)
All weapons now follow a Jedi or Sith naming pattern. Remember you can 
rename all weapons at the enchanting alter to whatever you want. A lot 
of players forget this (including myself).

Ingot tier Sword/Great Value, Enchantment Requirements
Training/Minion (Iron) 50/100, Ench 1500 One/Two Handed 10
Initiate/Adept (Steel) 90/180, Ench 1750 One/Two Handed 20
Padawan/Acolyte (Orc), 150/300, Ench 2000 One/Two Handed 30
Knight/Assassin (Dwemer), 270/540, Ench 2250 One/Two Handed 40
Consular/Warrior (Elven/Moonstone), 470/940, Ench 2500 One/Two Handed 50
Sentinel/Marauder (Glass/Malachite), 820/1640, Ench 2750 One/Two Handed 60
Guardian/Lord (Ebony), 1440/2880, Ench 3000 One/Two Handed 70
Master (Daedric), 2500/5000, Ench 3250 One/Two Handed 80
Grand Master/Dark Lord (Dragonscale), 3000/6000, Ench 3500 One/Two Handed 90
Chosen One (Dragonbone), 4000/8000, Ench 3750 One/Two Handed 100

Most spells and spell names are taken from KOTOR1. I kept the vanilla spell 
schools on effects. This is why spells like Force Whirlwind are in 
Alteration (Paralysis costs more than Unrelenting Force damage). Almost 
all use vanilla spell costs (Lower level Detect Life and Telekinesis 
spells being the only expections). I decided to keep all five ranks of 
Force Lightning since it is such an iconic part of SW lore (and fun for 
all ages).

Spell School - Spell Base Cost - Light / Dark / Universal - Name - Effects

Alteration (All armor spells will be improved by the Mage Armor perks)
Novice 48 L - Force Stun - Paralyze 1s, Slow 50 - 9s
Novice 105 L - Force Aura - Oak Flesh, Resist Magic 5 - 45s
Apprentice 48/s U - Force Sense - Lower cost Detect Life.
Apprentice 63/s U - Force Pull - Telekinesis, Damage Health 2, Damage Stamina 5
Apprentice 116 U - Force Whirlwind - Unrelenting Force 2, Paralysis 2s
Apprentice 164 L - Force Stasis - Paralyze - 4s
Apprentice 206 L - Force Shield - Stone Flesh, Resist Magic 10 - 45s
Adept 100/s U - Knight Sense - Adds machines and daedra over Force Sense 
Adept 296 L - Force Armor - Iron Flesh, Resist Magic 15 - 45s
Adept 327 U - Force Wave - Unrelenting Force 3, Paralyse 5s - 25 radius
Expert 148/s U - Master Sense - Adds Undead over Knight Sense
Expert 389 L - Force Aegis - Ebony Flesh, Resist Magic 20 - 45s
Expert 405 U - Stasis Field - Paralysis 7s - 40 radius
Master 847 L - Force Dragonhide - Dragonhide, Resist Magic 25 - 27s

Conjuration
Novice 92 U - All Bound One Handed Sabers - 120s
Novice 107 U - Conjure Force Ghost - 60s
Novice 107 U - Dwemer Spider Worker Droid - 60s
Apprentice 157 U - Conjure Force Ghost - 60s
Apprentice 157 U - Dwemer Sphere Droid - 60s
Apprentice 168 U - All Bound Two Handed Sabers - 120s
Adept 215 U - Conjure Force Ghost - 60s
Adept 215 U - Dwemer Ballista Droid - 60s
Expert 322 U - Conjure Force Ghost - 60s
Expert 322 U - Dwemer Centurion Droid - 60s

Destruction
Novice 18/s D - Force Wound - Poison Damage 10/s
Novice 33/s D - Force Lightning - Shock Damage 8/s, Slow 50
Novice 49 D - Force Slow - Slow 50 - 15s 
Apprentice 54/s D - Force Choke - Poison Damage 20/s, Slow 50
Apprentice 54/s D - Drain Life - Drain Health/Magicka/Stamina 10/s
Apprentice 91/s D - Force Lightning - Shock Damage 25/s, Slow 50
Apprentice 51 U - Force Push - Unrelenting Force 3
Apprentice 71 D - Force Affliction - Poison Damage Health/Stamina 10, slow - 21s
Adept 124/s D - Force Kill - Poison Damage 50/s, Slow 50
Adept 158/s D - Force Lightning - Shock Damage 40/s, Slow 50
Adept 200 D - Force Plague - Drain Health/Magicka/Stamina 35, Slow - 12s
Expert 240/s D - Death Field - Drain Health/Magicka/Stamina 20/s - 25 radius
Expert 262/s D - Force Lightning - Shock Damage 60/s, Slow 50
Master 360/s D - Force Lightning - Shock Damage 75/s, Slow 50
Master 376/s D - Force Storm - Shock Damage 40/s, Slow 50 - 25 radius

Illusion
Apprentice 111 U - Battle Meditation - Fortify Combat skills 25 (all allies within 100 radius)- 120s
Adept 165 U - Force Fade - Invisibility, Muffle - 15s
Expert 354 U - Force Camouflage - Invisibility, Muffle - 30s

Restoration (Most spells that heal health will also heal stamina with the Respite perk)
Novice 45 U - Affect Mind - Fortify Speech 20 - 30s
Novice 54 L - Force Valor - Reist Magic 10, Regenerate Health/Magicka/Stamina 10 - 30s 
Apprentice 54 L - Force Heal - Restore Health 50 (all allies within 15 radius)
Apprentice 63 U - Energy Resistance - Resist Fire,Frost,Shock 10 - 30s
Apprentice 90 U - Force Speed - Regenerate Stamina 100, Fortify Carry Weight 50 - 30s
Apprentice 96 U - Dominate Mind - Fortify Speech 40 - 30s
Adept 149 L - Force Cure - Restore Health 100, Cure Poison (all allies within 15 radius)
Adept 161 U - Knight Speed - Regenerate Stamina 150, Fortify Carry Weight 100 - 30s
Adept 162 L - Knight Valor - Regenerate Health/Stamina/Magicka 20, Resist Magic/Poison 20 - 30s
Adept 245 U - Improved Energy Resistance - Resist Fire/Frost/Shock 20, Cure Poison/Disease - 30s
Expert 305 L - Master Valor - Regenerate Health/Stamina/Magicka 50, Resist Magic 25, Cure Poison - 30s 
Expert 347 U - Master Speed - Regenerate Stamina 300, Fortify Carry Weight 200 - 30s

Exclusions from KOTOR1
All Droid spells - Paralysis doesn't work on Dwemer machines. Many Dwemer 
ruins are heavily scripted so I didn't want to break quests.
Force Resistance / Force Immunity - Same as Ward spells
Force Suppression / Force Breach - Can't cancel buffs on NPC's
Throw Lightsaber - Not really needed in Skyrim (I am trying to get at least 
the plasma part of the blade as a projectile, working on it)
Fear / Horror / Insanity - Illusion already has plenty of fear / frenzy spells

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1.版本号: 5.5   更新时间: 2020-01-31 22:54:29

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