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强盗经济

作者:TwinCrows
发布:LUOHUISHU98
发布日期:2020-02-02 18:13:58
更新时间:2020-02-02 18:13:58
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1.0
上古卷轴5:重置版
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强盗经济

浸泡/经济/游戏

 

有没有想过谁买了您卖给Belethor的所有那些附魔物品?当然是土匪!


此mod增加了一个机会,当您向一般商品商人出售武器或装甲时,该商品可能会偶然地进入天际周围的土匪手中。



游戏机

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您出售的武器可能会再次咬住您,但是如果您能够杀死挥舞他们的土匪,则可以将其出售两次。这就像回收,但更血腥!


就沉浸感而言,这将使您出售的物品有机会在出售后不会简单消失。相反,他们可能会进入土匪手中!商家“偷偷”扔掉物品的机会通常约为50%,这意味着在平均1或2次销售后,物品将被过滤掉。很少会发现您多次擦掉血迹的物品。



怎么运行的

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某些商人有机会“偷走”您出售给他们的武器和盔甲。存放的物品放在“可能的强盗装备”箱中,在整个天际中由强盗共享。


当他们的单元格载入游戏记忆库时,匪徒有机会从“可能的匪徒装备”箱子中选择一个物品。土匪根据他们的武器类别进行选择;战士使用武器和装甲,法师使用杖和长袍,弓箭手使用弓箭和轻型盔甲。


某些商人更有可能“藏匿”商品。大多数商人有50:50的机会出售设备,最终落入土匪手中,但这对可信赖/不可信赖的商人而言是不同的。 (请参见下面的商家列表)


栅栏将存放出售给他们的所有武器或盔甲,并始终将其用于强盗。您可以利用它来发挥自己的优势,将更多致命或有价值的武器交到天际的土匪手中。


数量很重要,因此,如果您出售62枚魔法戒指,而商人将它们收藏起来,那么您最终将在匪徒身上找到这62枚魔法戒指。当耗材为空时,它们将不再抽取它们。


大多数强盗有大约三分之一的机会从胸部抽出一件装备。老板有十分之八的机会。它足够频繁地成为稳定的游戏动态,但不至于取代整个游戏。您会注意到它改变了您出售赃物的方式以及对匪徒的看法。


商家可以贩运以下物品类型:武器,法杖,装甲,衣服,长袍,弹药,珠宝

请注意,强盗不会选择Cross! (战斗AI不知道如何发射它们。)



兼容性

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强盗经济达到471+级别的强盗生成。它通过编辑基本级别的土匪演员并直接向他们添加脚本来实现。


有2个脚本,一个被添加到某些商人的箱子(请参阅商人列表),另一个被添加到水平的强盗演员的脚本。脚本摘要如下(请参阅脚本)。


在以下情况下,您可能会不兼容:其他脚本也直接添加到商人的宝箱中,或直接添加到了水平的强盗上。


但是,任何会影响商人外观的mod都可以!以及在运行时添加到商人宝箱的任何Mod。


如果确实发现兼容性问题,请发表评论,并参考评论以获取更多信息。



作者笔记


《强盗经济》的灵感来自Reddit帖子。


与往常一样,请评论您的经验和见解。我最近在我所有的mod上都下载了1,000,000次下载,对于即将到来的“天际时代” modder来说,这是一个巨大的里程碑。我邀请您查看我的其他mod(如果您还没有的话),此页面顶部有链接。


如果您喜欢我的mod,可以考虑成为赞助人,每月仅需支付$ 1。

您可以在Twitter上找到我,以获取Mod预览和进度。

我还为《超越天际:西洛地尔》做贡献,并在推动关卡设计时偶尔与Twitch聊天时喝啤酒。



深潜-掌握人数的详细信息

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脚本-只有两个!

tc_DivertToResellChest /固定在商人的箱子上

OnItemAdded,有将项目移到“可能的土匪项目”容器中的可能性。物品售出后立即发生,并防止了回购。发送一条消息通知播放器。

tc_GetItemFromChest /附加到级别强盗演员

在OnLoad上,根据类别,他们有30-80%的机会会从“可能的匪徒物品”容器中提取物品。这是他们常规武器和装甲之外的东西。他们得到一件物品。

他们获得的物品基于他们的RPG等级,因此单手近战强盗会得到斧头,狼牙棒或剑;弓箭手将鞠躬;法师将获得五线谱。

商家(有可能发送到“可能的匪徒物品”箱)

Belethor的杂货店(70%)

典当虾(80%)

灰松商品(60%)

碎片(30%)

萨德里的二手商品(60%)

Arnleif and Sons贸易公司(70%)

里弗伍德商人(50%)

比尔纳的赔率(50%)

进入温特霍尔德学院(60%)

市场摊位和旅行商人

尼兰耶(50%)

阿瓦尔·阿瑟隆(50%)

布兰德·谢(70%)

格雷尔卡(60%)

玛莉丝·阿拉威尔(40%)

Sorine Jurard(30%)* Dawnguard DLC

Khajiit大篷车

阿卡里(50%)

马德兰(50%)

里萨德(50%)

栅栏(所有人都有100%的机会)

托尼利亚

马洛斯·马乔斯(Mallus Maccius)

古鲁姆

尼兰耶

恩顿

Enthir

阿塔巴

马贾德

扎纳比


秘籍-随时更改“可能的匪徒物品”箱子中的物品!

您可以使用控制台命令“ coc tcresellchests”访问胸部位置。 更改可用物品就像从胸部添加或删除物品一样容易!

————————————————————————————

Bandit Economy
IMMERSION / ECONOMY / GAMEPLAY
 

Ever wonder who buys all those enchanted items you sell to Belethor? The bandits, of course!

This mod adds a chance that when you sell a weapon or armor to general goods merchants, that item may find its way into the hands of the bandits around Skyrim by chance.


GAMEPLAY
~=~=~=~=~


Weapons you sell may come back to bite you, but if you're able to kill the bandits wielding them, you can cash in selling the item twice. It's like recycling, but bloodier!

In terms of immersion, this will cause the items you sell to have a chance to not simply disappear after being sold. Instead, they may find their way into the hands of bandits! The chance that a merchant 'stows' an item away is generally around 50%, which means items will filter out of existence on average after 1 or 2 sales. Rarely, you'll find an item that you've wiped the blood off of several times.



HOW IT WORKS

=~=~=~=~=~=


There is a chance for certain merchants to 'stow away' weapons and armor you sell to them. Stowed items are put into a 'possible bandit gear' chest, which is shared by bandits across Skyrim.

When their cell loads into the game memory, Bandits have a chance to choose an item from the 'possible bandit gear' chest. Bandits choose according to their weapon class; fighters draw weapons & armor, mages draw staves & robes, archers draw bows & light armor. 

Certain merchants are more/less likely to 'stow away' wares. Most merchants have a 50:50 chance of selling gear that ends up in the hands of bandits, but this is different for trustworthy / untrustworthy merchants. (See Merchant list below)

Fences will stow every weapon or armor sold to them and always make it available for bandits. You may use this to your advantage, to push more deadly or valuable weapons into the hands of the bandits in Skyrim.

Quantity matters, so if you sell 62 enchanted rings, and the merchant stows them away, then you will eventually find those 62 enchanted rings on bandits. When the supply is empty, they will no longer draw them.

Most bandits have around 1 in 3 chance to draw a piece of equipment from the chest. Bosses have around 8 in 10 chance.It's frequent enough to be a solid game dynamic, but not so often as to take the whole game over. You'll notice it changes how you sell your loot, and how you think of bandits.

The following item types can be trafficked by merchants: Weapons, Staffs, Armor, Clothes, Robes, Ammo, Jewelry
Please note that Crossbows will not be chosen by bandits! (The combat AI doesn't know how to fire them.)


COMPATIBILITY
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Bandit Economy reaches out to 471+ leveled bandit spawns. It does this by editing the base leveled bandit actors, and adding a script directly to them.

There are 2 scripts, one is added to certain merchant chests (see Merchants list) and the other is added to the leveled bandit actor's scripts. The script abstract is below (see Scripts).

You may have incompatibilities if: other scripts are also directly added to the merchant chests, or directly to the leveled bandits.

However any mods that affect merchant appearances should be fine! As well as any mods that add to merchant chests at runtime.

Please post a comment if you do find compatibility issues, and refer to the comments for more.


Author's Notes


Bandit Economy was inspired by a Reddit post. 

As always, please comment your experiences and insights. I recently passed 1,000,000 downloads across all my mods, which is an enormous milestone for an upcoming "late Skyrim age" modder. I invite you to check out my other mods if you haven't already, there are links at the top of this page.

If you enjoy my mods, consider being a Patron for even $1/month. 
You can catch me at Twitter for mod previews and progress. 
I also contribute to Beyond Skyrim: Cyrodiil, and occasionally have a beer with Twitch chat while pushing forward on level design.


DEEP DIVE - DETAILS FOR THOSE WHO CRUNCH THE NUMBERS
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Scripts - There's only two! 

tc_DivertToResellChest / Attached to merchant chests

OnItemAdded, there is a variable chance that the item will be moved to a 'possible bandit items' container. This happens immediately after the item is sold, and prevents buyback. A message is sent notifying the player.

tc_GetItemFromChest / Attached to leveled bandit actors

OnLoad, there is a 30-80% chance they will draw an item from the 'possible bandit items' container, depending on their class. This is in addition to their regular weapons and armor. They get one item.

The item they obtain is based on their RPG class, so one-handed melee bandits will get an axe, mace, or sword; archers will get bows; mages will get staves.


 Merchants (chance to send to 'possible bandit items' chest)

Belethor's General Goods Store (70%)

The Pawned Prawn (80%)

Gray Pine Goods (60%)

Bits and Pieces (30%)

Sadri's Used Wares (60%)

Arnleif and Sons Trading Company (70%)

Riverwood Trader (50%)

Birna's Oddments (50%)

Enthir at College of Winterhold (60%)

Market Stalls & Travelling Merchants

Niranye (50%)

Aval Atheron (50%)

Brand-Shei (70%)

Grelka (60%)

Marise Aravel (40%)

Sorine Jurard (30%) *Dawnguard DLC

KhajiitCaravans

Ahkari (50%)

Ma'dran (50%)

Ri'saad (50%)

Fences(100% chance for all)

Tonilia

Mallus Maccius

Gulum-Ei

Niranye

Endon

Enthir

Atahbah

Ma'jhad

Zaynabi


Cheats - Change what's in the 'possible bandit items' chest at any time!
You can use the console command 'coc tcresellchests' to visit the chest location. Changing the items available is as easy as adding or removing items from the chest!


原贴地址
1.版本号: 1.0   更新时间: 2020-02-02 18:18:07

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