静态天际大修

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的静态天际大修 Mod,由Static Scrolls制作。kinchen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: Static Scrolls Mod版本: 0.1.1 Mod大小: 3.54MB 更新时间: 2020-02-19 02:21:38 发布时间: 2020-02-19 02:21:38

详细说明

主要目标:

使世界几乎完全处于“静态”状态(即NPC和怪物在整个游戏中保持在同一水平)

创造更现实,更有意义的战斗体验

更改特权以使升级更加重要,并使NPC能够获得与玩家大部分相同的特权

使用免费的,轻量级的多合一模块(通常与内容模块完全兼容)来实现所有这些。


变更详情


敌人:

大多数独特的NPC都有设定的级别。有些人,例如随从,将具有设定的最低和最高等级,但这在敌人中很少见。

敌人具有明显的弱点和优势。例如。 Dwemer的构造对近战和神射手具有强大的抵抗力,但对某些元素魔法却无能为力。

地下城也将拥有更严格的等级范围。

我们已详细研究了任务和其他因素,以使世界上的敌人和地牢在游戏和沉浸感方面达到适当的强度。


战斗:

为了使升级变得更加重要,许多特权进行了更改。只要满足等级要求,敌人也可以使用大多数特权。

武器,盔甲和魔术关系重新平衡。如果您没有魔法,那么拥有防具穿透力与重型装甲(和高端轻型装甲)相比至关重要。很高的装甲将使大多数箭头无用。

魔术很难维持。这意味着早期的法师可能会感觉力量不足,甚至在游戏中期和后期,缺少法术也会使您失去魔法和脆弱性。

健康再生大大降低。

治疗药和魔法药水的治疗量要低得多,并且会在一段时间内恢复。没有药水!一次食用多种保健/魔力药水无济于事。低水平的治疗法术已被削弱,以确保


任务和经验值

任务奖励有时会带给您xp的某些技能。

获得的经验值降低,因此升级所需时间更长。来访的培训人员在提高性格力量方面起着更重要的作用。


未来的计划:

魔术的平衡需要大量的工作,尽管我确实认为它已经比香草更好。

重新平衡XP-我想劝阻打磨技巧,并鼓励他们完成任务,拜访培训师或进行探索以求升级。


我意识到不太可能有很多人下载此文件,但是我已经花了很多时间来创建此mod,因此,非常感谢任何反馈!我打算在可预见的将来继续努力。


相容性:

这个mod不应破坏任何内容mod。魔术和武器强度的改变几乎全部是通过编辑特权来完成的,因此新的魔术和物品应能很好地放置而不会造成巨大的失衡。

添加新任务,地域或NPC的内容mod可以正常工作,但是任何添加的NPC都不会像我对所有普通NPC所赋予的特权。这意味着与所有原始NPC /敌人/玩家相比,它们的能力将大大降低。

特权-此mod基本上会更改所有香草特权,但不会添加任何新特权。可以在拥有任何振兴模组后加载,应该没问题,但要记住,它将覆盖任何振兴模组对香草振作的任何更改。

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Main aims:

Make the world almost entirely 'static' (i.e., NPCs and monsters remain at the same level throughout the game)

Create a more realistic and rewarding combat experience

Change perks to make level ups more momentous, and give NPCs access to most of the same perks as the player

Achieve this all with a script free, lightweight all-in-one mod that is generally quite compatible with content mods.


Details of changes

Enemies:

Most unique NPCs have a set level. Some, such as followers, will have a set minimum and maximum level, but this is rare in enemies.

Enemies have more pronounced weaknesses and strengths. E.g. Dwemer constructs will be incredibly strong against melee and marksman, but weak against certain elemental magic.

Dungeons will also have tighter level ranges.

Quests and other factors have been looked at in detail so as to make enemies and dungeons in the world the right level of strength for both gameplay and immersion. 


Combat:

Many perks changed in order to make leveling up feel more momentous. Enemies will also have access to most perks, as long as they meet the level requirements.

Weapons, armour and magic relationships rebalanced. Having armour penetration will be essential vs. heavy armour (and high end light armour) if you do not have magic. Very high end armours will render most arrows useless.

Magic is very hard to maintain. This means that early level mages may feel vastly underpowered, and even into the mid and late game missing spells can leave you without magicka and vulnerable.

Health regeneration lowered massively. 

Healing and magicka potions heal much lower amounts, and do so over a period of time. No potion chugging! Consuming multiple health/magicka potions at a time will not help. Low level healing spells have been weakened to ensure


Quests and XP

Quest rewards will occasionally give you xp in certain skills. 

XP gained is lowered so it takes a little longer to level things up. Visiting trainers is meant to play a more important role in increasing character strength.


Future plans:

Rebalancing of magic needs plenty of work, though I do think it is already much better than vanilla.

Rebalancing XP - I would like to discourage grinding skills, and encourage instead completing quests, visiting trainers, or exploring in order to level up.


I realise it's unlikely many people will download this, but I have already put quite a lot of hours into creating this mod, so any feedback is highly appreciated! I intend to keep working on it for the foreseeable future.

Compatibilities:

This mod shouldn't break any content mods whatsoever. Changes to magic and weapon strength are pretty much ALL done by editing perks, so new magic and items should fit in fine without causing huge imbalances.

Content mods adding new quests, lands, or NPCs will work okay, but any added NPCs will not have the perks that I have given to all vanilla NPCs. This means that they will be hugely underpowered compared to all vanilla NPCs/enemies/the player. 

Perks - this mod changes basically all the vanilla perks, but doesn't add any new ones. It should be fine to load after any perk mods you have, but bare in mind that will overwrite any changes any perk mods make to vanilla perks.


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