通过经验获取技能经验

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在3DM Mod站下载上古卷轴5:重置版最新的通过经验获取技能经验 Mod,由Enojitothebrave制作。zhuzhudegongzi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!

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Mod作者: Enojitothebrave Mod版本: 1.0 Mod大小: 3.29KB 更新时间: 2020-03-03 20:55:38 发布时间: 2020-03-03 20:55:38

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我最近处理了Lexy的Dragonborn修改器遗产,这使我可以接触一些以前从未使用过的工具。我不会要求他们具备专业知识,但是我喜欢学习过程。例如,当需要添加一些模块时,我觉得我需要,但没有削减Lexy,我点击了SSEEdit中的“帮助”按钮,并学习了如何制作冲突解决补丁。我只想提一提,因为这是我听过moders讨论的其中一件事,就像这是世界上最简单的事情一样,但对我来说听起来总是很神奇。但是,如果您花时间学习并考虑自己在做什么,这并不难。如果我能做到,那就可以。


我在这里所做的事情,最初我认为没有必要。体验ini文件可让您正常使用技能XP(我不想单独使用它,因为那样您会从经验来源获得对我的“额外” XP的感觉达到香草水平)。 Lexy的列表包括Skyrim Skill Uncapper,该变量具有变量来控制技能等级提升所贡献的角色等级XP。不幸的是,正如z4x在“体验”注释部分中向我解释的那样,他的mod和Uncapper试图使用相同的功能,并且只有一个可以工作。但是,有一个游戏变量fXPPerSkillRank通常等于1,技能中的角色等级XP被乘以。它不像解包器那样灵活,但是足以满足我的需求。最大的问题是,设置它的主要方法是使用setgs console命令,该命令在保存过程中并不持久。我可以制作一个短名称的单行批处理文件(例如“ me”),然后通过键入“ bat me”来访问它,从长远来看,这减少了我的键入操作,但是这意味着我仍然必须打开控制台每次我启动游戏时。


z4x解释了最简单的解决方案“将其设置为CK,然后另存为esp插件”。现在,我仅使用过创世工具包将我的43表格文件转换为44表格,这仅仅是因为有人(或某些程序)要求我这么做。因此,*魔术*。但是我只用Skyrim.esm(文件>>数据,双击Skyrim.esm,但不单击“设置为活动文件”)加载了创建工具包。我对整个窗口顶部的巨大按钮感到有些恐慌,但是与许多问题一样,如果您一次只评估每个选项,就可以找到解决方案。在这种情况下,它是“游戏设置>>设置...”,而列表中大约三分之二的位置是fXPPerSkillRank。因此,我单击了它,将窗口右半部分中的字段中的数字从1.0更改为0.1,单击File >> Save,并命名为新的esp。然后我花了十分钟的时间查找文件,因为我忘记了由于从Mod Organizer 2启动CK,它被发送到MO2的Overwrite文件,就像安装Lexy列表时生成的其他文件一样。


这就是困难的部分。我还包括了我使用的Experience和SkyrimUncapper ini文件。我会稍微解释一下我的想法,但我将它们放在mod中,因为它使它们易于查找(按照Lexy的说明,她修改过的Experience ini位于Experience文件夹中,但是SkyrimUncapper ini在(SJG)Omega文件夹中)。但是要使其正常工作,您需要遵循...


安装说明:最后安装该mod(或至少在包含这些ini文件的任何其他文件之后),以便此mod可以覆盖它们-在MO2中很容易做到,只需将该mod拖动到左侧面板的底部即可)。最后加载esp。从字面上看,这是一回事,因此,如果有任何东西覆盖它,那就没有意义了。是的,我只是为了确定才清洗了它。不,它与Lexy列表中的任何内容或我使用的其他mod都没有冲突。是的,我设置了ESL标志,因为认真地说,这只是一件事。


因此,就价值观念而言,这就是我的想法。我还没有完成Experience或Lexy的指南的播放。在Oldrim的几个安魂曲中,我确实走得很远。不管我如何设定经济状况(顺便说一句,我热爱贸易和易货贸易),我总是缠着金山,没有放置它们的好地方(我的意思是,我购买了更多的手工垫子并寄出了这些技能进入平流层,但一段时间后变得愚蠢)。我在Lexy列表中的计划是直接提高技能(与Oghma Inifinium-一个培训站合作),但是我需要一个理由在比赛后期这样做(在封盖器中粘贴配方上限),所以我想获得角色XP,因此,级别和特权,但*不要太多*。因此,我从技能中获得了经验资源的80%与香草XP的10%之间的平衡(是的,我知道这还不到100%,我将技能XP减半了以控制它)。具体来说,我已完成以下操作:


通过Experience.esp获得技能经验

-只能从技能中获得10%的香草角色经验值(如果您想获得其他价值,请按照我上面做的做,并自己做一个简单的mod。相信我,您会感觉更好。

将我的mod插入SSEEdit,然后将0.1的值更改为所需的值。这也可能是一项很好的技能)


Experience.ini

必须将-bEnableSkillXP设置为1才能使其中的任何一项正常工作。

-iMaxPlayerLevel设置为999,因为我永远不想达到级别上限。

-尽可能将Questy,Exploring和Clearing奖励减少20%,并注释掉Lexy的值以供参考(如果您没有进行任何编程,则没有理由知道这一点,但是在这里,;导致该程序忽略后续操作我想提一提,因为几年前当我第一次查看Skyrim ini文件时,这让我感到困惑,那些以变量名开头的小写字母是程序员用来快速提醒自己的命名约定。它是什么样的变量,所以bEnableSkillXP是一个布尔值,false表示0或true表示1。fXPPerSkillRank是一个浮点变量,即一个小数。iXPQuestMain是一个整数,这就是为什么在某些情况下我有四舍五入)

-fXPKillingMult设置为1.6(也减少20%)。

-否则,这是因为Lexy更改了Experience的原始文件


SkyrimUncapper.ini

-SkillCaps都设置为999,因为我永远都不想达到*任何*等级上限。

-SkillFormulaCaps都设置为175,因此技能达到100后,奖金仍然会持续一段时间,但角色最终可能变得神似。如有必要,我将提高难度。我只是希望开盖器所允许的额外级别在一段时间内可以超过角色XP。我没有达到200,因为我记得这在Oldrim中引起了问题,并且不想冒险。

-SkillExpGainMults \ BaseSkillLevel现在在所有技能上都相同,就像个人喜好一样。

-LevelSkillExpMults显示我最初要尝试做的事情,在此乘以0.1系数。如上所述,这些设置无效。

-PerksAtLevelUp已删除了100级的调整。我认为到那时,各个级别之间的距离将相差很远,并且每个级别我仅获得3 stat和一些负重,因此每个级别我也可能获得一两个振作。

-Health / Magicka / Stamina AtLevelUp已被平滑。我不喜欢在几个级别获得巨额奖金,主要是因为我不想记住那些级别。我更喜欢平均分配统计数据,因此每个值的上一个级别都是3的倍数。

-对于任何统计,在Level Up上的运载重量均为25,因为我需要大量的运载重量。这是我不想麻烦的视频游戏领域之一。我也在使用“实现目标”和“龙魂放弃”来提高我的携带重量。显然,这并不适合所有人。


就是这样了。如果可以使用我的mod,请这样做。如果您通过阅读本书学到了什么,那就更好了。

————————————————————————————

I've recently tackled Lexy's Legacy of the Dragonborn modlist, which gave me some exposure to a bunch of tools I haven't previously used. I won't claim an expertise in them, but I have enjoyed the learning process. For example, when the time came to add some mods I felt I needed, but hadn't made Lexy's cut, I hit the 'help' button in SSEEdit and learned how to make a conflict resolution patch. I just want to mention that, because it's one of those things I've heard modders discuss in passing like it's the easiest thing in the world, but always sounded like magic to me. But, if you take the time to learn, and think about what you're doing, it's not that hard. If I can do it, you can do it.

What I've done here, I didn't initially think would be necessary. The Experience ini file lets you apply skill XP normally (I didn't want to use that by itself, because then you're getting vanilla levelling with what felt to me 'bonus' XP from Experience's sources). Lexy's list includes Skyrim Skill Uncapper, which has variables to control the character level XP contributed by skill rank ups. Unfortunately, as z4x explained to me in the Experience comment section, his mod and the Uncapper are trying to use the same function, and only one can work. However there is an ingame variable, fXPPerSkillRank, normally equal to 1, that character level XP from skills gets multiplied by. It's not as flexible as the uncapper, but it's enough for what I wanted to do. The biggest problem is that the primary way to set it is to use the setgs console command, which isn't persistent across saves. I could have made a one line batch file with a short name (like "me"), and then access it by typing "bat me", which reduces my typing in the long run, but means I would still have to open the console every time I launched the game.

z4x explained the simplest solution "would be setting it in CK then saving as esp plugin." Now, I've only ever used the Creation Kit to get my form 43 files converted to form 44, and that only because someone (or some program) told me to. So, *magic*. But I loaded up the creation kit with only Skyrim.esm (File >> Data, double click Skyrim.esm, but don't click 'Set As Active File'). I panicked a bit at the huge array of buttons across the top of the window, but as with many problems, if you just evaluate each option one at a time, you can find the solution. In this case it was Gameplay >> Settings... and about two-thirds of the way down the list is fXPPerSkillRank. So I clicked on it, changed the number in the field in the right half of the window from 1.0 to 0.1, hit File >> Save, and named the new esp. Then I spent ten minutes looking for the file because I had forgotten that due to launching the CK from Mod Organizer 2, it got sent to MO2's Overwrite file, like several other files that were produced during the installation of Lexy's list.

And that's the hard part. I've also included the Experience and SkyrimUncapper ini files I use. I'll explain my thinking regarding those in a bit, but I put them in the mod because it made them easy to find (following Lexy's instructions, the Experience ini, which she has modified, is in the Experience folder, but the SkyrimUncapper ini is in the (SJG) Omega folder). But for that to work, you need to follow the...

Installation Instructions: Install the mod last (or at least after anything else that has either of those ini files, so that this mod can overwrite them-this is easy to do in MO2, just by dragging this mod to the bottom of the left panel). Load the esp last. It's literally one thing, so if anything overwrites it, there's no point to having it. Yes, I cleaned it just to be sure. No, it didn't show as a conflict with anything on Lexy's list, or the other mods I'm using. Yes, I set the ESL flag, because, seriously, it's only one thing.

So here's what I'm thinking as far as the values go. I haven't finished a playthrough with Experience or Lexy's guide. I did get very far in a couple Requiem playthroughs in Oldrim. No matter how crushing I set the economy (I love Trade and Barter for this, by the way), I always wound up with mountains of gold and no good place to put them (I mean, I bought more crafting mats and sent those skills into the stratosphere, but that gets silly after a while). My plan in Lexy's list is to directly pump up skills (with Oghma Inifinium - A Training Station), but I need a reason to do so late in the game (past the formula caps in the uncapper) so I want to get character XP, and therefore levels and perks, but *not too much*. So I figure a balance of 80% of Experience's sources to 10% of vanilla XP from skills (Yes, I know that's less than 100%, I've halved the skill XP to keep it under control). Specifically, I've done the following:

Get Skill Experience With Experience.esp
-Only get 10% of vanilla character XP from skills (if you want another value, just do what I did above and make your own easy mod. Trust me, you'll feel better. Alternatively, load my mod into SSEEdit, and change the value of 0.1 to what you want. That's probably a good skill to develop, too)

Experience.ini
-bEnableSkillXP has to be set to 1 for any of this to work.
-iMaxPlayerLevel is set to 999, because I don't ever want to hit a level cap.
-Questing, Exploring, and Clearing awards reduced by 20% where possible, with Lexy's values commented out for reference (If you haven't done any programming, there's no reason to know this, but here, ; causes the program to ignore what follows so you can leave notes to yourself or others. Further I want to mention, because it confused me when I first looked at Skyrim ini files years ago, those lower case letters that begin a variable name are a naming convention programmers use to quickly remind themselves what sort of variable it is. So bEnableSkillXP is a boolian value, either 0 for false or 1 for true. fXPPerSkillRank is a floating point variable, which is to say a fraction. iXPQuestMain is an integer, which is why in some cases I had to round the 20% off)
-fXPKillingMult is set to 1.6 (which is also 20% off).
-This is otherwise as Lexy altered the original file from Experience

SkyrimUncapper.ini
-SkillCaps are all set to 999, because I don't ever want to hit *any* level cap.
-SkillFormulaCaps are all set to 175 so that bonuses still count for a while after getting a skill to 100, but the character can eventually become godlike. If necessary, I'm going to bump the difficulty up. I just wanted the extra levelling allowed by the uncapper to count for more than character XP for a while. I didn't go to 200 as I recall that caused a problem in Oldrim and didn't want to risk it.
-SkillExpGainMults\BaseSkillLevel are now all the same across all skills, just as a personal preference. 
-LevelSkillExpMults show what I was originally trying to do, multiplying the 0.1 factor in here. As mentioned above, these settings have no effect.
-PerksAtLevelUp has had the adjustment at level 100 removed. I figure at that point, the levels are going to be pretty far apart and all I'm getting per level is 3 stat and some carry weight, so I may as well be getting a perk or two every level.
-Health/Magicka/Stamina AtLevelUp have been smoothed out. I didn't like getting huge bonuses on a few levels, mainly because I didn't want to remember which levels those were. I prefer to spread out my stats pretty evenly, so each of those values last levels in multiples of 3.
-Carry Weight at Level Up is 25 for any stat because I want a lot of carry weight. This is one area of my video games where I don't want hassle. I'm also using Achieve That and Dragon Soul Relinquishment to bump my carry weight up, too. Obviously, this won't be for everyone.

So that's it. If you can use my mod, please do. If you learned anything by reading this, that's even better.

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