Staff Mod-大修SSE

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在3DM Mod站下载上古卷轴5:重置版最新的Staff Mod-大修SSE Mod,由funkydiscogod制作。dxunwu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: funkydiscogod Mod版本: 1.0 Mod大小: 21.44KB 更新时间: 2020-03-27 23:36:03 发布时间: 2020-03-27 23:36:03

详细说明

这是一个港口的奥德里姆工作人员Mod-检修,为特别版。


我只是把它改成了一个特别版的模子,请把它归功于原作者Funkydiscood。




我在特别版上测试过,对我来说很好。如果你发现了虫子,告诉我,我会看看的。


另外,如果你测试它与其他工作人员的mods和它的工作,请让我知道。




原始模型描述:




简介:


所以,我们都知道,在香草游戏中,工作人员不是任何人的可行武器。如果你用


工作人员在你把工作人员推回到你的库存并拿起一把真正的武器之前,可能会拿出一个免费的电子表格。或者,如果你是一个法师,你的每一只手上都有一个咒语,所以你的实用咒语和你的主要攻击形式都使用了相同的资源,并且从不考虑使用杖,因为你没有经验。好吧,我试着修好了。




那么,这有什么用?




这样可以提高员工的工作效率,使他们真正想用一把枪作为全日制武器。


我试着粗略地平衡它,但实际上没有任何方法来平衡Skyrim。


我希望每个员工都“值得”失去工作的机会


有盾牌或武器。你一定有什么理由要当参谋。




更具体地说。


所有职员现在都给他们各自的魔法学校提供经验。


毁灭之杖现在每级增加1%的伤害。


毁灭之杖已经根据法术等级(或多或少)重新平衡了伤害。


增加伤害的毁灭津贴现在也适用于职员。


减少法力消耗的毁灭津贴,现在也增加20%的人员伤害。


需要低健康的破坏津贴,现在也适用于员工。


召唤某物的魔法杖现在允许该类型的额外召唤。


Daedric命令的工作人员允许命令附加的Daedra或atronach。


其他魔法杖(如灵魂陷阱)现在允许召唤无限时间。


改变职员现在减少所有法术的费用10%,并且给予你对自己施法无限的持续时间。


减少法力消耗的恢复津贴,现在也增加恢复人员的效能20%。


现在治疗的恢复杖也增加了玩家的护甲和生命回复。


特定于不死生物的杖(比如变成不死生物)现在也减少从


亡灵增加20%,并在装备时允许侦测亡灵。


马格努斯的工作人员现在在消耗健康和魔法的同时(我搞砸了,懒得去修理)。


Wabbajack现在随机化健康,耐力和魔法的再生。它应该


在统计上再生率增加100%。


太阳之火,吸血鬼之灾,魔法火焰似曾相识,魔法探索者,


魔术师灰烬产卵,魔术师博内曼,魔术师先生,魔术师幽灵都被添加到游戏的杖级列表中。


幻觉特惠现在也适用于员工。


幻象杖现在与幻象的等级成比例。


幻术杖对玩家造成的伤害降低10%。


假象杖那冷静,现在也增加说服力。


幻象杖疯狂,现在增加50%的攻击速度。


假象杖那怕,现在也增加恐吓。


幻象杖的勇气,现在也增加护甲,健康再生,和耐力再生。




还有别的吗?


其他mods增加的人员不受影响。


我没有测试过这个模组与其他任何改变魔法特惠的模组的兼容性,但我试着让它玩得很好。


我想这个模组将是唯一一个改变杖和杖附魔。




希望这行得通。

————————————————————————————————

This is a port of the Oldrim Staff Mod - Overhaulish, for Special Edition.
I only converted it into a Special Edition mod, credits to the original author funkydiscogod please.

I tested it on Special Edition, it works fine for me. if you find a bug, tell me and I´ll have a look at it.
Also if you test it with other staff mods and it works, please let me know.

Original mod description:

Introduction:

So, we all know that in the vanilla game, staffs weren't viable weapons for anyone.  If you used a

staff it was probably to pull out a free atronach before you shove the staff back in your inventory and grab an actual weapon.  Or, if you were a mage, you had a spell in each hand so that both your utility spells and your main form of attacking both used the same resource, and never considered using a staff because you'd get no experience.  Well, I tried to fix it.



So, what does this do?

This improves staffs in such a way that one might actually want to use one as a full time weapon.

I tried to roughly balance it, but there's not really any way to balance Skyrim.

I wanted each staff to be "worth" the opportunity cost of not being able

to have a shield or a weapon.  There must be ~some~ reason you want to hold a staff.



More specifically.

All staffs now grant experience to their respective school of magic. 

Destruction staffs now increase in damage 1% per level in destruction.

Destruction staffs have had damage rebalanced according to spell level (more or less). 

Destruction perks that increase damage now also apply to staffs. 

Destruction perks that decrease mana cost, now also increase staff damage by 20% each.

Destruction perks that require low health, now also apply to staffs.

Conjuration staffs that summon something now allow an additional summon of that type.

Staff of Daedric Command allows command of an additional Daedra or atronach.

Other conjuration staffs (like Soul Trap) now allow unlimited duration for summons.

Alteration staffs now reduce the cost of all spells by 10%, and gives spells you cast on yourself unlimited duration.

Restoration perks that decrease mana cost, now also increase restoration staff effectiveness by 20% each. 

Restoration staffs that heal now also increase player armor and health regeneration. 

Staffs specific to undead (like Turn Undead) now also reduce damage taken from

undead by 20%, and grant Detect Undead while equipped.

Staff of Magnus now drains health and magicka at the same time (I screwed it up, and can't be bothered to fix it). 

Wabbajack now randomizes regeneration of health, stamina, and magicka. It should

be statistically 100% increase in regeneration rate.

Staff of Sun Fire, Vampire's Bane, Conjure Flaming Familiar, Conjure Seeker,

Conjure Ash Spawn, Conjure Boneman, Conjure Mistman, and Conjure Wrathman were all added to the game's staff leveled lists. 

Illusion perks that now also apply to staffs. 

Illusion staffs now scale with level in illusion. 

Illusion staffs all reduce damage dealt to the player by 10%. 

Illusion staffs that calm, now also increase persuasion. 

Illusion staffs that frenzy, now increase attack speed for the player by 50%. 

Illusion staffs that fear, now also increase intimidation. 

Illusion staffs that courage, now also increase armor, health regeneration, and stamina regeneration.


Anything else?

Staffs added by other mods will be unaffected.

I haven't tested this mod for compatibility with any others that change magic perks, but I tried to make it play nice.

I'm assuming this mod will be the only one changing staffs and staff enchantments.


Hopefully this works.


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