战斗游戏大修SE

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在3DM Mod站下载上古卷轴5:重置版最新的战斗游戏大修SE Mod,由DServant制作。暴雪最强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: DServant Mod版本: 1.0.1 Mod大小: 1.23MB 更新时间: 2020-03-28 21:36:18 发布时间: 2020-03-28 21:36:18

详细说明

CGO功能列表

剧透:表演


                               



























道奇劳斯

 

玩家和NPC可以在带或不带武器的情况下进行躲避掷骰

道奇掷骰有针对第一人称和第三人称的动画,它们在8个方向上起作用

躲避使用修改后的潜行控件(如果移动则躲避,如果静止则切换潜行),从而创建无滞后输入

NPC偶尔会躲闪攻击,并在健康状况不佳时躲避躲避

有MCM选项可使用脚本热键,添加i框架和消除耐力费用

 
































程序学习

 

播放器和NPC根据它们的加速度和转弯速度倾斜

倾斜应用于动画之上,它不会替代动画

倾斜是一个连续的元素,没有令人讨厌的过渡,使动画更具凝聚力

有单独的滑块可调整MCM中的第一人称视角和第三人称视角

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握力改变

 

用一只手或两只手握住打击武器,并用热键切换

一只手抓地力精准,另一只手抓地力以180°弧线击中所有敌人

技能随着握柄而切换-影响伤害,特权以及XP的作用

在攻击连击期间更改抓地力以进行自定义组合

改变抓地力时攻击速度会改变,您可以在MCM中调整量

 





























空战


对于第一人称和第三人称,空中攻击和咒语有效

方向跳跃略有变化,现在可以按照程序进行旋转了

 

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武器动画


大剑(第一和第三人称):基本攻击,怠速,行走,奔跑,转弯,装备和护套

战斧/战锤(第一和第三人称):基本攻击,怠速*,步行*,奔跑*,转弯*和装备(*-当左手已满时)

剑/匕首/斧头/梅斯(仅限第三人称):空闲动画


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重做的攻击动画系统


CGO产生的基本攻击方式有所不同,对系统进行了更改,以防止与更改抓地力有关的攻击动画中出现故障

通常,每次攻击有9种攻击动画(就地1个,行走4个,奔跑4个),对于CGO,使用就地攻击在行为中生成定向动画。

上半身使用就地攻击动画,下半身使用运动动画,并对整个身体进行旋转

这可能允许在将来的更新中使用更高级的攻击系统,每种武器类型以及某些新的武器子类型都有不同的动画































解锁攻击行动


在力量攻击,偷袭,双持攻击,施法时发动攻击以及阻挡猛击期间自由移动

攻击开始时会根据您的移动方向选择力量攻击

如果继续向同一方向移动,动画将在整个身体上播放

如果您朝另一个方向移动,它将在上身继续,并且腿部将朝新的方向移动

在第一人称视角下,动画不受影响,您可以移动而无需对动画进行任何更改


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其他特性


-增加了左手武器的第二次挥杆,以匹配右手行为

-静止不动时攻击速度提高30%(非堆叠)-在MCM中可调

-攻击有50%的机会扫视障碍物而不是反弹,让您再次攻击

-第一人称视角的相机杂讯增加了第一人称视角的移动-在MCM中可调节

-修复了偷偷摸摸的bug,画图或装鞘武器不会使您移动得更快

-由于冗余,从运动行为(runstraferight,runstrafeleft)中删除了strafe动画

-包含360°战斗模式,可用于进行普通比赛的基本攻击,它将在以后的更新中完成






兼容性


包含行为文件(位于data \ meshes \ actors \ character \ behaviors \或data \ meshes \ actors \ character \ _1stperson \ behaviors \中)的Mod将与CGO冲突

如果某些功能无法正常使用,则很可能是CGO与其他行为模式之间的冲突


Nemesis是一个允许您一起使用行为文件mod的工具,CGO附带了一个补丁,下面是说明


改装人员不会发出声音或撞击颗粒,您可以手动创建补丁或使用此处提供的zedit脚本(归功于cuyima)。


360 Combat需要更改特别是内部的香草种族。如果要使用此功能,可能需要使用TES5Edit创建补丁来修复与另一个esp文件的冲突


由于CGO禁用了这些动画,因此更改定向攻击动画的Mod(例如,每次攻击都不同)将无法正常工作


FNIS与CGO不兼容

如何安装和使用复仇女神


这是JDM的视频教程,展示了如何执行此操作


1.下载“ Nemesis无限行为引擎SSE Beta”(确保它是SSE版本)

2.使用您的Mod Manager安装Nemesis或手动解压缩rar存档,然后将“ meshes”,“ Nemesis_Engine”和“ scripts”文件夹放置在Data文件夹中

3.通过您的Mod管理器或在“ Nemesis_Engine”中运行“ Nemesis Unlimited Behavior Engine.exe”

4.单击“更新引擎”,让修补程序执行此操作

5.选中要使用的所有mod

6.单击“启动克星行为引擎”以生成合并的行为文件

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CGO Feature List

Spoiler:  

Show



                               



























Dodge Rolls
 
The Player and NPCs can perform dodge rolls with and without weapons drawn
Dodge rolls have animations for 1st and 3rd person which work in 8 directions
Dodging uses modified sneak controls (dodge if moving, toggle sneak if stationary), which creates a no-lag input
NPCs will occasionally dodge attacks and may retreat with dodges when their health is low
There are MCM options to use a scripted hotkey, add i-frames, and remove stamina cost

 
































Procedural Leaning
 
The Player and NPCs lean based on their acceleration and turning speed
Leaning is applied on top of your animations, it doesn't replace them
Leaning is a continuous element without jarring transitions, making animation more cohesive
There are separate sliders to adjust first person and third person leaning in the MCM
  































Grip Changing
 
Wield striking weapons with one hand or two hand grips, switching with a hotkey
One hand grip is precise, two hand grip hits all enemies in a 180° arc
Skills switch along with the grip -- affecting damage, perks, and where XP goes 
Change grip during an attack combo to make custom combinations
Attack speed changes when changing grip, you can adjust the amount in the MCM
 




























Mid-Air Combat

Attacks and spells work while mid-air, for first and third person
Directional jumping is slightly changed, rotation is now done procedurally
 































Weapon Animations

Greatswords (1st & 3rd Person): Basic attacks, idle, walks, runs, turning, equip, and sheathe
Battleaxes/Warhammers (1st & 3rd Person): Basic attacks, idle*, walks*, runs*, turning* and equip (* - when left hand is filled)
Swords/Daggers/Axes/Maces (3rd Person Only): Idle Animation































Reworked Attack Animation System

Basic attacks are generated differently with CGO, the system was changed prevent a glitch in the attack animations related to changing grip
Normally there are 9 attack animations (1 in-place, 4 walking, 4 running) for each attack, with CGO the directional animations are generated in the behaviors using the in-place attacks
The upper body uses the in-place attack animation, the lower body uses the movement animations, and a rotation is applied to the whole body
This may allow for more advanced attack systems in future updates, with different animations for each weapon type and perhaps some new weapon sub-types
































Unlocked Movement For Attacks

Move freely during power attacks, sneak attacks, dual-wielding attacks, attacks while casting spells, and block bashes
Power attacks are selected based on your movement direction at the start of the attack
If you continue to move in the same direction, the animation plays on the whole body
If you move in another direction, it will continue on the upper body and the legs will move in that new direction
In first person, the animations are unaffected and you can move around without any changes to the animation

































Other Features

- Added a second swing for left hand weapons, to match the right hand behavior                                            
- Attack speed is boosted by 30% (non-stacking) while standing still -- adjustable in the MCM                           
- Attacks have a 50% chance to glance off a block instead of bouncing back, letting you attack again                 
- First person camera noise adds movement to first person view -- adjustable in the MCM                                 
- Fixes the sneak movement bug, drawing or sheathing weapons doesn't make you move faster                        
- Removed the strafe animations from the movement behaviors (runstraferight, runstrafeleft) due to redundancy
- A 360° combat mode is included for basic attacks with vanilla races, it will be finished in future updates          






Compatibility

Mods that contain behavior files (found in data\meshes\actors\character\behaviors\ or data\meshes\actors\character\_1stperson\behaviors\) will conflict with CGO
If certain features are not working correctly, it's most likely a conflict between CGO and another behavior mod

Nemesis is a tool that allows you to use behavior file mods together, there's a patch included with CGO and instructions below

Modded staffs will not have sounds or hit particles, you can manually create a patch or use the zedit script (credit to cuyima) provided here

360 Combat requires changes to the vanilla races inside the esp. If you want to use this feature, you may need to create a patch with TES5Edit to fix a conflict with another esp file

Mods that change the directional attack animations (e.g. Every Attack Different) won't work properly, since CGO disables those animations

FNIS is not compatible with CGO





How to Install & Use Nemesis

Here's a video tutorial by JDM showing how to do this

1. Download Nemesis Unlimited Behavior Engine SSE Beta (make sure it's the SSE version)                                                                                                         
2. Install Nemesis with your mod manager or manually extract the rar archive and place the "meshes", "Nemesis_Engine", and "scripts" folders inside your Data folder
3. Run "Nemesis Unlimited Behavior Engine.exe" through your mod manager or inside "Nemesis_Engine"                                                                                     
4. Click on "Update Engine" and let the patcher do it's thing                                                                                                                                                   
5. Check off any mods you want to use                                                                                                                                                                               
6. Click on "Launch Nemesis Behavior Engine" to generate merged behavior files                                                                                                              



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