附魔的黎明守卫军械库

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的附魔的黎明守卫军械库 Mod,由Urtho制作。饿了的面包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: Urtho Mod版本: 1.0 Mod大小: 14.53KB 更新时间: 2020-03-31 15:45:16 发布时间: 2020-03-31 15:45:16

详细说明

该mod向Dawnguard的成员以及许多战利品和供应商列表中添加了各种Dawnguard装甲和武器的附魔版本。添加的结界是您通常会在标准装甲上找到的基本游戏标准附魔,例如Fortify Health和Frost Damage等。


在Dawnguard DLC的主要任务线中取得一些进展之后,可以从两个Dawnguard关联的商人Gunmar和Sorine Jurard中轻松找到所有武器和盔甲。 Dawnguad的所有成员,无论是从默认游戏DLC还是经过修改(例如在类似Immersive Patrols的mod中),都有25%的机率获得附魔版本的装甲或武器而非物品的未附魔版本。这些物品有时也可以在地牢战利品中找到,或被一些“上司”类人动物的敌人使用-主要是土匪,宣誓就职的人,当然还有吸血鬼。并非所有的Dawnguard巡逻和狩猎吸血鬼都在正确的地方寻找或毕竟成功。



为什么这个Mod存在


此mod是根据此站点的mods请求论坛中的请求创建的:


要求-预加力DG装甲


偶然看到了请求,这似乎是个好主意,并决定制作此模组-是的,它偶尔会发生。我是集成内容的忠实拥护者,因此从DLC到父游戏中“添加物品”会以默认方式“隐藏”在预装武器和盔甲上,这在某种程度上困扰着我。由于DLC系统的工作方式,这是人为的限制,幸好在使用mod时我们不必忍受。



护甲结界-靴子(6)


强化搬运重量

加强耐力

马弗

抗火

抗霜

抗冲击



护甲结界-胸甲(10)


强化改造

强化召唤

强化破坏

加强健康

强化健康率

强化重型装甲

强化幻觉

强化轻甲

强化恢复

强化耐力率



护甲结界-护手(5)


强化炼金术

强化射箭

强化一只手

强化史密斯

强化两只手



护甲结界-头盔(10)


强化炼金术

强化改造

强化射箭

强化召唤

强化破坏

强化幻觉

强化Magicka

强化Magicka价格

强化恢复

水上呼吸



武器结界-(13)


吸收健康

吸收魔术师

吸收体力

放逐

伤害魔法

伤害耐力

恐惧

瘫痪

休克

灵魂陷阱

转死



总共,此mod向Dawnguard的各种武器和盔甲中添加了44种魔法效果-吸血鬼要当心。



笔记


出于平衡的原因,在玩家达到角色等级10之前,不会从该Mod中出现任何附魔的盔甲或武器。在此之后,所有物品都具有分层的可用性-如您所料,低等级的版本将首先可用,而更高等级的版本将作为可用版本。玩家可以升级到25级以上的所有版本。附魔通常与中级物品的附魔能力联系在一起,因此您不会在这些物品上找到达德里克等级的附魔。大多数武器大约等同于您通常会在同一等级找到的钢板或精灵品质的武器。


除了这些附魔以外,所有Dawnguard物品的脚本效果都保留在原处,这使得它们在对抗吸血鬼时本质上是双重附魔物品。武器或装甲的物品卡中没有视觉显示,但请相信我,它就在那里。如果您自己是吸血鬼并决定接受Dawnguard,请确保您了解这一事实-如果他们在装备好运时获得一三点幸运,它们可能比您原本期望的危险要大得多。


DLC添加了类似装甲物品的多个可视版本,所有变体都创建了附魔版本。这些物品会在生成附魔物品时随机选择,因此在视觉上某些作品看起来会与其他作品有所不同。


假设您有适当的技能来改善魔法物品,则武器和盔甲的调质配方将起作用。这是不具有可改变特权的MOD的奥术铁匠特权,只要其Smithing树中具有等同的“脾气魔法物品”特权,任何特权Mod大修都应能正常工作。如果您希望通过销毁这些新物品中的一项来学习魔法效果,那么所有物品也可能会在附魔桌上消失。



未来的计划


我犹豫并最终被遗忘的一个功能是一般商人整合-那是普通的城市和乡村铁匠,其他可能出售附魔武器和盔甲的人目前不出售这些新物品。相反,它们仅限于找到的战利品,NPC设备和Dawnguard供应商。鉴于Dawnguard派系的背景知识,这是有意为之的,因为我认为,一旦超过任意字符级别,就不会有任何铁匠可以出售这些物品,但应该有点像

重新寻找特殊物品,或至少需要一些最小的努力。


无论是支持还是反对这个想法,我在这一点上仍然不确定。如果您认为应该更改mod的这一方面,请告诉我,它可能会在将来的版本中发生,因为它几乎包含在初始版本中。



兼容性和加载顺序


建议使用修补/合并补丁,因为此mod会以某种方式更改与这些类型的物品相关的大量设备,供应商和战利品清单。如果您不熟悉如何创建或使用或这些类型的修补程序到底用于什么用途,请转到此处了解为什么在使用多个修改Skyrim级别列表的mod时,在您的加载顺序中使用它们是一件好事:


混搭补丁


装甲和武器本身都是新记录,因此涉及它们的冲突应该不存在,并且装载顺序在任何程度上都无关紧要。只要确保此mod在您决定使用的bash / merge补丁程序之前加载且包含在其中即可。如果使用任何纹理替换器,则新项目应使用您选择的纹理,只要它们使用默认路径即可。



可以找到原始天际版本>> HERE <<

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This mod adds enchanted versions of the various Dawnguard armors and weapons to both members of the Dawnguard as well as into many loot and vendor lists.  The enchantments added are base game standard ones that you'd typically find on standard armors - things like Fortify Health and Frost Damage and so on.

All weapons and armor can be found most readily from the two Dawnguard affiliated merchants, Gunmar and Sorine Jurard after you've progressed somewhat in the main questline of the Dawnguard DLC.  All members of the Dawnguad, either from the default game DLC or modded (such as in a mod like Immersive Patrols) have a 25% chance to have an enchanted version of one of the armor pieces or weapons instead of a unenchanted version of the item.  These items can also be found on occasion in dungeon loot or used by some 'boss' humanoid enemies - mainly bandits, forsworn, and of course vampires.  Not all Dawnguard patrols and hunts for vampires were looking in the right place or successful after all.


Why This Mod Exists

This mod was created based on a request in the mods requests forum of this site:

Request - Pre-Enchanted DG Armors

Saw the request by chance, seemed like a good idea and decided to make this mod - yes it can happen occasionally.  I'm a big fan of integrated content so having DLC added items be "walled off" from the parent game in the way they are by default when it comes to pre-enchanted weapons and armor bothers me on some level.  It's an artificial limitation due to the way the DLC system works that we thankfully don't have to live with when using mods.


Armor Enchantments - Boots (6)

Fortify Carry Weight
Fortify Stamina
Muffle
Resist Fire
Resist Frost
Resist Shock


Armor Enchantments - Cuirass (10)

Fortify Alteration
Fortify Conjuration
Fortify Destruction
Fortify Health
Fortify Health Rate
Fortify Heavy Armor
Fortify Illusion
Fortify Light Armor
Fortify Restoration
Fortify Stamina Rate


Armor Enchantments - Gauntlets (5)

Fortify Alchemy
Fortify Archery
Fortify One Handed
Fortify Smithing
Fortify Two Handed


Armor Enchantments - Helmet (10)

Fortify Alchemy
Fortify Alteration
Fortify Archery
Fortify Conjuration
Fortify Destruction
Fortify Illusion
Fortify Magicka
Fortify Magicka Rate
Fortify Restoration
Waterbreathing


Weapon Enchantments  -  (13)

Absorb Health
Absorb Magicka
Absorb Stamina
Banish
Damage Magicka
Damage Stamina
Fear
Fire
Frost
Paralyze
Shock
Soul Trap
Turn Undead


In all, 44 magical effects are added by this mod to the various weapons and armors of the Dawnguard - vampires beware.


Notes

For balance reasons, no enchanted armors or weapons from this mod appear before the player reaches character level 10.  All items have a tiered availability after this point - as you might expect, low level versions will be available first with higher level ones available as the player levels up with all versions available no later than level 25.  Enchantments in general track with mid-level items in terms of enchantment power so you won't be finding Daedric level enchantments on these items.  Most are roughly equivalent to Steel Plate or Elven quality weapons and armor you'd typically find around the same level.

All scripted effects of the Dawnguard items remain in place in addition to these enchantments, making them essentially double enchanted items when it comes to fighting vampires.  This isn't show visually in the item card for a weapon or armor piece but trust me, it's there.  Be sure you are aware of this fact if you happen to be a vampire yourself and decide to take on the Dawnguard - if they get a lucky roll or three when being equipped they could be significantly more dangerous than you might otherwise expect.

The DLC added multiple visual versions of similar armor items, all variants have had enchanted versions created.  These items will be randomly chosen when an enchanted item is generated so visually some pieces will look different than others.

Tempering recipes for both weapons and armors will work assuming you have the appropriate perk to improve magical items.  This is the Arcane Blacksmith perk without mods that alter perks, any perk mod overhauls should work fine as long as they have an equivalent "temper magical items" perk in their Smithing tree.  All items may also be dis-enchanted at an Enchanting Table if you wish to learn a magical effect from destroying one of these new items.


Future Plans

One feature I hesitated about and ultimately left out of the mod is general merchant integration - that is common city and village blacksmiths and others that might sell enchanted weapons and armor do not currently sell these new items.  They are instead restricted to found loot, NPC equipment, and the Dawnguard vendors.  This was done intentionally given the backstory for the Dawnguard faction as I didn't feel like just any blacksmith should have these items available for sale once some arbitrary character level was crossed but they should instead be somewhat rare and special items to find or require at least some minimal effort.

There are arguments both for and against the idea and I'm still somewhat unsure myself on this point.  If you feel this aspect of the mod should be changed let me know and it may happen in a future version as it was almost included in the initial release.


Compatibility and Load Order

A bashed/merged patch is recommended as this mod changes in some way numerous equipment, vendor, and loot lists related to these types of items.  If you are unfamiliar with how to create or use or what exactly these types of patches are used for, please go here to learn why they're a good thing to have in your load order when using multiple mods that edit Skyrim's leveled lists:

Bashed and Merged Patches

The armors and weapons themselves are all new records so conflicts should be non-existent when it comes to them and load order shouldn't matter to any great degree.  Just be sure this mod loads before and is included in any bash/merge patch you decide to use.  If you are using any texture replacers, the new items should use your chosen textures as long as they use the default paths.


Original Skyrim version can be found >>HERE<<




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