耶和华博物馆运输箱补丁(非官方)

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在3DM Mod站下载上古卷轴5:重置版最新的耶和华博物馆运输箱补丁(非官方) Mod,由godescalcus制作。k2000ghm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: godescalcus Mod版本: 1.0 Mod大小: 36.38KB 更新时间: 2020-04-16 14:19:38 发布时间: 2020-04-16 14:19:38

详细说明

非正式补丁如果Icecreamassassin或Legacy开发团队中的任何人都在他们身边解决此问题,并在将来的更新中发布修复程序,则将不再需要此补丁。




Dragonborn SSE的最新版本的Legacy添加了一个实用的运输系统,使您可以将物品发送到Solitude中的博物馆,从而帮助您避免过于烦恼或不得不经常去Solitude。但是,位于温特霍尔德,温德赫尔姆,里夫滕和马卡斯的板条箱却被放置在马格维什地形上的马车旁边。如果它们位于NPC永远不会选择通过的位置(例如内角),通常这可能是无害的-但事实证明,马车司机本身似乎经常在马车周围走动...是有道理的。它们会卡住,或者有时您会发现它们站在板条箱的顶部。修改ICAIO(使他们根据天气和一天中的时间寻找庇护所或温暖地带)之类的编辑购物车驾驶员行为的Mods将使其更加引人注目。


快速解决方案是将板条箱移动到在上下文中有意义的最近的导航网格“孔”。我个人不喜欢在马路中间看到箱子旁边的箱子,因此移动它们似乎是双赢的。




我试图将箱子放在整洁合理的地方。在所有四种情况下,它们都位于最初未被导航的区域。还应注意避免任何闲置的标记,内战标记等。


装运箱的新位置:




“奖励”:黎明之星的箱子并没有完全造成问题。它们在航海地形上,但是在一个NPC仍然不会用于导航的角落里(嗯,如果提示他们绕过玩家角色或另一个NPC等障碍物,那应该不会经常发生)。尽管如此,在通往Windpeak Inn的台阶的另一侧,还是一个不带网眼的地点,上面有几个桶和几个雪莓灌木。灌木丛没有碰撞,那么为什么不交换它们呢?因此,换掉我做的它们,它仍然可以正常工作,很漂亮,希望它不易成为游戏中的问题。


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问题:它与mod x兼容吗?

这个mod非常简单,应该与大多数mod兼容。已在沉浸式公民,更衣室地板,Grass Mods的景观补丁(此补丁应按加载顺序放置在较低的位置)以及影响给定区域但不更改导航网格的许多其他工具中进行了测试。它不能与修改箱子的新位置或编辑导航网格的mod兼容,以至于新位置现在将位于导航地形上,从而阻碍了mod的用途。请注意,mod更改了这些单元格中的导航网格这一事实并不一定意味着它将不兼容。这只是将板条箱和一些植物或静态物品移动到需要的地方。导航网格本身未做任何编辑。在Markarth,我画了一些风景以去除一些草并保持场景整洁(请检查上面的屏幕截图)。它将与其他也解决该单元中景观问题的mod冲突,但是冲突仅意味着您可能会在路砖和诸如此类的东西上弹起草来-没什么让Skyrim习惯我们的习惯了!


希望您喜欢这个补丁。


非常感谢Icecreamassassin,让我上传了此补丁。如果还没有,请检查“ Dragonborn SSE的旧版”(但是,为什么还要检查此mod?)并确保您认可它。

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UNOFFICIAL PATCH If and when Icecreamassassin or anyone on the Legacy development team addresses this issue on their side, releasing a fix in a future update, this will no longer be needed.



Legacy of The Dragonborn SSE's latest version added a practical shipment system allowing you to send items to the museum in Solitude, helping you avoid getting over-encumbered or having to make the trip to Solitude so often. But the crates in Winterhold, Windhelm, Riften and Markarth are placed beside the carriage over navmeshed terrain. This could be harmless in general if they were in a position (such as an inner corner) that NPCs would never choose to navigate through - but it turns out that the carriage drivers themselves seem to walk around the carriage quite often... Makes sense. And they get stuck, or sometimes you'll find them standing on top of the crates. Mods that edit the cart drivers' behaviour, like ICAIO (which makes them seek shelter or warmth depending on weather and time of day) will make this more noticeable.

A quick fix for this is to move the crates to the nearest navmesh "hole" that makes sense in the context. I'm personally not very fond of seeing the crates next to the carriage, in the middle of the road, so moving them seems to be a win-win.



I tried to keep the crates in places that were tidy and made sense. In all four cases they're located in areas that were originally not navmeshed. Also cared to avoid any idle markers, civil war markers and the like.

New locations of the shipment crates:



"Bonus": the crates in Dawnstar weren't exactly creating a problem. They were over navmeshed terrain, but in a corner that NPCs wouldn't use for navigation anyway (well, they might if prompted to go around an obstacle such as the player character or another NPC, but that shouldn't happen very often). Still, on the other side of the steps to the Windpeak Inn, there was a non navmeshed spot with a few barrels and a couple of snowberry shrubs; the shrubs don't have collisions, so why not swap them? So, swap them I did, and it's still functional, pretty and hopefully less prone to being a problem in game.



Question: is it compatible with mod x?
This mod is very simple and should be compatible with most mods. Tested in game with Immersive Citizens, Cutting Room Floor, Landscape Fixes for Grass Mods (this patch should be placed lower in the load order) and many others that affect the given areas, but don't change navmesh. It won't be compatible with mods that make changes in the new location of the crates or edit navmesh in such a way that the new spot will now be over navmeshed terrain, thwarting the mod's purpose. Mind that the fact that a mod changes navmesh in those cells doesn't necessarily mean it won't be compatible. This merely moves the crates and a few plants or static around where needed. No edits were made to the navmesh itself. In Markarth, I painted some landscape to remove some grass and keep the scene tidy (please check screenshot above). It will conflict with other mods that also address landscape in that cell, but the conflict will only mean you may get grass popping on road tiles and stuff like that - nothing that vanilla Skyrim hasn't got us used to!

I hope you enjoy this patch.

Many thanks to Icecreamassassin for letting me upload this patch. Go check Legacy of The Dragonborn SSE if you haven't (but then, why check this mod anyway?) and make sure you endorse it.

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