这与EtaYorius在出色的Mod SkyTEST中使用的策略相同。 SkyTEST方法的唯一问题是施加投掷力的咒语不会引起出血或感染疾病，反之亦然。我的解决方案是为每个单独的攻击动画创建攻击效果，以同时实现所有这些效果，这也需要创建一个新的疾病起作用系统。
幽灵撕咬：冰伤害7 / s，持续3秒。
现在它们是“ Fire and Forget”，我可以模拟疾病在Daggerfall / Arena中随着时间的推移所造成的破坏。
与Creation Club的Survival mod非常不兼容，更糟糕的是我没有该创作，所以现在我需要有人的帮助使其与该mod兼容。
为了提高兼容性，我没有修改龙，狼人和吸血鬼领主的攻击数据。 Mod的作者将能够在Bite的esp文件中找到前两个的攻击咒语和向量配置文件。 如果这些用户选择了此选项，那么如果它们没有冲突的mod，他们可以将这些效果重新应用于生物本身。
This mod was inspired by Skywild and its philosophy. Animals and monsters should fight differently to the humanoid races of Tamriel. Specifically, their strength, mass and ferocity should give them an edge in melee combat.
Most of the effects included in Bite are also usable by the player via the perk system. Animals cannot cause bleeding or critical hits in the same manner as the player or NPCs, as they cannot use the associated perks. Bleeding and critical hit perks require the player/actor to wield a weapon, which necessitates the use of attack spells to replicate these effects.
This is the same strategy used by EtaYorius in the brilliant mod SkyTEST. The only problem with SkyTEST's approach is that the spells that apply throwing force don't cause bleed, or infect disease and vice versa. My solution is to create attack effects for each individual attack animation to achieve all these effects at once, which also necessitated creating a new system for diseases to work.
I've since included an optional addon esp that gives the Dragonborn a heightened resistance to the knockdown effects of the creatures.
Most creatures including dwemer automatons now have special attack spells attached to their moves in their attack data. Below are 2 examples:
Wolf Forward Power Attack "Pounce"
Bleed: 1.5 damage/s for 7 seconds
Topple: Weak knockdown when target is at 40% health.
Infection: 2% chance to infect target with Rockjoint.
Critical Hit: 20% chance to inflict 3.75 extra damage.
Ice Wraith Attack "Bite"
Wraith Bite: Ice damage 7/s for 3 seconds.
Infection: 10% chance to infect target with Witbane or Wizard Fever
Bleed: 1.7 damage/s for 3 seconds.
Critical Hit: 20% chance to inflict 20 extra damage.
Wolf attacks boast longer bleed durations than all of Skyrim's predators. Let them surround their target and they will overwhelm them quickly, however they also need to do the most damage to topple targets. The ice wraith's original magic attack is incorporated in to the new attack spell and it is now capable of infecting victims with Witbane, as it was purported to do in Herebane's book.
As of version 1., I haven't modified the gargoyle and poison bites. These moves already have spell effects bound to them, but expect them to be covered in a future update.
I will go over the effects...
Creatures vary in damage per second and the actual duration. Animals that rely on bleeding in real life will be more adept at in game, such as wolves and sabre cats. Bleed damage caused by mammoth and cow goring are quite potent by themselves, but allowing a pack of wolves to bite you all at once will have your health plummeting.
An impetus for making this mod was to make the knockdowns from Skywild slightly more forgiving, but more powerful. Most knockdowns require the target to be below a certain health threshold. Of Skyrim's carnivores, only the bear and the snow bear's standing power attacks are capable of knocking a fully healthy target down instantly. Knockdowns come in 4 levels of strength: topple, fling, drive and launch.
Topple: Knocks the target to the ground. Most creatures are capable of toppling severely wounded opponents if they use their weight. The healththreshold varies with the creature performing the attack. A skeever will only knock down humanoids at 20% health, whereas the pounce of a snowysabre cat topples anything collapsible at 80% health. You need to find a way to avoid power attacks in general.
Fling: Sends the target a few metres/feet back. Stronger beings like Netch and Centurions are capable of flinging with their regular attacks, but Cows,Horkers and Trolls can strain to fling with some of their power attacks. These can still be resisted at 90% - 100% Health.
Drive: Equivalent strength to the full Unrelenting Force shout. Exclusive to giants, mammoths, Netches and Lurkers. The force of these attacks are too strong to resist.
Launch: Exceeds the power of the shout. Only the running power attacks of the heaviest creatures are capable of such feats.
Heavier animals have a much easier time knocking opponents. Keep you're health above 80% and you'll stand your ground against most of Skyrim's predators. Don't antagonise anything that grossly outweighs you with melee, as you have absolutely no chance to resist the force of their power attacks.
Attacks have a percentage chance to do extra damage. Most attacks have a 20% to inflict damage. As of Version 1, Slashing/Hacking attacks do an extra 50% of base damage, whereas thrust/piercing attacks do an extra 75% of base damage. Critical hits are the greatest weapon of the sabrecat, as their adaptations allow for deadly precise piercing attacks. The pounce of the sabrecat has a 40% chance to inflict an extra 75% damage.
Regular Attacks= (Base Damage x Base Attack Multiplier)x 0.5
Thrust Attacks= (Base Damage x Base Attack Multiplier)x 0.75
The extra damage of a critical hit bypasses all defences. It would be remiss of me to not say that this is a simulation of the critical hit effect. "True" critical hits in Skyrim are only possible with weapons, so mods that modify them won't work for beast criticals.
Originally, diseases were the only effects attached to the attacks of Skyrim's animals, but in 'Bite' now they are a single component of more complex set of effects. Most creature attacks have a magic effect within them that I call a "vector profile". These effects contain the different diseases the creature can afflict. During successful infections, the script is called to apply one of these spells at random.
Certain attacks have the ability to remove the target's equipped weapon. Wide swinging attacks and wild combo attacks are the ones capable. As usual, the heavier the animal the stronger the effect is. Most of a troll's attacks are combination swipes capable of disarming armed humanoids fairly easily. The kicks of a deer or elk are also very effective at disarming.
Some power attacks that do not topple the victim have additional stagger power included in the attack spells.
I must apologise for the inclusion of such a feature. I first began working on this mod many months ago. I quickly discovered to my chagrin that if I wanted these simultaneous effects that I would have to change how diseases in Skyrim worked. Vanilla diseases are 'constant' effects, whereas the effects I wanted to introduce were 'fire and forget'. The aforementioned magic effects cannot share space in the same spell. I then came up with a new system, here is a brief evaluation of its capabilities.
Diseases can have multiple effects like they did before in previous games.
Now they are "Fire and Forget" I can simulate the damage over time effects diseases had in Daggerfall/Arena.
A multiple diseases can now be attached to a single attack, although victims cannot be infected by them all at once.
Diseases can now have perks that apply perk-specific debuffs. Once the disease is cured the perks too are also removed.
Two scripts are used to realise this. One simple script is used to decide which disease is applied, however it is only run during a successful infection, which is usually between 2-10% of the time. The other attaches the perks, so it is only called after infections too and only for certain diseases.
You'll continue to receive messages informing you of your infections, however due to my limited scripting ability it now only informs you that you have been infected with "a disease".
In short, the base game diseases were single constant effects, however with the included disease overhaul they are now capable of housing multiple temporary debuffs that last up to 36 hours real time. Midway through work on this overhaul, an actual pandemic arose and I began to feel very uncomfortable with this feature of the mod.Rather than refraining from uploading my project, I opted to remove references to the multiple effect diseases and and created single effect versions in their stead. They should be more like nostalgic/varied debuffs now than the all-encompassing debilitators like I originally imagined, but I find their current state more palatable right now.
I don't really want to write about this subject in detail. Know that most diseases in the lore within reason have been in some way adapted for Skyrim.
Bite edits attack data and creates new diseases, so I made edits in 3 important areas.
Most of my edits focus on the attack data within Race records, which is where I foresee most of the conflicts arising. Mods like Skywild and Skytest will be incompatible without a patch, but this will be simple task. Before I do create these patches, I would like to know if the mod requires any balance based on user feedback.
Ice wolves, mudcrab variants and frost giants have no respective race data, so I had to directly modify the attack data within their NPC records. There may be a few mods that may change these records, but I doubt we would be modifying the exact same specific thing about them. A bashed patch may be enough in those instances.
In order for the Vigilants of Stendarr to be able to recognise and treat the new diseases I made a single addition to two dialogue prompts. I don't think this change will be a problem at all unless the other mod also adds diseases as well, in which case our mods wouldn't be compatible anyway.
Skywild and SkyTest do a lot more than what my mod does, so there is no reason that a future compatibility patch could not address the conflicts that will arise with them together.
I don't actually edit the vanilla diseases, however my diseases totally supplant them, so unfortunately this mod is incompatible with mods that add/modify diseases.
Very much incompatible with the Creation Club's Survival mod, and to make matters worse I don't have the creation, so right now I'd need somebody's help to make it compatible with that mod.
To improve compatibility I didn't modify the attack data of dragons, lycanthropes and vampire lords. Mod authors will be able to find attack spells and vector profiles for the first two in Bite's esp file. If these users so choose, they can reapply these effects to the creatures themselves if they have no conflicting mods.
CumbrianLad whose help in the forums has allowed me to create some very interesting perk effects for some diseases.
Bethesda who I'll always be grateful to for creating Skyrim.