咬-野兽战斗

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在3DM Mod站下载上古卷轴5:重置版最新的咬-野兽战斗 Mod,由PastChristmas制作。wave0000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: PastChristmas Mod版本: 1.0 Mod大小: 44.62KB 更新时间: 2020-04-24 08:58:36 发布时间: 2020-04-24 08:58:36

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摘要



这个mod的灵感来自天野及其哲学。动物和怪物应与Tamriel的人形种族战斗不同。具体来说,他们的力量,力量和凶猛应该使他们在近战中占据优势。


玩家还可以通过振作系统使用Bite中包含的大多数效果。动物不能以与玩家或NPC相同的方式引起出血或致命一击,因为它们不能使用相关的特权。流血和重击的特权要求玩家/演员使用武器,这需要使用攻击咒语来复制这些效果。


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。


从那以后,我加入了一个可选的插件esp,使Dragonborn对生物的击倒效果具有更高的抵抗力。


攻击星空

现在,大多数生物(包括dwemer自动机)在其攻击数据中的移动都带有特殊的攻击咒语。以下是2个示例:


狼前进力量攻击“突袭”

抽血:1.5伤害/秒,持续7秒

翻倒:当目标生命值达到40%时,击倒能力弱。

感染:2%几率用Rockjoint感染目标。

暴击:20%几率造成3.75额外伤害。


冰魂攻击“咬”

幽灵撕咬:冰伤害7 / s,持续3秒。

感染:有10%几率用Witbane或Wizard Fever感染目标

抽血:每秒伤害1.7点,持续3秒。

暴击:20%几率造成20点额外伤害。


狼袭击的流血持续时间比《天际》中的所有掠食者都长。让他们围绕目标,他们会很快使他们不知所措,但是,他们也需要对倒塌的目标造成最大的伤害。寒冰幽灵的原始魔法攻击已合并到新的攻击法术中,并且现在能够像威瑞班(Heretane)的书中所说的那样,用Witbane感染受害者。


从版本1开始,我还没有修改过石像鬼和毒咬。这些举动已经绑定了咒语效果,但是希望它们在将来的更新中有所介绍。


我将介绍效果...


流血

生物的每秒伤害和实际持续时间会有所不同。在现实生活中依靠出血的动物在游戏中会更擅长,例如狼和军刀猫。猛ma象和母牛go血造成的流血伤害本身非常有效,但是让一包狼立即咬住所有人,会使您的健康下降。


击倒

制作此mod的推动力是使Skywild的击倒效果更宽容,但功能更强大。大多数击倒要求目标低于一定的健康阈值。在天际的食肉动物中,只有熊和雪熊的站立力量攻击能够立即将完全健康的目标击落。击倒分为4个等级:推倒,猛击,推进和发射。


翻倒:将目标撞到地面。如果大多数生物使用自己的体重,它们就有能力使严重受伤的对手摔倒。健康阈值随进行攻击的生物而异。剑拔s张的人只会在生命值达到20%时击倒类人动物,而一头白雪皑皑的剑猫在健康率达到80%时会倒塌。您需要找到一种通常可以避免电源攻击的方法。

猛击:向目标发送几米/英尺。像Netch和Centurions这样的强者有能力在例行攻击中逃跑,但母牛,火鸡和巨魔会因部分力量攻击而逃跑。仍然可以抵抗90%-100%的生命值。

动力:等同于无懈可击的全力呼喊的力量。巨人,猛mm象,Netches和Lurkers独有。这些攻击的力量太强大了,无法抵抗。

发射:超过喊叫的力量。只有最重生物的运行能力攻击才能实现这样的壮举。


较重的动物可以更轻松地击败对手。使您的健康状况保持在80%以上,您将与Skyrim的大多数掠食者站在一起。不要与任何混战强于对手的敌人对抗,因为您绝对没有机会抵抗他们的力量攻击的力量。


暴击

攻击有一定几率造成额外伤害。大多数攻击造成20%的伤害。从版本1开始,猛击/重击攻击造成的基础伤害额外提高50%,而冲刺/穿透攻击的基础伤害则额外提高75%。致命一击是佩刀的最大武器,因为它们的改编可以进行致命的精确穿刺攻击。突击步枪的突袭有40%的几率造成额外75%的伤害。


常规攻击=(基础伤害x基础攻击乘数)x 0.5

冲刺攻击=(基础伤害x基础攻击乘数)x 0.75


暴击的额外伤害会绕过所有防御

问题。不用说这是对关键打击效果的模拟,我会不知所措。在Skyrim中,“真正”的致命一击只有武器才能实现,因此修改它们的mod不适用于野兽的致命一击。


疾病

最初,疾病是与天际动物的攻击相关的唯一影响,但如今,在“叮咬”中,它们只是一组更为复杂的影响的单个组成部分。大多数生物攻击在其中都具有神奇的效果,我称之为“矢量配置文件”。这些效果包含了该生物可以遭受的不同疾病。在成功感染期间,将调用脚本以随机应用这些咒语之一。


撤防

某些攻击可以移除目标装备的武器。可以进行大范围的摆动攻击和狂野的连击。通常,动物越重,效果越强。巨魔的大多数攻击是组合挥击,能够相当轻松地解除武装类人武器的武装。鹿或麋鹿的脚踢在解除武装方面也非常有效。


错开

某些不使受害者倒下的力量攻击在攻击咒语中具有额外的交错力量。




疾病检修


对于此功能的加入,我必须表示歉意。几个月前,我第一次开始研究这个mod。我很快就心烦意乱地发现,如果我想要这些同时发生的效果,就不得不改变《天际》中疾病的工作方式。香草疾病是“恒定的”效应,而我想介绍的效应是“失火”。上述魔术效果无法在同一咒语**享空间。然后我想出了一个新系统,这里是对其功能的简要评估。


优点

疾病可能会像以前的游戏一样具有多种作用。

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。

尽管受害者无法一次全部感染,但现在可以将多种疾病与一次袭击联系在一起。

疾病现在可以具有特殊技能的特效。一旦疾病治愈,福利也将被消除。


缺点

使用两个脚本来实现此目的。一个简单的脚本用于确定要应用哪种疾病,但是它仅在成功感染期间运行,通常在2-10%的时间之间。另一个附加特权,因此也仅在感染后才调用,并且仅针对某些疾病。

您将继续收到通知您感染的消息,但是由于我的脚本功能有限,它现在仅通知您您已感染“疾病”。


简而言之,基本游戏疾病是单一的持续影响,但是随着所包含的疾病检修,它们现在能够容纳多个临时减益器,这些实时减益器可以实时持续36小时。在进行这项大修的过程中,出现了实际的大流行病,我开始对mod的这一功能感到非常不舒服。我选择不删除对多效性疾病的引用,而是选择删除关于多效性疾病的参考文献,并在他们代替。与我最初想象的无所不包的衰弱者相比,他们现在应该更像是怀旧/变种的减益者,但是我发现他们的当前状态现在更加可口。


我真的不想详细写这个话题。知道绝大部分内的疾病都是在某种程度上已适应《天际》。


 兼容性



Bite编辑攻击数据并创建新疾病,因此我在3个重要领域进行了编辑。


我的大部分编辑都集中在Race记录中的攻击数据上,这是我预见到的大多数冲突的出处。如果没有补丁,Skywild和Skytest等Mods将不兼容,但这将是简单的任务。在创建这些补丁之前,我想知道该mod是否需要根据用户反馈进行任何平衡。


冰狼,泥巴蟹变种和霜冻巨人没有各自的种族数据,因此我不得不直接在其NPC记录中修改攻击数据。可能有一些mod可以更改这些记录,但是我怀疑我们是否会修改与它们完全相同的特定内容。在这些情况下,修补补丁可能就足够了。


为了使Stendarr的警惕者能够识别和治疗新疾病,我在两个对话提示中添加了一个。除非另一个mod也增加了疾病,否则我认为这种变化根本不会成为问题,在这种情况下,我们的mod根本无法兼容。


Skywild和SkyTest比我的mod所做的要多得多,因此,没有理由说将来的兼容性补丁不能解决与它们一起出现的冲突。


我实际上并没有编辑香草疾病,但是我的疾病完全取代了它们,因此很遗憾,此mod与添加/修改疾病的mod不兼容。


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。


学分


CumbrianLad在论坛上的帮助使我为某些疾病创造了一些非常有趣的振作效果。

我永远感谢Bethesda创建Skyrim。

——————————————————————————————————————

SUMMARY



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.

ATTACK SPELLS

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...

Bleed
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.

Knockdown
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. 

Critical Hits
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.

Disease
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.

Disarm
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.

Stagger
Some power attacks that do not topple the victim have additional stagger power included in the attack spells. 



DISEASE OVERHAUL


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.

Pros

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.


Cons

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.

 COMPATIBILITY



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.

CREDITS


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.


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