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基于传说的原始神器

基于传说的原始神器
基于传说的原始神器 基于传说的原始神器 基于传说的原始神器 基于传说的原始神器 基于传说的原始神器
作者:XxLeafeater27xX
发布:hero19841125
发布日期:2020-05-29 15:58:31
更新时间:2020-05-29 15:58:31
这个人很懒,什么也没留下
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基于传说的原始神器

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就其能力和伤害输出而言,《天际》的达德里克神器是如此令人失望。更糟糕的是,某些工件甚至不适合其先前游戏的同类产品,这确实是身临其境的突破和整体沮丧。该mod采用轻巧,无脚本的方法来提高这些工件的效力,以使其即使在最终游戏中也有用。它们非常强大,但是同时,任何定制的双附魔(LEGENDARY)改进武器在绝对伤害输出方面都将超越它们。这些武器的平衡性使其在所有情况下都极为有用,甚至还增加了一些有趣的效果和条件,以使人工武器发挥功能,同时在所有5种TES游戏的绝杀中都保持完全准确。下面列出的是对工件及其余额的更改。我还添加了一些独特的说明,以在解释新效果的同时改善沉浸感。


兼容性

这与直接改变工件的任何东西都不兼容!不要问,它不会按应有的方式工作。如果您在游戏中看不到下面列出的新效果和描述,则说明您与另一个模组存在冲突,需要删除它或将其按照加载顺序移动到上述模组下方。但是,此mod与用于工件的SIMPLE纹理和网格替换器完全兼容。 (例如,形状更好的武器。)


可以使用ESPFE / ESL吗?不,它不能,因为它直接老化了残酷的人工制品,并增加了新的效果,结界和能力。


可以执行XYZ或删除ABC吗?可能不是因为我没有制作62个不同的版本来容纳十亿个不同的负载订单。但是,如果与流行的mod发生冲突,我将进行调查。


如果您有一个为黑檀木刀片添加调质配方的MOD,请删除它!它将在平衡级别上导致此mod的BIG问题。有关详细信息,请参见下面的乌木刀片更改。


如果您使用的是“ Better Vanilla Perks”,则需要在XEdit上对该模型进行手动调整,以使这些武器和盔甲在铁匠铺/砂轮上调温时具有正确的属性。请参阅置顶以快速轻松修复。




乌木邮件


值更改为12,000,毒药伤害从5点增加到10点,增加了25%火焰抗性,增加了20%魔卡抗性,重量降低到25,护甲等级从40降低到40。


以前游戏中的黑檀木邮件(主要是晨风)最初是中型装甲,具有火焰,魔法和盾牌抵抗力。我承认我非常喜欢Skyrim的Mail版本,因此我决定混合效果并保留马弗和有毒的斗篷,这是因为您寻求在权衡的情况下获得它的努力。但是装甲等级也是如此,因为装甲本来是中等的。另外,邮件向来不如板甲。现在相当于钢板装甲。这提供了一个折衷,在牺牲一些物理保护的同时,提供了令人敬畏的效果和魔卡抵抗,因此就物理防御而言,与定制或改进的最终游戏装甲相比,它不被认为是最好的。


Volundrung


基础攻击力现在等同于乌木战锤,暴击伤害提高10,数值提高至7500,使目标的生命值降低20点,持续5秒钟(目标可以恢复。可以认为这是在一定程度上降低了目标的最大生命值时间),增加了10%的麻痹机会,保持了吸收力,并通过矮人锻造技能得到了改善,需要乌木锭。将附魔增加到5000,并将重量增加到30(戴德里克·战锤)。


Volundrung的更改是以前游戏效果之间的混合。在《 li灭》中,目标会瘫痪,并降低其生命值。麻痹在整个比赛中都很普遍,而且吸收疲劳(在天际中不存在,因此保持了吸收耐力)。战锤不是由daedra创造的,而是由dwemer创造的,因此提出了改进的矮人锻造要求。战锤重,并提供出色的损伤和实用性。但是,就原始伤害而言,该武器可以与任何以伤害为导向的附魔乌木战锤或更高等级相比,使其具有平衡性,但仍可发挥作用,并提供独特的三件式附魔,而对手工艺者而言并非最佳插槽(BiS)。


梅伦尼斯的剃刀


体重增加到5(像乌木匕首),暴击伤害从6增加到7,价值增加到8210,增加毒害(在1秒内增加15点),用乌木锻造鳞片,即时杀死效果,不计其数。


在整个游戏中,Mehrunes的Razor都有着有趣的发展。在晨风中,它具有独特的毒药结界,但却失去了即时杀伤机制。在较早的游戏中(如匕首坠落),它会立即杀死目标,但会失去生命值(不是天际的机械师)。因此,我在游戏和《天际》之间找到了融合,并为游戏添加了独特的毒害效果

电子武器,相当于一把匕首。当用于双持武器建造中时,这使其格外有效,既保持了即时杀机的机会,又使公用事业造成了额外的,对绝杀友好的伤害。


乌木之刃


生命值吸收的伤害从10/14/18/22/30增加到15/20/25/30/40体重增加到12,暴击伤害增加到18(游戏中最高),射程增加到1.3(正常长剑长度),打磨基础伤害增加到28(比大剑高出4),交错增加到0.95,价值增加到6500。


现在,我知道您在想什么...为什么黑檀木刀片在受到基础伤害时如此强大?超过龙骨武器?好吧,因为它没有调和配方。这种武器完全可以抵抗通过锻造而产生的任何回火或改动,但是如果被同类武器改良,这种武器将完全不堪一击。因此,我带来了一个新的机械师。现在,它没有被调高以提高其实用性,而是具有游戏中可获得的最高暴击伤害,并且由于其最初是1H剑,因此摆动速度高达1H。这种武器可以被任何具有更高伤害结界的更高等级的巨剑所超越,但由于其致命的攻击使它在偶尔命中的情况下达到甚至更好的水平,因此是极为独特的。但是,由于使用这种武器的技巧,您必须删除对黑檀木叶片进行回火配方的任何模型。否则,它将被彻底破坏。如果您有能力将武器调到传奇(或完全)状态,并且可以这样做,请不要来找我平衡问题。它原本打算保持其基本伤害。




破晓者


基础伤害增加,因此等同于daedric剑,火焰伤害从30增加到30(原为10),暴击伤害增加到8,增加了daedric smithing关键字,并增加了silver关键字(适用于任何通过关键字),爆炸的可能性从25%增加到35%。


Dawnbreaker是Skyrim特有的,因此要使其成为绝大部分内容,就完全添加或更改效果而言,我不能做太多事情。所以我只是给它一个buff和一些必要的关键字,以使其在残局中更加有效和有用,并具有将其恢复成传奇的能力。它很可能会被结界更强的定制阴历或龙骨武器所取代,但是使用它来对抗亡灵不会损失太多,并且您可以在没有太多阻碍的情况下利用这种超凡的爆炸力。


恶斧


添加了银和高贵的神器关键字,将其值提高到3500,将基础伤害提高到24(相当于黑檀木战斧),通过黑檀锻造进行缩放,将与黑檀木战斧匹配的武器的速度和错位增加了,重量从10增加到18,增加了全新的流血伤害效果,可造成5点流血伤害,持续5秒,并叠加(连续攻击时产生约23个流血dps),并为狼人增加25点额外伤害。本质上是更轻巧的乌木战斧


说出您想要这款武器的内容(如果您甚至听说过),但我认为它是Clavicus Vile亲自提供的简单情况下的人工产物。足以为我考虑它。除了看起来像香草,武器甚至在其他方面都令人失望,甚至被精灵武器所超越。因此它有一个非常需要的增益。流血效果来自警卫说:“朋友,这是您挥舞的那把邪恶斧头,朋友。那把刀看起来足够锋利,可以刺穿上帝。”这种锋利的战斧会引起额外的流血,因此它现在具有流血效果,并且还具有砍砍和砍砍的特权。另外,由于使用了斧头杀死一个狼人法师的女儿,因此使这种武器对付狼人并添加silver关键字是完全正确的选择。


莫拉格巴尔之杖


体重增加到20,暴击伤害增加到8,暴击几率增加到1.25,改变结界以吸收耐力和魔力(30点),移走灵魂陷阱,并替换为伤害魔力,增加铁匠铺缩放,使价值增加到9400。


该武器已经非常棒,但我想忠于该武器的知识。它最初吸收了力量和魔力,同时被称为出色的法师杀伤武器。灵魂陷阱是天际版本所独有的,因此将其删除,取而代之的是吸收魔法的结界。现在这是一个有效的法师杀手,每次击中他们的魔法消耗60点,同时给予您耐力。我觉得这是一种非凡的融合。被大多数老练或更高级的武器所取代,具有极强的针对伤害的结界,但仍然是一款令人敬畏的武器,堪称恐怖和传奇的狼牙棒。


血红玫瑰


价值增加到5900,召唤时间增加到2分钟而不是1分钟


无需添加新脚本或完全更改效果就无需太多更改。一世。

源语言: 英语5000/5000字符数上限:5000继续翻译(还可翻译 5000 个字符)保持基本相同,同时增加次要增益并增加其值。

Wabbajack

将值增加到10,000。基础攻击力增加到35

除了武器的价值和伤害提升以外,该武器真的不需要其他任何东西。

腐败头骨

非梦境增强的伤害增加到35,虚幻伤害增加到80。数值增加到4750。

最初在以前的游戏中,此神器会克隆敌人并召唤一个与之战斗的阴影。但是,由于有许多当前的mod可以改变现有的或添加全新的动物和生物,为了使它即使在经过修改的游戏中也保持平衡,该武器仍然适用于Skyrim。

赫辛之戒

将值增加到7000,如果玩家是狼人,则他们会额外获得100点耐力和50%耐力回复。转换效果保持不变。

这枚戒指本来是绝杀绝杀的,但是以前的游戏中狼人机制与天际游戏之间的差异非常大(例如,在前几场中,您被迫在月光下变成狼人形式,必须通过杀戮来满足您的血腥欲望然后,环就允许用户在这些机制中保持对兽血的控制,因此他们被允许随意操作,而不是被迫进入。因此,我决定增加对狼人使用者的吸引力,并通过大量的回复来增加耐力结界。

救世主的皮

价值增加到6480,基础护甲增加到36,魔卡抗性增加到30%(从15%增加),毒物抗性增加到75%(从50%增加)。添加了乌木锻造缩放。

该工件与以前的版本非常接近,但是发现它缺乏回火,抵抗力和基础装甲。因此,它具有增强作用,而不是效果改变。


纳米拉之戒


价值增加到6400,移除了耐力结界,新的结界将所有近战伤害反射回攻击者(此伤害会根据您的难度调整,因此,在较低等级下会非常强大,而在较高难度下会更加弱化。)同类相食的效果保持不变与其他模组的兼容性。添加了Clothingring关键字。

在以前的游戏中,这枚戒指会向攻击者反映伤害。由于基础天际线内的限制,因此只能反映近战伤害。我需要创建一个全新的脚本来反映magicka攻击。这将增加脚本滞后,并且总体上真正脱离了该mod的基础,因为它是轻量级且无脚本的。因此,所反映的伤害只是近战,而所反映的伤害取决于您的难度。如果归根结底,我可以发布可选文件,这些文件根据难度增加/减少环的值。食人症的影响不容忽视。

破咒者

将值增加到8000,将重量减少到10,护甲等级从30降低到30(从38降低),强化病房吸收100点magicka(从50增加),增加了矮人锻造,不再需要锥度持续时间,这意味着订婚后效果立即达到全力,无病房结束。

破咒者是香草天际中的真棒盾牌,但在与法师战斗时受阻时确实受到了伤害,但是更高等级的咒语会削弱你的防御力,使其在设计和意图上几乎毫无用处。在以前的游戏中,敌人的咒语也会被反映出来,但是如前所述,如果没有自定义脚本,这是不可能的,我拒绝使用此mod。因此,病房仍然存在。但是,由于该盾牌能够随着锻造振作进行缩放,并且具有香草游戏中最强的基础守卫(比最佳Magicka守卫的守卫要强20点),并且具有较高的制造能力,因此我将其防御力降低为兽人的防御能力当量。折衷是牺牲物理保护来保护咒语。 (它被称为SPELLbreaker,所以它应该针对SPELLS而非物理还原)。

Oghma Infinium

将您的等级提高10,而不是5。将值提高到13000。

在以前的游戏中,效果保持相似(还影响不在天际的属性点),但平均将等级提高10。因此,它增强了将所选等级提高10的能力。无需编写脚本。

锁骨毒面具
语音防御力从10增加到20(从10增加),易货交易百分比从20%增加到25%,并消除了5%的magicka恢复。将重量减少到6,添加了DaedricArtifact关键字,“调质配方”需要银锭而不是钢锭。

以前游戏中的假面将言语或个性强化了20分,因此该版本也体现了这种强化。删除了Magicka regen,因为它基本上是无用的,并且不存在于其他任何版本的面膜上,并抛光了易货百分比,以弥补浪费的5%magicka regen。

Azura's /黑星和万能钥匙
只有将其值设置为5000/5000/21500。 不需要做任何其他事情来保持传说一致。

——————————————————————————————————————————
Lore-Based Daedric Artifacts

The Daedric Artifacts of Skyrim were such a letdown when it came to their abilities and damage output. Worse still, some of the artifacts didn't even fit their previous games' counterparts, which is truly immersive breaking and overall upsetting. This mod takes a light, no script approach to increasing the potency of these artifacts to make them useful even in end-game. They are very powerful, but at the same time any custom dual enchanted (LEGENDARY) improved weapon will outclass them in sheer damage output. The balance of these weapons makes them extremely useful in all situations, and even adds some interesting effects and conditions to make the artifacts functional, while remaining completely accurate to the lore of all 5 TES games. Listed below are the changes made to the artifacts and their balances. I also added in some unique descriptions to improve the immersion while explaining new effects.

Compatibility
This is NOT compatible with anything that directly alters the artifacts! Do not ask, it won't work the way it should. If you do not see the new effects and descriptions listed below in your game, then you have a conflict with another mod and need to either delete it or move this below said mod in your load order. However, this mod is perfectly compatible with SIMPLE texture and mesh replacers for the artifacts. (for example, better shaped weapons.)

Can this be ESPFE/ESL'd? No, it cannot, as it directly alters the daedric artifacts and adds new effects, enchantments, and abilities.

Can you do XYZ or remove ABC? Probably not because I'm not making 62 different versions to accommodate a billion different load orders. However, if there is a conflict with a popular mod, I will look into it.

If you have a mod that adds a tempering recipe for the Ebony Blade, REMOVE IT! It will cause BIG issues with this mod on a balancing level. See the Ebony Blade changes below for details.

If you are using the mod "Better Vanilla Perks" you will need to make a manual adjustment to that mod with XEdit in order to have these weapons and armor have the correct stats when tempering them at a smithing table/grindstone. See Sticky for quick easy fix.



The Ebony Mail

Changed Value to 12,000, increased poison damage to 10 points (up from 5), added 25% fire resistance, added 20% magicka resistance, Reduced the weight to 25, decreased the armor rating to 40 (down from 45).

The Ebony Mail in previous games (morrowind being the main) was initially medium armor, and had fire, magic, and shield resistances. I will admit that I was extremely fond of Skyrim's version of the Mail, so I decided to blend the effects and keep the muffle and poisonous cloak due to the quest you go through to obtain it while adding a trade off. The weight was reduced, but so was the armor rating, as the armor was originally medium. Plus, mail has always been inferior to plate armor. It is now equivalent to steel plate armor. This provides a trade off, giving awesome effects and magicka resistances while sacrificing some physical protection, that way it is not considered the best compared to custom or improved end game armor pieces in terms of physical defense.

Volundrung

Base damage is now equivalent to an Ebony Warhammer, added a crit damage of 10, value increased to 7500, Drains the target's health by 20 points for 5 seconds (the target can recover. think of this as lowering the target's max health for a certain time), added a 10% chance to paralyze, kept the absorb stamina, improved with Dwarven smithing perk, Requires Ebony ingot. Increased the enchantment to 5000, and increased the weight to 30 (Daedric Warhammer).

The changes to Volundrung were a blend between the previous games' effects. In Oblivion, the target would be paralyzed and have their health lowered. Paralysis was common throughout the games, along with absorb fatigue (not present in skyrim, hence keeping the absorb stamina). The warhammer was not created by the daedra, but by the dwemer, hence the dwarven smithing requirement to improve it. The warhammer is hefty, and provides excellent damage and utility. However, in terms of raw damage, the weapon can be outclassed by any damage oriented enchanted ebony warhammer or above, making it balanced but still useful and providing a unique 3 piece enchantment while not being Best in Slot (BiS) for crafters.

Mehrunes' Razor

Weight increased to 5 (like an ebony dagger), crit damage up to 7 from 6, value increased to 8210, added poison damage (15 points over 1 second), scales with ebony smithing, Instant kill effect left alone, infinite charges.

Mehrunes' Razor had an interesting evolution throughout the games. In Morrowind, it had a unique poison enchantment but lost its instant kill mechanic. In older games such as daggerfall, it would instantly kill the target but lose its health (not a mechanic in skyrim). So I found a blend between the games and Skyrim, and added a unique poison damage effect to the weapon, made it equivalent to a dagger. This makes it exceptionally effective when being used in dual wield builds, keeping the instant kill chance while having the utility to do extra, lore-friendly damage.

The Ebony Blade

Increased the Health absorb damage from 10/14/18/22/30 to 15/20/25/30/40. Increased weight to 12, increased critical damage to 18 (highest in game), Increased reach to 1.3 (normal greatsword length), buffed base damage to 28 (4 higher than daedric greatsword), increased stagger to .95, Increased value to 6500.

Now I know what you are thinking... Why is the Ebony Blade so freaking powerful at base damage? More than dragonbone weapons? Well, because it doesn't have a tempering recipe. This weapon is completely immune to any tempering or alteration via forge in the lore, but the weapon would be completely outclassed by improved weapons of its ilk. So, I brought a new mechanic to it. Instead of being tempered to increase its usefulness, it now has the highest crit damage available in the game and due to it being originally a 1H sword, it swings as fast as one. This weapon can be outclassed by any higher level greatsword with strong damage enchantments, but is extremely unique in the fact that its critical attacks bring it up to par if not slightly better on occasional hits. However, due to this mechanic of the weapon, YOU MUST REMOVE ANY MODS THAT ADD A TEMPERING RECIPE TO THE EBONY BLADE. OTHERWISE IT WILL BE ABSOLUTELY BROKEN. If you have the ability to temper the weapon to legendary (or at all) and you do so, do NOT come to me out balance issues. It was intended to remain at its base damage.



Dawnbreaker

Increased base damage so it is equivalent to a daedric sword, increased fire damage to 30 (up from 10), increased the critical damage to 8, added daedric smithing keyword, added silver keyword (for any mods that alter the behavior of silver weapons via keyword), Increased the chance of explosion to 35%, up from 25%.

Dawnbreaker is unique to Skyrim, so to make it lore-based I couldn't do too much in terms of adding or changing effects entirely. So I merely gave it a buff and some necessary keywords to make it much more effective and useful at endgame, as well as the ability to temper it to legendary. It will most likely be outclassed by custom daedric or dragonbone weapons with stronger enchantments, but you don't lose near as much using it against the undead and you are able to take advantage of that awesome explosive ability without too much hindrance.

The Rueful Axe

Added silver and daedric Artifact keywords, increased the value to 3500, increased base damage to 24 (ebony battleaxe equivalent), scales with ebony smithing, Increased the speed and stagger of the weapon to match Ebony battleaxes, increased weight to 18 up from 10, Added a brand new bleed damage effect that does 5 points of bleed damage for 5 seconds, which stacks (giving about 23 bleed dps when continuously attacking), and added a 25 points of bonus damage to werewolves. Essentially a lighter and unique Ebony Battleaxe

Say what you want about this weapon (if you've even heard of it) but I consider it an artifact on the simple case that it was given by Clavicus Vile himself. That's more than enough to consider it one for me. The weapon was so disappointing in every way except looks in vanilla, being outclassed by even elven weapons. So it got a much needed buff. The bleed effect comes from guards saying "Tis a wicked axe you wield there, friend. That blade looks sharp enough to cut through a god." A battleaxe this sharp should induce extra bleed, therefor it now has it's bleed effect which stacks with the hack and slash perks as well. Plus, due to the axe being given to kill the daughter of a mage who was a werewolf, it felt more than right to make this weapon effective against werewolves and adding the silver keyword.

Mace of Molag Bal

Increased weight to 20, increased crit damage to 8, increased crit chance to 1.25, changed enchantments to absorb stamina and magicka (30 points), removed soul trap and replaced with damage magicka, added daedric smithing scaling, increased value to 9400.

This weapon was already pretty awesome, but I wanted to stay true to the lore of the weapon. It initially absorbed strength and magicka, while being known as an excellent mage killing weapon. Soul trap was unique to the skyrim version so it was removed and replaced with an absorb magicka enchantment instead. This now is an effective mage killer, draining their magicka by 60 points per hit, while giving you stamina. I felt this was an exceptional blend. Outclassed by most daedric or higher weapons with extremely powerful damage orientated enchantments, but still an awesome weapon that fits the bill of being a terrifying and legendary mace.

Sanguine's Rose

Increased value to 5900, increased summon time to 2 minutes rather than 1

Not much was needed to change this without adding new scripts or changing the effect entirely. I kept it basically the same while adding a minor buff and increased its value.

The Wabbajack

Increased the value to 10,000. Increased base damage to 35.

This weapon really didn't need much other than a value and damage boost to fit the lore. 

Skull of Corruption

Increased non-dream buffed damage to 35, increased dream-charged damage to 80. Increased value to 4750.

Originally in the previous games this artifact would clone the enemy and summon a shade that would fight it. However, with a lot of current mods out there that change existing or add brand new animals and creatures, for the sake of keeping it balanced for even modded playthroughs, the weapon remained true to its Skyrim counterpart. 

Ring of Hircine

Increased the value to 7000, if the player is a werewolf, they gain an additional 100 points of stamina and extra 50% stamina regeneration. Transformation effect left untouched.

This ring was originally lore friendly, but the difference between werewolf mechanics in previous games is so vastly different than skyrim's (for example, in the first few, you were forced into werewolf form during moonlight and had to satisfy your blood lust via killing until it was over... ya know, traditional werewolf stuff.) The ring then allowed the user to maintain control over their beast blood during these mechanics so they were allowed to do so at will rather than forced into it. So, I decided to increase the appeal to werewolf users and add a stamina enchantment increase with a hefty portion of regen.

Savior's Hide

Increased value to 6480, Increased base armor to 36, Increased magicka resistance to 30% (up from 15%), increased poison resistance to 75% (from from 50%). Added Ebony smithing scaling. 

This artifact was pretty close to the previous versions, but it was found lacking in tempering, resistances, and base armor. Therefor, it got a buff, rather than an effect change.


Ring of Namira


Increased value to 6400, Stamina enchantment removed, new enchantment reflects all melee damage back at the attacker (This damage is scaled to your difficulty, so it will be extremely overpowered at lower levels while being weaker at higher difficulties.) Cannibalism effect was left unchanged for compatibility with other mods. Added clothingring keyword.

In previous games, this ring would reflect damage back at your attacker. Due to the limitation within the Base skyrim, This only can reflect melee damage. I would need to create a brand new script to get magicka attacks to reflect. This would add script lag and overall really branch away from the basis of this mod as being lightweight and script free. Therefor, the damage reflected is only melee, and the damage reflected is based on your difficulty. If It comes down to it, I can release optional files that increase/decrease values of the ring depending on difficulty. Cannibalism effect was left alone.

Spellbreaker

Increased the value to 8000, reduced weight to 10, decreased armor rating to 30 (from 38), buffed the ward to absorb 100 points of magicka (up from 50), added dwarven smithing, There is no longer a taper duration, meaning the effect is at full strength immediately when engaged, no ward wind up.

Spellbreaker was an awesome shield in vanilla skyrim, but really suffered when it came to fighting mages as blocking but one higher level spell would decimate your defense, making it almost useless for its design and intent. In previous games, enemy spells would also be reflected but as stated earlier, this isn't possible without custom scripting and I refuse to do so with this mod. Therefor, the ward remains. However, due to this shield being able to scale with a smithing perk and has the strongest base ward in the vanilla game (20 points better than the best magicka ward's base) and being of dwemer make, I reduced its defenses to that of an orcish equivalent. The trade off was sacrificing physical protection for spell protection. (It's called SPELLbreaker, so it should be geared toward SPELLS not physical reduction). 

Oghma Infinium

Increases your levels by 10, rather than 5. Increased value to 13000. 

In previous games, the effect remained similar (besides also effecting attribute points which aren't in skyrim) but increased levels on average by 10. Therefor, it got buffed to increase levels selected by 10. No script necessary.

Masque of Clavicus Vile
Increased speech fortification to 20 (up from 10), increased barter percentage to 25% up from 20%, removed the 5% magicka regen. Reduced weight to 6, DaedricArtifact keyword added, Temper Recipe requires silver ingot rather than steel ingot. 

The masque in previous games fortified speech or personality by 20 points, therefor that fortification is reflected in this version as well. Magicka regen was removed as it was basically useless and not present on any other versions of the masque, and buffed the barter percentage to make up for that wasted 5% magicka regen. 

Azura's/Black Star and Skeleton Key
Only changed their values to 5000/5000/21500. Nothing else needed to be done to these to remain lore consistent.

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1.版本号: 1.0   更新时间: 2020-05-29 16:10:10

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