HeartSeeker-射箭附加组件

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在3DM Mod站下载上古卷轴5:重置版最新的HeartSeeker-射箭附加组件 Mod,由iggyluer制作。peijiangluo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: iggyluer Mod版本: 1.0 Mod大小: 1.60MB 更新时间: 2020-06-28 15:40:44 发布时间: 2020-06-28 15:40:44

详细说明

5000/5000字符数上限:5000继续翻译(还可翻译 5000 个字符)描述



我也是台式rpg和crpg的忠实粉丝。我在那些游戏中最喜欢的机械师是
弓箭和弓bo有不同的类型,这些类型会影响有效范围,伤害,检测,暴击,攻击速度,移动速度。
这些不同的属性将迫使远程玩家根据环境和对手来选择遇到的负荷,并且还会影响角色的建立。
在我上一次玩护林员的最后一次运动之后(我是第一次),我决定启动天际并尝试认真的弓箭手建造来复制我所经历的喜悦。太可惜了,没有快乐降临到我身上。我意识到该游戏中的战斗射箭很烂。我的游戏风格最终被偷偷攻击x次->被发现,切换武器或死亡。我想要更多的可变性。
在无处可寻的香草天际中。为了解决这个问题,已经进行了一些大修,但是更改如此剧烈,以至于兼容性
成为一场噩梦。通过添加一些PnP机制到远程武器并使用zedit使其兼容来解决此问题
与所有装载订单。


那么这个mod是做什么的呢?


这个mod将弓箭和cross按照加载顺序分开,分别分为短/轻,长/重和好/围攻,并具有各自的游戏机制,层次和声音集,以区分它们。免责声明:我不是FX艺术家/发烧友,所以请放心
用您自己的文件替换fx文件夹中的音频文件。


这个mod不做什么?

这不会添加任何武器或动画。


现在已经不再需要空间定型的背景和描述了!

游戏设置和更改:
剧透:表演
:5
长弓:6
长弓:11
轻弓箭:8
重弓:9
攻城弓箭:12




振作变化

对Ranger,QuickShot和Eagle Eye(及其在ordinator,vokrii和adamant中的相应版本)进行了更改。他们现在提供被动的增量增益。
(修补程序将解决兼容性问题,因此,如果您使用上述3个特权模块或香草,则无需担心。)
剧透:表演

武器被动

剧透:表演

有效范围:

在PnP中,远程武器具有一个下降点,在该点处,您越远离武器首选的攻击范围,您受到的准确性损失就越大。
有效射程通过射弹速度实现。不同的弹丸类型/级别具有速度差异(您可以在projectiles.json中更改速度以根据自己的喜好进行自定义。)

剧透:表演


远程武器的类型和属性:

每种远程武器类型都分为4级,除了攻城武器和大型武器。等级越高,武器的性能就越高。
仅在使用相同类型的弹药(即短箭头+短弓)时才能激活武器属性。
使用不匹配的弹药将造成50%(即长箭+短弓)的伤害惩罚,而对大型/攻城武器则造成90%的伤害。使用相同级别的弹药(即短弹)时,武器将发挥其最大潜力(匹配分层弹药奖金)。箭头T1 +短弓T1。

剧透:表演

修补程序自定义:


 由于这是一个zedit修补程序,因此它几乎与每个mod兼容,并提供一些自定义功能。设置如下:

短弓暴击伤害倍增
短弓伤害倍增
长弓伤害乘数
轻弓b伤害倍增
重弓b伤害倍增器
长弓伤害倍数
攻城Cross的伤害加倍
体力消耗津贴分配

 修补程序使用以下资源文件来确定如何处理武器/弹药/定制武器:

Projectiles.json:这些包含弹丸层的速度值。
Weapons.json:武器材料和类型,可确定等级,速度,接触范围,声音,交错持续时间等。您可以根据自己的喜好对其进行编辑。
Overrides.json:自定义武器/弹药条目和要忽略的物品

在overrides.json中,您可以通过编辑器ID以及未修补的内容为特定武器/箭头定义自己的值。您将立即知道在查看文件时如何添加自定义项目/覆盖现有的香草项目。伟大/攻城武器的定义就可以了。

我已经为以下模组添加了自定义条目:
传奇的天际cross。 HeartSeeker被添加到此。确保抓住waccf补丁
马克
Noldor内容包
时光之沙
遗产
DragonSlayer弓箭这些将成为伟大的弓箭
攻城Cross系列这些将成为攻城斧


相容性

尽管确实存在一些软冲突,但该Mod几乎与所有Mod完全兼容。如果mod使弓图绘制/重新加载消耗耐力(即Wildcat),则禁用该功能或禁用修补程序设置以分发其自身的耐力津贴。振作大修是兼容的,尽管您可能要根据使用的情况来调整短弓的暴击伤害倍数。我发现良好的设置是:香草3个,沃克里1个,坚决2个。
我相信唯一的mod可能是轻微的

y不兼容是射箭游戏大修,如果它的动画仍然依赖于速度值为1的弓箭,尽管此mod的所有其他功能都可以使用。


Mod Synergy(推荐)



传奇的天际cross HeartSeeker可以与之配合使用,尽管这并非难事。

速度和范围修复->启用适当的工具

动作速度->所有NPC和玩家的绘画/重装以及移动速度将根据技能水平而有所不同

了解敌人->敌人具有不同的抵抗力,这将鼓励护林员在不同的远程武器类型之间旋转

野猫->禁用野猫弓图绘制成本管理或此mod版本)





常问问题:


问:为什么潜行攻击不会一直使用某些武器激活?

答:武器及其弹丸现在具有相同的检测水平。这意味着在狭窄的封闭空间或近距离内对潜行攻击使用长弓(DETECTION LEVEL LOUD)会失败,因为敌人将有更容易的时间来检测攻击。最好将短/轻武器用于室内/短距离偷袭,而其他武器则用于远程偷袭。


已知问题:


沉重的弓箭cross重新加载音频不会与动画同步。 :耸耸肩:


去做:

剧透:表演

学分:


meh321 for Bug Fixing SSE

Waccf的kryptopyr

长/短弓形的cinnacon启发了我从事此工作

Kelsenellenelvian的传奇天际cross激发了我的创作灵感

Klamactus用于功能/平衡反馈

matertheeternal for zedit

renketsuo用于攻击速度框架

——————————————————————————



Description





I'm a big fan of tabletop rpgs and crpgs as well. One mechanic I love in those games is how 
bows and crossbows have distinct types and the types affect things like effective range, damage, detection, crit rolls, attack speed, movement speed.
These different attributes would force ranged players to choose their load outs for encounters depending on environment and opponents, and also influence character builds.
After my last campaign where I played a ranger(for the first time), I decided to boot up skyrim and try a serious archer build to replicate the joy I experienced. Too bad no joy ever came to me. I realized that combat archery in this game just sucks. My play style ended up being sneak attack x times-> get detected, switch weapons or die. I wanted more variability. 
In vanilla skyrim that is nowhere to be found. A couple of overhauls have been made to address this but the changes are so drastic that compatibility
becomes a nightmare. This mod was made to address that by adding some PnP mechanics to ranged weapons and using zedit to make it compatible
with all load orders.



So what does this mod do?




This mod separates bows and crossbows in your load order into short/light, long/heavy, and great/siege each with their own gameplay mechanics, tiers, and sound sets to differentiate them.  Disclaimer: I'm not an fx artist/audiophile so feel free
to replace the audio files in the fx folders with your own.



What does this mod not do?



This does not add any weapons or animations.



Now that the steriotypical background and description is out the way lets get to the numbers!

Gameplay settings and changes:


Spoiler:  

Show


Shorbows: 5
Longbows: 6
Greatbow: 11
Light Xbows :8
Heavy Xbow: 9
Siege Xbow: 12





Perk Changes


Changes have been made to Ranger, QuickShot, and Eagle Eye(and their corresponding versions in ordinator, vokrii, and adamant). They now provide passive incremental buffs.
(The Patcher will resolve the compatibility issues so no need to worry if you use the above 3 perk mods, or vanilla.)


Spoiler:  

Show



Weapon Passives



Spoiler:  

Show



EFFECTIVE RANGE:


In PnP, ranged weapons have a dropoff point where you the farther you go outside your weapons preferred attack range, the more of an accuracy penalty you take.
Eeffective range has been implemented through projectile speeds. Different projectile types/tiers have speed variance.(You can change speeds in projectiles.json to customize to your liking.)


Spoiler:  

Show




Ranged Weapon Types and Properties:


Each ranged weapon type is separated into 4 tiers with the exception of siege and great weapons. The higher the tier, the greater the weapon performs.
Weapon properties are only activated when using ammunition of the same type i.e Short Arrows + Short bows.
Using mismatched ammunition will result in a damage penalty of 50% (I.e Long arrow + short bow) and 90% for great/siege weapons.Weapons perform at their max potential(Matching Tiered Ammunition Bonus) when using ammunition of the same tier i.e Short Arrow T1 + Short bow T1.


Spoiler:  

Show



Patcher Customization:



  Since this is a zedit patcher it is compatible with just about every mod and offers some customization. Settings are as follows:


 Short bow crit damage multiplier

 Short bow damage multiplier

Long bow damage multiplier

Light Crossbow damage multiplier

Heavy Crossbow damage multiplier

Greatbow damage multiplier

Siege Crossbow damage multiplier

Stamina usage perk distribution


  The patcher uses the following resource files to determine how to handle weapons/ammunition/custom weapons:

Projectiles.json: These contain speed values for projectile tiers.

Weapons.json: Weapon material and type which determines tier, speed, engage range, sound, stagger duration etc. Edit these to you liking.

Overrides.json: Custom weapon/ammo entries and items to ignore 


In overrides.json you can  define your own values for specific weapons/arrows by editor id as well as what NOT to patch. You will immediately know how to add a custom item/override an existing vanilla item when looking at the file.  The definitions for great/siege weapons go. 

I've already added custom entries for the following mods:

legendary skyrim crossbows. HeartSeeker was made to add on to this. Make sure to grab the waccf patch

 marc

 Noldor Content Pack

Sands Of time

 Heritage

DragonSlayer bows and arrows These will become great bows

Siege Crossbow collection These will become siege xbows



Compatability


This mod is just about fully compatible with all mods although it does have some soft conflicts. If a mod makes bow drawing/reloading consume stamina(i.e Wildcat) then disable that feature or disable the patcher setting for distributing its own stamina perks. Perk overhauls are compatible although you may want to adjust the crit damage multiplier for shortbows depending on what you're using. I found that good settings are 3 for vanilla, 1 for vokrii, and 2 for adamant.
I believe the only mod that may be slightly incompatible is Archery Gameplay Overhaul if its animations are still dependent on bows having a speed value of 1 although every other feature of this mod will work.

Mod Synergy (Recommended)



Legendary skyrim crossbows HeartSeeker was made to go in conjunction with this although it isn't a hard req.

Speed and Reach fixes   -> Enables proper kiting

Action Speed -> All npcs and players drawing/reloading and movement speed will vary based on skill levels

Know Your Enemy -> Enemies have different resistances which will encourage rangers to rotate between the different ranged weapon types

Wildcat -> Disable wildcats bow draw cost management or this mods version) 





FAQ:


Q. Why doesn't Sneak attacks activate all the time with some weapons?
A. Weapons and their projectiles now have the same detection level. That means using a long bow(DETECTION LEVEL LOUD) for sneak              attacks in small enclosed spaces or in close range will fail because enemies will have a much easier time to detect attacks. Its best                to use short/light weapons for indoor/short range sneak attacks and other weapons for long range sneak attacks.

Known Problems:


Heavy and Siege crossbows reload audio doesn't sync up with animations. :shrug:


To do:

Spoiler:  

Show


Credits:



meh321 for Bug Fixes SSE

kryptopyr for Waccf

cinnacon for Long/short bows which inspired me to work on this

Kelsenellenelvian for Legendary skyrim crossbows which inspired me to work on this

Klamactus for feed back on features/balancing

matortheeternal for zedit

renketsuo for attack speed framework





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