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活力-增强战斗力

活力-增强战斗力
活力-增强战斗力
作者:Alex9ndre
发布:apolloty
发布日期:2020-07-15 16:14:04
更新时间:2020-07-15 16:14:04
这个人很懒,什么也没留下
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疲劳和耐力

现在有几个动作会消耗耐力或对其耐力产生影响,从而提供更深入的耐力管理,这些动作适用于所有可参加比赛的NPC。


-近战武器的攻击费用为(武器重量x 0.25)+每次攻击2体力。

-双重挥舞攻击费用((左武器重量+右武器重量)x 0.25)+每次攻击3体力。

-弓箭的攻击在平局时每秒消耗+ 3的弓箭消耗耐力。

-cross弓的攻击在重装时消耗cost弓重量x 0.5耐力,并在瞄准时减少50%的再生。

-跳跃费用为装甲重量的15%+ 5耐力。

-游泳每秒消耗护甲重量的20%+ 5耐力。

-跑步和施法术会使耐力恢复降低50%。

-阻挡姿态可以使盾牌的耐力恢复速度降低30%,武器降低20%。


当前基础耐力百分比也适用于疲劳的每个阶段的增益或减益效果,这适用于所有NPC,但亡灵(吸血鬼除外)除外。


-当耐力高于75%时,耐力恢复速度加快50%。

-当耐力超过50%时,耐力恢复速度加快25%。

-当耐力降低到50%时,攻击造成-10%的伤害,移动速度降低10%。

-当耐力降低到25%时,攻击造成-20%的伤害,移动速度降低20%。

-耐力耗尽时,攻击造成-30%伤害,移动速度降低30%。



封锁与武器招架


只要演员具有足够的耐力以完全偏转击中点,被阻挡的攻击就会损害耐力而不是健康,否则正常情况下会损害健康。而且,当两个演员同时打击时,武器会在近距离战斗中互相反应,打断攻击并破坏耐力,就好像被阻挡一样。


笔记


-通过立即恢复对演员耐力造成的损失而失去的生命值,而不是将其恢复为相同值,从而实现了块成本耐力,因此,健康状况很差的演员实际上可能会被杀死。

-阻挡或招架时,阻挡振作,结界和药水实际上会减少耐力消耗。



保持平衡


每当演员失去健康时,平衡都会受到与健康损失同等价值的损害。一旦隐藏的平衡条达到0,根据平衡条的波纹度为0,演员将错开并消耗耐力。


-类人生物演员的基础姿势等于该演员的总装甲重量x 0.75 + 20%基础耐力。

-对于非类人动物角色,例如动物,自动机,不死生物和其他生物,其基本体态等于基本体力的10%+基本体力的20%。

-平衡每秒恢复基本平衡的20%(花费5秒而不会受到损坏,以完全恢复平衡杆)。

-健康状态下,平衡杆将完全恢复。

-在施放魔法病房时,演员将不受镇定的干扰。

-交错持续时间为0.75秒,在同一演员上发生一次新交错的冷却时间为2秒,以防止垃圾邮件交错。

-交错后,平衡杆将设置为基本值的10%。



NPC的药水


魔药将分发给NPC,他们现在将有能力使用大部分药水。 NPC将根据其派系恢复恢复健康/耐力/魔法,抵抗火焰/霜冻/冲击/魔法和隐形的药水。 NPC(包括随从)将始终在某些条件下使用这些药水。这些是真正的药水,如果可能的话,可以将其从体内洗劫出去,但是要采取预防措施,以免产生过多的同类药水。


-恢复生命值(100%机率):给予卫兵,士兵,塔尔摩和警惕者。

-恢复生命值(50%几率):给予强盗,弃誓,小偷和黑暗兄弟会。

-恢复魔法(100%机率):给予术士。

-恢复耐力(100%机率):给予后卫,士兵,土匪和宣誓就职。

-抵抗火焰/冰霜/冲击(25%几率):给予术士,宣誓和警惕。

-抵抗魔法(25%几率):给予术士和塔尔摩。

-隐身术(50%几率):给予盗贼和黑暗兄弟会。

-隐身术(15%的几率):给予强盗和弃誓。


笔记


-由于引擎限制,不支持由玩家制作的魔药。

-其他药水也不受支持,因为它们对NPC没有影响,因为它们缺乏只给予玩家的特权(这是一个香草问题)。

-当NPC使用似乎集中在玩家身上的药水时,会发出““咽”的声音,但我认为这是一个小问题,只是假装他们喝的药水真的很大。



其他特性


-基于运行状况阈值禁用被动运行状况再生的选项(默认值为50%)。


-根据健康状况阈值禁用睡眠和快速旅行的选项(默认为50%)。


-使玩家像其他NPC一样交错的选项(锁定到位并且无法执行操作)。


-启用简单的NPC AI的选项,然后尝试躲避强力攻击。


-选择在战斗中向友军禁用友军射击。


-力量攻击的体力消耗为-50%。


-耐力消耗

功率基础从香草的30/55降低到15/30。


-更逼真的近战武器射程(经过实际测试以匹配武器的大小和动画)。


-装甲重量对移动速度的惩罚提高了65%。


-短跑的耐力降低了50%,但是装甲重量的影响增加了。


-香草中35%的效率使战斗中的耐力和魔法再生与非战斗中相同。


-元素和魔法抗性从香草的85%限制为80%。


-伤害和盔甲等级与玩家的相应技能相比更好一点,从香草的40%增加到100级,增加了50%。


-对格挡公式进行了许多更改,并修复了导致较高伤害的武器格挡较少的香草错误。


-阻止强力攻击的效率比阻止普通攻击的效果低25%,而阻止普通攻击的效果降低33%。


-删除了每个装备的装甲件的隐藏装甲等级。


-NPC在施放法术时使用更多的magicka。


-弓和cross的自动瞄准功能已禁用。


-敌方弓箭手的准确性较低。


-自从实施被破坏以来,改变了许多非玩家的香草特权,它们可以修改NPC的伤害,并且基本上试图缩小武器类型之间的差距(例如,使剑对战锤造成相似的伤害)。还移除了使低等级敌人造成一半伤害的特权(如果没有,您可以对付1级强盗)。


-护甲等级>伤害减免值从香草中的0.12增加到0.125。 (由“ Vigor Armor System-DT”插件禁止,该插件将其值设置为0.03)


-NPC的护甲等级从250%的香草提升至300%的相应技能。 (由“ Vigor Armor System-DT”插件禁止,该插件将其值设置为200%)


-向NPC分配“额外技能提升”,此控件可控制与结界有关的许多演员值修改器,从而有效地使所有结界对NPC都起作用,就像它们对玩家起作用一样。 (需要“ Vigor Armor System-DT”插件)


-攻击力量时,演员更容易受到伤害(受到+ 30%的伤害)。 (需要“ Vigor Armor System-DT”插件)


-当持续25%的耐力时,力量攻击和盾牌猛击不能错开。 (需要“ Vigor Armor System-DT”插件)



装甲系统-损坏阈值(可选插件)


无趣的线性装甲等级系统已替换为“损害阈值”系统,在该系统中,装甲等级现在将确定忽略多少平坦伤害,从而使对重装甲目标的爆炸伤害更好,对轻装甲目标的快速攻击更好。伤害的减少基于攻击源,使每种武器类型更加独特,同时还进行了其他一些平衡调整。


装甲等级的每一点将通过以下方式减少伤害:


-0.2(匕首和弓箭)

-0.15(剑与长剑)

-0.1(战斧和战斧)

-0.05(锤和战锤)

-0.1(无武装和生物攻击)


武器类


武器的伤害被归一化,以使剑,战斧和狼牙棒受到的伤害大致相同(两手版本也是如此),匕首也获得了抛光效果,而弓则保持不变。


还必须更改力量攻击,因为它们是香草的巨大伤害尖峰,可玩种族的默认倍数为x2,其他生物的默认倍数为x1.5,同时考虑到活力大大降低了这些攻击的耐力成本,力量现在,在不影响生物力量攻击的情况下,攻击可玩种族造成x1.3伤害(可以通过额外津贴增加)。


护甲


装甲类型也应该彼此之间有更多不同,质量系统将动态计算出您已磨损的装甲(包括防护罩)的总重量,并提供一些元素抵抗力,同时根据您的设备重量降低耐力和魔法再生率。


-防火/防冻/防震性能等于盔甲重量的30%。

-耐力/魔法恢复减少总装甲重量的75%。

-重型装甲的效率比轻装甲高25%。


另外,盔甲保护也分发给了一些没有香草的生物。


-Draugr拥有100 AR的基础并可以使用重型装甲技能进行扩展(像其他NPC一样)

-Chaurus有100 AR,Chaurus Reapers有200 AR。

-Falmer有100基础的AR。

-龙有300 AR。

-所有Dwemer自动机具有250 AR,矮人百夫长具有600 AR。


细节


系统的工作方式是将总伤害减去目标装甲等级,因此,例如,如果造成50点伤害的剑击中200名AR敌人,则将造成20点伤害(减少30点伤害),而如果战锤将对同一个敌人造成80点伤害攻击,将造成70点伤害(减少10点伤害)。为了防止在攻击无法绕过敌人的盔甲时造成负面伤害,将根据武器基础伤害或生物基础未武装伤害(正常攻击为半基础伤害,力量攻击为全基础伤害)造成最小伤害。最小伤害

在所有畅通无阻的点击中添加。



笔记


-敌人的生命线只会在受到伤害后才会出现,并且如果您的攻击绕过了其护甲(即,如果降低的伤害值低于武器伤害值),则即使看不到它,最小伤害仍将正常适用。这是该系统的副作用,但也是检查当前武器是否有效的好方法。

-难度等级的伤害修改器将在减少伤害后应用,这不是设计使然,而是引擎处理难度伤害修改器的方式与其他修改器不同。

-香草线性伤害减少系统并未完全从游戏中移除,它保持25%的效率,因为护甲等级中的每个点都将从0.12%的香草值减少0.03%的伤害(例如,您获得15% 500 AR时减少伤害)。

-像香草碎骨机和碎颅者之类的特权仅适用于香草系统,但请注意,由于只有土匪酋长拥有任何重要的装甲等级,它们已经非常无用了。

-使用此系统,平衡对于充分利用它非常重要,我认为入门武器会造成大约7-22的伤害,而最终游戏武器会造成60-170的伤害,装甲等级也应该在200-600左右在后面的级别取决于构建(类似于香草)。因此,制作循环达到比这些数值更高的大小值将严重地使游戏失去平衡(但是对于香草游戏也是如此)。我建议使用《天际炼金术固定版》或类似的模组,从游戏中删除制作循环。



要求


-SKSE64

-SkyUI

-法术振作物品分销商(用于“活力护甲系统-DT”插件)


安装


-在安装要求之后,请使用您喜欢的Mod Manager下载Mod并激活它。

-在游戏中,默认情况下禁用该mod,请进入MCM菜单并启用它。

-如果在主文件已经运行的情况下在保存中启用了可选的插件“ Vigor Armor System-DT”,则必须先禁用然后重新启用MCM菜单中的mod才能生效。

-卸载前,请确保在MCM菜单中禁用mod,并在战斗结束后至少等待6分钟。


兼容性


应该与大多数mod兼容,因为原始记录的编辑最少,但所做的非常重要,因此请确保在更改游戏设置的任何其他mod之后加载此mod。


与其他战斗模式兼容,例如Wildcat,Ultimate Combat或Deadly Combat,只需确保在这些模式之后加载Vigor并在MCM菜单中禁用冗余功能即可。


“ Vigor Armor System-DT”不应与其他更改装甲等级计算方式的模块一起使用,例如“ Armor Rating Redux”或“ True Armor”,但在技术上兼容时,需要进行测试才能达到适当的平衡(让我知道是否找到)。应在“活力-增强型战斗”之后加载“装甲等级降级”。


如果您使用“活力装甲系统-DT”,则将为Skyrim Revamped-Complete Enemy大修提供平衡补丁,因为这两个mod均增加了NPC的装甲等级,因此不是强制性的,但建议使用。

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谢谢


Spell Perk Item Distributor的powerofthree,它提供了一个不错的修改工具,使损坏阈值系统成为可能。

EnaiSiaion的现代斗殴错误修复(随附)

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

Fatigue & Stamina

Several actions now cost stamina or have an impact on it`s regeneration, providing a more in-depth stamina management, these apply to all playable races NPCs.

- Attacks with melee weapons cost (weapon weight x 0.25) + 2 stamina per attack.
- Dual Wielding attacks cost ((left weapon weight + right weapon weight)  x 0.25) + 3 stamina per attack.
- Attacks with bows cost bow weight stamina when draw + 3 per second while aiming.
- Attacks with crossbow cost crossbow weight x 0.5 stamina when reloading and reduce regeneration by 50% while aiming.
- Jumping cost 15% of armor weight + 5 stamina.
- Swimming cost 20% of armor weight + 5 stamina per second.
- Running and Casting spells reduce stamina regeneration by 50%.
- Blocking stance reduce stamina regeneration by 30% with shields and by 20% with weapons.

The current percentage of the base stamina also apply buffs or debuffs for each stage of fatigue, this apply to all NPCs, except Undeads (excluding vampires).

- When Stamina is above 75%, stamina regenerate 50% faster.
- When Stamina is above 50%, stamina regenerate 25% faster.
- When Stamina is bellow 50%, attacks deal -10% damage and movement speed is reduced by 10%.
- When Stamina is bellow 25%, attacks deal -20% damage and movement speed is reduced by 20%.
- When Stamina is depleted, attacks deal -30% damage and movement speed is reduced by 30%.


Block & Weapon Parry

Blocked attacks will damage stamina instead of health as long as the actor have enough stamina to fully deflect the hit, otherwise health will be damaged normally. Also, weapons will react to each other in close combat when both actors strike at the same time, interrupting the attack and damaging stamina as if blocking.

Notes

- Block costing stamina is achieved by immediately restoring the health lost damaging the actor stamina instead by the same value, thus an actor blocking with very low health might actually get killed.
- Block perk, enchantments and potions will actually reduce the stamina drain when blocking or parrying.


Poise

Whenever an actor loose health, poise will be damaged be the same value as the health lost. Once the hidden poise bar reach 0, the actor will be staggered and stamina will be drained based on how much the poise bar is bellow 0.

- The base poise of a humanoid actor is equal to the actor`s total armor weight x 0.75 + 20% base stamina.
- For non-humanoid actors, such as animals, automatons, undead and other creatures, the base poise is equal to 10% of the base health + 20% of the base stamina.
- Poise is restored by 20% of the base poise per second (takes 5 seconds without being damage to fully restore the poise bar).
- The poise bar is fully restored when at full health.
- While casting a magic ward, actors will be immune to poise stagger.
- The stagger duration is 0.75 sec and the cooldown for a new stagger to happen on the same actor is 2 seconds in order to prevent staggering spam.
- After being staggered the poise bar is set to 10% of the base value.


Potions for NPCs

Potions will be distributed to NPCs and they will now have the ability to use most of then. Potions of restore health/ stamina/ magic, resist fire/ frost/ shock/ magic and invisibility will be given to NPCs based on their faction. And NPCs (including followers) will always use these potions under certain conditions. These are real potions that can be looted from their bodies if possible but precaution was taken to do not give then too many potions of the same type.

- Restore Health (100% chance): Given to Guards, Soldiers, Thalmor and Vigilants.
- Restore Health (50% chance): Given to Bandits, Forsworn, Thieves and Dark Brotherhood.
- Restore Magic (100% chance): Given to Warlocks.
- Restore Stamina (100% chance): Given to Guards, Soldiers, Bandits and Forsworn.
- Resist Fire/ Frost/ Shock (25% chance): Given to Warlocks, Forsworn and Vigilants.
- Resist Magic (25% chance): Given to Warlocks and Thalmor.
- Invisibility (50% chance): Given to Thieves and Dark Brotherhood. 
- Invisibility (15% chance): Given to Bandits and Forsworn.

Notes

- Potions crafted by the player are not supported due to an engine limitation.
- Other potions are also not supported because they have no effect on NPCs since they lack a perk that`s given to the player only (this is a vanilla issue).
- A "gulp" sound will play when NPCs use potions that seem to be centered on the player but i considered this a minor issue, just pretend that they drink potions really loud.


Other Features

- Option to disable passive health regeneration based on health threshold (50% default).

- Option to disable sleep and fast travel based on health threshold (50% default).

- Option to make the player stagger like other NPCs (locked in place and unable to take actions).

- Option to enable a simple NPC AI that make then try to dodge power attacks.

- Option to disable friendly fire to allies in combat.

- Power attacks cost -50% stamina.

- Stamina cost for bash and power bashes have been reduced to 15/30 from the 30/55 in vanilla.

- More realistic melee weapon range (actually tested to match the size of weapons and the animation).

- Increased the penalty of armor weight over movement speed by 65%.

- Sprinting cost 50% less stamina but the effect of armor weight over it is increased.

- Stamina and Magic regeneration is the same in combat as is out of combat from the 35% efficiency in vanilla. 

- Elemental and magic resistances cap at 80% from 85% in vanilla.

- Damage and armor rating scale a bit better with the corresponding skills for the player with 50% increase at lvl 100 from 40% increase in vanilla.

- Many changes to the block formula and fixed the vanilla bug that made weapons with higher damage block less.

- Blocking power attacks is 25% less effective then blocking normal attacks from 33% in vanilla.

- Removed the hidden armor rating of each equipped armor piece.

- NPCs use more magicka when casting spells.

- Auto-aim for bows and crossbows are disabled.

- Enemy archers are a bit less accurate.

- Changed many non-player vanilla perks responsible for modifying NPCs damage since the implementation was broken and basically tried to reduce the gap between weapon types (ie. like make swords deal similar damage to warhammers). Also removed the perk that made low level enemies deal half damage (you can deal with lvl 1 bandits without this).

- Increased the armor rating > damage reduction value to 0.125 from 0.12 in vanilla. (Supressed by "Vigor Armor System - DT" plugin which set it`s value to 0.03)

- NPCs armor rating scale up to 300% with the corresponding skill from 250% in vanilla. (Supressed by "Vigor Armor System - DT" plugin which set it`s value to 200%)

- Distribute "Perk Skill Boost" to NPCs, this control many actor values modifiers related to enchantments, effectively making all enchantments work for NPCs just like they work for the player. (Require "Vigor Armor System - DT" plugin)

- Actors are more vulnerable while power attacking (receiving +30% damage). (Require "Vigor Armor System - DT" plugin)

- Power attacks and shield bashes cannot stagger when bellow 25% stamina. (Require "Vigor Armor System - DT" plugin)


Armor System - Damage Threshold (Optional Plugin)

The uninteresting linear armor rating system has been replaced for a Damage Threshold system where armor rating will now determine how much flat damage will be ignored, making burst damage better against heavily armored targets and fast attacks better against light armored ones. The damage reduction is based on the attack source, making each weapon type more unique and this comes along with several other balance tweaks.

Each point in Armor Rating will reduce the damage by:

- 0.2 (Daggers and Bows)
- 0.15 (Swords and Greatswords)
- 0.1 (War Axes and Battleaxes)
- 0.05 (Maces and Warhammers)
- 0.1 (Unarmed and Creatures attacks)

Weapons

Damage of weapons were normalized in a way that swords, War axes and Maces will deal roughly the same damage (the same is true for their two-handed versions), daggers also got a buff while bows were kept unchanged.

Changes to Power Attacks were also made necessary since their are a big damage spike in vanilla having a default multiplier of x2 for playable races and x1.5 for other creatures and also taking in consideration that Vigor greatly reduce the stamina cost of these attacks, power attacks now deal x1.3 damage for playable races (can be increased with perks) while creatures power attacks were left untouched.

Armors

Armor types should also feel more different from each other, a mass system will dynamically calculate the total weight of your worn armor (shields included) and provide some elemental resistances while reducing stamina and magic regeneration rates based on your equipment weight.

- Fire/ Frost/ Shock resistance is equal 30% the weight of your armor.
- Stamina/ Magic regeneration is reduced by 75% of total armor weight.
- Heavy armors are 25% more effective when compared to light armors.

Also, Armor protection were distributed to a few Creatures that had none in vanilla.

- Draugr have base 100 AR and scale with their heavy armor skill (like other NPCs)
- Chaurus have 100 AR, Chaurus Reapers have 200 AR.
- Falmer have 100 base AR.
- Dragons have 300 AR.
- All Dwemer Automatons have 250 AR, Dwarven Centurions have 600 AR.

Details

How the system works is that the total damage will be subtracted by the target armor rating, so for example, if a sword that deal 50 damage hits a 200 AR enemy, 20 damage would be dealt (30 damage reduced) while a if Warhammer that deals 80 damage attacks the same enemy, 70 damage would be dealt (10 damage reduced).  In order to prevent negative damage in case an attack cannot bypass the enemy armor, minimum damage will be dealt based on the weapon base damage or the creature base unarmed damage (half base damage for normal attacks, full base damage for power attacks), this minimum damage will be added on every unblocked hit.


Notes

- Enemy health bars will only appear once being damaged and if your attack bypass their armor (i.e if the reduced damage if lower then the weapon damage), the minimum damage will still apply normally although you cannot see it. This is a side-effect of this system but is also a good way to check if your current weapon is not effective.
- Damage modifiers from difficulty level, will be applied AFTER the damage reduction, it`s not by design, it`s just how the engine handle difficulty damage modifiers differently then other modifiers.
- The vanilla linear damage reduction system was not completely removed from the game, it was kept with a 25% efficiency as every point in Armor Rating will reduce damage by 0.03% from the vanilla value of 0.12% (for example, you get 15% damage reduction at 500 AR).
- Perks like the vanilla Bone Crusher and Skull Breaker only apply to the vanilla system but note that they were already pretty useless since only Bandits Chiefs had any significant armor rating.
- With this system, balance is very important to take the most of it, i`m considering that starter weapons deal around 7 - 22 damage while end-game weapons deal around 60 - 170 damage, also armor rating should be around 200 - 600 at latter levels depending on the build (similar to vanilla). Thus crafting loop to reach values of magnitudes higher then these will severely unbalance the game (but this is also true for the vanilla game). I recommend Skyrim Alchemy Fixed or a similar mod to remove the crafting loop from the game.


Requirements

- SKSE64
- SkyUI
- Spell Perk Item Distributor (for "Vigor Armor System - DT" plugin)

Installation

- After the requirements have been installed, download the mod with your favorite mod manager and activate it.
- In-game the mod is disabled by default, go in the MCM menu and enable it.
- If you enable the optional pluggin "Vigor Armor System - DT" on a save with the main file already running, you have to disable then re enable the mod in the MCM menu for it to take effect.
- Before uninstalling, make sure to disable the mod in the MCM menu and wait at least 6 min outside of combat.

Compatibility

Should be compatible with most mods since the vanilla records edits are minimum but the ones made are very important, so make sure to load this mod after any other mod that change game settings.

Compatible with other combat mods such as Wildcat, Ultimate Combat or Deadly Combat, just make sure to load Vigor after those mods and disable redundant features in the MCM menu.

"Vigor Armor System - DT" should not be used with other mods that change how armor rating is calculated, such as "Armor Rating Redux" or "True Armor", while technically compatible, testing would be needed to achieve the right balance (let me know if you find it). "Armor Rating Redux" should be loaded after "Vigor - Enhanced Combat".

If you use "Vigor Armor System - DT", a balance patch is provided for Skyrim Revamped - Complete Enemy Overhaul, since both mods add armor rating for NPCs, it`s not mandatory, but recommended.


Thanks

powerofthree for Spell Perk Item Distributor, that provided a nice modding tool that made the damage threshold system possible.
EnaiSiaion for Modern Brawl Bug Fix (included)


原贴地址
1.版本号: 1.0   更新时间: 2020-07-15 16:28:38

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