所需军械库-安魂曲的动画军械库

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在3DM Mod站下载上古卷轴5:重置版最新的所需军械库-安魂曲的动画军械库 Mod,由Keyedrin制作。ambrose3000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!

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Mod作者: Keyedrin Mod版本: 1.0 Mod大小: 9.53KB 更新时间: 2020-08-13 10:07:18 发布时间: 2020-08-13 10:07:18

详细说明

这个mod是为个人使用而设计的,但是我想发布它,以防其他人对此想法感兴趣。


我真的很喜欢NickaNak的Animated Armory mod,但我想如果要使用它,我应该给武器赋予自己独特的才能。我现在也真的很喜欢《安魂曲》,它将很快正式移植到SSE TM,所以我决定尝试制作一个使两者相互衔接的mod。我不想完全掩盖香草武器,所以我试图使机管局的武器更多地是带有with头的侧臂,例如鞭子和四分卫是更加注重法术的武器,并且会根据结界而增加。但是,在平衡方面,我也可能不是最擅长的,因此,如果您认为其中任何一个功能过高或不足,请务必让我知道。


剑杆长矛/长矛


从历史上看,双剑和长矛都是精确武器,可以有效地应对未装甲或轻装甲的目标,但由于无法直接刺穿钢板而难以对付钢板。我决定给剑杆和长矛对交错的目标命中致命一击,而由于致命一击忽略了装甲,这就像您在暴露的薄弱点刺伤而不是在板上刺穿。


剑杆聚焦–交错目标有20/40/80%暴击几率,+ 2.10 / 2.20 / 2.40%暴击伤害

派克攻击-交错目标暴击25/50/100%,暴击伤害+ 2.10 / 2.20 / 2.40%


鞭子和棍棒


鞭子和四分卫不会真正被战场上的战士用作武器,但我认为它们非常适合作为法师的侧臂,因为它们提供了一种很好的方式来保持距离或快速多次击中。现在,它们可以获得更快的攻击速度和增强的结界,从而使其能够有效地施加结界效果。但是它们没有额外的装甲穿透力,因为它们都是不精确的工具。


专注鞭打–加快5/10/15%,附魔性提高10/20/30%

四分之一人员专注-更快8/16/25%,可附魔性10/20/30%



从历史上看,戟很适合劈开板块,并且由于可以对它们进行多种多样的攻击,所以它们是小规模战斗或决斗的最佳武器,所以我想通过将其制成强大的武器来体现这一点。在较小的战斗中,战斗持续的时间越长,或者一次攻击的敌人越多,它将开始缺乏。为此,长戟依靠反击和强力攻击来获得额外的好处。长戟在进攻中攻击敌人时确实会增加伤害,并且强力攻击的盔甲穿透力是所有武器类型中最高的,但是普通攻击不会获得额外的盔甲穿透力。


长戟聚焦– + 10/20/30%指示物伤害,+ 20/40/60力量攻击AP


爪子


我还没有想到可以穿上独特的爪子,因此它们目前可以从标准匕首津贴和Animated Armory出血中受益。我可以使它们成为与戟相比的单手操纵,或者我可以完全做其他事情。


已知问题和怪癖


由于关键字和武器选择方面的问题,您不能双重使用相邻武器类型,因为这样会失去香草武器的好处。这意味着您不能使用剑和剑杆,鞭子和钉头锤,但可以使用,例如剑和鞭子或其他任何组合。如果有人知道如何绕过此问题,请通知我,我将实施修复程序,或者尝试自行找到它。


严重伤害并没有在《安魂曲》中真正使用,因为它会增加装甲和伤害值,但是严重伤害是基于静态值的,从而导致难以置信的伤害。我通过将致命一击伤害实际乘以12.x%来“修正”了剑侠和剑道,这意味着它造成的是安魂曲伤害的2倍而不是伤害的1/6。


鞭子和四分之一职员只有在创建新结界时才会受益于结附异能,我想在选择相关特权时使所有鞭子和四分之一职员结界更加牢固,但是我不确定如何做到这一点。

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This mod is designed for personal use, but I wanted to release it in case anyone else would be interested in this idea.

I really like the Animated Armoury mod by NickaNak, but I thought if I was going to use it, I should give the weapons their own unique flair. I also am really enjoying Requiem now, which will be ported to SSE officially soon TM so I decided to try my hand at making a mod to mesh the two. I did not want to overshadow vanilla weapons completely, so I tried to make the AA weaponry more of a side-arm with a gimmick, such as whips and quarterstaffs being more mage-focused weapons that ramp up based on enchantments. But, I also am probably not the best at balancing, so if you think any of these are over or underpowered, be sure to let me know.

Rapier & Pike/Spear

Rapiers and Spears historically were both precise weapons that could deal efficiently with unarmored or lightly armored targets, but would struggle to deal with plate as they didn’t have the leverage to directly stab through it. I decided to give rapiers and spears critical hits on staggered targets, and since critical hits ignore armor, it’s like you’re stabbing at an exposed weak point rather than stabbing through plate.

Rapier Focus – 20/40/80% Crit Chance on Staggered Target, +2.10/2.20/2.40% Crit Damage
Pike Focus – 25/50/100% Crit on Staggered Target, +2.10/2.20/2.40% Crit Damage

Whip & Quarterstaff

Whips and Quarterstaffs would not really be used as weapons by a warrior on the battlefield, but I think they would fit perfectly as the side-arm of a mage, as they provide a great way to either keep your distance or hit multiple times quickly. They now gain a faster attack speed and enhanced enchantments, making them effective for applying enchanted effects. They have no additional armor penetration however, as they both are imprecise tools.

Whip Focus – 5/10/15% Faster, 10/20/30% Enchantability
Quarterstaff Focus – 8/16/25% Faster, 10/20/30% Enchantability

Halberd

Historically, halberds were great for cleaving through plate, and were some of the best weapons for smaller scale battles or duels because of the variety of attacks you could do with them, so I wanted to reflect that by making it a weapon that is incredibly strong in smaller fights but will start to lack the longer a fight goes on or the more enemies attack at once. To that end, the halberd relies on counter-attacking and power attacks to get any use out of the perks. The halberd does increased damage when attacking an enemy in the middle of an attack, and power attacks have the highest armor penetration of any weapon type, but you don’t gain extra armor penetration on normal attacks.

Halberd Focus – +10/20/30% Counter Damage, +20/40/60 Power Attack AP

Claws

I haven’t thought of a unique twist to put on claws so they currently benefit from the standard dagger perks along with the Animated Armoury bleed. I may make them a one-handed equivalent to the halberd, or I may do something else entirely.

Known Issues and Quirks

Due to issues with keywords and weapon-selection, you cannot dual-wield adjacent weapon types as you’ll lose the perks of the vanilla weapon. This means you cannot use a sword and a rapier, or a whip and a mace, but you can use, say a sword and a whip or whatever other combinations. If anyone knows how to bypass this issue let me know and I’ll implement a fix, or I'll try to find it on my own.

Critical damage is not really used in Requiem, since it inflates armor and damage values, but critical hits are based on a static value, leading to incredibly weak crits. I ‘fixed’ this for Rapiers and Pikes by actually multiplying critical hit damage by 12.x%, meaning it deals 2.x times Requiem damage instead of 1/6th the damage.

Whips and Quarterstaffs only benefit from their increased enchantment power when creating a new enchantment, I would like to make all whip and quarterstaff enchantments stronger when picking the relevant perk, but I’m not sure how to do that yet.

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