ApoabariaSE水平列表调整和Bugfix

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在3DM Mod站下载上古卷轴5:重置版最新的ApoabariaSE水平列表调整和Bugfix Mod,由Ropya制作。lcrlb1988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: Ropya Mod版本: 1.0 Mod大小: 1.44 KB 更新时间: 2018-08-27 19:41:16 发布时间: 2018-08-27 19:41:16

详细说明

最初的mod在概念和执行方面都很出色。

我个人不喜欢对香草NPC的编辑,也不喜欢魔药有多便宜。

最重要的是,在调整mod的平衡时,我发现了一些错误

关于某些值的编码。

并非所有错误都是固定的,但有些错误应该是固定的。


需要原始mod:

https://www.nexusmods.com/skyrimspecialedition/mods/1036


您可以使用原始mod和任何/所有补丁创建合并到一个插件中以节省空间。

 

有三个文件可用。

主要是将Apothe Potions of Apothecaria SE添加到各种水平

列表详述如下。

可选项是对某些权限的重新平衡,以及一些错误修正

详述如下。

如果您进行以下编辑,Misc将在Enchantress Perk PotionVendor中添加。




注意,所有药水都包括在Ward Amplify和Auto Muffle之外。

我理解那些有问题。我正在调查他们,看看我能做些什么。


水平列表

启用以下内容:

- 一个龙的全部平均机会掉落一个随机的振作药水。


- 根据角色等级,一个不断升级的机会,让perk魔药掉落

随机的地方,包括各种派系箱子,一些供应商(主要是大篷车),

辐射任务,以及药水通常会产生的任何地方。机会是

非常低,在100级上限。


- 我目前正在试图找出一种可以添加东西的方法

在游戏中创建,将提供随机的振作药水。这个想法是使用5

Daedra Hearts作为成分,并让它创造一个项目,如胸部

这将包括一个随机项目。如果有人知道如何管理

那个,让我知道。


建议使用水平列表的原始Mod调整:

我建议如何根据使用的方法调整原始mod

从这里开始列出。

下载Apothecaria后,正常安装,然后在SSEEdit中打开它。

加载后,执行以下操作:

右键单击Cell(整个类别),选择Remove。是。

打开NPC类别。突出显示列出的所有NPC除了最后两个条目Leroy Jenkins之外。右键单击突出显示的组,然后选择

去掉。是。

最后,打开Quest类别。列出的第一个任务应该是Jase1126PerkPotionsAddVendorsToFaction。右键单击它,选择删除。是。

 

这将删除NPC和单元格的更改,这些更改只会将perk部分添加到其库存清单中。

魔药在野外掉落时不再需要这些编辑。

也就是说,在Misc部分下载的是Apothecaria Enchantress。

它补充了Enchantress独立供应商所需的编辑

出现在Dragonreach中。

不影响任何香草NPC。

她不会为我自然产卵,即使使用原版mod也是如此。

因此当龙内部达到〜时,键入“help enchantress”而不用“”

这将为您提供她的ID代码,在“player.placeatme XXXXXXXX”中使用该类型,其中X是8位数代码。

据我所知,这将永久地产生她。她可能会在Cell重置后离开,但我没有那样做。请注意,如果你想从她那里购买,那些魔药通过她非常昂贵。


我尝试的另一件事,到目前为止失败了,是添加一个咒语,让你有能力召唤Enchantress供应商。从而

远,我没有成功。


平衡调整和次要错误/错误修正:


冰诅咒 - 现在冰霜法术的价格便宜75%,但你不能施放火焰或冲击法术

了。

是:便宜95%。


慢速燃烧 - 现在火焰法术只会造成27%的初始伤害,并且在10秒内每秒造成27%的伤害

(总体上实际上是三倍的伤害)。

是:完全伤害加上每秒完全伤害,持续10秒。


永恒的凤凰 - 现在可以免受伤害6秒。现在有900秒(15分钟)的冷却时间。加上其他原创效果。

是:免疫10秒,60秒冷却时间。


至尊焦点 - 毁灭法术的成本降低10%,强度提高10%。

是:减少5%,强25%。


短路 - 现在震击法术对矮人机器人的效果提高了35%。

是:50%。


神圣转向 - 现在每个技能等级的不死技能等级增加0.1

恢复。 (这允许在10恢复时达到26级,最高可达到

恢复100级的143级)。

此外,神圣转向现在适用效果,正在应用神圣力量

效果之前。

是:1个额外的幅度。因此能够在Res10处转为143级,在Res100处转为1313级。


神圣保护 - 不死生物的伤害降低20%。

是:30%


神圣力量 - 任何不死生物的法术强度都会提高50%。这也适用

你自己,如果你是吸血鬼。

是:100%


自动治疗 - 现在有300秒(5分钟的冷却时间)。

是:5秒。


神圣之触 - 现在每个恢复级别对亡灵造成1%额外武器伤害。

是:5%之前,虽然1%被陈述。


死亡之触 - 现在正确地对每个恢复级别的生命造成1%的额外武器伤害。

是:


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The original mod was great in its concept and execution. 
I personally didn’t like the edits to the vanilla NPCs, nor how cheap the potions were available for. 
On top of that, while adjusting the balance of the mod, I spotted some errors in
the coding regarding certain values. 
Not all bugs are fixed, but some should be.

Requires the original mod:
https://www.nexusmods.com/skyrimspecialedition/mods/1036

You can create a Merge using the original mod and any/all patches here down into one plugin to save space.
 
Three Files are available.
The primary is adding the Perk Potions of Apothecaria SE to various leveled
lists as detailed below.
The optional is a re balancing of some of the perks, and some bugfixes as
detailed below.
The Misc is adding back in the Enchantress Perk PotionVendor if you do the edits below.



Note, all potions included with the exception of Ward Amplify and Auto Muffle. 
I understand those have issues. Im looking into them to see what I can do.

Leveled List
Enables the following:
--20% flat chance across the board of a Dragon dropping a random perk potion.

--An escalating chance, based on character level, for perk potions to drop from
random places, including various faction chests, some vendors (mainly caravan),
radiant quests, and anywhere a potion could normally spawn. The chances are
very low, capping out at level 100.

--Im currently trying to figure out a way to add something in that can be
created in game that would provide a random perk potion. The idea was using 5
Daedra Hearts as the ingredients, and having it create an item such as a chest
that would in turn include a random item. If anyone has an idea how to manage
that, let me know.

Original Mod adjustements recommended to use with leveled list:
I have a recommendation of how to tweak the original mod based on using the
leveled list from here.
After downloading Apothecaria, install it as normal, and then open it in SSEEdit.
Once loaded, perform the following:
Right click Cell (the entire category), pick Remove. Yes.
Open the NPC category. Highlight all NPCs listed EXCEPT the two final entries Leroy Jenkins. Right click the highlighted group, pick
Remove. Yes.
Lastly, open the Quest category. The first quest listed should be Jase1126PerkPotionsAddVendorsToFaction. Right click it, pick Remove. Yes.
 
This removes the alterations to NPCs, and cells, that are only adding the perk potions to their inventory list.
These edits are no longer need with the potions dropping in the wild.
That said, in the Misc section of downloads here is Apothecaria Enchantress. 
It adds back in the edits needed for the Enchantress standalone vendor to
appear in Dragonreach.
Without effecting any vanilla NPCs.
She wouldn’t spawn naturally for me, this was true even with the original mod.
So when inside dragon reach hit ~, type “help enchantress”without the “”
This will give you her ID code, using that type in “player.placeatme XXXXXXXX” Where the Xs are the 8 digit code. 
This will spawn her permanently there as far as I know. She may leave after a Cell reset but I did not have that happen. Note, if you want to buy from her, the potions are EXTREMELY expensive through her. 

Another thing im trying, and so far failing on, is adding ina spell tome that gives you the ability to summon the Enchantress vendor. Thus
far, I have not been successful.

Balance Tweaks and Minor error/bugfixes:

Ice Curse – Now Frost spells are 75% cheaper, but you cannot cast fire or shock spells
anymore. 
Was: 95% cheaper.

Slow Burn – Now Fire spells only do 27% initial damage, plus 27% per second over 10 seconds
(effectively tripling damage overall).
Was: Full damage plus full damage each second for 10 seconds.

Everlasting Phoenix– Now become immune to damage for 6 seconds. Now has a 900 second (15 Minute) cooldown. Plus other original effects.
Was: Immune 10 seconds, with 60 second cooldown.

Supreme Focus –Now Destruction spells cost 10% less and are 10% stronger.
Was: 5% less, and 25% stronger.

Short Circuit – Now Shock spells are 35% more effective against dwarven automatons.
Was: 50%.

Holy Turning –Now Turn undead spells gain 0.1 additional magnitude per skill level of
restoration. (This allows turning up to level 26 at 10 Restoration, and up to
level 143 at Restoration 100).
Also, Holy Turning now applies effect properly, was applying Divine Power
effect before.
Was: 1 additional magnitude. Resulting in ability to turn level 143 at Res10, and level 1313 at Res100.

Holy Protection –Now Damage from undead is reduced by 20%.
Was: 30%

Divine Power –Now Spell magnitude on anything undead is increased 50%. This also works on
yourself if you're a vampire.
Was: 100%

Auto Heal – Now has a 300 second (5 minute cooldown).
Was: 5 seconds.

Divine Touch – Now properly Deals 1% extra weapon damage to undead per level of restoration. 
Was: 5% before, though 1% was stated.

Death Touch – Now properly Deals 1% extra weapon damage to living per level of restoration. 
Was: 5% before, though 1% was stated.

Wardmaster- Now Wards are 60% cheaper to cast
Was: 75%.

Ward Retaliate –Now properly gain 50% melee damage reflection while casting a ward. 
Was: 200%, though 50% was stated.

Boosted the Vanilla spells Candlelight and Magelight to 10 minute duration to increase
functionality of Familiar. 
Was: 60 seconds.

Fearful apparition– Now Fear spell magnitude increased by 0.1 per illusion skill level.
Was: 1 per Illusion, resulting in a 101 times increase at level 100.

Calm Presence – Now Calm spell magnitude increased by 0.1 per illusion level.
Was: 1 per Illusion, resulting in a 101 times increase at level 100.

Angry Interpretation – Now Fury spell magnitude increased by 0.1 per illusion level.
Was: 1 per Illusion, resulting in a 101 times increase at level 100.

Focus Stance – Now when not sneaking and using bows or crossbows, gain 0.2% Critical Chance per
Archery (20% at 100), 0.1% Critical Damage per Archery (10%) at 100, and 0.3% Damage per Archery (30% at 100).
Was: flat gain 30% Critical Chance, flat gain 100 Critical Damage (unstated), flat gain 50% Damage.

Puncture – Now Bow Critical hits deal an additional 2% damage per archery skill level.
Equaling double critical damage at Archery 50, and triple critical damage at
Archery 100.
Was: 5% per Archery level. Doing 6 times critical damage at Archery 100.

Trick Shot – Now Shooting an enemy with a bow or crossbow has a 5% chance to disarm them.
Was: 15%

Disarming Touch –Now has a 60 second cool down. 
Was: 5 seconds.

Dismantle – Now has a 120 second cooldown.
Was: 10 seconds.

Devour – Now has 12 hour cooldown.
Was: 2 hours. Which was not implemented within Plugin.


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