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SkyVerse LEO(战利品和经济大修)

SkyVerse LEO(战利品和经济大修)
SkyVerse LEO(战利品和经济大修)
作者:DrPharmDawg
发布:pippen0706
发布日期:2018-08-31 18:24:27
更新时间:2018-08-31 18:24:27
这个人很懒,什么也没留下
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1.5
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大修
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介绍


简单地说,香草战利品系统和经济允许财富积累和获取最佳可用项目(基于水平)太容易,有效地使角色扮演的管理资源方面不存在。

有许多Loot和经济型大修可用,这只是我对它的看法。


掠夺变化:

使用Common / Uncommon / Rare / Scarce / Enchanted方法(CURSE)为所有物品实施丰富系统。

角色等级对您将找到的项目几乎没有影响。

这种丰富程度取决于物质,价值和效力(例如结界和魔药)。

文物被拆除了。无论字符级别如何,您都会找到最强的版本。

关于在动植物上发现多少肉和成分,收获更为现实。

黄金无处不在香草(人,瓮,棺材,甚至动物)。移除不属于的黄金。


经济变化:

几乎所有东西的价格都有所提高(房屋,租房,买马等)

工作更有利可图。可能还不足以“以砍柴为生”,但仍然比香草更有利可图。

狩猎更有利可图 - 生皮/毛皮/和其他各种动物部分的价值增加。

如上所述,黄金已从不属于的地方移走;掠夺变化减缓了财富的积累。

供应商将有更多的黄金可以进行易货交易,但也会有更少的商品(基于丰富程度)。

供应商库存更专业。例如,只有药剂师会有药水/毒药。

更多供应商 - 农民,矿工和渔民买卖适当的物品(食品,矿石,鱼)。

Speechcraft在更大程度上影响定价。

犯罪更加昂贵,并且适合每个人。



以武器为例。在1级你只找到钢铁,40级你会自动找到玻璃和乌木的所有东西......无处不在...因为你是40级的东西......乌木不应该实现,因为你学会了如何挑选口袋并成为一个大师级魔术师。


相反,钢铁武器将永远是最丰富的,玻璃和乌木是最罕见的。有可能你有一个5级的黑檀木战斧。即使在玩到100级之后,你也可能永远找不到玻璃匕首。这里的想法更加真实,更不用说寻找稀有物品更有价值,而不是提一下你是如何使用它的(仔细决定使用哪种结界,因为你不知道什么时候会遇到另一个......当然,当你找到另一个大灵魂宝石去做迷人时也是这样)。


下图是丰富度实施的一个例子。我只使用Level来保持组织有序。




这个mod使用两种方法(主要是)来实现战利品平衡:

全局变量,用于指定在级别列表中查找特定项目的机会。

调整后的水平列表以获得适当丰富的材料/价值/效力。


例如,你打开一个老板的胸部,找到一个魔法矮人匕首。你怎么得到的?

全局变量确定一个魔法匕首在胸部(10%几率)。

水平列表确定它将是矮人(5%的几率)。

结界本身是随机的,但效力是基于3级结界的60%/ 30%/ 10%。


兼容性


由于使用的方法,更改Leveled Item列表的mod可能会发生冲突。使用Bashed Patch会将所有东西拼接在一起,但是从测试到目前为止你将失去这个mod的丰富部分(全局变量仍然可以工作,改变你找到魔法矮人匕首的机会,但它的预期平衡是Iron vs. Ebony将会失败)。


我将首先研究将在我的SkyVerse指南中解决mod的补丁。但是,如果有任何补丁请求,我也可以对它们进行处理(只需添加注释)。


加载订单


将LEO置于您的订单(较高优先级)较低的位置,以获得两个层级的好处。在添加到水平列表的mod之前放置可以提供丰度变量(常见,不常见,稀有等),但可能会覆盖基于材料/值/功率丰富的水平列表。


要求


如果没有这些,我不认为有人会再玩,但为了尽可能彻底,需要以下mod:

所有官方DLC(Dawnguard,Hearthfire,Dragonborn)。

非官方的天际特别修补补丁(USSEP)。

裁剪房(CRF)。

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

Introduction

Simply put, the vanilla loot system and economy allows for wealth accumulation and acquiring the best available items (based on level) too easy, effectively making the managing resources aspect of role-playing non-existent.
There are a number of Loot and Economy type overhauls available, this is just my take on it.

Loot Changes:

Implement an Abundance system for all items, using a Common / Uncommon / Rare / Scarce / Enchanted approach (CURSE).

Character level has little to no impact on what items you will find.

This abundance is based on material, value, and potency (for example enchantments and potions).

Artifacts are de-leveled. You will find the strongest version regardless of character level.

Harvesting is more realistic with regards to how much meat and ingredients found on animals and plants.

Gold is everywhere in vanilla (on people, urns, coffins, even on animals). Removes gold where it does not belong.


Economy Changes:

Prices for nearly everything has been increased (houses, renting a room, buying a horse travel, etc.)

Work is more profitable. Probably not enough to "make a living chopping wood", but still more profitable than vanilla.

Hunting is more profitable - value on hides / pelts / and other various animal parts increased.

As mentioned above, gold has been removed from where it does not belong; the Loot changes slows the accumulation of wealth.

Vendors will have more gold in which to barter, but will also have fewer items (based on abundance).

Vendor stock is more specialized. For example only apothecaries will have potions/poisons.

More vendors - Farmers, Miners, and Fishermen buy and sell appropriate items (food, ore, fish).

Speechcraft impacts pricing to a greater degree.

Crime is more expensive, and tailored to each hold.


Example

Take weapons for example. At level 1 you only find Iron and Steel, by level 40 something you are automatically finding everything in Glass and Ebony... everywhere... because you are level 40 something... Ebony should not materialize because you learned how to pick pockets and become a master conjurer.

Instead, weapons of Iron and Steel will always be the most abundant, with Glass and Ebony being the most rare. It is possible that you have an Ebony Battleaxe by level 5. It is possible you never find a Glass Dagger, even after playing to level 100. The idea here is more realistic, not to mention more rewarding for finding that rare item, not to mention how you use it (carefully decide which enchantment to use because you do not know when you will come across another... of course the same goes for when you will find another Grand Soul Gem to do the enchanting).

The below chart is an example of how abundance is implemented. I use the Level simply for keeping things organized. 



This mod uses two approaches (primarily) to achieve loot balance:

Global variables to assign the chance of finding particular items in Leveled Lists.

Adjusted Leveled Lists to achieve appropriate abundance of material / value / potency.


For example, you open a boss chest and find an Enchanted Dwarven Dagger of Fire. How did you get it?

The global variable determined that an enchanted dagger was in the chest (10% chance).

The leveled list determined that it would be Dwarven (5% chance).

The enchantment itself is random, but the potency is based on a 60% / 30% / 10% for the 3 levels of enchantment.


Compatibility

Due to the methods used, mods that change Leveled Item lists will likely conflict. Utilizing a Bashed Patch will mesh everything together, but from testing thus far you will lose the abundance portion of this mod (the global variable will still work, changing your chance of finding that Enchanted Dwarven Dagger of Fire, but the intended balancing of it being Iron vs. Ebony will be lost).

I will be working on patches that will address for mods in my SkyVerse Guide first. However if there are any requests for a patch I can do work on those as well (just add a comment).

Load Order

Place LEO low in your order (higher priority) in order to get the benefits of both tiers. Placing before mods that add to leveled list may provide the abundance variable (common, uncommon, rare, etc.), but will likely overwrite the leveled lists which base abundance on material / value / power.

Requirements

I do not imagine anybody plays any longer without these, but just to be as thorough as possible, the following mods are required:

All official DLCs (Dawnguard, Hearthfire, Dragonborn).

Unofficial Skyrim Special Edtion Patch (USSEP).

Cutting Room Floor (CRF).



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1.版本号: 1.5   更新时间: 2018-08-31 18:26:31

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