简单简介
在3DM Mod站下载上古卷轴5:重置版最新的信息更丰富的控制台 Mod,由Linthar制作。yy70051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: Linthar Mod版本: 0.1 Mod大小: 173 KB 更新时间: 2018-09-13 18:20:56 发布时间: 2018-09-13 18:20:56
详细说明
更多信息控制台是一个mod,旨在替代Oldrim的Popular MFG控制台mod,遗憾的是从未移植到SSE。它可用于识别哪些mod负责向世界添加新对象,或已将现有对象移动到新位置。它还可以提供有关NPC,物品,法术和容器的详细信息。
说明
要安装只是将下载文件解压缩到您的数据文件夹中并假设您已安装SKSE,它应该在您下次加载游戏时工作。 mod也应该能够由所有主要的mod管理员安装。
在游戏中安装mod后,打开控制台窗口并单击要检查的对象。如果有多个对象与您单击的点重叠,则可能需要使用鼠标滚轮滚动以循环显示这些对象,直到选中要检查的对象为止。选择对象后,屏幕左上方会打开一个窗口,显示详细信息,右下角会显示一些文本,快速概述一些最相关的信息。
表格信息
屏幕右下角的文本显示了有关所选对象的一些基本信息。第一行显示对象的名称(如果有),接下来的几行显示有关对象的基本和引用形式的信息。对于那些不熟悉引擎如何为Skyrim工作的人来说,基本表单是定义对象是什么的形式,而参考表单是用于将对象放置在世界中的形式。因此,如果你在森林中遇到一个强大的强盗,并且你想知道为什么强盗如此强大,你会想要查看基本形式,因为这种形式决定了强盗的统计数据。如果你对匪徒为什么位于树林中感到好奇,你会想看看参考表格,因为参考表格就是强盗把他放在哪里。
从上到下的基础表格和参考表格显示基本表格和参考表格的表格ID。这些可用于在TES5Edit中查找表单,并且还需要许多控制台命令。根据确切的控制台命令,您需要BaseID或RefID才能使命令正常工作。包含控制台命令列表的大多数站点应指定每个命令的列表。
基本类型是基本表单的类型。如果您遇到不熟悉的类型,可以在此处找到完整的记录类型列表。
最后四行显示了首次定义基本和参考形式的mod,以及最后更改这些形式的mod。天际的工作方式,改变形式的最后一个模式是赢得胜利的模式。因此,如果您在世界中看到一个您认为不应该存在的奇怪物体,则Ref定义的线将显示该物体首次放置在世界中的mod,而Ref最后更改的将显示实际的mod。位置正在被取走。如果两条线不同,则意味着第一个mod是在放置世界中的对象时定义的,但最后一次更改ref的mod将其移动到它的当前位置。
额外信息窗口
屏幕左上角的窗口可用于查看有关所选对象的更多详细信息。它的工作原理与MFG控制台非常相似。要与要使用的部件上的窗口鼠标进行交互,请按shift或控制键(Shift是复制MFG控制台工作方式的选项,而控制是任何在移位触发Window粘滞键功能时遇到问题的人的替代方案)。以括号中的数字结尾的任何条目都是可以展开到新窗口以显示更多信息的条目。如果有太多信息无法放入单个窗口,则会出现向上箭头和向下箭头按钮,以便您滚动查看信息。最后,由于与MFG控制台相比,这个mod可以显示的所有附加信息,可以深入到您打开更多窗口然后可以放在1080p监视器上的数据。在这种情况下,最左边的窗口下方有左右箭头,可以向左或向右移动所有窗口,以查看放置在屏幕边缘的窗口。
提供的确切信息将取决于对象的类型。我已经详细介绍了下面一些更有趣的内容。
表格位置信息
对于每个对象,如果展开表单位置信息,您可以选择查看base / ref表单所在的所有mod.Turyrim将仅使用最后一个表单中定义的数据,但这将允许你可以看到被覆盖的mods。
法术
如果你扩展法术,你可以看到NPC知道的每个法术的列表。被列为基础法术的法术是以他们定义的基础形式给予NPC的法术,而添加法术是在游戏开始后添加到NPC的法术。法术不仅仅与NPC可以施放的法术相对应。许多与NPC交互的mod通过向附有脚本效果的NPC添加法术来实现它们的效果,所以如果你在很多NPC上看到来自mod的奇怪法术,它可能会使用一个法术来使该mod的功能起作用。
对于每个法术,您还可以选择查看构成法术的所有效果,以查看法术实际执行的更多细节。
效果
效果显示当前影响角色的所有效果,无论其来源如何。它们可能来自角色施放的法术,也可能来自装备上的附魔,或者可能来自其他来源。
演员价值观
演员值选项显示角色的所有演员值。演员值是诸如技能,盔甲,对各种元素的抵抗等等。此选项包括游戏中的每个参与者值,即使有些实际上并未被香草游戏中的任何内容使用。对于每个值,您可以展开值以查看基值(没有任何影响它的值将是什么值),最大值(一旦考虑到对角色的所有当前影响,该值可以达到的高度),以及当前值是actor当前设置的值。 Health Magicka和Stamina都是演员值,但是为了节省这些值需要的时间,它们显示在额外信息窗口的顶层,而不是仅列出所有其他演员值,以及值在不扩展条目的情况下显示在顶层是该属性的当前值。
是PC Level Mult:
对于基于玩家等级调整的npcs,可以扩展以显示npc的最小和最大可能等级以及应用于玩家等级的乘数以计算npc的等级。
库存和设备
这两个选项功能非常相似。设备显示角色配备的每个项目。这可以包括左手或右手中的任何法术,以及他们装备的任何呐喊。另一方面,库存显示角色库存中的所有项目,或者是否选择了容器的内容。您可以扩展任何武器或装甲的条目,以查看他们的统计数据,以及他们使用的装备槽。
未来的计划
我为这个mod计划了一些进一步的开发。虽然它已经显示了很多有用的信息,但我已经看到有更多的信息可以使用SKSE API检索,我希望将其添加到mod的未来版本中。我愿意接受哪些类型的信息是有用的补充建议,但是我可以通过SKSE访问哪些信息是有限制的,所以我可能不得不拒绝一些建议,因为这些建议是不可行的。
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More Informative Console is a mod designed to serve as a replacement for the Popular MFG console mod for Oldrim, that was sadly never ported over to SSE. It can be used to identify what mod is responsible for adding new objects to the world, or has moved existing objects to new locations. It can also provide detailed information about NPCs, items, spells, and containers.
Instructions
To install just extract the download file into your data folder and assuming you have SKSE installed it should just work the next time you load your game. The mod should also be able to be installed by all major mod mangers.
Once the mod is installed when you are in game open the console window and click on the object that you want to examine. If there are multiple objects overlapping the point you click you may need to scroll with the mouse wheel to cycle through those objects until the one you want to examine is selected. When an object is selected a window will open up on the top left side of the screen showing detailed information, and some text will appear on the bottom right giving a quick overview of some of the most pertinent information.
Form Info
The text on the bottom right of the screen, shows some basic information about the object selected. The first line shows the name of the object if it has one, then the next few lines show information about the base and reference forms for the object. For those not familiar with how the engine works for Skyrim, the Base Form is the form that defines what an object is, while the reference form is what is used to place the object in the world. So if you come across a powerful bandit in the woods, and you want to know why the bandit is so strong, you will want to look at the base form, as that form determines the bandit's statistics. If you were instead curious as to why the bandit was located in the woods you will want to look at the reference form, as the reference form is what placed the bandit where he is.
Going from top down the Base Form and Ref Form display the Form ID's for the base and reference forms. These can be used to look up the forms in TES5Edit and are also needed for a number of console commands. Depending on the exact console command you will need either the BaseID or the RefID to make the command work. Most sites that contain lists of console commands should specify which for each command.
The Base Type is the type of the base form. You can find a full list of record types here if you run across a type you are unfamiliar with.
The last four lines show the mods the base and reference form were first defined in, as well as the mod that last changed those forms. The way Skyrim works, the last mod to change a form is the one that wins out. As such if you see a strange object in the world that you don't think should be there, the Ref defined line will show what mod first placed the object in the world, while the Ref last changed by will show the mod that the actual location is being taken from. If the two lines are different it means that the first mod the reference is defined in placed the object in the world, but the mod that last changed the ref moved it to it's current location.
Extra Info Window
The window in the top left of the screen can be used to see more detailed information on the selected object. It works very similar to MFG console. To interact with the window mouse over the part you want to use and press the shift or control key (Shift is an option to duplicate how MFG console works, while control is an alternative for anyone having trouble with shift triggering Window's sticky keys feature). Any entry that ends with a number in brackets, is an entry that can be expanded into a new window to show more information. If there is too much information to fit in a single window, up arrow and down arrow buttons will appear to allow you to scroll through the information. Finally due to all of the additional information this mod can display compared to MFG console it is possible to go deep enough into the data that you open more windows then can fit on a 1080p monitor. In that case there are left and right arrows under the leftmost window that can shift all of the windows left or right to see windows that were placed past the edge of the screen.
The exact information provided is going to depend on the type of the object. I've detailed some of the more interesting bits below.
Form Location Information
For every object if you expand the Form location information you will have the option to see all of the mods the base/ref form is located in. Skyrim will only use the data from the last mod a form is defined in, but this will allow you to see what mods are being overridden.
Spells
If you expand Spells you can see a list of every spell a NPC knows. Spells listed as Base Spells are spells that were given to the NPC in the base form they were defined in, while Added Spells are spells that were added to the NPC after the game started. Spells don't simply correspond to spells the NPC can cast. A lot of mods that interact with NPCs implement their effects by adding spells to NPCs that have effects with scripts attached, so if you see a strange spell from a mod on a lot of NPCs its likely a spell being used to make that mod's features work.
For each spell you also have the option to see all of the effects that comprise the spell to see more details on what the spell actually does.
Effects
Effects show all effects that are currently affecting a character regardless of their source. They might be from spells cast on the character, or from enchantments on their gear, or they might be from other sources.
Actor Values
The actor values option shows you all the actor values for a character.Actor values are stuff like, skills, armor, resistances to various elements and much much more. This option includes every actor value in the game, even though some are not actually used by anything in the vanilla game. For each value you can expand the value to see the base value ( what the value would be without anything effecting it), the max value (how high the value can reach once all the current effects on the character are taken into account), and the current value which is the what the actor value is currently set to. Health Magicka and Stamina are all actor values, however to save time given how frequently those values are needed, they are displayed on the top level of the extra info window, instead of just being listed with all of the other actor values, and the value shown on the top level without expanding the entry is the current value of that attribute.
Is PC Level Mult:
For npcs that are leveled based on the players level, this can be expanded to show the minimum and maximum possible levels for the npc as well as the multiplier applied to the player's level to calculate the level of the npc.
Inventory and Equipment
These two options function very similarly. Equipment shows every item a character has equipped. This can include whatever spells are in there left or right hand, and whatever shout they have equipped. Inventory on the other hand shows all of the items in a character's inventory, or if a container is selected the contents of that container. You can expand the entries of any weapon or armor to see their stats, and the equip slots they use.
Future Plans
I have a good bit of further development planned for this mod. While it already displays a lot of useful information, I've already seen that there is a good bit more information that can be retrieved using the SKSE API, which I hope to add to future versions of the mod. I am open to suggestions as to what types of information would be useful additions, but there are limits to what information I can access through SKSE, so I may have to reject some suggestions as being infeasible to implement.
文件说明
Mod截图
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