简单简介
在3DM Mod站下载上古卷轴5:重置版最新的炼金术和烹饪大修 Mod,由kryptopyr制作。allen_ren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: kryptopyr Mod版本: 2.0 Mod大小: 221 MB 更新时间: 2018-09-14 21:34:15 发布时间: 2018-09-14 21:34:15
详细说明
经典版|兼容性|我的Mods | Patreon |捐赠
炼金术可能是“天际”中最复杂的技能系统,并且有可能成为一个精美细致的制作系统。不幸的是,它也受到不一致,不平衡和糟糕的设计选择的困扰,这些选择通常会将技能降低到一个快速堆积金币的简单方法。该模式旨在改变这一点,以平衡和增强该系统的固有复杂性,并为炼金术士的工艺带来更多的多功能性和乐趣。
炼金术
炼金术的所有方面都经过了重新设计,以实现更大的平衡和一致性。
修复了“天际”中与可收获物体相关的错误,包括植物重生虫。
将恢复药水和伤害毒药的持续时间设置为1秒,5秒或10秒的选项。
所有的药水都经过重新命名,可以让它们自然地从最强到最弱。
玩家创造的药水将被命名为更好地反映他们的力量和效果。
玩家创造的魔药在力量,成本和名称上与游戏中现成的魔药完全一致。
不纯的药水不再提供快速致富的手段。
添加16种新的炼金效果,这些效果可以从成分中产生,并作为现成的药水发现。
手榴弹和持久武器涂层开辟了新的战斗策略和游戏风格。
新的便携式炼金术工作站可以在任何地方进行药水创作。
制作可用于绷带的药膏和膏药,以替代治疗法术和药水。
提取较弱的药水以制造更强的版本。
世界上已融入了100多种新的传说友好成分。
增加了51个新生物:21只飞蛾和蝴蝶,11只蜻蜓和19种池塘鱼。
植物和动物的收获量已经过调整,以获得更大的真实感和更乏味的游戏玩法。
Hearthfire的园艺功能已经更新,包括缺少香草植物以及许多新添加的成分。
拥有来自社区中一些最好的模型和艺术家的高品质网格和纹理。
从堕落的敌人那里收获血液和其他强大的炼金成分。吸血鬼可以使用血液来制造独特的血液药水。
烹饪
肉类可以从几乎所有的动物和生物中收获,并用于新的烹饪食谱。
增加了100多种新食品。
所有的食物效果都被改变以使用延长的持续时间'强化'效果。
大型食品和饮料现在自动分成较小份量。
烹饪食谱已经过重新设计,以实现更好的平衡和更大的真实感。
当您创造食物时,您将获得烹饪经验并提高您的烹饪技巧。
提高您的烹饪技巧将使您获得更复杂的食谱,并增加您消费的食物的强度。
对于那些不想使用单独需求模块的人来说,包括一个完全可选且非常轻巧的饥饿和疲劳系统。
现在,酒精饮料会因越来越严厉的惩罚而导致酒后驾车。
为Namira的粉丝提供了食人的食谱选择。
特别感谢
这个mod是一项艰巨的任务,我很幸运能够创造出一些令人难以置信的帮助。
我特别感谢Tascani,Teabag86和Excinerus的所有工作和帮助。没有他们的帮助,努力工作和灵感,这个mod就不可能实现。我还要特别感谢Impulseman45,SparrowPrince,gooball60,theregisteredone,wiseman303和Kelmych,为这个项目提供额外的自定义资源。
Tascani制造了CACO中使用的炸弹。这个系统的平稳有效运作就是他所做的一切。他还致力于平衡,头脑风暴以及mod的许多其他技术方面。
Teabag86帮助集体讨论和测试想法,修改网格,创建电子表格和食物配方,整合和跟踪资源,并在这个mod的许多其他方面工作。
Excinerus对于炸弹的制作也是至关重要的,它创造了炸弹使用的所有奇妙的新网格,以及创建和修改许多其他自定义网格和纹理。
Impulseman45创造了华丽的新蝴蝶和蛾网以及许多纹理,以及新的铁木树。
Kelmych帮助创建食物配方并组织用于创建此mod的大量电子表格数据。
SparrowPrince帮助修改和改进了各种网格和纹理。
Gooball60为新效果设计了独特的药水瓶,并允许我包含来自Unique和Improved Potions的一些其他网眼。
theregisteredone创造了这个mod中使用的漂亮的新蜻蜓纹理。
wiseman303允许我包含他的Flora Fixes,同时为几个缺少它们的模型提供一些修正和新的收获动画。
要求
您必须安装以下内容才能使用此mod:
天际脚本扩展器(SKSE)
安装
建议您在新游戏开始时安装Complete Alchemy&Cooking Overhaul。如果您在现有游戏中安装它,可能会出现不一致和其他奇怪之处。预先存在的玩家制造的魔药最终可能会破坏效果,并且已经声称炼金术特权可能无法正常运作。出于类似的原因,强烈建议您不要从现有的保存游戏中卸载此mod。为了帮助那些希望在新游戏中使用它之前测试这个mod的平衡和功能的人,我在Misc下的Mod配置菜单中提供了几个实用程序选项。
加载订单
完成炼金术和烹饪大修之后,应该修改任何改变香草成分或炼金术效果的mod。
炼金术
炼金术是完全平衡游戏的一个相当困难的方面。这是一个比铁匠或迷人更复杂的系统。史密斯有一些制作组件,用于创建大多数制作的项目,这些组件都没有自己的内部大小或其他属性,直接有助于制作项目的强度。即使在基础游戏中,Alchemy也有100多种成分,每种成分都有四种不同的属性,每种属性都可以设置不同的大小或持续时间。结果是一个非常复杂的系统,但我觉得这也使它成为一个更有趣的技能,而不是更直接的表兄弟。该模式试图平衡所有导致炼金术的因素。无论好坏,这意味着它在游戏中编辑了不少记录。
效果
平衡炼金术从构成该技能核心的魔法效果开始。这里的目标是更加一致地对待效果,并在游戏中的稀有性和实用性方面平衡其成本和价值。最昂贵的效果现在也是最稀有的效果,并且在规模的最末端,它们可能仅由少数成分代表。调整现有成分以反映这一点,并添加新成分以按比例增加更便宜效果的“共性”。
效果成本。所有与炼金术相关的魔法效果的基本成本已经调整。我试图在游戏过程中根据它们的实用性和效力对效果进行重新定价,这样最昂贵的效果既真正有价值,也相当罕见。这些值的范围也显着减少。香草游戏中效果的基本成本从3到285不等,这意味着即使在高炼金水平下,一些魔药仍然几乎毫无价值,而其他效果会产生大量过高的药水。这也鼓励玩家专注于最昂贵的效果(特别是那些也不成比例的效果),以提高他们的技能水平并快速赚取大量资金。新的调整基数值范围从35到95.这个范围非常大,可以为更强大的效果提供更高价值的感觉,而不会造成以前看到的巨大价格差异。这也允许玩家专注于对他们当前角色最有用的效果,而不会妨碍他们的经验增益和技能进步。
没有即时效果。所有恢复H / M / S和伤害H / M / S效果现在都有一定的持续时间。默认情况下,此值设置为1秒(在某些情况下实际上是vanilla设置)。然而,包括我自己在内的许多人认为,当它们的效果分散几秒钟时,恢复药水和伤害毒药会更好地平衡。 CACO提供将这些效果从1秒更改为5秒或10秒的选项。
恢复效果不会叠加。在香草游戏中,所有还原效果都会自行堆叠。这允许玩家快速消耗一堆药水并完全自我修复。默认情况下,这些药水将不再堆叠。如果消耗了两种具有相同效果的药水,那么其中一种药水将被另一种药剂的效果抵消。可以在MCM中禁用此更改。
强化技能效果。大多数强化技能效果已被改变,以实际强化技能,而不是直接改变幅度或百分比。默认情况下,魔法技能已从此更改中排除,但可以在MCM中启用。如果你使用魔法大修让法术强度随你的技能水平而变化,我建议为魔法技能启用此选项。
16新效果。游戏中增加了16个新效果。其中五个取代了香草效果,其中8个已经存在于天际,只是不适用于玩家创造的魔药。新的效果是:治疗毒药,抵抗疾病,伤害亡灵和徘徊伤害亡灵,水上行走,强化徒手,探测生命,强化速度,抵抗瘫痪,强化言语,夜眼,吸取智力(降低法术强度),排水强度(减少攻击伤害),疲劳(将可用耐力降低到0),Etherealize,羽化(增加携带重量)和沉默(将可用魔法减少到0)。不再存在的效果是Ravage Magicka(被Silence取代),Ravage Stamina(被Fatigue取代),Fortify Barter(被Fortify Speech取代),Lingering Damage Magicka和Lingering Damage Stamina(被Damage Undead和Lingering Damage Undead取代) 。
T他 I恩雷迪恩特(NGREDIENTS)
炼金术可以看作是对自然世界的利用和天然材料固有特性的利用。这些原始成分是炼金术必不可少的“基石”。在香草游戏中,这些块通常都是相同的大小和形状,其效果的价值没有什么关系的价格或稀有的成分。这使得香草炼金术相当可预测;如果一个成分有恐惧作为它的特性之一,那么不管它是戴德拉心脏还是蜻蜓,它将产生完全相同的药水。然而,缺点是,这使得香草炼金术相当枯燥。当你可以很容易地收获一蒲式耳的山花时,寻找稀有或昂贵的原料又有什么意义呢?这也是平衡炼金术盈利能力的关键之一。便宜的配料需要生产更便宜的药水,否则就很容易把一堆1金的花变成一叠100金的药水。
效果和力量。最有价值的影响是由最少的成分代表,而这些成分通常比那些对其特性有共同影响的成分更为罕见。麻痹(最昂贵的效果)只能在7种成分上发现,而抵抗疾病(最便宜的效果之一)则出现在21种不同的成分上。同样,原料越稀有或越贵,其特性就越强大。现在,对于炼金术士来说,找到这些稀有成分更有意义。
财产顺序。和香草一样,每种成分都有四种炼金术性质。然而,这些属性不再被随机分配到配料中的某个位置。现在,财产已按其“效力”的顺序排列,其中最具效力的财产首先列出。这意味着配料的主要属性(当你吃某一成分时你发现的第一种)是相对强度最强的。在所有其他条件相同的情况下,这将使你从这个成分中得到最“砰”的一击。然而,这只是相对于该特定成分的其他性质。戴德拉心脏的第四个效果仍然比君主翼的第一个效果更强。
配料重量和价格。成分、重量和价值已经被调整,以使彼此之间和游戏中的其他项目更有意义。稀有或不寻常的成分,或者那些有价值的成分,都比普通的或更便宜的成分贵。
免费的效果。在给成分分配效果时,我也注意到了哪些组合效果是可能的。使用CACO,您将发现您现在可以创建更多有用和自然互补的效果组合。
没有即时的“治愈”成分。在香草游戏中,你可以吃一种以治疗疾病为第一效果的成分,并获得与治疗疾病的药水完全相同的好处。这使得药水变得相当无用和多余。因此,这是一个例外的方式,效果是优先在一个成分。治疗疾病和治疗毒药从来就不是配料的第一属性。为了从这些效果中受益,您需要自己创建药水。
新原料。超过100个新的知识友好的成分已经添加到游戏中。添加成分的数量实际上是根据效果平衡的方式来确定的。我试图增加相当广泛的项目,无论是为了平衡和增加兴趣和多样性在世界上。许多成分被选中是因为他们在过去的老卷轴游戏中可用。然而,我只试着选择那些可以在Skyrim(或Solstheim)合理地增长的物品,否则就适合商人和商人(根浆、牙齿、蜜腺等)的长途旅行和进口。还有各种各样的新鱼类和昆虫,以及可以从动物和生物身上收获的新器官。大多数原料可以从商人那里购买,或者在各种级别的抢劫清单中产卵。也有少数特殊成分,只发生在一个或两个地点的游戏。
新的“香草”原料。有几种香草物品被赋予了炼金术的新用途。这些包括鹤牙,龙心鳞片,骨鹰爪和灵魂外壳。当您第一次加载CACO时,以及当您选择一种香草产品时,这些产品将被自动替换为它们的新成分版本。与这些项目相关的任务已经修改为使用新版本。为了便于与其他可能使用这些香草物品的MODS兼容,MCM中有一个选项,可以手动将这些物品交换为它们的香草等价物。
新的可收割机和可栽种的。一些新的成分已经被放置在世界各地作为可收割的植物和蘑菇。许多也可以种植和种植在地狱火花园。硫可以从新的硫矿床中开采。
H阿维辛 I恩雷迪恩特(NGREDIENTS)
收割大修已完全纳入CACO,并扩大到包括任何新的可收割的物品。收获的成分的数量现在反映了收获的数量。对地狱火花园的版本也作了类似的调整。这些调整后的收获量在计算一个成分的稀缺性时已经考虑到了,所以虽然你可能得到比以前更多的成分,但它们在CACO的整体炼金术系统中保持平衡。
生物收获。从动物和动物中收获的肉的成分和数量已经被调整,以更准确地反映动物的外观和大小。黄金和其他外来物品已被移走。有了新的解剖学津贴,血液和其他独特的成分可以从死去的生物中获取。一些香草成分,如Sabre猫眼和霜咬毒,现在需要这个额外的好处,然后才能被收获。
蛤蜊和牡蛎。蛤蜊和牡蛎现在都会掉下珍珠和珍珠之母,但是牡蛎的几率要高得多。更稀有的黑珍珠也被作为一种新的成分添加。
鸟巢。鸟蛋已经调整了大小,现在可以用多个蛋产卵。鸡窝每24小时就会重生一次。
蜂箱和蜂巢。蜂箱和附属物已被改变,以产生更合理的数量。戈登格洛的蜂巢现在也使用临时补充库存(只要相关的探索目前还不活跃)。蜜蜂不再用空蜂箱产卵。
斯普里根。如果装备了一把精灵匕首,那么除其他成分外,还可以从Spriggan液中获取Spriggan液(一种特定的与任务相关的匕首也能起作用)。
全国人大收获。血,肉和其他独特的成分可以从死去的NPC中获取。解剖者的额外福利和手术刀或抽血器是采集血液和器官所必需的。Bloods反映了每个种族的个体特征,是有效的炼金术成分。NPC血液成分也是吸血鬼的小血液药水,可以在炼金术实验室中结合,制造出具有独特特性的更强的血液药剂。玩家完成纳米拉的任务(或在MCM中启用食人选项)之后,可以用匕首收获肉。
园艺。缺少的香草植物已经添加到地狱火园艺功能和许多新的成分也可以种植。
MCM选项。获得额外成分的机会可以从CACO的MCM内部定制。也有一个选项,将允许您禁用这一功能,并返回香草设置的1种植物成分(和类似的,1种动物的食物)。
T他 P遗言
当这一切都说了又做了,这就是炼金术的意义:创造药水。香草游戏倾向于处理药水相当不一致。在某些情况下,即使是最弱的玩家制造的药水也比任何可用的普通药水都强大得多。在其他情况下,即使拥有100种技能和所有额外技能,玩家也永远不可能希望在不使用欺骗和手工艺循环的情况下,达到最好的普通药水的质量。这些不一致之处现在已经消失了。Caaco认为,普通药剂是由其他炼金术士制作的,他们可以获得与玩家相同的技能、额外技能和成分,因此,所有普通药剂的强度和价值都与玩家生产的药剂相同。最强的普通药剂被认为是由大师炼金术士制造的,拥有80-100种技能和至少4种额外技能。这仍然允许玩家通过炼金术创造出比他们所能找到的更好的药剂。使用稀有成分会进一步增加这种差异。
炼金术玩家的炼金术技能等级现在对你制造的药水的强度有更大的影响。这使得药水能随着玩家的水平更好地扩展,并且使水平炼金术感觉更有回报。
药水的名字。所有现成的药水都被重新命名,以遵循更一致的命名约定。药剂现在将按强度按字母顺序排列,并与玩家制作的药水的名称一致。所有两种效果的药水现在都被称为“吃水”,具有三种或三种以上效果的药剂现在被命名为“灵丹妙药”。
药水重量。药水的重量现在是根据它们所具有的效果的数量而定的。单一效果的药水重0.3;药水(两种效果的药水)重0.4;药水(有三种或更多效果的药剂)重0.5。这既适用于玩家创造的药水,也适用于现成的药水.这会奖励玩家找到他们想要使用的效果的更有效的组合。
药剂的外观。现成药水的外观已被改变,以反映新的体重计划。单一类型的药剂将使用相同的网格。因此,单效药剂将使用最小的药剂网格。吃水将使用第二个药剂网格,而药剂将使用第三个药剂网格。最大的网格已经预留给不同的专业药水。药剂的强度用不同的纹理来表示,较弱的药水在颜色上显得更迟钝,而更强的药剂看起来更亮(注意:这一特性尚未完全实现以涵盖所有药剂)。
不纯的药水。那些具有积极和负面效果的不纯药剂,应该被视为垃圾或失败的炼金术实验,但在香草游戏中,这些药水往往是一些你能创造出的最有价值的东西。这是没有道理的,为什么这些药水应该是值得一个国王的赎金,它实际上使采取纯粹的额外福利是有害的,而不是有益的。碳酸钙对所有不纯的药水实行严厉的惩罚。从本质上说,它们现在被当作是对原料的浪费,并且只对学习新的配料特性有好处。如果你想把某些成分结合在一起,创造出有价值的药水,那么纯粹的额外福利将是绝对必要的。
新的多效药剂。有没有想过为什么只有玩家和一小撮小偷才能制作出一种以上效果的药水?好吧,不再是了。加了一整个系列现成的吃水和药剂,多种效果的组合,可以在战利品和商人出售。目前有9个新的现成的吃水和8个新的灵丹妙药,虽然我计划在未来的更新加倍或三倍这个数字。
新的现成药剂。普通的,现成的药水,每一个炼金术效果,现在可以在战利品或购买商人。这包括所有新添加的效果,以及所有缺少适当的药水的香草效果。
T他 Perks
香草炼金术津贴有几个严重的问题。最严重的不平衡可能是纯净津贴,但这三个级别的专家也是相当没有价值的,特别是在达到它们所需的技能水平上。此外,虽然不是一个平衡的问题,炼金术津贴只是缺乏很多兴趣或多样性。卡科希望能改变这一切。
炼金术士。从五级降到三级。
自然主义者。这基本上是一个绿色拇指的替代,设计与CACO的大修收获率。
场炼金术士。CaCO介绍了五种新型的迫击炮和鹅卵石,可用于在任何地方制造药剂。然而,他们遭受50%的药水强度下降,而不是一个全面的炼金术实验室。这个额外奖励使惩罚减半,因此在战场上创建的药水的效果是在炼金术表中创建的药水效果的75%。
解剖学家。此额外奖励允许玩家使用血液提取器从某些生物和NPC中获取血液。它还允许从生物(以及NPC,只要使用手术刀)中获取额外的成分。
医生。提供一个永久的15%的健康再生率,并允许创造有益的畜禽和补充剂。首先在绷带上应用鸡骨,然后戴上绷带以提供刺激。绷带可以在晒黑架上用亚麻包装纸制成。然后必须用锅+水或蒸馏+酒精清洗。绷带和鸡腿的效果只有在球员受伤时才能起作用。一旦玩家完全痊愈,效果就会停止。它们也不能在战斗中应用。一旦使用,绷带需要清洗后才能再次使用。(注:目前只有少数几种禽类可用。我计划在未来的更新中扩大这些食谱的范围和多样性)。
蛇血。这个特惠现在是实验者和蛇血的组合。然而,当你消费一种配料时,你并没有得到一种保证能学到更多效果的能力,而是给你百分之一的机会,当你每次吃一种配料时,你会学到超过一个效果。这个百分比的几率随着你所消费的成分的数量而增加。此外,你对毒药的抵抗力现在也和你所消耗的成分的数量有关,并且你吃的越多,你就会继续增加(把它看作是一种迷幻药)。
恩人/毒害者。你混合的药剂/毒药的效果要高出25%。(注意:在未来的更新中,我计划添加一些有毒的食物,并将它们的配方绑定到PoisonPerk中)。
纯洁。同样的效果,香草,但也有增加的好处,减少重量的有益药水0.1。正如上面提到的,在香草游戏中,许多玩家避免使用这个额外的奖励,因为它实际上降低了他们的药水价值。因为不纯的药水现在被消耗掉了,这个额外的奖励比它的香草药水有更多的价值。
集中毒药。这个额外功能现在完全按照它说的做了:所有的毒药现在持续两倍的命中。香草津贴并没有真正将这一价值提高一倍,而只是将其设置为2。这已经改变为一个真正的乘数,这也意味着蜡的基数为10次,现在将持续20次。作为一个额外的效果,这个额外的奖励也将减少您制造的所有毒药的重量0.1。
催化剂。增加到炼金术树的两个新的主奖励之一。此额外优惠允许您创造更强大的手榴弹,武器蜡,和其他特殊的毒药。
柴雾。第二个新的主人津贴。这个额外的功能可以让你将普通成分提炼成更强大的“萃取物”,并将较弱的药水提炼成更强的药水。(注意:在今后的更新中,还将添加额外的特殊药水配方和更多精制成分。)
ALCHIMICALBOMBS
在我看来,这是CACO最令人兴奋的新特性之一。塔斯卡尼创造了一个极好的投掷武器系统。在这个特性上做了大量的工作,以确保投掷炸弹在动画和装备方面有反应和自然的感觉。所有的炸弹和射弹都使用由Excinerus制作的定制网格。塔斯卡尼的投掷炸弹系统是非常轻的重量,从性能的角度来看,并难以置信地顺利工作。目前有三种类型的元素炸弹,但更多的希望很快会增加。
定制效果。所有的炸弹和弹丸都使用定制的设计和效果。目前有三种类型的炸弹:燃烧弹、霜冻炸弹和冲击波炸弹。随着时间的推移,炸弹会造成不同程度的AOE伤害和较小的持续伤害。此外,几枚炸弹具有独特的效果,如深度冻结效应,有机会立即杀死目标,以及冲击波炸弹暂时禁用矮人自动装置的能力。
手工艺。炼金术炸弹可以用反驳来制造。最弱的版本可以创建第一个炼金术额外奖励,第二个等级,当你达到炼金术技能60,最强大的等级可以创建后,催化剂奖励。
支持双挥动和安装战斗。炸弹可以从任何一只手投掷,并与双持块MODS工作。他们也可以从马背上抛出,允许骑乘远程打击。
布洛克&繁荣。如果炸弹离爆炸太近,就会伤害玩家。如果你用手中的炸弹阻止一次袭击,那么袭击有可能导致它爆炸。
用于陷阱或伏击。炸弹可以投在地面上,然后通过外部手段引爆,如咒语、箭或附近的其他爆炸。这样就可以战略性地放置几枚炸弹,当敌人接近时,所有炸弹都可以用一次打击引爆。
TOols, W斧头, S阿尔维斯&B安达格斯
除了新的炸弹,还有其他一些新特性,它们现在是炼金术系统的一部分,并扩展了炼金术士工具包的实用性和通用性。
武器蜡。蜡涂层可以使你的武器中毒多次命中。每一次打击都会比单次命中的毒药更弱,但蜡的持续时间是标准毒药的10倍。蜡质是用蒸馏器制造的。额外的特殊蜡,目标特定类型的敌人,可以创建一旦你采取催化剂奖励。
迫击炮和战车。卡科在游戏中增加了5排迫击炮和战车。有一个在你的库存将提高你创造的药水的力量,高达20%的更强的药水有一个主迫击炮和锤子。它们也可以直接从你的库存中激活,让你可以在任何地方制造药剂。然而,你只使用灰泥和锤子制造的药水将比那些在配置齐全的炼金术桌上制造的药水要弱。你可以拿场炼金术士津贴来减少这个惩罚,但它不能被完全消除。
炼金术士的反驳。这是一种新型的炼金术工艺站,允许特定配方的工艺。反驳可以在任何桌面炼金术实验室访问,也可以购买作为一个单独的便携式工艺站。为了制造炸弹,蜡,蒸馏药水,纯化的成分和提取物,药膏,鸡精和其他特殊的药水,需要一个反驳。
炼金术士的坩埚。这是另一个新的炼金术工具。坩埚可以用来规范玩家制作的药水.这将把你的药水和毒药转化为它们的一般等价物。在大多数情况下,这将导致药水的力量下降。然而,它将允许玩家制作的药水和毒药在蜡涂层和蒸馏配方中使用,使您能够创建更强版本的药剂和毒药。目前,坩埚只适用于单效药剂。
药膏,鸡毛和绷带。这些提供了其他的治疗方式,为那些可能不想总是喝魔药或使用治疗法术的人物提供治疗。绷带可以在晒黑架上用亚麻包装纸制成。然后必须用锅+水或蒸馏+酒精清洗。药膏和鸡腿的效果只在球员受伤时起作用。一旦玩家完全痊愈,效果就会停止。一旦使用,绷带需要清洗后才能再次使用。
改变祭坛。祭坛不再治愈疾病。这是为了帮助平衡治疗疾病药水的效用。这种影响仍然是相当普遍的,治疗疾病的药水在药剂师商户中随处可见。这样做的目的不是让疾病更难治愈,而是强调炼金术在天空的日常生活中所起的作用。
食物和烹饪
食物和烹饪构成了这一模式的下半部分。烹饪在香草游戏中并没有得到太多的重视,而且似乎更像是一种事后思考,而不是在游戏中有任何真正目的东西。显然,为了避免饥饿和饥饿,有些MODS通过使粮食成为基本需求来解决这一问题。CaCO并不是真正的“需求”模式,也不是有意的。然而,它确实试图使烹饪和食物感觉更有趣和更好地融入游戏,同时也使它更加平衡,并为玩家的烹饪工作提供了奖励和成就感。
FOOD E影响
食品效果已经被重新加工,以使它们与炼金术药水更加不同。香草游戏把食物当作很弱的药水,当你处于束缚和低健康状态时,你可以在战斗中立即消耗50个卷心菜来恢复你的健康。这似乎不只是有点傻,我的主要目标是让食物更像食物。它并不是特别强大,也可能不会在战斗中起关键作用,但我们的想法是,有规律、全面的饮食会给你带来小的、长时间的好处。
不能马上恢复。所有即时恢复效果已从食物中移除,并被长时间强化和再生水牛所取代。
基于游戏的持续时间。几乎所有的食物效应都会随着时间的推移从1小时到4小时不等。这些效果是测量在游戏时间,并将自动调整根据时间比例设置您正在使用。这种效果的持续时间大致相当于如何填充特定的食物项目,其意图是,一个填充餐的效果应该持续大约4个小时的游戏时间。
效果不会叠加。虽然食物效果可以用于除药剂、法术或其他加成之外,但它们不与相同类型的其他食物效果叠加在一起。这意味着你可以有一个再生健康效果,一个再生耐力效果,以及一个来自不同食物项目的再生魔法效果,但你不能在任何时候从食物中产生两个再生健康效果。
均衡膳食。一般来说,食物效应遵循这样的模式:蔬菜和谷物=健康;水果和糖果=Magicka;肉和奶酪=耐力。当结合相同的食物效果不叠加的事实,这是为了鼓励玩家消费更多的“全面”的膳食,而不是集中在吃相同类型的食物堆。
复杂的食谱创造了更强的食物。生的,未煮的食物会给你相当微不足道的奖金。熟食会给你更强的奖金,而且食谱越先进或复杂,这些效果就越大。我仍然在调整各种菜谱的平衡,但基本上,我的想法是奖励玩家花时间创造更多涉及到的菜谱。
FOOD ITEM
这一模式增加了大量的新食品,你可以收获,购买,种植或创造。许多炼金术成分也是新食品的两倍,并被用作烹饪食谱中的成分。为了确保几乎所有的新食品都有独特的外观,我广泛地使用了许多其他伟大的食物和烹饪方式和资源。
新动物和生物肉类。肉类现在可以从几乎所有的动物和生物中收获,并用于新的烹饪食谱。这包括狐狸,鹰,军刀猫,熊,巨魔,沙鲁士和其他一些。此外,你从动物身上获得的肉的数量已经被改变,以更好地反映动物的大小。然而,这些数量仍然应该是相当平衡的,并不是试图达到真实数量的肉类。这些新的肉类可以煮熟,腌制,变成汤,制成肉干,并在其他各种食谱中使用。
食人族。纳米拉的奉献者可以通过装备匕首或手术刀从人形NPC中收获肉。如果您还没有完成Namira的任务,您的角色可以通过在MCM设置中启用食人选项来收获肉体。
部分控制和服务大小。大的食物和饮料现在被自动地分成更小的份量,当你吃它们的时候。这些大块的肉现在被当作四份牛排或一份。一瓶酒是四杯酒。一轮奶酪被切成不同的楔形,一条面包被当作两条半条面包吃。
重量和价格调整。所有食品的价值和重量都作了调整,以反映它们的相对大小和表观重量。然而,某些食物,如汤,已经变得更重一些,以接近增加的困难,在移植这些食物周围(和更多的重点是烹饪和吃一顿饭,而不是拖在50碗汤左右。为了解决这一问题,添加了新的轻量级旅行食品,如肉干,为冒险者提供了更方便的食物。
C渗出 RECIPES
所有的烹饪食谱都经过了更合理的调整,以达到更好的平衡和进展。你不再只需要盐来煮肉,尽管使用各种调味品仍然会产生更美味的结果。你做的食物比用来生产它的原料的总和更有价值(也更轻)。当你的烹饪技巧增加,你将获得更复杂的食谱,更强的属性和更有趣的效果。
更现实的食谱。为了更好的平衡和更好的现实主义,烹饪食谱已经被重新加工过了。这也意味着在某些情况下,一个菜谱将创建多个项目。例如,汤食谱通常会创造4碗汤,而不是仅仅一碗。这样就可以更好、更现实地分配配料。
用水。像汤和炖菜这样的食谱需要用水。水壶可以从水井中收集,也可以在锅中免费制作(如果需要,这两个选项都可以被禁用)。我觉得在食谱中加水是必要的(否则,做牛排和做炖菜并没有太大的区别)。这样做也是为了使CACO与其他“需要”MODS之间的兼容性变得更容易。
配料部分。盐、面粉、葡萄酒和其他配料现在用得更少了。面粉袋自动分成20杯面粉,盐堆成10针盐等。
C渗出 S杀
使烹饪更有价值,并提供一种进步感。在锅里创造食物现在会给你烹饪的经验。这将与任何标准技能分开跟踪,您当前的技能级别可以在MCM中找到。当你的烹饪技巧增加,你将获得更先进的食谱。你也会从你所吃的食物中得到更多的好处。食品效应的强度将随着每25个水平的增加而增加。当你成为一名主厨的时候,食物的效果将比它们的基本强度增加一倍。因此,提高你的技能不仅会让你获得更复杂的食谱,创造出更强的基础效果,而且它也会使最简单的食谱变得更有用。
BASIC N成功
一个完全可选的,令人难以置信的轻饥饿和睡眠系统,是为那些想要一些额外的奖励消费食品和睡眠,但不想使用单独的需求模式。默认情况下,这些选项被禁用,必须在MCM中启用。这些特性几乎不使用脚本,而且与“需要”特性一样简单和基本。他们也可以启用和使用与其他需要MOD,如果你只是想增加罚款在任何其他Mod正在做的事情之上。显然,效果和阶段不会与其他MODS的完全一致。
饥饿。如果启用此选项,您的饥饿将通过三个可能的级别进行。如果你在最后一次食物效应消失后6小时内不进食,那么你就会变得饥饿。如果你还没有再吃12个小时,那么你就会走向饥荒。如果你继续避免食物再吃12个小时,你会发现自己饿了。这三个阶段中的每一个都会对你的健康、马奇卡和耐力再生率造成越来越严重的惩罚。然而,你不会因为这种影响而死亡,吃任何种类的食物都会重启这个过程。饱腹感是根据食物效应的持续时间来决定的,这将决定你需要多久吃一次才能避免饥饿。
疲劳。如果启用此选项,则疲劳级别也将通过三个级别进行提升。如果你满足睡眠的最小时间,你将得到休息或充分休息的奖金,这将持续相同的时间睡眠时间(最长8小时)。从疲劳的角度来看,看不见的“不累”阶段将持续2倍于睡眠时间(上限为16小时)。一旦这段时间结束,你就会累了。如果你再睡8个小时,你就会变得疲惫不堪。如果你仍然不睡觉,那么再过12个小时,你会发现自己精疲力竭。这三个阶段中的每一个都会对你的智力、力量和经验率造成越来越严重的惩罚。智力是衡量你法术的力量和效力的指标,力量反映你的身体攻击所造成的伤害。任何时间的睡眠都会抵消所有疲劳的影响,并从一开始就开始这个过程。
对休息奖金的改变。为了增加新的睡眠相关效应,CACO改变了休息奖金的应用方式。默认情况下,您现在需要睡眠至少几个小时才能得到休息的奖励,并且奖励只适用于与睡眠时间相等的时间(上限为8小时)。在8小时内,不要再睡1小时,感觉“睡得很好”。有一个MCM选项,允许您调整接收这些奖金所需的最低时数。您也可以完全禁用此功能,并恢复休息,充分休息,和情人的舒适奖金,他们的静态8小时的持续时间。然而,这也可能减少甚至取消某些茶、药膏或其他物品给予的睡眠奖励。如果您希望使用可选的疲劳惩罚,则必须启用此功能。
A乙醇 和我网
除了这些食物,Skyrim的饮料也都有不同的特性。总的来说,我试图使影响多样化,以使酒精更有趣。葡萄酒往往有益于你的健康,而白兰地可以给你更好的价格。需要一个小肿块来帮你把最后几磅的赃物从地牢里拿出来吗?试着喝一大口Sujamma。想给你的手臂增加一点力量吗?那就去喝一杯好的诺德米德吧,或者如果你能买得起,就花在一瓶弗林酒上吧。
强化效果。在分配不同的效果时,我试着非常接近于知识。然而,像食物一样,重点是“强化”而不是“恢复”效果。大多数效果持续1小时的游戏时间(并将自动调整以适应您的时间比例设置),尽管一些次要效果更短。
一致性。尽可能地,我试图交叉参照的知识和饮料的成分特性,以使所有的感觉一致和尽可能的逻辑。例如,马兹特被描述为一种由沙拉制成的精力充沛的啤酒,因此它增强了健康和耐力(这也恰好是新添加的炼金术成分之一Saltrice的前两种炼金术性质)。
堆叠效应。与食物不同的是,酒精饮料的影响是叠加的。这意味着多种饮料实际上可以提供一些重要的奖金和优势。然而,这些好处必须与醉酒和醉酒增加的代价和惩罚相权衡。
醉酒。与非常简单的饥饿治疗相比,CACO增加了一种相当复杂的治疗酗酒和醉酒效果的方法。醉酒包括一系列不同的影响和进展,通过6个阶段,因为你消耗了更多的酒精。在最低阶段,一些影响是积极的,但当你喝更多,效果变得更强,越来越消极。因此,虽然你可以通过叠加饮料的有益效果来获得更大的效果,但如果你不小心的话,你可能很快就会发现自己完全丧失了工作能力。一旦你戒酒,酒醉会慢慢消退。NPC也会受到饮料的影响,我甚至为他们增加了一些额外的效果,比如提高他们的自信心和攻击性。
喝点劲。不同的饮料会增加你的酒精含量。这大致相当于你期望从一个类似的现实生活中提供的饮料,它是按量的酒精。一些饮料也有一个随机变量,饮料越通用,其生产管制就越少,随机变化也就越大。因此,乡村葡萄酒和普通麦片和啤酒的酒精含量将比专业生产的阿尔托酒或黑啤酒更大。
宽容。随着时间的推移,你也可以通过反复喝醉(达到醉酒阶段4或更高)或通过增加你的抗毒能力来增强对酒精的耐受性。增加你对酒精的耐受性可以让你在进入更高的醉酒阶段之前喝更多或更强的饮料。它也会减少你从酒精的影响中恢复所需的时间。
视觉效果与动画。醉酒的累进阶段将伴随着相关的视觉效果,增加绊脚石和醉酒动画。这些可以在MCM中被禁用,如果需要的话,虽然我觉得它们确实有助于平衡酒精的影响。
————————————————————————————————————————————————————————————
Classic Version | Compatibility | My Mods | Patreon | Donate
Alchemy is perhaps the most complex skill system in Skyrim and has the potential to be a beautifully nuanced crafting system. Unfortunately, it is also plagued by inconsistencies, imbalances, and poor design choices that often reduce the skill to little more than an easy way to make a quick pile of gold. This mod seeks to change that, to both balance and enhance the inherent complexity of this system and bring greater versatility and enjoyment to the Alchemist's craft.
ALCHEMY
All aspects of Alchemy have been reworked for greater balance and consistency.
Fixes bugs relating to harvestable objects in Skyrim, including the flora respawn bug.
Options to set the duration of restore potions and damage poisons to 1, 5, or 10 seconds.
All potions have been renamed to allow them to naturally sort from strongest to weakest.
Player-created potions will be named to better reflect their strength and effects.
Player-created potions will be fully consistent in strength, cost, and name to the ready-made potions found in game.
Impure potions no longer provide a quick means to get rich.
Adds 16 new alchemical effects that can be created from ingredients and found as ready-made potions.
Grenades and long lasting weapons coatings open up new combat strategies and play-styles.
New portable alchemy workstations allow potion creation to take place anywhere.
Create salves and poultices which can be applied to bandages for an alternative to healing spells and potions.
Distill weaker potions to make stronger versions.
Over 100 new lore-friendly ingredients have been integrated into the world.
Adds 51 new critters: 21 moths & butterflies, 11 dragonflies, and 19 pond fish.
Harvest amounts from plants and animals have been adjusted for greater realism and less tedious gameplay.
Hearthfire's gardening feature has been updated to include missing vanilla plants as well as many of the newly added ingredients.
Features high-quality meshes and textures from some of the best modders and artists in the community.
Harvest blood and other powerful alchemical ingredients from fallen enemies. Vampires can use the blood to create unique blood potions.
COOKING
Meat can be harvested from nearly all animals and creatures and used in new cooking recipes.
Over 100 new food items have been added.
All food effects have been altered to use extended duration 'fortify' effects.
Large foods and drinks are now automatically divided into smaller servings.
Cooking recipes have been reworked for better balance and greater realism.
You'll gain cooking experience and increase you cooking skill as you create foods.
Increasing your cooking skill will give you access to more complex recipes and increase the strength of the foods you consume.
An entirely optional and incredibly light-weight hunger and fatigue system is included for those who don't want to use a separate needs mod.
Alcoholic drinks will now cause drunken effects with increasingly severe penalties.
Cannibalistic recipe options have been provided for followers of Namira.
SPECIAL THANKS
This mod was a massive undertaking, and I am fortunate to have had some incredible help in creating it.
I am especially grateful to Tascani, Teabag86, and Excinerus for all their work and assistance. This mod would not have been possible without their help, hard work, and inspiration. I also want to give a special thanks to Impulseman45, SparrowPrince, gooball60,theregisteredone, wiseman303, and Kelmych for providing additional custom resources for this project.
Tascani created the bombs used in CACO. The smooth and efficient functioning of this system is all his doing. He also worked on balancing, brainstorming, and many other technical aspects of the mod.
Teabag86 helped to brainstorm and test ideas, modify meshes, create spreadsheets and food recipes, pull together and track resources, and worked on many other aspects of this mod.
Excinerus was also crucial to the creation of the bombs, created all of the fantastic new meshes used by the bombs, as well as creating and modifying many of the other custom meshes and textures.
Impulseman45 created the gorgeous new butterfly and moth meshes along with many of their textures, as well as the new ironwood tree.
Kelmych helped create the food recipes and organize the massive amount of spreadsheet data used in the creation of this mod.
SparrowPrince helped to modify and improve various meshes and textures.
Gooball60 designed unique potion bottles for the new effects and allowed me to include some of his other meshes from Unique and Improved Potions.
theregisteredone created the beautiful new dragonfly textures that are used in this mod.
wiseman303 for allowing me to include his Flora Fixes, along with providing a few corrections and new harvest animations for several of the models that were missing them.
REQUIREMENTS
You must have the following installed in order to use this mod:
Skyrim Script Extender (SKSE)
INSTALLATION
It is recommended that you install Complete Alchemy & Cooking Overhaul at the start of a new game. If you install it in an existing game, there may be inconsistencies and other oddities. Pre-existing player-made potions may end up with broken effects, and already claimed alchemy perks may not function correctly. For similar reasons, it is strongly recommended that you do not uninstall this mod from an existing save game. To assist those looking to test this mod's balance and features prior to committing to using it in a new game, I have provided several utility options in the Mod Configuration Menu under Misc.
LOAD ORDER
Complete Alchemy & Cooking Overhaul should be loaded after any mods that modify the vanilla ingredients or alchemy effects.
ALCHEMY
Alchemy is a fairly difficult aspect of the game to fully balance. It is a vastly more complicated system than smithing or enchanting. Smithing has a handful of crafting components that are used to create the majority of all crafted items, and none of those components have their own internal magnitudes or other properties that contribute directly to the strength of the crafted item. Even in the base game, Alchemy features over 100 ingredients, each with four distinct properties, and each of those properties can be set with a different magnitude or duration. The result is a very complex system, but I feel that also makes it a much more interesting skill than it's more straightforward cousins. This mod attempts to balance all factors that contribute to alchemy. For better or worse, this means that it edits quite a few records within the game.
THE EFFECTS
Balancing Alchemy starts with the magic effects that comprise the core of this skill. The goal here is to treat the effects more consistently, and to balance their cost and value with regard to both their rarity and their utility within the game. The most costly effects are now also the rarest effects and at the extreme end of the scale, they may only be represented by a handful of ingredients. Existing ingredients were adjusted to reflect this, and new ingredients were added to proportionally increase the 'commonality' of the cheaper effects.
Effect Cost. The base cost for all alchemy-related magic effects has been adjusted. I've tried to re-price the effects based on their utility and potency during game play so that the most expensive effects are both truly valuable and also fairly rare. The range of these values has also been significantly decreased. The base cost for effects in the vanilla game ranged from 3 to 285, meaning that some potions remained nearly worthless even at high alchemy levels, while other effects would create vastly overpriced potions. This also encouraged the player to focus exclusively on the most expensive effects (particularly ones that were also disproportionately common) in order to advance their skill level and quickly farm a lot of money. The new adjusted base values range from 35 to 95. This range is great enough to provide a sense of increased value for the more powerful effects without creating the huge disparity of prices that were previously seen. This also allows the player to focus on the effects that are most useful to their current character without hindering their experience gain and skill progression.
No instant effects. All Restore H/M/S and Damage H/M/S effects now have some duration. By default, this is set to 1 sec (which was actually the vanilla setting in some cases). However many people, myself included, feel that Restore potions and Damage poisons are better balanced when their effect is spread out over several seconds. CACO provides the option to change these effects from 1 second to 5 or 10 seconds.
Restore effects do not stack. In the vanilla game, all Restore effects stack with themselves. This allows a player to quickly consume a stack of potions and completely heal themselves. By default, these potions will no longer stack. If two potions with the same effect are consumed, then one of the potions will be canceled out by the effects from the other. This change can be disabled in the MCM.
Fortify Skill effects. Most of the Fortify Skill effects have been altered to actually fortify the skill rather than directly altering magnitudes or percentages. By default, magic skills have been excluded from this change, but can be enabled in the MCM. I recommend enabling this option for the magic skills if you are using a magic overhaul that allows spell strength to scale with your skill level.
16 New effects. Sixteen new effects have been added to the game. Five of these replace vanilla effects, and 8 of them were already present in Skyrim, just not available for player-created potions. The new effects are: Cure Poison, Resist Disease, Damage Undead and Lingering Damage Undead, Waterwalking, Fortify Unarmed, Detect Life, Fortify Speed, Resist Paralysis, Fortify Speech, Night Eye, Drain Intelligence (reduces spell power), Drain Strength (reduces attack damage), Fatigue (reduces available stamina to 0), Etherealize, Feather (increases carry weight), and Silence (reduces available magicka to 0). The effects that are no longer present are Ravage Magicka (replaced with Silence), Ravage Stamina (replaced with Fatigue), Fortify Barter (replaced with Fortify Speech), Lingering Damage Magicka and Lingering Damage Stamina (replaced by Damage Undead and Lingering Damage Undead).
THE INGREDIENTS
Alchemy can be seen as the utilization of the natural world and the harnessing of the properties inherent in natural materials. These raw components are the essential "building blocks" for alchemy. In the vanilla game, these blocks are generally all the same size and shape, and the value of their effects has little relationship to the price or rarity of the ingredient. This makes vanilla alchemy fairly predictable; if an ingredient has Fear as one of it's properties, then it doesn't matter if it's a Daedra Heart or a Dragonfly, it will result in the exact same potion. However, the downside is that this makes vanilla alchemy rather dull. What's the point of seeking out rare or expensive ingredients when you can easily harvest bushels of mountain flowers? This is also one of the keys to balancing the profitability of alchemy. Cheaper ingredients need to produce cheaper potions; otherwise it becomes too easy to turn that pile of 1-gold flowers into a stack of 100-gold potions.
Effects and Strength. The most valuable effects are represented by the fewest number of ingredients, and those ingredients generally tend to be rarer than the ingredients that have common effects for their properties. Paralysis (the most expensive effect) can be found on only 7 ingredients, while Resist Disease (one of the cheapest effects) is found on 21 different ingredients. Likewise, the rarer or more expensive an ingredient is, the more powerful it's properties tend to be. It is now much more rewarding for an Alchemist to find those rare ingredients.
Order of Properties. As in vanilla, each ingredient has four alchemical properties. However, these properties are no longer randomly assigned a spot within the ingredient. Properties have now been listed in order of their "potency" with the most potent property listed first. This means that an ingredient's primary property (the first one you discover when you eat an ingredient) is the one with the strongest relative magnitude. All other things being equal, this is the effect that will give you the most "bang" from that ingredient. However, this is relative only to the other properties of that particular ingredient. The fourth effect on a Daedra Heart will still be stronger than the first effect on a Monarch Wing.
Ingredient weight and price. Ingredient weights and values have been adjusted to make more sense relative to one another and to other items in the game. Rare or unusual ingredients, or those with valuable effects, are more expensive than common ingredients or those with cheaper effects.
Complimentary effects. In assigning effects to ingredients, I've also paid attention to what combination of effects are possible. With CACO, you'll find that you can now create many more useful and naturally complimentary combinations of effects.
No instant "Cure" ingredients. In the vanilla game, you could eat an ingredient with Cure Disease as the first effect and achieve the exact same benefit as you would have from a Potion of Cure Disease. That makes the potions rather useless and redundant. Therefore, this is the one exception to way effects are prioritized within an ingredient. Cure Disease and Cure Poison are never the first property on an ingredient. You need to create the potions themselves in order to benefit from these effects.
New ingredients. Over 100 new lore-friendly ingredients have been added to the game. The number of added ingredients was actually determined based on the way the effects have been balanced. I've tried to add a fairly wide assortment of items, both for balance and for added interest and diversity in the world. Many of the ingredients were selected because they were available in past Elder Scrolls games. However, I've tried to only choose those items that could reasonably be expected to grow in Skyrim (or Solstheim) or else would be suitable for long travel and import by merchants and traders (root pulps, teeth, nectars, etc). There are also a wide variety of new fish and insects and new organs that can be harvested from animals and creatures. Most ingredients can be bought from merchants or will spawn in various leveled loot lists. There are also a small handful of special ingredients that occur in only one or two locations in game.
New "vanilla" ingredients. There are several vanilla items that have been given new purpose as alchemy ingredients. These include Horker Tusks, Dragon Heartscales, Bone Hawk claws, and Soul Husks. These items will be automatically swapped for their new ingredient version when you load CACO for the first time and whenever you pick up one of the vanilla items. Quests related to these items have been modified to use the new version. In order to facilitate compatibility with other mods that might use these vanilla items, there is an option in the MCM to manually exchange the items for their vanilla equivalent.
New Harvestables and Plantables. Some of the new ingredients have been placed around the world as harvestable plants and mushrooms. Many can also be planted and grown in Hearthfire gardens. Sulfur can be mined from new Sulfur Deposits.
HARVESTING INGREDIENTS
Harvest Overhaul has been fully incorporated into CACO and extended to also cover any new harvestable items. The number of ingredients harvested now reflect the amount that appears to be harvested. Similar adjustments were made to the Hearthfire garden versions. These adjusted harvest amounts have been taken into consideration when calculating the rarity of an ingredient, so while you may get many more ingredients than you did before, they remain balanced within CACO's overall Alchemy system.
Creature Harvests. The number of ingredients and amount of meat harvested from animals and creatures has been adjusted to more accurately reflect the appearance and size of the creature. Gold and other foreign objects have been removed. With the new Anatomist perk, Blood and other unique ingredients can be harvested from dead creatures. A couple of vanilla ingredients, such as Sabre Cat Eyes and Frostbite Venom, now require this perk before they can be harvested.
Clams and Oysters. Both Clams and Oysters will now drop Pearls and Mother of Pearl, but Oysters have a much higher chance. Rarer Black Pearls have also been added as a new ingredient.
Bird Nests. Bird eggs have been resized and nests can now spawn with multiple eggs. Chicken nests will respawn every 24 hours.
Beehives & Apiaries. Beehives and Apiaries have been altered to spawn more reasonable quantities. The beehives at Goldenglow now also use respawning Apiary inventories (as long as the related quest is not currently active). Bees no longer spawn with Vacant Beehives.
Spriggans. If a daedric dagger is equipped, then spriggan sap can be harvested from spriggans in addition to their other ingredients (a particular quest-related dagger also works).
NPC Harvests. Blood, Flesh and other unique ingredients can be harvested from dead NPCs. The Anatomist perk and a Scalpel or Blood Extractor is required to harvest blood and organs. Bloods reflect the individual traits of each race and are potent alchemy ingredients. The NPC Blood ingredients also serve as minor blood potions for vampires and can be combined at the alchemy lab to create stronger Potions of Blood with unique properties. Flesh can be harvested with a dagger after the player has completed Namira's quest (or enabled the Cannibalism option in the MCM).
Gardening. Missing vanilla plants have been added to the Hearthfire gardening feature and many of the new ingredients can also be planted.
MCM Options. The chance to receive additional ingredients can be customized from within CACO's MCM. There is also an option that will allow you to disable this feature and return to the vanilla settings of 1 ingredient per plant (and similarly, 1 food item per animal).
THE POTIONS
When it's all said and done, this is what Alchemy is all about: creating potions. The vanilla game tends to treat potions rather inconsistently. In some cases, even the weakest player-made potions were much more powerful than any of the available generic potions. In other cases, even with 100 skill and all perks, the player could never hope to match the quality of the best generic potions without resorting to cheats and crafting loops. These inconsistencies are now gone. CACO assumes that generic potions were made by other alchemists with access to the same range of skills, perks, and ingredients that the player has, and as such, all generic potions follow the same progression in strength and value as the player-made potions. The strongest generic potions are presumed to have been made by master alchemists with 80-100 skill and a minimum of 4 perks. This still allows a player who maxes out alchemy to create better potions than any they can find. Using rare ingredients will further increase this difference.
Alchemy skill. The player's alchemy skill level now has a much greater impact on the strength of the potions you make. This allows the potions to scale better with the player's level, and makes leveling alchemy feel much more rewarding.
Potion names. All ready-made potions have been renamed to follow a more consistent naming convention. Potions will now sort alphabetically by strength and will be consistent with the names of player-made potions. All two-effect potions are now called "Draughts," and potions with three or more effects are now named "Elixirs."
Potion weight. The weight of potions is now based on the number of effects they have. Potions with a single effect will weigh 0.3; Draughts (potions with two effects) will weigh 0.4; and Elixirs (potions with three or more effects) will weigh 0.5. This applies to both player-created and ready-made potions. This rewards players for finding more efficient combinations of the effects they want to use.
Potion appearance. The appearance of the ready-made potions has been altered to reflect the new weight scheme. Potions of a single type will use the same mesh. So single-effect potions will use the smallest potion mesh. Draughts will use the second potion mesh, and Elixirs will use the third potion mesh. The largest meshes have been reserved for various specialty potions. The strength of the potion is represented by differing textures, with weaker potions appearing duller in color and stronger potions appearing brighter (NOTE: this feature has not yet been fully implemented to cover all potions).
Impure Potions. Impure potions, those with both positive and negative effects, should be considered rubbish or failed alchemical experiments, but in the vanilla game, these potions are often some of the most highly valued items you can create. It makes no sense why these potions should be worth a king's ransom, and it actually makes taking the Purity perk detrimental rather than beneficial. CACO applies severe penalties to all Impure potions. Essentially, they are now treated as a waste of ingredients, and are only good for learning new ingredient properties. The Purity perk will be absolutely necessary if you want to combine certain ingredients to create worthwhile potions.
New multiple-effect potions. Ever wondered why only the player and a handful of thieves can craft potions with more than one effect? Well, no longer. CACO adds an entire range of ready-made Draughts and Elixirs with combinations of multiple effects that can be found in loot and sold by merchants. There are currently 9 new ready-made Draughts and 8 new Elixirs, though I plan to double or triple this number in future updates.
New ready-made potions. Generic, ready-made potions for each and every alchemical effect can now be found in loot or for purchase from merchants. This includes all newly added effects as well as all vanilla effects that were missing proper potions.
THE PERKS
There are several serious issues with the vanilla Alchemy perks. Probably the gravest imbalance is the Purity perk, but the three ranks of Experimenter are fairly worthless as well, particularly at the skill levels required to attain them. Furthermore, while not an issue of balance, the Alchemy perks are simply lacking much interest or variety. CACO hopefully changes all that.
Alchemist. Reduced from five ranks to three.
Naturalist. This is basically a replacement for Green Thumb, designed to work with CACO's overhauled harvest rates.
Field Alchemist. CACO introduces five new types of mortars and pestles which can be used to craft potions anywhere. However, they suffer a 50% reduction in potion strength as opposed to a full alchemy lab. This perk halves that penalty, so that potions created in the field are 75% as effective as those created at an alchemy table.
Anatomist. This perk allows the player to use blood extractors to harvest blood from certain creatures and NPCs. It also allows additional ingredients to be harvested from creatures (as well as NPCs, provided a scalpel is used).
Physician. Provides a permanent 15% boost to health regeneration rate, and allows for the creation of beneficial poultices and tonics. Poultices are first applied to bandages which are then worn to provide a boost. Bandages can be created from linen wraps at a tanning rack. They must then be cleaned using either a cookpot+water or a retort+alcohol. The effects for bandages and poultices only work when the player is injured. The effects cease once the player is fully healed. They also cannot be applied while in combat. Once used, the bandages need to be cleaned before they can be used again. (NOTE: There are currently only a few types of poultices available. I plan to expand the range and diversity of these recipes in future updates).
Snakeblood. This perk is now a combination of Experimenter and Snakeblood. However, instead of receiving a guaranteed ability to learn more effects when you consume an ingredient, you are given a percent chance that you will learn more than 1 effect each time you eat an ingredient. This percent chance increases with the number of ingredients you have consumed. In addition, your resistance to poisons is now also tied to the number of ingredients you have consumed, and will continue to increase the more you eat (think of it as a form of mithridatism).
Benefactor/Poisoner. Potions/Poisons you mix are 25% more effective. (NOTE: In future updates, I plan to add a number of poisonous foods and tie their recipes into the Poisoner perk).
Purity. Same effect as vanilla, but also has added benefit of reducing the weight of beneficial potions by 0.1. As mentioned above, in the vanilla game, many players avoided taking this perk because it actually devalued their potions. Since Impure Potions are now nerfed, this perk has considerably more value than it's vanilla equivalent.
Concentrated Poisons. This perk now does exactly what it says: All poisons now last for twice as many hits. The vanilla perk did not truly double this value, but merely set it to 2. This has been changed to a true multiplier, which also means that waxes with a base of 10 hits will now last for 20 hits. As an added effect, this perk will also reduce the weight of all poisons you create by 0.1.
Catalyst. One of the two new master perks that have been added to the Alchemy tree. This perk allows you to create more powerful grenades, weapon waxes, and other specialty poisons.
Chymist. The second new master perk. This perk will allow you to refine common ingredients into more powerful "extracts" and distill weaker potions into stronger ones. (NOTE: Additional recipes for specialty potions and additional refined ingredients will be added in future updates.)
ALCHEMICAL BOMBS
In my opinion, this is one of the most exciting new features of CACO. TasCani has created a wonderful system for throwable weapons. A lot of work has gone into this feature to ensure that throwing bombs feels responsive and natural when it comes to animations and equipping. All bombs and projectiles use custom meshes made by Excinerus. TasCani's system for throwable bombs is very light-weight from a performance standpoint and works incredibly smoothly. There are currently three varieties of elemental bombs but more will hopefully be added soon.
Custom Effects. All bombs and projectiles use custom designs and effects. There are currently three types of bombs: Incendiary Bombs, Frost Bombs, and Shock Bombs. Bombs do various amounts of AOE damage and a smaller amount of continuing damage over time. In addition, several bombs have unique effects, such as a Deep Freeze effect, with a chance to instantly kill the target, and the ability for Shock bombs to temporarily disable Dwarven Automatons.
Crafting. Alchemical bombs can be crafted using a Retort. The weakest versions can be created with the first alchemy perk, the second rank when you reach an Alchemy Skill of 60, and the most powerful rank can be crafted after taking the Catalyst perk.
Supports Dual Wield & Mounted Combat. Bombs can be thrown from either hand and work with dual-wield block mods. They can also be thrown from horseback allowing for ride-by ranged strikes.
Block & Boom. Bombs will injure the player if they are too close to the explosion. If you block an attack with a bomb in hand, there's a chance the strike might cause it to explode.
Use for traps or ambushes. Bombs can be dropped on the ground then detonated by external means, such as spells, arrows, or other nearby explosions. This allows for the strategic placement of several bombs which can all be detonated with a single strike as an enemy approaches.
TOOLS, WAXES, SALVES, & BANDAGES
In addition to the new bombs, there are several other new features that are now part of the alchemy system and expand the utility and versatility of the alchemist's tool kit.
Weapon Waxes. Waxy coatings can be made to poison your weapons for multiple hits. Each hit will be proportionally weaker than the single-hit poisons, but waxes last for 10 times more hits than standard poisons. Waxes are created using the Retort. Additional specialty waxes which target specific types of enemies, can be created once you take the Catalyst perk.
Mortars and Pestles. CACO adds five ranks of mortar and pestles to the game. Having one in your inventory will enhance the strength of the potions you create, up to 20% stronger potions for having a Master Mortar and Pestle. They can also be activated directly from your inventory to allow you to craft potions anywhere. However, the potions you create using just a mortar and pestle will be weaker than those you create at a fully furnished alchemy table. You can take the Field Alchemist perk to reduce this penalty, but it cannot be eliminated completely.
Alchemist's Retort. This is a new type of Alchemy crafting station that allows for recipe-specific crafting. Retorts can be accessed at any tabletop alchemy lab and can also be purchased as a separate portable crafting station. A retort is needed in order to create bombs, waxes, distilled potions, purified ingredients and extracts, salves, poultices, and other specialty potions.
Alchemist's Crucible. This is another new alchemy tool. A crucible can be used to standardize player-made potions. This will convert your potions and poisons into their generic equivalent. In most cases this will result in a decrease of the potion's strength. However, it will allow player-made potions and poisons to be used in the wax coating and distillation recipes that allow you to create stronger versions of potions and poisons. Currently, the crucible will only work with single-effect potions.
Salves, Poultices and Bandages. These provide alternative means of healing for characters who might not want to always guzzle potions or use healing spells. Bandages can be created from linen wraps at a tanning rack. They must then be cleaned using either a cookpot+water or a retort+alcohol. The effects for both salves and poultices only work when the player is injured. The effects cease once the player is fully healed. Once used, the bandages need to be cleaned before they can be used again.
Changes to Altars. Altars no longer Cure Disease. This was done to help balance the usefulness of the Cure Disease potions. This effect is still quite common, and Potions of Cure Disease are readily available at apothecary merchants. The intention was not to make diseases more difficult to cure, but rather to emphasize the role of alchemy in everyday life in Skyrim.
FOOD & COOKING
Food and Cooking composes the second half of this mod. Cooking isn't really given much importance in the vanilla game and seems to be more of an after-thought than something with any real purpose in the game. Obviously there are mods that address this by making food an essential need in order to stave off hunger and starvation. CACO is not really a "needs" mod and is not intended to be. However, it does attempt to make cooking and food feel more interesting and well-integrated into the game, while also making it more balanced, and providing the player with a sense of reward and accomplishment for their cooking efforts.
FOOD EFFECTS
Food effects have been reworked to make them more distinct from alchemical potions. The vanilla game treats food items pretty much like very weak potions, and when you're in a bind and low on heath, you can instantly consume 50 cabbages to restore your health in the midst of combat. This seems more than a little silly, and my main goal was to make food feel more like food. It isn't particularly strong and probably isn't going to make a critical difference in combat, but the idea is that eating regular, well-rounded meals will provide you with small, long-duration benefits.
No instant recovery. All instant Restore effects have been removed from food and replaced with long-duration fortify and regeneration buffs.
Game-based durations. Nearly all food effects will range in time from 1 to 4 hours. These effects are measured in game-time and will adjust automatically based on the time scale setting you are using. The duration of the effect is roughly equivalent to how filling the particular food item would be, and the intention is that the effects from a filling meal should last approximately 4 hours game-time.
Effects do not stack. While food effects can be used in addition to potions, spells, or other bonuses, they do not stack with other food effects of the same type. This means that you can have one Regenerate Health effect, one Regenerate Stamina effect, and one Regenerate Magicka effect from different food items, but you cannot have two Regenerate Health effects from food at any one time.
Balanced meals. In general, food effects follow this pattern: Vegetables & Grains = Health; Fruit & Sweets = Magicka; and Meat & Cheese = Stamina. When combined with the fact that identical food effects do not stack, this is intended to encourage the player to consume more "well-rounded" meals instead of focusing on eating stacks of the same type of food.
Complex recipes create stronger foods. Raw, uncooked foods will give you pretty paltry bonuses. Cooked foods will give you stronger bonuses, and the more advanced or complex the recipe, the greater those effects will be. I'm still adjusting the balance of the various recipes, but basically, the idea is to reward the player for taking the time to create more involved recipes.
FOOD ITEMS
This mod adds a massive number of new food items that you can harvest, purchase, plant or create. Many of the alchemy ingredients also double as new food items and are used as components in cooking recipes. I've made extensive use of many other great food and cooking mods and resources in order to make sure that almost all of the new food items have a unique appearance.
New Animal & Creature Meats. Meat can now be harvested from nearly all animals and creatures and used in new cooking recipes. This includes foxes, hawks, sabre cats, bears, trolls, chaurus, and a few others. In addition, the quantity of meat that you'll get from an animal has been altered to better reflect the size of the animal. However, these amounts should still feel fairly balanced and are not an attempt at truly realistic quantities of meat. These new meats can be cooked, marinated, turned into soup, made into jerky, and used in various other recipes.
Cannibalism. Devotees of Namira can harvest Flesh from humanoid NPCs by equipping a dagger or scalpel. If you haven't completed Namira's quest, your character can harvest Flesh by enabling the cannibalism option in the MCM settings.
Portion Control and Serving Sizes. Large foods and drinks are now automatically divided into smaller servings when you consume them. Those massive cuts of meat are now treated like four steaks or servings. A bottle of wine is four drinks. A wheel of cheese is cut into individual wedges, and a loaf of bread is eaten as two half-loafs.
Weight and price adjustments. The values and weights for all food items have been adjusted to reflect their relative size and apparent weight. However, certain foods like soups have been made somewhat heavier in order to approximate the added difficulty in porting these foods around (and to place more emphasis on cooking and eating a meal immediately rather than lugging around 50 bowls of soup. To counter this, new light-weight travel foods, like meat jerky, have been added to provide more convenient food for adventurers.
COOKING RECIPES
All cooking recipes have been reworked with more logical proportions and for better balance and progression. You are no longer required to have salt just to cook meat, though the use of various seasonings will still produce tastier results. The food you cook will be more valuable (and weigh less) than the sum of the raw ingredients used to produce it. As your cooking skill increases, you'll gain access to more complex recipes with stronger properties and more interesting effects.
More realistic recipes. Cooking recipes have been reworked for better balance and greater realism. This also means that in some cases one recipe will create multiple items. For example, soup recipes will generally create 4 bowls of soup instead of just one. This allows a better, more realistic, distribution of ingredients.
Use of Water. Recipes like soups and stews require the use of water. Water jugs can be collected from wells or simply crafted for free at a cookpot (both of these options can be disabled if desired). I felt that the addition of water to the recipes was necessary (otherwise there's not really much difference between making a steak and making a stew). It also was done with the intention of making it easier to create compatibility between CACO and other "needs" mods.
Ingredient portions. Salt, flour, wine, and other ingredients are now used in smaller amounts. Sacks of flour are automatically divided into 20 cups of flour, salt piles into 10 pinches of salt, etc.
COOKING SKILL
To make cooking more rewarding and to provide a sense of progression. Creating food at a cookpot will now gain you cooking experience. This is tracked separately from any of your standard skills, and your current skill level can be found in the MCM. As your cooking skill increases, you'll gain access to more advanced recipes. You'll also benefit more from the foods you consume. The strength of food effects will increase with every 25 levels. By the time you become a master chef, food effects will have doubled in strength from their base magnitudes. Therefore, increasing your skill will not only gain you access to more complex recipes to create foods with stronger base effects, but it will also make even the simplest recipes somewhat more useful.
BASIC NEEDS
An entirely optional and incredibly light-weight hunger and sleep system is included for those who would like some additional incentive to consume food and sleep regularly but don't want to use a separate needs mod. These options are disabled by default and must be enabled in the MCM. These features use almost no scripts and are just about as simple and basic as a "needs" feature can be. They can also be enabled and used alongside other needs mods if you simply wish to add increased penalties on top of whatever the other mod is doing. Obviously, though, the effects and stages won't line up exactly with those from other mods.
Hunger. If you enable this option, your hunger will proceed through three possible ranks. If you do not eat within 6 hours of your last food effect wearing off, then you'll become Hungry. If you still do not eat for another 12 hours, then you will progress to Famished. And if you continue to avoid food for a further 12 hours, you'll find yourself Starving. Each of these three stages will result in increasingly severe penalties to your health, magicka, and stamina regeneration rates. However, you won't die from the effects, and eating any type of food will reset the process. Satiation is simply determined based on the duration of the food effects, which will determine how frequently you need to eat to prevent hunger from setting in.
Fatigue. If you enable this option, your fatigue levels will also progress through three ranks. If you meet the minimum number of hours slept, you'll be given the rested or well-rested bonus, which will last for the same duration as the length of time slept (max 8 hours). From a fatigue standpoint, the invisible "Not Tired" stage will last for 2 times the amount of time slept (capped at 16 hours). Once that duration expires, you will become Tired. If you don't sleep for a further 8 hours, then you will progress to Fatigued. If you still don't sleep, then after another 12 hours, you'll find yourself Exhausted. Each of these three stages will result in increasingly severe penalties to your Intelligence, Strength, and Experience Rate. Intelligence is a measure of the strength and effectiveness of your spells, and Strength reflects the amount of damage done by your physical attacks. Sleeping for any length of time will cancel out all fatigue effects and start the process over from the beginning.
Changes to Rested Bonus. In order to add new sleep-related effects, CACO changes the way the Rested bonuses are applied. By default, you'll now need to sleep a minimum number of hours in order to get the rested bonus, and the bonus will only apply for a duration equal to the time slept (capped at 8 hours). No more sleeping 1 hour and feeling "well-rested" for eight hours. There is an MCM option that allows you to adjust the minimum number of hours required to receive these bonuses. You can also disable this feature entirely and revert the Rested, Well-Rested, and Lover's Comfort bonuses to their static 8 hour duration. However, this may also reduce or even eliminate the sleep bonuses granted by certain teas, salves, or other items. This feature must be enabled if you wish to use the optional Fatigue penalties.
ALCOHOL & INEBRIATION
In addition to the foods, the drinks in Skyrim all have alter properties as well. In general, I've tried to diversify the effects in order to make alcohols more interesting. Wine tends to be good for your health, while Brandy can get you better prices. Need a small bump to help you get those last few pounds of loot out of that dungeon? Try a swig of Sujamma. Want to add a bit more strength to your arm? Then help yourself to a good old Nord mead, or if you can afford it, splurge on a bottle of Flin.
Fortify Effects. I've tried to stick very close to lore when assigning the various effects. However, like food, the focus is on "Fortify" rather than "Restore" effects. Most effects last for 1 hour of game time (and will automatically adjust to fit your time scale settings), though some of the secondary effects are shorter.
Consistency. As much as possible, I've tried to cross-reference both lore and a drink's ingredient properties to make everything feel as consistent and logical as possible. For example, Mazte is described as an invigorating brew made from saltrice, and as such it Fortifies Health and Stamina Regen (which also happen to be the first two alchemical properties of Saltrice, one of the newly added alchemy ingredients).
Stacking Effects. Unlike foods, the effects of alcoholic beverages do stack. This means that multiple drinks can actually provide some significant bonuses and advantages. However, these benefits must be weighed against the cost and penalties of increased inebriation and drunkenness.
Inebriation. In contrast to the very simple treatment of hunger, CACO adds a fairly sophisticated treatment for alcoholic inebriation and drunken effects. Inebriation includes a whole range of various effects and progresses through 6 stages as you consume greater quantities of alcohol. At the lowest stages, some of the effects are positive, but as you drink more, the effects become stronger and increasingly more negative. So while you can potentially gain greater effects by stacking the beneficial effects of a drink, you might quickly find yourself completely incapacitated if you aren't careful. Inebriation will slowly wear off once you stop drinking. NPCs can also be affected by drinks, and I've even added a few additional effects specifically for them such as a boost to their confidence and aggression levels.
Drink Strength. Different drinks increase your alcohol levels by different amounts. This corresponds roughly to what you would expect from a similar real-life drink serving and it's alcohol by volume amount. There is also a random variable for some drinks, and the more generic the drink, the less regulated it's production, and the greater the random variation. So village wines and generic meads and ales will vary more widely in their percent alcohol than professionally produced Alto wines or Blackbriar mead.
Tolerance. You can also build up tolerance for alcohol over time by getting drunk repeatedly (reaching inebriation stage 4 or higher) or by increasing your poison resistance. Increasing your tolerance for alcohol will allow you to consume more or stronger drinks before progressing to higher stages of inebriation. It will also decrease the amount of time it takes you to recover from the effects of alcohol.
Visual Effects & Animations. Progressive stages of inebriation will be accompanied by associated visual effects, increased stumbling, and drunken animations. These can be disabled in the MCM if desired, though I feel that they do contribute to balancing the effects of alcohol.
文件说明
Mod截图
相关作品
一本平平无奇秘籍2 | 吸血鬼大君美化---男女可用,添加动态龙翼 | 上古卷轴5:天际重制版 剑町MOD | 模拟人生4 渔网纹黑丝手套 | Lockpick UHD | 全面战争:战锤2 加速预判类魔法施放MOD |