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上古卷轴5:重置版MOD (SJG)omega-SSE的模块化游戏大修

上古卷轴5:重置版MOD (SJG)omega-SSE的模块化游戏大修

发布用户:bity_1700368256发布类型:转载

原创作者:Skeleton Jack所在平台:互联网

发布日期:2023-05-11 06:25:28更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:游戏大修运行环境:上古卷轴5:重置版

浏览次数:255

快捷访问:查找资源

MOD介绍:

什么是欧米茄?

在YASH,EnaiRim,Requeim以及其他领域...... OMEGA的设计目标是为SSE提供最佳和最全面的游戏改造。 OMEGA是任何mod构建的起点,其核心将Skyrim变为具有挑战性,困难和平衡的体验。

OMEGA将多个mod组合成一个,以便在消除冲突的同时节省ESP。它是模块化的,提供多个兼容性补丁,以便您可以选择使用哪些mod。

此页面目前是WIP,因为我准备了v2.0 +版本。

什么是OMEGA的TLDR版本?

任何事情的“简短版本”我都很糟糕......

欧米茄的原始设计是采用SR令人难以置信的令人印象深刻的遭遇区设计,增加难度倍增器以产生更高级别的怪物并将所有这些转变为MLU,这是我见过的最好的战利品改造,推荐的武器AF改变。然而,结果扩大并成长为All In One Mod,成为SSE最佳模块化游戏改革的基石。

然而,在我们深入研究具体细节之前,了解OMEGA的基本目标是让战斗既有趣又有趣。当我进入30或40岁的时候,我因为游戏变得太容易而重新回到一个新角色时生病了。欧米茄包括多个战斗模型,一个完整的敌人大修模型,龙大修模型,以及许多游戏机制大修。欧米茄不是带指南的Loot和EZ mod。欧米茄是您不知道等待的SSE的大修。

除了其他一切,OMEGA也是一个Mod Framework。与Nordic Skyrim或Lexy的LOTD等广泛的指南不同,我想提供更小但同样有用的东西。然而,提供模块化游戏玩法大修同时还提供AIO Mods可能会将我的设计目标拉向相反的方向。

为了解决我设计的潜在缺陷,我决定采用4个核心原则的行动方案:

提供严格的Mod Framework,允许用户自定义选项来交换mod。

以AIO Mod格式提供核心的mods /补丁组,这对任何用户都是必不可少的。

提供补丁,因为存在不兼容性。

为最终用户提供多种方式以获得完整的OMEGA体验。

对不起,但欧米茄,MLU和SR不适合我......

我还有你的家人!

Mod Framework是Solid,完全不需要OMEGA,MLU或SR。它提供了适当的加载顺序和MCM建议。你可以完全忽略MLU和SR,但最终还是从OMEGA获得了很多。此外,这里有几个Mods和Patches根本不需要OMEGA,MLU或SR。

欧米茄提供以下服务:

新的OMEGA MorrowLoot Ultimate AIO Mod和新的OMEGA Skyrim改装战灯和遭遇区域AIO Mod

2个新的MLU补丁,仅在一个esp中包含多达13个补丁

OMEGA MLU和OMEGA SR 100%兼容所有MLU和SR补丁

完全集成的WACCF和武器AF设计,100%兼容

超过30多个新Mod和补丁

4 Skyrim Uncapper INI's

一个超过40个模块的Mod框架,用于平衡的天际体验

减少用户所需的总ESP

非OMEGA补丁,为不想使用OMEGA的用户提供补丁支持

许多mod和一般游戏的生活质量改进

已经解决了MLU的许多不一致和缺失值

4新天际Uncapper INI's

并包含更多改进,调整和调整

每个Mod实际上做了什么?

是时候展示商品了!

当你进一步阅读时,你会看到这样的部分,它们下方有自己的扰流标签。这是为了节省巨大的网页空间,以便更容易找到所有内容。但是,而不是进一步漫步让我们直接进入它?正如他们所说,证据就在于布丁。不知道为什么他们把它放在布丁里,但是因为他们是时候打开这个页面上的第一个扰流板了。

剧透:显示

核心OMEGA AIO补丁

惊喜或玩具?!!

当我为欧米茄换上新的设计理念时,旧的东西必须被抛弃。这当然可以为新事物添加空间!对于那些熟悉我的旧版“精简版”,“完整版”和“SJ版”的AIO版本的人来说,这个新版本既熟悉又让您放松心情。欢迎使用核心OMEGA AIO补丁,通过使用单个OMEGA MLU AIO补丁替换许多补丁,可为您节省6到12个esp插槽。

剧透:显示

每个Patch实际上做了什么?

回来更多呃?

我需要大量的补丁以使OMEGA成为正确的形状,因为许多使用的mod都是不兼容的。最终结果是您现在看到的简化格式,它提供了20多个兼容性补丁。但最好的部分是OMEGA提供完全不需要MLU / SR的补丁。并且所提供的MLU / SR补丁与没有OMEGA的原始MLU / SR模块完全兼容。

无论您是来OMEGA,还是为MLU / SR修补一些补丁,或者您只需要一个OBIS,SIC,ME或SRCEO的补丁...... OMEGA的设计既是模块化的又是辅助的尽可能多的用户。

所有补丁都已添加到Spoiler中以节省页面空间。

剧透:显示

天际技能解决方案INIs

这是OMEGA非常需要的点睛之笔。

欧米茄的部分过程是让游戏变得更加困难和具有挑战性。然而,在处理exp增长和平衡时,它伴随着自身的障碍和问题。早期的水平往往感觉太过苛刻,而中等水平的速度太快了。由于我非常努力地让Skyrim处于平衡状态,我不得不密切关注使用Skyrim Skill Uncapper重新平衡角色的成长。

使用OMEGA Skill Uncappers时,角色在整体游戏中的整体水平约为65%。然而,每个级别的属性,额外和承载重量奖励高于香草。这创造了一个定制的定制平整率,允许天际有最大的时间窗口保持平衡,同时也不会让你觉得Perk和属性挨饿。由于这是在设计时考虑到了Presator,Perk Bloat问题也得到了解决。

所有Uncapper都已添加到Spoiler中以节省页面空间。

剧透:显示

自所有新变化以来,此点以下的任何内容都没有更新。 WIP

OMEGA Mod框架和加载顺序

这些mod列在我的工作加载顺序中。删除SR设置的所有MLU mod / patch应该是相同的mod列表和加载顺序。请确保您正在查看您可能想要或需要的任何补丁的Nexus页面Skyrim改版 - Loot和Encounter Zones,MorrowLoot Ultimate和MLU社区补丁。

我试图制作关于如何对这些mod进行排序的所有必要注意事项。如果我错过了说明或特定说明,这是我的工作加载顺序。

对于那些讨厌Encounter Zone(EZ)mods的人来说,这里有一个MLU Patch for Vanilla EZ链接,可以将所有EZ恢复为vanilla设置,但是你将不再通过我的补丁获得游戏中列出的EZ等级。对于那些想要封顶EZ的人来说,还有欧米茄补丁,以及那些希望带回真正被淘汰的世界的用户。

所有Mod都已添加到Spoiler中以节省页面空间。

剧透:显示

为什么这些改装使OMEGA成为现实。

讲故事的时间?

我已经在2个不同的平台上写了7次不同的时间,但它永远不会是正确的。太长,太短,太多的信息,没有足够的信息,太多关于我,没有平等地涵盖mods ...我无法找到属于Goldilocks原则的描述。

我已经确定没有完美的方法可以做到这一点,所以我会按照自己的方式去做。如果你想知道,那就是漫长的道路。

将其添加到剧透,以节省页面空间。

剧透:显示

安装说明

真实地阅读这部分内容。

在安装OMEGA之前安装Skyrim Skill Uncapper和Auto Harvest。运行游戏并加载角色以确保INI已正确生成。然后安装OMEGA。

如果您对OMEGA以外的任何mod的安装有任何疑问,请参阅相关的mod页面。

适当的加载顺序已在Mod Framework部分中详细说明。

如果您没有阅读Mod特定说明和设置,请不要问我有关您的设置的问题。去读那个部分,然后问我你的问题。

我强烈建议您考虑将游戏重置为Adept难度并在习惯此设置时进行更改。

每个Mod的完整安装说明都在扰流板中以节省页面空间。

剧透:显示

Mod特定说明和设置

真实地阅读这部分内容。

护甲等级Redux SE - (MCM)一般:设置:公式:我推荐与香草天际有类似经验的指数。如果你想在早期游戏中获得更好的阻力,请选择双曲线。

护甲等级Redux SE - (MCM)概述:高级:使用楼层进行Exp / Hype模式:选中此项。确保设置乘数(下一步)。

护甲等级Redux SE - (MCM)概述:高级:Exp / Hype地板:设置为0.2(不是0.02)。就像香草天际一样,它的抗损伤性能达到80%。

装甲等级Redux SE - 请注意WC在加载顺序中跟随并将上限设置为75%。我不知道哪一个赢得了覆盖;但是,由于ARR正在用脚本改变它,我认为它确实如此。随意将上限降至80%以下。

自动收获 - (MCM)一般1:文件操作:加载INI。完成设置并根据需要进行更改。此INI旨在加快进行设置的过程。然而,你仍然应该摆弄它们,因为它在尸体上留下许多物品仍然可以手动拾取。

Ars Metallica - 用于矿石的冶炼装甲/武器可以在来自其他模型时破坏平衡。来自其他mod的一些装甲/武器可以让你在熔炼时很容易进入特定的矿石。我建议不要冶炼它们。

Skyrim Immersive Creatures - (MCM)“Purist”选项在General下:选择Version Preset。如果你愿意,可以使用它更加友好。我个人不使用Purist。

天际沉浸生物 - (MCM)高级 - 分发NPC药水(关闭)。

天际沉浸生物 - (MCM)夜间生成 - 开始19 PM,结束6 AM。

天际沉浸生物 - (MCM)难度调整 - 分配全局难度 - 将此设置为您实际使用的(熟练,主人等等)。

天际沉浸生物 - (MCM)难度调整 - 额外生成 - 中等。

天际沉浸生物 - (MCM)难度调整 - 延长伤害(开启)。

天际沉浸生物 - (MCM)如果您愿意,可以随意修改更多设置,这些+默认是推荐的。

KS Dragon大修2 - (MCM)AI:杀死移动(永远不打开),物理效果(永远不打开),强制着陆(永远不要打开)。你可以搞乱其他选项,但这些是据报道在Skyrim中导致错误的3个特定选项。

KS Dragon大修2 - (MCM)AI:我个人建议关闭MCM的整个页面(是的,所有内容),以避免报告此mod遇到的任何错误和问题。 OMEGA KSDO2补丁以交错值和正常35%的健康损失率增加,因此如果您打开它们,那么当您使用我的补丁时,您自行承担风险。

KS Dragon大修 - (MCM)统计:预设>难度>建议使用强大,但可以随意提高/降低值。

KS Dragon大修2 - (MCM)呼喊:由于我们正在使用DDCE,我建议不要使用此页面,因为我们已经添加了一个mod来改变我们的龙。

KS Dragon Overhaul 2 - (MCM)龙攻击:等待(3天),机会(70%),等待(72小时)和随机发生器(24小时)。我还不确定这方面的最佳数字,但这正是我目前正在测试的。

KS Dragon大修 - (MCM)Soul Absorb:我把它留在0,因为我不希望mod为我的角色增加更多力量。

KS Dragon大修 - (MCM)杂项:世界细胞设置 - 除非你知道自己在做什么,否则你应该留下这些。仅供参考,如果您需要重置单元以安装/卸载需要它的模块(如SIC),这可能非常有用。

KS Dragon大修 - (MCM)其他:唯一名称生成器设置 - 启用。

Lock Overhaul - 这有太多的选择,玩家的口味会有所不同。自己完成这些设置并做出自己的决定。

LOOT - 它可能会警告您在使用OMEGA AIO时缺少Patches,例如MLU-ZIM Patch或MLU-Summermyst Patch。只需确保您已使用包含OMEGA补丁的版本或已安装OMEGA Summermyst补丁的版本。

moreHUD - (MCM)你可以根据需要关闭所有东西,我们只将它用于Show Enemy Level选项。

OBIS - (MCM)如果使用OBIS,则无需更改任何MCM选项。你可以按原样玩。

OBIS - (MCM)特别 - 你可能想打开Spiders和Minotaurs,我做到了。

OBIS - (安装)如果你决定使用它,我建议使用Patrols Add On。

OBIS巡逻 - (MCM)必须在MCM中启用此功能。随意修改设置并查看难度。

OBIS Patrols - (MCM)启用(开),难度:更强(我使用最强),给药水(关),

SkyUI - (MCM)你真的应该使用装备状态,因为它们是一个了不起的工具。如果您需要,请检查控件并打开其他4。

智能训练 - (MCM)训练Perk积分:除非您需要奖励/免费振作积分,否则请关闭此功能。换句话说,将其关闭。

智能训练 - (MCM)Mod Active:选中此项将其打开,但如果在游戏中安装,请务必阅读警告。

终极战斗 - (MCM)在一般情况下我关闭所有内容或将其设置为零,除了玩家Killmove免疫和激活Mod

终极战斗 - (MCM)我强烈建议你将所有HP Scale / Multipliers设置为1,因为SRCEO已经在修改这些生物。应启用(检查)所有敌人的AI和敌人躲避。

Wildcat - (MCM)难度:允许Wildcat管理难度(打开它,默认情况下关闭)

野猫 - (MCM)我受伤了,YMMV。

野猫 - (MCM)禁用弓中断:对于非弓箭手来说,关闭它可以使敌方弓箭手更具挑战性。

野猫 - 对于终极战斗我发现在敌人的AI之外改变/躲避/新攻击动画,大部分WC做什么,它做得更好。 UC低于WC赢得AI,但我也几乎把所有的选项都关掉了,这样它就让WC去做它的事情。

天际改造 - 我们结转的游戏设置更改是针对fLeveledActorMult。容易从0.33到0.6,介质从0.67到0.9,硬从1.0到1.2,非常难从1.25到1.5。这意味着怪物将比你用来看到增加的遭遇区域和增加的等级乘数的bc高得多。

捣碎的补丁 - 当你制作一个捣碎的补丁时,你需要将“MLU.esp”设置为“Smash.ForceAll”。右键单击“MLU.esp”> Smash setting> Smash> Smash.ForceAll。

捣碎的补丁 - 确保所有的mod都已添加到“Smashed Patch”中。您可以右键单击mod并将它们添加到Smashed Patch(如果它们尚未添加)。然后点击HAMMER,而不是绿色大按钮。

捣碎补丁 - 如果您无法按照这些说明进行操作,请先在上面观看视频。这解决了多个问题。它可以创建一些问题,但它修复的内容远远超过它创建的内容。

警告 - 添加将游戏注入游戏的Mod可能会破坏MLU / SR的战利品平衡,就像SIC和OBIS如何在没有补丁的情况下一样。最好让mods添加额外的生成点,而不是由特定mod生成的怪物。

仅仅改变小怪的统计数据同时只留下他们的水平项目列表和设备列表的Mods,例如Know Your Enemy(KYE),是OMEGA的绝佳补充。或者像增加的敌人Spawns这样的mods,它只增加额外的生成点,同时不对怪物本身做任何改变。

制作你自己的“Override.esp” - 无论你做什么捣碎/ Bashed都不会为你解决所有问题。您应该了解xEdit,以便在Bashed / Smashed Patches之后创建一个新的esp(我命名为我的Override.esp),它位于加载顺序的末尾。拖放你知道应该做的更改,以确保你仍然没有得到奇怪的drop / items / npc值/ etc ......

新手入门级别指南

因为在OMEGA中比在香草天际中更难达到...

要完成

已知的问题

真实地阅读这部分内容。

现实的水二

RWT覆盖了Aftand Glacial Ruins,Halted Stream Camp,Morvunskar,Embershard Mine和Broken Oar Grotto。没有其他的。最简单的答案是进入xEdit并将条目从MLU复制到RWT。

xEdit修复:安装xEdit。打开xEdit,单击“确定”时按住SHIFT +左键单击。运行冲突检查。右键单击左侧的任何esp。选择“应用过滤器”以显示“冲突失败者”。去做一些像一分半钟或两分钟的事情,这需要一点点。冲突检查运行后,打开MLU中的单元格(CTRL +左键单击以展开+符号上的全部)。现在您可以看到所有红色文本并单击它们以查看覆盖MLU的内容。

然后将这5个选项拖放到RWT中。添加级别的名称编辑。不要拖放任何其他字段。这样做可以节省非xEdit修补程序使用的esp插槽。

非xEdit修复:通过FOMOD安装程序重新安装OMEGA(或通过打开OMEGA的ZIP下载进行手动安装)。像以前一样安装,除了这次包括OMEGA EZ Cell Names MLU Patch(或SR选项)。打开LOOT并编辑此修补程序的元数据。单击Load After并点击文件名的+符号。为此补丁添加RWT以加载。现在,EZ Cell Names Patch将覆盖RWT,您不会丢失OMEGA的那5个单元格更改。或者,将此mod的元数据从“默认”更改为“延迟加载器”。应该停止其他mod的进一步问题,并且现在默认将它放在RWT下面。

单元格名称更改将无法正确显示级别。

请参阅上面的RWT说明。通常,xEdit修复程序将是最简单/最快速的解决方案。即使它不是,它至少会告诉你冲突的来源。

按照RWT的“非xEdit修复”。为了100%确定没有问题设置此mod的元数据加载到你的捣毁/ Bashed Patch之后(并且不要Bash / Smash它)。除了将单元名称更改为包含级别之外,此修补程序几乎不做任何操作没有任何理由可以低于它。

护甲等级Redux

ARR可能存在与其他mod有奇怪交互的错误。对于一些使用ARR的玩家来说,被bash立即杀死,或者用bash立即杀死敌人。但是,通过完全删除其他mod,更改为Exponential,并更改为Hyperbolic,可以解决此问题。唯一的共同点是这个mod正在同时使用。

目前尚不清楚它是否真的导致了这个问题,但一个常见且简单的解决方案是将Hyperbolic设置更改为Exponential(或者Expo to Hyper,无论哪种方式)。就我个人而言,它正在删除另一个我并不真正关心的mod,这是一个新的装甲特技。因人而异。

常问问题

Auto Harvest是否必要? x mod是必要的吗?

不。这里列出的很多mod也没有。它是一个模块化框架,专门用于选择mods。

我的辐射探索让我进入了地狱的坑! WTF男人?!

抱歉。这是使用Encounter Zones的缺点之一。它发生了。我可以推荐Quests Are In Skyrim。即使它无法完全解决问题,它也会有很大帮助。

我应该去哪里,所以我不会被杀?

Whiterun和Falkreath是最容易的地方。 Riften,Eastmarch和Hjaalmarch是中等地区。 Winterhold,Pale和Haafingar是最难的地区。 Dragonborn的EZ是从中等到极端的范围。 Dawnguard拥有游戏中最高的EZ。有关完整说明,请参阅Skyrim Revamped页面。

为什么一些小怪仍在第1级和第6级产卵?

它们是静态生成点,永远不会被EZ或乘数修改。 /耸肩

我去了x地方,小怪疯狂的高水平?!我找到了一个老板,他是90级?!你为什么要这样对我?

级别只是添加能力,战利品和统计数据的指标。在Jyrik达到90级之前,我已经在23级杀死了Jyrik Gauldurson。在这个设置中的战斗是关于技能,准备,正确的装备和结界等等。那就是说,我也把我的屁股递给了我70级老板30+我不得不放弃离开地牢。正如我所说,这是关于你带来的具体问题。它本身的水平远不如说。

你为什么打未加密除武装?

忽略解除已经存在的所有问题,例如坠落在世界各地的物品,这最终归结为Key Binds。当您的武器撤防后,它们将从您的收藏夹/钥匙装备/装备状态中删除。因此,每次发生这种情况,我都必须重做我的收藏夹,重做我的关键绑定,并重做我的装备状态。对不起,但我不这么认为。解除武装被删除了,我再也不会玩了。这是Bethesda的糟糕,糟糕,糟糕的游戏设计。

遇到区域是公牛屎!!

他们真的不是。 EZ的最糟糕的方面是它们会让你在更有限的路径上流动,并且Skyrim不再是一个开放的沙箱。但考虑到他们在这个设置中添加了多少游戏,这是一个折衷,而不仅仅是弥补自己。我的Uncapper INIs专门设计用于让你“在那里”,远离Falkreath和Whiterun非常快。如果你能够习惯天际是一个在电影/小说中有意义的世界,并接受你必须升级内容的想法那么它真的不再是一个问题。

小怪是如何在他们所处的水平上产生的?

这并不简单,但我确实发了一篇文章,详细解释了它是如何工作的。 [SJG] PSA:Encounter Zones,fLeveledActorMult,Leveled NPC和非玩家角色(Actor)如何互动/工作以确定你在地牢中遇到的怪物等级。

游戏太难了!!我勒个去?!

难度设置在实践中没有任何意义。和Vanilla一起玩Legendary,然后和OMEGA一起玩Adept。相信我,到目前为止,我的Adept OMEGA游戏将变得更加困难。将游戏设置为低于Adept的设置。 bc是为香草制作的,而不是为OMEGA制作,这无关紧要。降低设置没有任何问题。另外,我们安装了Wildcat。您可以进入野猫并更改受到的伤害/采取的乘数,以根据您的个人需要定制基础伤害系统。

游戏太简单了。我以为这会是严肃的商业?!

正如我所说,这是一个起点。你的天际构建的框架!随意添加其他东西,如增加的敌人Spawns或终极致命的遭遇(时间的沙子)。你可以定制OMEGA定制比现在更多。不要忘记在Wildcat中更改Damage Dealt / Damage Taken设置以自定义您的体验。这是我们使用Wildcat的重要原因。

欧米茄仍然太容易了!

你检查了加载订单了吗?你在xEdit中检查了冲突吗?通常,拥有mod的用户覆盖OMEGA正在做的事情,最终成为这里最常见的罪魁祸首。

您在Mod Framework中列出了WACCF,但没有Armor Clothing Extension?

我只为ACE制作了一个补丁,因为我看到它的独特下载数量几乎与WACCF相同。因此,大多数WACCF用户也会拥有ACE,这是一个安全的假设。然而,ACE并没有对OMEGA中的永久性位置进行评级,因为它只是没有足够的表格作为每个人应该使用的最好的mod之一。

我在这个清单中看不到TK Dodge ......

我爱我的敌人躲避我的攻击。但老实说,我不喜欢自己躲避敌人的攻击。我觉得它过分夸大内容并使游戏变得更加容易。 YMMV并随意使用它。我没有,因为如果没有它,游戏就会变得更加困难。

知道你的敌人还是真正的盔甲怎么样?

我不是摇滚,纸张,剪刀技师的粉丝。我喜欢扮演匕首刺客或冰霜法师等专业角色。 KYE和TA是令人惊叹的mod并且做得非常好。但他们只是带来一些我不喜欢的东西。 KYE现在有一个装甲插件,并在其页面上有一个更新的SRCEO KYE Patch。这些mods与OMEGA非常合作,所以尽情享受它们!

高级敌人怎么样?

如果你想添加它,这个mod应该在这个设置中工作。但我确实建议您首先尝试此设置,以防它最终添加到您的游戏太多。作为一个警告,它增加了新的怪物。即使它对MLU战利品清单是友好的(它是友好的,在我写完之后听起来很奇怪)你可能会得到各种不一致的敌人行为,因为SRCEO没有修改这些新的怪物。所以这可能最终感觉不好。其中一个额外的遇到mod或改变Wildcat中的难度设置更可能是一个更好的选择。

高级对手遭遇怎么样?

这与SRCEO不兼容,因为它们都是敌人的大修。我已经好几次看了AAE,总的来说我发现SRCEO比AAE给玩家提供的更多。此外,AAE完全忽略了EZ,并且SRCEO从头开始设计,可以与Presator,Apocalypse和Skyrim一起使用......由于种种原因,SRCEO显然在我眼中位居榜首。那说AAE确实提供了SRCEO没有做的一些具体的利基事情,如果这真的是你的事情。

关于敌人的复仇怎么样?

这与SRCEO不兼容,因为它们都是敌人的大修。就像AAE(阅读一篇)一样,我发现SRCEO带来了更多的成果。如果你只是拒绝使用SRCEO,那么如果你不介意放弃EZ和RotE,如果你绝对不想放弃EZ,我会看AAE。

如果它说你是EverWatch,你为什么称自己为Skeleton Jack?

我创建了这个帐户谁知道多久以前,我当时没有使用Skeleton Jack。 SJ就是我的目标,我不会放弃我的终身高级帐户,因为我不能说出改变。我也是Reddit上的SkeletonJack_。

那么SJG意味着什么?

骷髅杰克游戏。我希望我的作品易于辨认,但由于我在不同的地方有不止一个名字,所以很难完成。在我的工作之前放置(SJG)可以清楚地确定我在多个平台上的位置。就这样。

给你最喜欢的mod作者他们应得的爱!

我花了大约300多个小时在这个项目上工作了5个月。研究,教程,挖掘其他人的mod,youtube视频,试验,玩测试mod交互和平整率,学习如何正确使用xEdit,fomod创建,手动数据输入......在我做所有这一切之前,我从未真正理解工作水平和奉献精神mod作者投资到我们只需点击一下即可在mod页面上下载。

如果没有Nexus上一些最好的模组作者提出的艰苦,艰苦和出色的工作,欧米茄就不会存在。请返回并重新访问您下载的所有mod,获得补丁或替换AIO。考虑给这些mods一个背书(和/或那些作者一个Kudos)。他们应得的。

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What is OMEGA?

In the vein of YASH, EnaiRim, Requeim, and more...OMEGA's design goal is to offer the best and most versatile gameplay overhaul available for SSE.  OMEGA is the starting point for any mod build that at its core changes Skyrim into a challenging, difficult, and balanced experience.  

OMEGA combines several mods into one in order to save on ESP's while removing conflicts.  And it's modular, offering multiple compatibility patches so that you can pick and choose which mods to use.

This page is currently a WIP as I prep for v2.0+ releases.

What's the TLDR version of OMEGA?

I'm so bad at "short versions" of anything...

The original design of OMEGA was to take the incredibly impressive Encounter Zone design from SR with it's increased difficulty multipliers to spawn higher level mobs and roll all of that into MLU, the best loot overhaul I'd seen, with it's recommended Weapon AF changes.  However the result expanded and grew to become an All In One Mod forming the cornerstone of the best modular gameplay overhaul on SSE.

However before we delve into specifics understand that an underlying goal of OMEGA was to make combat both interesting and fun.  I was sick to death of rerolling to a new character when I got into my 30's or 40's because the game got too damn easy.  OMEGA includes multiple combat mods, a complete enemy overhaul mod, dragon overhaul mods, and many game mechanics overhauls as well.  OMEGA isn't a Loot and EZ mod with a guide.  OMEGA is THE overhaul for SSE you didn't know you were waiting for.

OMEGA is also a Mod Framework in addition to everything else.  And unlike an expansive guide such as Nordic Skyrim or Lexy's LOTD, I wanted to offer something smaller yet equally useful.  However offering a Modular Gameplay Overhaul while also offering AIO Mods could potentially pull my design goals in opposite directions.

To resolve the potential pitfalls of my design, I decided upon a course of action with 4 core tenets:

Offer a tight Mod Framework allowing users customization options to swap mods in and out.

Offer a core group of mods/patches in an AIO Mod format that would be essential to any user.

Offer patches since there would be incompatibilities.

Offer more than one way for the end user to get the full OMEGA experience.

Sorry, but OMEGA, MLU, and SR isn't for me...

I still got you fam!

The Mod Framework is Solid and doesn't require OMEGA, MLU, or SR at all.  And it offers a proper Load Order with MCM recommendations.  You can ignore MLU and SR entirely and still end up getting a lot from OMEGA.  Plus there are several Mods and Patches here that don't require OMEGA, MLU, or SR at all.

OMEGA offers the following:

A New OMEGA MorrowLoot Ultimate AIO Mod and a New OMEGA Skyrim Revamped Loot and Encounter Zones AIO Mod

2 New MLU Patches that incorporate up to 13 patches in just one esp

OMEGA MLU and OMEGA SR are 100% Compatible with all MLU and SR Patches

Fully integrated WACCF and Weapon AF design for 100% compatibility

Over 30+ NEW Mods and Patches

4 Skyrim Uncapper INI's

A Mod Framework of over 40 mods for a balanced Skyrim experience

Reduction of total ESP's required by the user

Non-OMEGA Patches, offering Patch support for those who don't want to use OMEGA

Quality of Life improvements for many mods and general gameplay

Many inconsistencies and missing values from MLU have been addressed

4 New Skyrim Uncapper INI's

And the inclusion of many more improvements, tweaks, and adjustments

What does each Mod actually do?

Time to show the goods!

As you read further you'll see sections like this that have their own spoiler tags below them.  That's to save on what is a tremendously huge web page so that it's easier to find everything.  But instead of rambling further let's get right into it eh?  As they say, the proof is in the pudding.  Not sure why they put it in the pudding, but since they do it's time to open up the first spoiler on this page.

Spoiler:  

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Core OMEGA AIO Patches

Surprises or toys?!!

As I shift gears into a new design philosophy for OMEGA old things must be thrown away.  Which of course makes room for new things to be added in!  For those familiar with my old "Lite", "Complete", and "SJ's" versions of my AIO mods this new section will both feel familiar and set your minds at ease.  Welcome to the Core OMEGA AIO Patches which will save you 6 to 12 esp slots by replacing many patches with a single OMEGA MLU AIO Patch instead.

Spoiler:  

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What does each Patch actually do?

Back for more eh?

I needed a ton of patches in order to get OMEGA into the right shape as many of the mods used were incompatible.  The end result is the streamlined format that you see now which offers more than 20 compatibility Patches.  But the best part is that OMEGA offers Patches that don't require MLU/SR at all.  And the MLU/SR patches offered are fully compatible with the original MLU/SR mods without OMEGA.

Whether you're here for OMEGA, stopped by for some patches for MLU/SR, or you happened to just need one of the patches for OBIS, SIC, ME, or SRCEO...OMEGA's design is to be both modular and assist as many users as possible.

All Patches have been added to a Spoiler to save on page .

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Skyrim Skill Uncapper INIs

A much needed finishing touch to OMEGA.

Part of the process of OMEGA is to make the game much more difficult and challenging.  However that comes with it's own hurdles and issues when dealing with exp growth and leveling.  The early levels often felt too grindy, while the mid levels sped by far too quickly.  As I've worked very hard to get Skyrim into a balanced state, I had to look closely at rebalancing character growth with Skyrim Skill Uncapper.

Characters will level at approximately 65% of the vanilla leveling rate overall in a full play through when using OMEGA Skill Uncappers.  However Attribute, Perk, and Carry Weight awards are higher per level than with vanilla.  This creates a custom tailored leveling rate that allows for Skyrim to have the largest window of time to remain balanced, while also not making you feel Perk and Attribute starved.  As this is designed with Ordinator in mind, Perk Bloat issues have also been addressed.

All Uncappers have been added to a Spoiler to save on page .

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Nothing below this point has been updated since all of the new changes.  WIP

The OMEGA Mod Framework and Load Order

These mods are listed in my working Load Order.  Removing all MLU mods/patches for a SR setup should be the same mod list and load order.  Please make sure you are checking the Nexus Pages of Skyrim Revamped - Loot and Encounter Zones, MorrowLoot Ultimate, and MLU Community Patches for any Patches you may want or need.

I tried to make all of the needed notes about how to sort these mods.  If I missed an instruction or a specific note, this is my working load order. 

For those who hate Encounter Zone (EZ) mods there is a MLU Patch for Vanilla EZ's linked here that will restore all EZ's to vanilla settings, but you will no longer get the level of the EZ listed in game by my patch anymore.  For those who want Capped EZ's there are OMEGA Patches for that as well for users who wish to bring back a truly deleveled world.

All Mods have been added to a Spoiler to save on page .

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Why these mods make OMEGA what it is.

Story time?

I've written this out now 7 different times on 2 different platforms and it's never quite right.  Too long, too short, too much information, not enough information, too much about me, not covering mods equally...  I have not been able to find a description that falls into the Goldilocks Principle.

I've determined there is no perfect way to do this, so I'll just do it my way.  That's the long way if you were wondering.  

Adding this to a spoiler to save on page .

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Installation Instructions

Read this part for real.

Install Skyrim Skill Uncapper and Auto Harvest before you install OMEGA.  Run the game and load a character to make sure the INIs have been generated properly.  Then install OMEGA.

If you have any questions regarding the installation of any mods besides OMEGA you should refer to the mod page in question.

The proper Load Order is already detailed in the Mod Framework section.

If you did not read through Mod Specific Notes and Settings then do not ask me questions about your setup.  Go read that section, then ask me your questions.

I highly recommend you consider resetting your game to Adept difficulty and changing it as you get used to this setup.

Full Installation Instructions for each Mod is in the spoiler to save page .

Spoiler:  

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Mod Specific Notes and Settings

Read this part for real.

Armor Rating Redux SE - (MCM) General: Settings: Formula: I recommend Exponential for a similar experience to vanilla Skyrim.  Select Hyperbolic if you want better resistances early game.

Armor Rating Redux SE - (MCM) General: Advanced: Use Floor for Exp/Hype Modes: check this on.  Make sure to set the multiplier (next step).

Armor Rating Redux SE - (MCM) General: Advanced: Exp/Hype Floor: set to 0.2 (not 0.02).  This caps damage resistance at 80% just like vanilla Skyrim.

Armor Rating Redux SE - Note that WC follows in Load Order and sets the cap to 75%.  I do not know which one wins the override; however, since ARR is changing this with a script I assume it does.  Feel free to lower the cap below 80%.

Auto Harvest -  (MCM) General 1: File Operation: Load INI.  Go through the settings and make changes as you see fit.  This INI is meant to speed up the process of making your settings.  However you should still fiddle with them as it leaves many items on corpses to be manually picked up still.

Ars Metallica - Smelting armor/weapons for ore can break balance when they come from other mods.  Some armors/weapons from other mods can give you access to specific ores far too easily and early when smelted.  I recommend not smelting them.

Skyrim Immersive Creatures - (MCM) the "Purist" option is under General: Select Version Preset.  Use this to be more lore friendly if you want.  Personally I don't use Purist.

Skyrim Immersive Creatures - (MCM) Advanced - Distribute NPC Potions (Off).

Skyrim Immersive Creatures - (MCM) Night Spawns - Start 19 PM, End 6 AM.

Skyrim Immersive Creatures - (MCM) Difficulty Adjustments - Assign Global Difficulty - Set this to what you are actually using (Adept, Master, etc...).

Skyrim Immersive Creatures - (MCM) Difficulty Adjustments - Additional Spawns - Medium.

Skyrim Immersive Creatures - (MCM) Difficulty Adjustments - Extend Damage (On).

Skyrim Immersive Creatures - (MCM) Feel free to modify more settings if you wish, these + Default are the recommended ones.

KS Dragon Overhaul 2 - (MCM) AI: Kill Move (never turn this on), Physical Effect (never turn this on), Force Landing (never turn this on).  You can mess with the other options, but these are the 3 specific ones that are reported to cause bugs in Skyrim.

KS Dragon Overhaul 2 - (MCM) AI: I personally recommend leaving this entire page of the MCM off (yes, everything) in order to avoid any bugs and issues this mod is reported to run into.  The OMEGA KSDO2 Patch adds back in stagger values and the normal 35% injured health %, so if you do turn them on you are doing so at your own risk when you use my patch.

KS Dragon Overhaul - (MCM) Stats: Presets > Difficulty > Mighty is recommended, but feel free to raise/lower the values here.

KS Dragon Overhaul 2 - (MCM) Shout: As we're using DDCE I recommend not using this page as we've already added a mod to make variations in our dragons.

KS Dragon Overhaul 2 - (MCM) Dragon Attacks: Wait (3 days), Chance (70%), Wait (72 hours), and Randomizer (24 hours).  I'm not sure of the best numbers for this yet, but this is what I'm currently testing.

KS Dragon Overhaul - (MCM) Soul Absorb: I left this at 0 as I don't want the mod adding more power to my character.

KS Dragon Overhaul - (MCM) Misc: World Cell Settings - you should leave these alone unless you know what you're doing.  FYI, this can be extremely useful if you need to reset cells for installing/uninstalling mods that require it like SIC.

KS Dragon Overhaul - (MCM) Misc: Unique Name Generator Settings - Enable.

Lock Overhaul - this has entirely too many options and player tastes are going to vary.  Go through these settings yourself and make your own decisions.

LOOT - it may warn you that you're missing Patches when using the OMEGA AIO's, such as the MLU-ZIM Patch or the MLU-Summermyst Patch.  Just make sure you're using versions that include the OMEGA Patches already or that you have the OMEGA Summermyst Patch installed.

moreHUD - (MCM) you can turn everything off if you want, we are only using this for the Show Enemy Level option.

OBIS - (MCM) if using OBIS you do not need to alter any MCM options.  You can play as is.

OBIS - (MCM) Special - You may want to turn on Spiders and Minotaurs, I did.

OBIS - (Install) I suggest using the Patrols Add On if you decided to use this.

OBIS Patrols - (MCM) this must be Enabled in the MCM.  Feel free to modify the settings and look at the Difficulty.

OBIS Patrols - (MCM) Enable (On), Difficulty: Tougher (I use Toughest), Give Potions (Off), 

SkyUI - (MCM) you should really be using the Equip States as they're an amazing tool.  Check the controls and turn the other 4 on if you want as well.

Smart Training - (MCM) Training Perk Points: turn this off unless you want bonus/free perk points.  In other words, turn it off.  

Smart Training - (MCM) Mod Active: check this to turn it on, but make sure to read it's warning if installed mid-game.

Ultimate Combat - (MCM) under General I turn off everything or set it to zero except for Player Killmove Immunity and Activate Mod

Ultimate Combat - (MCM) I strongly suggest you set all of the HP Scale/Multipliers to 1 as SRCEO is already modifying these creatures.  All enemy AI's and enemy dodging should be enabled (checked).

Wildcat - (MCM) Difficulty: Allow Wildcat to Manage Difficulty (turn this on, it's off by default)

Wildcat - (MCM) I have injuries turned off, YMMV.

Wildcat - (MCM) Disable Bow Interrupts: turn this off for non-archer runs to make enemy archers more challenging.

Wildcat - For Ultimate Combat I found that outside of the enemy AI changes/Dodging/New Attack Animations that most of what WC does, it does better.  UC goes below WC to win on AI, but I also turn almost all of it's options off so that it leaves WC to do its thing.

Skyrim Revamped - The Game Settings changes we've carried over are for fLeveledActorMult.  Easy from 0.33 to 0.6, Medium from 0.67 to 0.9, Hard from 1.0 to 1.2, Very Hard from 1.25 to 1.5.  This means mobs will be much higher level than you are used to seeing bc of both the increased Encounter Zone and the increased level multiplier.

Smashed Patches -  When you make a Smashed Patch you need to set "MLU.esp" to "Smash.ForceAll".  Right click on "MLU.esp" > Smash setting > Smash > Smash.ForceAll.

Smashed Patches -  Make sure all mods have been added to "Smashed Patch".  You can right click on mods and add them to Smashed Patch if they are not added already.  Then hit the HAMMER, not the big green button. 

Smashed Patch - If you can't follow these instructions go watch a video on it first. This solves multiple issues. It can create a few problems, but it fixes far more than it creates doing this.

Warning - Adding in Mods that inject mobs into the game can break the MLU/SR loot balance, like how SIC and OBIS do without Patches for them.  It is better to have mods that add in additional spawn points than mobs made by the specific mod in question.  

Mods that just alter the stats of mobs while leaving their leveled item lists and equipment lists alone, such as Know Your Enemy (KYE), are excellent additions to OMEGA.  Or mods like Increased Enemy Spawns, which only adds additional spawn points while making no changes to the mobs themselves.

Make your own "Override.esp" - No matter what you do Smashed/Bashed will NOT fix everything for you.  You should learn enough about xEdit to make a new esp (I named my Override.esp) that sits at the end of your load order after Bashed/Smashed Patches.  Drag and drop changes that you know should be done to ensure you don't still get weird drops/items/npc values/etc...

Intro Leveling Guide for Newbies

Because it's harder to level in OMEGA than vanilla Skyrim...

TO BE DONE

Known Issues

Read this part for real.

Realistic Water Two

RWT overrides Aftand Glacial Ruins, Halted Stream Camp, Morvunskar, Embershard Mine, and Broken Oar Grotto.  Nothing else.  The simplest answer is to just go into xEdit and copy over the entries from MLU to RWT.

xEdit fix: Install xEdit. Open xEdit, hold SHIFT + Left Click when you click OK. Run a conflict check. Right click on any esp on the left hand side. Select Apply Filter to show Conflict Losers. Go do something else for like a minute and half or two minutes, this takes a bit. Open up Cells (CTRL+Left Click to expand all on the + symbol) in MLU after the conflict check runs. Now you can see all of the red text and click on them to see what is overriding MLU.

Then drag and drop these 5 options into RWT.  The name edits that add the level.  Don't drag and drop any other fields.  Doing this saves you an esp slot that the Non-xEdit fix uses.

Non-xEdit fix:  Reinstall OMEGA through the FOMOD installer (or do a manual install by opening up the ZIP download of OMEGA).  Install just like before except this time include the OMEGA EZ Cell Names MLU Patch (or the SR option).  Open up LOOT and edit the Metadata of this Patch. Click on Load After and hit the + symbol for filename.  Add RWT to Load After for this Patch.  Now the EZ Cell Names Patch will override RWT and you won't lose those 5 cell changes from OMEGA.  Alternatively, change this mod's Metadata from "default" to "Late Loaders".  Should stop further issues with other mods and also place it below RWT by default now.

Cells Name Changes won't display the levels properly.

See the RWT notes above.  Typically the xEdit fix will be easiest/fastest solution.  Even if it isn't it will at the very least show you where the conflict is coming from.

Follow the "Non-xEdit fix" from RWT.  To be 100% sure of no issues set this mod's Metadata to Load After your Smashed/Bashed Patch (and don't Bash/Smash it).  This patch literally does nothing except change the cell names to include levels.  There's no reason for anything to be below it.  

Armor Rating Redux

There is possibly a bug with ARR that has a weird interaction with other mods.  Being instantly killed by a bash, or instantly killing an enemy with a bash, has occurred for several players using ARR.  However resolving this issue has been done by removing other mods entirely, changing to Exponential, and changing to Hyperbolic.  The only common denominator is that this mod is being used at the same time.

It's unclear at this time whether it's actually causing the issue, but a common and simple resolution is to change the Hyperbolic setting to Exponential (or Expo to Hyper, either way).  For me personally, it was removing another mod I didn't really care about that added in a new armor perk.  YMMV.

FAQ

Is Auto Harvest necessary?  Is x mod necessary?

Nope.  Nor are many of the mods listed here.  It's a modular framework specifically to allow you to pick and choose mods.

My Radiant Quest sent me into the pits of hell!!  WTF man?!

Sorry.  It's one of the downsides of using Encounter Zones.  It happens.  I can suggest Quests Are In Skyrim.  It helps significantly even if it can't completely solve the problem.

Where am I supposed to go so I don't get myself killed?

Whiterun and Falkreath are the easiest areas.  Riften, Eastmarch, and Hjaalmarch are the medium areas. Winterhold, the Pale, and Haafingar are the hardest areas.  Dragonborn has EZ's that range from medium to extremely hard.  Dawnguard has some of the highest EZ's in the game.  Please refer to the Skyrim Revamped page for a full description.

Why are some mobs spawning at level 1 and 6 still?

They are static spawn points that are never modified by EZ's or multipliers.  /shrug

I went to x place and the mobs were crazy high level?!  I found a boss and he was level 90?!  Why would you do this to me?

Levels are just metrics to add abilities, loot, and stats.  I've killed Jyrik Gauldurson at level 23 before when Jyrik was level 90.  Combat in this setup is about skill, preparation, the right gear and enchantments, etc...  That said, I've also gotten my ass handed to me at 30+ by a level 70 boss.  I had to give up and leave the dungeon.  As I said, it's about what you're bringing to the table versus specific problems.  It's far less about the levels themselves.  

Why did you break Disarm?

Ignoring all of the problems Disarm already has, such as items falling through the world, this ultimately came down to Key Binds.  When your weapons are disarmed they are deleted from your Favorites/Key Binds/Equip States.  So every single time this happened to me I had to redo my Favorites, redo my Key Binds, and redo my Equip States.  Sorry, but I don't f'ing think so.  Disarm got deleted and I will never play with it again.  That is terrible, awful, shite game design on Bethesda's part.

Encounter Zones are bull shit!!

They really aren't.  The worst aspect of EZ's is that they do funnel you down more limited paths and Skyrim stops being an open sandbox.  But considering how much they add to the game in this setup it's a trade off that more than makes up for itself.  My Uncapper INIs are specifically designed to get you "out there" and away from Falkreath and Whiterun incredibly fast.  If you can get used to the idea of Skyrim as a world that that would make sense in a movie/novel and accept the idea that you have to level up for content then it's honestly no longer even an issue.

How do mobs get spawned at the level they're at?

This is not simple, but I did make a post fully explaining how this works.  [SJG] PSA: How Encounter Zones, fLeveledActorMult, Leveled NPC, and Non-Player Character (Actor) all interact/work to determine the level of mobs you run into in dungeons. 

The game is too hard now!!  What the hell?!

Difficulty settings mean nothing in practice.  Go play Legendary with Vanilla and then come play Adept with OMEGA.  Trust me, my Adept OMEGA play through is going to be much more difficult by far.  Set the game to a lower setting than Adept.  It doesn't matter what the setting says bc it was made for Vanilla and not for OMEGA.  There's nothing wrong with lowering that setting.  Also, we installed Wildcat.  You can go into Wildcat and change the damage dealt/taken multipliers to tailor the base damage system to your personal needs.

The game is too easy.  I thought this was going to be serious bizness?!

As I said, this is a starting point.  The framework of your Skyrim build!  Feel free to add in other things like Increased Enemy Spawns or Ultimate Deadly Encounters (Sands of Time).  You can custom tailor OMEGA to be far more than it already is.  Don't forget about changing the Damage Dealt/Damage Taken settings in Wildcat to custom tailor your experience.  That's a big part of why we're using Wildcat.

OMEGA is still too easy!

Did you check your load order?  Did you check for conflicts in xEdit?  Usually users having mods override what OMEGA is doing ends up being the most common culprit here.

You have WACCF listed in the Mod Framework, but not the Armor Clothing Extension??

I only made a patch for ACE because I saw that its unique download count was nearly identical to WACCF.  So it's a safe assumption that most WACCF users will have ACE as well.  However ACE doesn't rate a permanent slot in OMEGA as it just doesn't bring enough to the table to rate as one of the best mods that everyone should be using.

I don't see TK Dodge in this list...

I love my enemies dodging my attacks.  But I honestly don't love dodging enemy attacks myself.  I feel it trivializes too much content and makes the game significantly easier.  YMMV and feel free to use it.  I don't because the game is simply more difficult without it.

What about Know Your Enemy or True Armor?

I'm not a fan of rock, paper, scissors mechanics.  I prefer to play specialist characters such as a dagger assassin or a frost mage.  KYE and TA are amazing mods and extremely well done.  But they simply bring something to the table I am not a fan of.  KYE has an armor plugin now and has an updated KYE Patch for SRCEO on it's page.  These mods work very will with OMEGA, so enjoy if they suit you!

What about High Level Enemies?

This mod should work in this setup if you'd like to add it.  But I do recommend you try this setup first without it just in case it ends up adding too much to your game.  As a caveat it adds new mobs in.  Even if it is friendly to MLU loot lists (it is friendly, sounded weird after I wrote it) you are likely to get a wide range of inconsistent enemy behavior because of SRCEO not modifying these new mobs.  So that may end up feeling bad.  One of the additional encounter mods or altering the difficulty setting in Wildcat is more likely a better option.

What about Advanced Adversary Encounters?

This is not compatible with SRCEO as they are both enemy overhauls.  I've looked at AAE several times and overall I find SRCEO to offer more to the player than AAE does.  Add in that AAE ignores EZ's entirely and that SRCEO is designed from the ground up to work with Ordinator, Apocalypse, and Skyrim Revamped...  SRCEO clearly rises to the top of the list in my eyes for a multitude of reasons.  That said AAE does offer some specific niche things SRCEO doesn't do if that's really your thing.

What about Revenge of the Enemies?

This is not compatible with SRCEO as they are both enemy overhauls.  Just like with AAE (read one up), I just find that SRCEO brings more to the table.  If you simply refuse to use SRCEO then I'd look at AAE if you don't mind giving up EZ's and RotE if you absolutely did not want to give up EZ's.

Why are you calling yourself Skeleton Jack if it says you're EverWatch?

I made this account who knows how long ago and I wasn't using Skeleton Jack for everything back then.  SJ is what I go by and I'm not giving up my Premium Account for life just bc I can't name change.  I'm also SkeletonJack_ on Reddit.

So then SJG means?

Skeleton Jack Gaming.  I want my work easily recognizable, but that's hard to accomplish as I have more than one name in different places.  Putting (SJG) before my work clearly identifies who I am across multiple platforms.  That's all.  

Give your favorite mod authors the love they deserve!

I spent somewhere around 300+ hours over 5 months working on this project.  Research, tutorials, digging through other people's mods, youtube videos, experimenting, play testing mod interactions and leveling rates, learning how to use xEdit properly, fomod creation, manual data entry...  And before I did all of this I never truly understood the level of work and dedication mod authors invest into what is for us just a click to download on a mod page.

OMEGA would not exist without the painstaking, arduous, and brilliant work put forth by some of the best mod authors on Nexus.  Please go back and revisit all of the mods you downloaded, got a patch for, or an AIO replacement for.  Consider giving those mods an Endorsement (and/or those authors a Kudos).  They deserve it.

演示截图:

(SJG)omega-SSE的模块化游戏大修

(SJG)omega-SSE的模块化游戏大修

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