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上古卷轴5:重置版MOD Spellsword

上古卷轴5:重置版MOD Spellsword

发布用户:bity_1700368256发布类型:转载

原创作者:BusinessGoose所在平台:互联网

发布日期:2023-06-03 11:55:14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:魔法技能运行环境:上古卷轴5:重置版

浏览次数:53

快捷访问:查找资源

MOD介绍:

描述

Spellsword可以通过武器和盾牌施放法术。基本前提如下:武器,盾牌和珠宝现在可以“拼写魔法”,使玩家能够使用武器或盾牌施放咒语。为此,请按MCM可配置的投射按钮,然后进行攻击或阻止。

安装

和许多其他mod一样;如果您正在进行手动安装,只需解压缩文件夹并将文件添加到数据目录中。但是,我建议使用mod管理器,如Vortex或Mod Organizer 2.对于Mod Organizer 2,单击左上角的顶部图标,其中显示“从存档安装新mod”。安装程序会提示您安装基本的Spellsword .esp和一些可选的附加组件。安装完成后,只需单击左侧模块窗口中的复选框即可将其打开!它在安装顺序(左窗格)中的位置不应该太大。请记住,一些附加的.esp文件需要主人(例如Spellsword Apocalypse需要mod Apocalypse),所以加载顺序(右窗格)应该只有你安装了其中一个;在这些情况下,将附加的.esp文件放在视觉上较低(即更高优先级的数字)。

安魂曲用户:这个版本的mod DOES与Requiem(以及其他任何法术模型)一起使用,虽然不是很完美。我将为Requiem制作一个特殊的补丁,使其更好用。

要求

SKSE SE,SkyUI 5.1和Jaxonz Renamer。一些注意事项:Spellsword不依赖于SKSE版本,因此Skyrim每月更新不会破坏它。必须安装Jaxonz Renamer,但如果您不想使用mod,则无需激活.esp。

如何使用

当您第一次加载mod时,您应该从MCM获取一本书。打开MCM,熟悉自己,分配你的施法按钮和你的法术库存按钮,然后选择自己发送手册“战斗施法”的选项。一旦你读完它(它详细说明如何在游戏中使用mod),你将有机会从一个基本的法术附魔项开始。这将完成任务。

新的法术附魔不包含任何法术。要用你选择的咒语填充法术结界,请用右手装备法术。然后导航到您的广告资源,并按下您希望添加该咒语的法术附魔项目上的施法键或法术库存键。这将提示您要填写哪个法术标记(大多数项目,特别是在游戏开始时,只会有一个)。

要从你的新武器/盾牌施放咒语,只需按住施法按钮并攻击或阻挡(取决于法术)。虽然集中法术必须被施放,但所有其他法术都可以配置为在攻击中施放或在MCM中阻挡(确保配备你要配置的法术附魔)。请注意,珠宝不能施法,只能持法术;要施放这些和其他法术,必须使用任何魔法武器/盾牌(包括具有独特结界的武器/盾牌或来自其他模式的附魔)。

如果你拥有多个来自法术附魔的法术(通过双持或多个附魔),只有一个法术可以活跃并且随时准备投射。要改变你的法术,请使用法术选择键循环你的法术。如果你决定使用双持法术武器,你将失去你施放任何法术的能力,虽然使用其他其他模式允许在双持时阻挡将解决这个问题。请注意,您可以用一只手引导一个武器的冲锋来施放另一个武器中的咒语。因此,如果你当前的法术附魔是针对正确的武器,并且你使用左武器充能咒法和挥动,你可以使用左手的法术来施放右侧武器上的法术。

tl; dr:安装mod,获得一个魔法附魔武器,按住施法按钮然后攻击或阻挡。

附加信息

正如您在MCM中看到的那样,您可以选择将分数法术费用分配给您的魔法,耐力和/或附魔费用储备。因此,如果一个法术通常需要100 magicka,并且你的MCM设置为magicka为0.8,耐力为0.2,附魔费用为0.25,则该法术将耗费80 magicka,20 stamina和25 conchantment charge units。或者0,0,0,如果你想要的话。这里的目标是授权角色扮演,让玩家根据个人喜好决定他们的游戏平衡。

随着版本2#0#0兼容所有法术类型,所有法术模型和所有喊叫。然而,因为我不再策划一个法术/呐喊列表(因为对所有mods这样做实际上是不可能的),一些法术/呐喊可能无法完美地运作甚至根本没有。在我的测试中,这种情况很少见,但确实发生了(例如Whirlwind Sprint)。但是你应该知道,由于这个mod的新范围,我不一定会认为某些法术/呐喊不适合这个mod是一个bug。

虽然Spellsword Version 2允许使用所有法术模型和法术类型而不需要补丁,但创建补丁可以做三件事:在法术魔法战利品上分配法术,为法术施法添加自定义声音,并自动将声音分配给法术附魔的法术。

可以使用武器和盾牌施放呐喊,尽管这需要一种特殊的呐喊 - 结界。

法术附魔可以包含不超过5个spelllots。除非你使用额外的mods允许你为每个项目做三个或更多的附魔,否则这不应该是可能的。

兼容性

老实说,这个mod应该与几乎所有东西兼容。但是,这并不意味着每个咒语或呐喊都必然与之相关。

已知的BUGS

专注法术有时会自行停止施法,并且根据你的负荷顺序,这种情况会经常发生。此外,施放这些法术的声音在你停止阻挡之前不会停止。此外,集中法术不能修改其成本,因此MCM中的滑块不适用于它们。我没办法解决任何这些问题。专注法术是一种痛苦......

如果您的广告资源中有多个相同/非常相似的项目,则点击拼写附魔功能有时会在您的广告资源中选择错误的项目。要修复:只需删除类似的,拼写附魔,然后再添加它们。

从你的库存中自动装备/自动装备魔法附魔物品的任何物品(例如,卸下双手武器,然后将一个法术附魔物品自动装备到你的左手,或变成狼人或被诅咒的物品)将不会修改你的法术库存相应。所以,如果你的库存中有某些法术“卡住”,这可能就是原因。要修复:转到MCM并单击“重置脚本”,然后重新装备您的项目。

非常非常极少的玩家停止施法。就像,在40多个级别中,这发生过一次。修复:只需加载到一个新区域(通过一扇门),退出并重新启动游戏,或使用另一种武器。还可以尝试使用新的MCM按钮重置脚本。

未来发展方向

完成首先,我计划尽快制作DLC补丁。具体而言,我真的想要为Paladin构建的Dawnguard反不死法术。

完成接下来,我计划制作安魂曲补丁。我喜欢安魂曲。我已经调查并认为这应该很简单(具有质量效应和所有)。

完成我希望用户能够使用其他拼写模型。最低限度,我将制作一个启示录补丁。但是,我会研究其他自动化方法

完成最终,我可以使所有法术(除了集中)作为结界。这需要一点单调的工作。[/ s]

完成事实证明,甚至可能有一种方法可以让武器上的集中法术,但我将不得不做更多的研究。不要指望那么快。[/ s] [/ s]

不会尝试我想为某些法术做动画,尤其是防御法术。为烛光之类的东西做人手势而不是使用块动画会很好。[/ s] [/ s] [/ s]

完成如果武器可能有多个法术,那会不会很酷?然后你可以通过滚轮选择使用哪个咒语,就像切斯科为武器所展示的那样。我最终可能会尝试这样做。[/ s] [/ s]

完成SKSE64退出后,我将把它移植到天际特别版(SSE)。

完成[s]这个mod的未来版本可能与当前版本不兼容,因为我没有为版本转换奠定合适的基础。我希望尽快解决这个问题。

我想让这个与VR一起工作(它目前不起作用)。

我想手动策划安魂曲补丁。

常问问题

问:这是否会为SSE发布?

答:这是SSE!

问:控制台怎么样?

答:不幸的是,没有。这是由于系统的技术限制。

问:这个mod适用于VR吗?

答:奇怪的是,没有。当玩家试图施放法术时会发生奇怪的事情。我会努力的。

问:这个mod是否使用脚本?

A:是的!他们应该是安全的!我已经遵循了我所见过的所有脚本编写最佳实践,因此这不会阻碍您的游戏或导致臃肿。当然,肯定会有错误,但没有一个应该是游戏破坏。我已经在40个级别的角色上使用了大量其他mod来测试这个并且没有问题。如果您遇到任何问题,请尽快通知我!我的首要目标是提供有趣的稳定模组。重视稳定。

问:施放武器的法术是否还能提供经验?它是否正确完成(例如火箭击中树木不会给经验,打匪徒呢)?

答:是的。

问:施放武器的法术是否仍然正确使用降低法术费用的设备/魔法效果?

答:是的。

问:多个法术武器附魔如何协同工作?

答:来自附魔的法术被放入一个玩家可以切换的法术库存中。

问:施放咒语时有什么反馈吗?

答:是的,有一个可选的图形效果和一个铸造声音。还有对法术失败和法术改变的反馈。

问:mod如何处理盾牌?

答:盾牌现在也可以施放法术!只要他们被迷住了。

问:这个mod是否适用于第一人?

A:是的!

问:你能用武器施放其他mods的法术吗?

A:好的!

问:这个mod是否适用于来自Ordinator的特权? (注意:此链接/响应适用于Skyrim LE)

A:我会让raziell74回答:“我也使用了Presator,我很高兴地报告说是的,这个模式所使用的咒语适用于这个模式。当你在焚烧点燃空白的时候看到大灾变时,我真的很满意一把剑。”

积分

我以前的模具已经完成并记录下来的所有努力工作都让我受益匪浅。在这方面,像Bethesda,Nexus管理员/程序员,SKSE团队,SkyUI团队和Jaxonz这样的团体都非常感激。

我还要感谢Chesko添加一些很酷的工具和教程。我已经使用了Weapon Scroll Wheel mod的教程,用于我的拼写库存脚本,并将Lilac集成到开发中(现在它更多地被用作好奇心,但后来会变得更加普遍)。

感谢Nexus用户Avastgard与我们在论坛中进行的富有成效的对话以及最终成为Spellsword Emergence的对话。

另外,我要感谢几位mod作者为我展示我的mod所拍摄的精美照片。虽然我使用的mods的详尽列表将是令人望而却步的,但我可以列出下面最明显的那些(请注意,其中许多链接都是针对LE的):

适用于SE的SMIM。

黑曜石天气。

增强的灯光和效果。

启示录法术。

简单的胸甲和早期中期头盔为闪亮的盔甲(我的照片真的不公正,它的惊人的盔甲)

旧照片:

ENB:一些是Vividian,另一些是SnowFall Weather,其他人则是NLVA。

生动的天气。

阿祖拉圣骑士盔甲的Armonizer。

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

DESCRIPTION

Spellsword enables the casting of spells via weapons and shields. The basic premise is as follows: weapons, shields, and jewelry can now be "spell-enchanted," enabling the player to cast a spell with their weapon or shield. To do so, press the MCM configurable casting button and then either attack or block.

INSTALLATION

The same as many other mods; if you are doing a manual install, just unpack the folder and add the files to your data directory. However, I suggest using a mod manager such as Vortex or Mod Organizer 2. For Mod Organizer 2, click the top icon, second from the left, which reads "Install a new mod from an archive." You'll be prompted by an installer which lets you install the base Spellsword .esp and a few optional add-ons. After installation, just click the checkbox in the left mod window to turn it on! It shouldn't matter too heavily where it sits in the install order (left pane). Keep in mind that some of the add-on .esp files require masters (e.g. Spellsword Apocalypse requires the mod Apocalypse), so the load order (right pane) should only matter if you have one of those installed; in those cases, place the add-on .esp files visually lower (i.e. higher priority number). 

Requiem users: This version of the mod DOES work with Requiem (and any other spell mod for that matter), though not perfectly. I'll be making a special patch for Requiem later which makes it work better.

REQUIREMENTS

SKSE SE, SkyUI 5.1, and Jaxonz Renamer. A few notes: Spellsword does not depend on SKSE version, so Skyrim updating each month will not break it. Jaxonz Renamer must be installed but the .esp does not need to be activated if you do not want to use the mod.

HOW TO USE

When you first load the mod, you should get a quest to obtain a book from the MCM. Open the MCM, familiarize yourself, assign your casting button and your spell inventory button, and then choose the option to send yourself the manual "Combat Casting." Once you've read it (it details how to use the mod in-game), you'll be given an opportunity to start with a basic spell-enchanted item. This will conclude the quest.

New spell-enchantments will not contain any spells. To fill the spell-enchantment with a spell of your choosing, equip the spell in your right hand. Then navigate to your inventory and press either the casting key or the spell-inventory key on the spell-enchanted item you wish to add the spell to. This will prompt you for which spellslot you want to fill (most items, especially at the start of the game, will only have one).

To cast a spell from your new weapon/shield, simply press and hold down the casting button and attack or block (depending on the spell). While concentration spells must be cast on block, all other spells can be configured to be cast on attack or block in the MCM (make sure the spell-enchantment you want to configure is equipped). Note that jewelry cannot cast spells and can only hold spells; to cast these and other spells, one must use any enchanted weapon/shield (including weapons/shields with unique enchantments or enchantments from other mods).

If you have multiple spells from spell-enchantments equipped (either through dual wielding or multiple enchantments), only one may be active and ready to cast at any time. To change your active spell, cycle through your spells using the spell selection key. If you decide to dual wield spell weapons, you will lose your ability to cast any spells that are set to cast on block, though the use other other mods which allow blocking when dual wielding will fix this. Note that you can channel the charge of one weapon in one hand to cast the spell in the other. So if your current spell-enchantment is for the right weapon, and you charge the spell and swing with the left weapon, you can use the left's charge to cast the spell on the right weapon.

tl;dr: install the mod, get a spell-enchanted weapon, hold the casting button and then attack or block.

ADDITIONAL INFORMATION

As you may have seen in the MCM, you have the option to assign fractional spell costs to your magicka, stamina, and/or the enchantment charge reserves. So, if a spell normally costs 100 magicka, and your MCM settings are 0.8 for magicka, 0.2 for stamina, and 0.25 for enchantment charge, the spell will cost 80 magicka, 20 stamina, and 25 enchantment charge units. Or 0,0,0, if you wanted. The goal here is to empower role-playing and let the player decide their gameplay balance based off their personal preferences.

With Version 2#0#0 comes compatibility with all spell types, all spell mods, and all shouts. However, because I no longer curate a list of spells/shouts (since doing so for all mods is virtually impossible), some spells/shouts may not function perfectly or even at all. In my testing this was rare but it did happen (e.g. Whirlwind Sprint). But you should know that, because of the new scope of this mod, I will not necessarily consider certain spells/shouts not working well with this mod to be a bug.

While Spellsword Version 2 allows all spell mods and spell types to be used without the need of patches, creating patches can do three things: Distribute spells on spell-enchanted loot, add custom sounds to the spell casting, and auto-assign sounds to the spells that are spell-enchanted.

Shouts can be cast with weapons and shields too, though this requies a special shout-enchantment.

Spell-enchantments can contain no more than 5 spellslots. This shouldn't be possible anyway unless you use additional mods which allow you to do three or more enchantments per item.

COMPATIBILITY

Honestly, this mod should be compatible with nearly everything. Again, though, this does not mean that every spell or shout will necessarily work with it.

KNOWN BUGS

Concentration spells sometimes stop casting on their own, and depending on your load order this will happen frequently. Also, the sound for casting these spells won't stop until you stop blocking. Also, concentration spells can't have their costs modified, so the sliders in the MCM don't work for them. There's nothing I can do to fix any of these things. Concentration spells are a pain...

The click-to-spell-enchant feature will sometimes chose the wrong item in your inventory if you have several of the same/very similar items in your inventory. To fix: just remove the similar ones, spell-enchant, and then add them back.

Anything that auto-equips/auto-unequips spell-enchanted items from your inventory (e.g. unequipping a two handed weapon which then auto-equips a spell-enchanted item into your left hand, or turning into werewolf, or cursed items) will not modify your spell-inventory accordingly. So, if you get certain spells "stuck" in your inventory, this is probably why. To fix: go to the MCM and click "Reset Scripts," then re-equip your items.

Very very very rarely the player stops being able to cast spells. Like, in 40+ levels this happened once. To fix: Just load into a new area (go through a door), quit and restart the game, or use another weapon. Also try the new MCM button for resetting the scripts.

FUTURE DIRECTIONS

Done First and foremost, I plan on making a DLC patch ASAP. In specific, I really want Dawnguard anti-undead spells for Paladin builds.

Done Next, I plan on making a Requiem patch. I love Requiem. I've already investigated and think this should be pretty simple to do (with mass effect and all).

Done I'd like for users to be able to use other spell mods with this. Minimally, I'll make an Apocalypse patch. However, I'll investigate other ways of automating this

Done Eventually, I might make all spells (besides concentration) available as enchantments. It just takes a bit of monotonous work.[/s]

Done As it turns out, there might be a way to even allow concentration spells on weapons, but I'll have to do more research on that. Don't expect that too soon.[/s][/s]

Will Not Attempt I'd like to do animations for some spells, especially the defensive spells. It would be nice to do the staff gesture for things like candlelight rather than use the block animation.[/s][/s][/s]

Done Wouldn't it be cool if weapons could have multiple spells? And then you could choose which spell to use via the scroll wheel, like Chesko demonstrated for weapons. I might try doing that eventually.[/s][/s]

Done Once SKSE64 is out, I'll port this over to Skyrim Special Edition (SSE).

Done [s]Future versions of this mod will likely be incompatible with the current version as I didn't lay the proper groundwork for version transitioning. I hope to fix this soon.

I'd like to get this working with VR (it currently does not work).

I'd like to manually curate a Requiem patch.

FAQ

Q: Will this be released for SSE?

A: This is SSE!

Q: What about console?

A: Unfortunately, no. This is due to technical limitations of the systems.

Q: Does this mod work with VR?

A: Oddly enough, no. Something weird happens when the player attempts to cast spells. I'll work on it.

Q: Does this mod use scripts?

A: Yup! And they should be safe!! I've followed every scripting best-practices I've seen so that this does not brick your game or lead to save bloat. There are bound to be bugs, of course, but none should be game breaking. I've tested this on 40 levels of a character using plenty of other mods alongside it and had no problems. If you experience any, please let me know ASAP! My number one goal is to provide stable mods that are fun. Emphasis on stable.

Q: Do the spells cast with weapons still give experience? And is it done correctly (e.g. firebolts hitting trees don't give experience, hitting bandits do)?

A: Yes.

Q: Do the spells cast with weapons still utilize spell cost reduction equipment/magic effects correctly?

A: Yes.

Q: How do multiple spell weapon enchantments work together?

A: Spells from enchantments are put into a spell inventory which the player can toggle through. 

Q: Is there any feedback when casting a spell?

A: Yes, there is an optional graphical effect and a sound for casting. There is also feedback for failing a spell and for changing spells.

Q: How does the mod treat shields?

A: Shields are now able to cast spells too! Provided they are enchanted.

Q: Does this mod work in first person?

A: Yup!

Q: Can you cast spells from other mods with weapons?

A: Yes!

Q: Does this mod work with perks from Ordinator? (Note: This link/response is for Skyrim LE)

A: I'll let raziell74 answer: "I also use Ordinator and I'm happy to report that yes the perks do apply to the spells used with this mod. It's really satisfying seeing Cataclysm proc when you fire off incinerate at point blank with a sword."

Credits

I've been advantaged by all the hard work previous modders have done and documented. In this regard, groups like Bethesda, the Nexus admins/programmers, the SKSE team, the SkyUI team, and Jaxonz are all very appreciated.

I'd also like to thank Chesko for adding some cool tools and tutorials. I've used the tutorial for the Weapon Scroll Wheel mod for use in my spell inventory script and have integrated Lilac into the development (right now it is used more as a curiosity but it will become more prevalent later).

Thank you to Nexus user Avastgard for fruitful conversations we've had in the forums and for what eventually became Spellsword Emergence.

In addition, I have to thank several mod authors for the beautiful pictures I was able to take to demonstrate my mod. While an exhaustive list of the mods I used would be prohibitive, I can list the most apparent ones below (Note that many of these links are for LE):

SMIM for SE.

Obsidian Weathers.

Enhanced Lights and Effects.

Apocalypse Spells.

Simple Hauberk and Early-Middleages Helmets for the shiny armor (my pictures really don't do it justice, its amazing armor)

Older pictures:

ENB: Vividian in some, SnowFall Weathers in others, NLVA in others.

Vivid Weathers.

Armonizer for the Azura Paladin armor.

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