MOD介绍:
我一直觉得天际的神奇游戏中缺少一些东西。你可以成为Psiiic秩序的盟友,并且是每一个魔法学校的大师,但你只能通过从其他法师那里购买它们来获得法术。其他mod已经尝试通过其他方法来缓解这种情况。每当你获得魔法技能的新特权时,安魂曲都会为你提供新的法术。当然,极好的模拟法术手法为天际添加了以前游戏中简单而有效的法术制作系统。然而,这些mod还缺少一些东西。魔术不是你可以通过采取振作或精心设计以适应你的每一个需要简单理解的东西。这是难以捉摸的,复杂的,它违背了简单性。为了试图理解它,你需要做一些看似天际正在做的其他法师。你需要做一些研究。
因此,经过一年半的开关编码,平衡和测试,我为您带来了一个真正不同的法术制作系统Spell Research。有了这个系统,当你真正成为魔法大师时,你会觉得自己在传说中占有一席之地。您将花费数天,数周或可能数月的游戏时间疯狂地花费在研究法术和遗物上,只是为了为您的保留曲目添加一个咒语。此外,还开辟了新的游戏途径。你最终可以扮演懦弱的学者的角色扮演,把他所有的时间都花在尘土飞扬的塔楼上。一旦你用这个mod的内置滚动制作系统自己编写足够的卷轴,你就可以最终有效地利用卷轴。炼金术士也有理由使用这个mod,因为你现在可以使用Alembics和Cauldrons溶解物品,然后在维多利亚时代的系统中分析和混合它们以大规模生产强大的炼金术解决方案,或者进一步增强你对魔法世界的认识。
在这个模型中,法术并不是简单的魔法或效果混合物,但每个法术都是一个完全独特的艺术品,每个法师都会对每个法术施放略有不同的法术。你研究如何操纵和调用魔法,而不是研究什么是“制造”的法术。这个系统是根据原型来讲述的,你需要理解的元素和技术才能施法。您可以通过多种方式发现和研究这些元素和技术。您可以在游戏中花几天时间在舒适的塔楼中学习自己的法术。您可以溶解和分析您储存的大量成分和药水。或者你可以出去寻找和研究古代文本,大部头和文物。
一旦你发现并研究了足够的Archetypes,你就可以创作出神奇的论文。使用这些你可以尝试组成一个咒语。你使用的论文将决定你试图找到什么样的咒语,以及咒语的等级。即使这不是切割和干燥。法术构图并不是一件容易的事,默认情况下,你需要花费大量的试验和精力来组成你的第一个法术。即便如此,你可能也不会完全成功。你最终获得的法术将从你最喜欢的法术模型中使用你使用的原型的法术库中抽取。
您还可以使用添加的炼金术系统来获得更多经验,或获得强大的解决方案。使用添加的Alembic或Cauldron,您可以将已发现的成分和工件溶解到蒸馏液中。然后,您可以分析这些液体以了解有关法术研究的更多信息,或者您可以尝试使用它们来创建并最终批量生产强大的炼金成分。
冒险者也将能够使用这个系统,因为他们将找到过去实验和研究的几个遗物。使用这些来获得更多关于法术研究的知识,或者将它们出售给少数几个人。请注意,其中一些遗物很脆弱,容易破裂,而其他遗物则非常渴望打破你。
这可能是一个令人困惑和困难的系统。值得庆幸的是,我通过MCM添加了几个选项来缓解这种情况。你可以随时改变咒语制作的难度,你可以添加一个热键来利用你的一些工具而无需打开库存,你可以检查你在研究法术原型方面的进展,如果你感到困惑,你可以看一下综合游戏指南。
最终,这个mod增加了独特而有用的制作系统,增加了许多有趣的项目,并开辟了全新的游戏途径。我希望你喜欢它。
这个mod可以随时安装,除非Urag正在翻译Shalidor的一些笔记。
您应该使用首选的mod管理器安装它。
您还应该安装要导入Spell Research的任何受支持的法术模型,以及SKSE和SkyUI。
支持的mod列在兼容性部分下。
安装好所有内容并加载游戏后,打开MCM菜单,然后单击选项页面下的“导入法术”。
导入法术可能需要几分钟,所以请等到你进入法术之前处于安全的位置。
您可以在安装或卸载支持的拼写模块时随时从MCM菜单中重新导入这些法术。
只要您不进行法术,研究或精神疲惫,可以随时卸载此mod。
这个mod几乎与任何其他mod兼容。
它编辑了一些分级列表,杂项和一些容器。
但是,这些问题可以通过简单的Wyre Bash或TES5edit补丁修复。
这个mod支持所有官方DLC以及这些mod:
启示录 - 天际魔法版本9.45
Phenderix Magic Evolved版本6.31 LE版本
Elemental Destruction Magic 1#1#1版(截至Spell Research 1.2,感谢CP5)
失落的Skyrim版本1.5
Frostfall版本3.X
安魂曲2.x版(截至Spell Research 2.1)
T3nd0的Perkus Maximus 1#7#x版(截至Spell Research 1.2,感谢ThisOneWeirdTrick)LE版本
完成炼金术和烹饪大修版本2.x(从Spell Research 2.1开始)
暗影法术包版本5.02(从Spell Research 2.0开始)
Caranthir Tower Reborn版本3.2(截至Spell Research 2.0)
Tentapalooza 1.3版(截至Spell Research 2.0)
Druid Essentials 1.5版(从Spell Research 2.0开始)
Dawnguard Arsenal 1#1#7版(截至Spell Research 2.0,感谢Tamah)
Epic Restoration 2.1版(截至Spell Research 2.0,感谢LordGrievous)
有用的改动版本1#2#1(从Spell Research 2.0开始,感谢LordGrievous)
被遗忘的Magic Redone版本1#6#5(截至Spell Research 2.0,感谢Rachmaninov13)
漂浮改造版1.2(截至Spell Research 2.0,感谢SirLazenby)
使用不受支持的版本需要您自担风险!
如果您使用不受支持的版本,那么您可能会遇到问题。
然而,较新的版本可能会起作用:
卷轴和书架制作系统可能会破裂。
你可能会通过制作系统获得破碎或折旧的法术。
但是,如果您尝试较新的版本并遇到问题,则只需回滚到支持的版本即可。
此外,您仍然可以与此mod一起安装不受支持的版本。
在提示时,只需拒绝在游戏中导入mod的法术。
如果你想要你的mod或你最喜欢的法术模型之一,你可以使用提供的导入器可执行文件。
通过PM向我发送消息和您使用该可执行文件创建的文件,我将其包含在mod中。
其他推荐的Mods:
沉浸式冬堡学院
天际五线谱
尸体准备
更好的MessageBox控件
没有法术支持作为掠夺或来自供应商
更好的拼写学习
动态物品重复者(如果你想增加法术书籍的费用)
项目文盲
在开始研究魔法之前,你需要获得一些补给。
研究期刊:可以从拼写供应商或一般商家处购买,也可以使用皮革和纸张在晒黑架子上制作
羽毛笔,墨水和纸卷或几本破坏的书籍
要开始你的研究,你需要发现并研究一些法术原型。
最简单的方法是研究你知道的法术。
要执行此操作,请在清单中选择您的研究期刊,并在配备了支持的法术时选择“开始研究”。
(您可以在MCM菜单中设置热键,以便在不打开库存的情况下使用Research Journal或Alembic)
你可以用两种方式学习你的法术:
你可以反复施放你装备的法术。然而,这可能是非常单调和乏味的。
您可以再次使用您的研究期刊,并选择“执行研究”,然后您将能够在游戏时间内研究您的法术。但是,这会让你“精疲力竭”,降低你的最大魔力。只是睡觉恢复。
完成研究后,使用您的研究期刊并选择“停止研究”。
一旦你有足够的拼写原型经验,你就可以撰写论文。
使用您的研究期刊,然后选择“撰写论文”。然后,您将能够撰写关于您发现的任何原型的论文。
论文要求写作材料,以及足够的精神能量,或Magicka,写出神奇的理论。
写论文也会让你精神疲惫。
一旦发现原型,您就可以尝试撰写任何复杂性的论文。然而,更复杂的论文需要更多的材料,如果你在尝试法术作品时没有必要的经验,那么这篇论文很可能会出错,而且作文也会失败。
一旦你有足够的论文,你可以尝试组成一个咒语。
再次使用您的Research Journal,并选择“Compose Spell”。然后,您将选择将在法术构成中使用哪些论文。
你使用的论文将决定你想要找到什么咒语,以及它的复杂性。
该法术的复杂性与论文中最低的复杂程度相同:
如果您使用所有新手论文,您将获得一个新手咒语。如果你使用几个熟练的论文和一个学徒论文,你将得到一个学徒咒语。
组成一个咒语也需要足够的精神能量,或者Magicka,并且会让你精神萎靡。
为了增加成功的机会,尽量使用尽可能多的论文,使用太多没有任何后果。
你应该对你计划使用的所有原型有足够的经验,并且在你正在寻找的魔法学校中有经验。
为了进一步增加你对法术原型的了解,你可以继续学习你的法术,或者扩展你的学习技巧。但是,我会让你自己发现它们,你可以找到Feros Nightfall的游戏内书来了解这些其他技术以及一些绝杀的解释。或者,您可以查看MCM中的指南,告诉您此mod添加的所有项目和系统。
或者,如果你真的很好奇并希望破坏探索,你可以点击下面的剧透:
剧透:显示
祝你学习顺利。
——————————————————————————————————————————————————————————
I always felt that there was something missing in the magic game play of Skyrim. You could become the arch-mage, ally of the Psiiic Order, and a master of every single school of magic, but you only ever got spells by buying them off of other mages. Other mods have already tried to alleviate this through other methods. Requiem gives you new spells whenever you get a new perk in a magic skill. And of course the excellent mod Spell Crafting for Skyrim adds in the simplistic yet effective spell crafting system from previous games. However there was something missing from these mods as well. Magic is not something you can simply understand by taking a perk, or meticulously craft to fit your each and every need. It is elusive, complex, it defies simplicity. To even attempt to understand it, you need to do what seemingly every other mage in Skyrim is doing; you need to do some research.
So, after over a year and a half of on and off coding, balancing, and testing, I bring you Spell Research, a truly different spell crafting system. With this system, by the time you actually become a master of magic, you will feel like you earned your place among legends. You will have spent days, weeks, or possibly months, of game time frantically spent studying spells and relics just to add one more spell to your repertoire. Additionally, new avenues of game play are opened up. You can finally roleplay as the cowardly scholar, spending all his time studying alone in a dusty tower. You can finally effectively utilize scrolls, once you write enough of them yourself with this mod's in-built scroll crafting system. Alchemists will also have reason to use this mod, as you can now dissolve items using Alembics and Cauldrons, then analyze and mix them in a Victorian-Era-esque system to mass produce powerful alchemical solutions, or further enhance your knowledge of the magical world.
In this mod, spells are not simple mixtures of cantrips or effects, but each spell is a completely unique piece of art, and each mage casts each spell slightly differently. Instead of studying what spells are 'made' of, you study how to manipulate and invoke magic. This system is told in terms of Archetypes, the elements and techniques you need to understand in order to cast spells. You can discover and study these elements and techniques through several ways. You can spend several in-game days studying your own spells in a comfortable tower. You can dissolve and analyze the tons of ingredients and potions you have stored. Or you can go out to find and study ancient text, tomes, and artifacts.
Once you have discovered and studied enough Archetypes you can then compose magical Theses. Using these you can try to compose a spell. The theses you use will determine what kind of spell you are trying to find, and what rank the spell will be. Even this is not cut and dry. Spell composition is not an easy task, and by default it will take a lot of trial and effort to compose your first spell. Even then, you may not fully succeed. The spell you end up getting will be drawn from a pool of spells, from your favorite spell mods, that utilize the archetypes you used.
You can also use the added alchemy system to gain more experience, or gain powerful solutions. Using the added Alembic or Cauldron, you can dissolve ingredients and artifacts you have found into distilled liquids. You can then analyze these liquids to learn more about spell research, or you can experiment with them to create and ultimately mass-produce powerful alchemical ingredients.
Adventurers will also be able to use this system, as they will find several relics of past experiments and research. Use these to gain more knowledge of spell research, or sell them for a fair few septims. Be warned that some of these relics are fragile and can break easily, while others are more than eager to break you.
This can be a confusing and difficult system. Thankfully I added several options via the MCM to alleviate this. You can change the difficulty of spell crafting at any time, you can add a hotkey to utilize some of your tools without opening the inventory, you can check your progress in researching spell archetypes, and if you are ever confused you can look at the comprehensive in-game guide.
Ultimately, this mod adds in unique and useful crafting systems, adds in dozens of interesting items to find, and opens up whole new avenues of game play. I hope you enjoy it.
This mod can be installed at any point, except when Urag is translating some of Shalidor's notes.
You should install it with your preferred mod manager.
You should also install any supported spell mods that you want to import into Spell Research, as well as SKSE and SkyUI.
The supported mods are listed under the Compatibility section.
Once you have installed everything and loaded up the game, open the MCM menu, and click "Import Spells" under the options page.
Importing spells may take a few minutes, so wait until you are in a safe location before importing spells.
You should re-import these spells from the MCM menu anytime you install or uninstall a supported spell mod.
This mod can be uninstalled at any point, as long as you are not importing spells, researching, or are mentally exhausted.
This mod is compatible with almost any other mod.
It edits a handful of leveled lists, miscellaneous items, and some containers.
However these issues can be fixed via a simple Wyre Bash or TES5edit patch.
This mod supports all of the official DLC as well as these mods:
Apocalypse - Magic of Skyrim version 9.45
Phenderix Magic Evolved version 6.31 LE Version Only
Elemental Destruction Magic version 1#1#1 (as of Spell Research 1.2, thanks to CP5)
Lost Grimoire of Skyrim version 1.5
Frostfall version 3.X
Requiem version 2.x (as of Spell Research 2.1)
T3nd0's Perkus Maximus version 1#7#x (as of Spell Research 1.2, thanks to ThisOneWeirdTrick) LE Version Only
Complete Alchemy and Cooking Overhaul version 2.x (as of Spell Research 2.1)
Shadow Spell Package version 5.02 (as of Spell Research 2.0)
Caranthir Tower Reborn version 3.2 (as of Spell Research 2.0)
Tentapalooza version 1.3 (as of Spell Research 2.0)
Druid Essentials version 1.5 (as of Spell Research 2.0)
Dawnguard Arsenal version 1#1#7 (as of Spell Research 2.0, thanks to Tamah)
Epic Restoration version 2.1 (as of Spell Research 2.0, thanks to LordGrievous)
Useful Alteration version 1#2#1 (as of Spell Research 2.0, thanks to LordGrievous)
Forgotten Magic Redone version 1#6#5 (as of Spell Research 2.0, thanks to Rachmaninov13)
Levitate Revamped version 1.2 (as of Spell Research 2.0, thanks to SirLazenby)
Use unsupported versions at your own risk!
If you use unsupported versions then you will likely experience issues.
Newer versions MIGHT work, however:
The scroll and tome crafting systems may break.
You may be given broken or depreciated spells through the crafting system.
However, if you try newer versions and encounter issues, you can simply roll back to the supported version.
Also, you can still have unsupported versions installed in tandem with this mod.
Simply decline to import the mod's spells in-game when prompted.
If you want your mod or one of your favorite spell mods to be supported by this one, you can use the supplied importer executable.
Send me a message and the file you made with that executable via a PM, and I'll include it in the mod.
Other Recommended Mods:
Immersive College of Winterhold
Staves of Skyrim
Corpse Preparation
Better MessageBox Controls
No Spell Tomes as Loot or From Vendors
Better Spell Learning
Dynamic Item Repricer (If you want to increase the cost of spell tomes)
Project Illiteracy
Before you start your research into magic, you need to get some supplies.
A Research Journal: Can be bought from spell vendors or general merchants, or made at a tanning rack using leather and paper
A Quill, Ink, and Rolls of Paper or several Ruined Books
To start your research, you need to get discover and study some spell archetypes.
The easiest way to do this is to study the spells you know.
To do this select your research journal in your inventory, and select "Begin Research" while you have supported spells equipped.
(You can set up a hotkey in the MCM menu to use your Research Journal or Alembic without opening your inventory)
You can study your spells in two ways:
You can repeatedly cast the spells you have equipped. However, this can be very monotonous and tedious.
You can use your Research Journal again, and select "Perform Research", you will then be able to study your spells for a number of in-game hours. However, this will leave you "Mentally Exhausted", lowering your maximum Magicka. Simply sleep to recover.
When you are done researching, use your Research Journal and select "Stop Research".
Once you have enough experience with spell archetypes, you can compose a thesis on one.
Use your Research Journal, and select "Compose Thesis". You will then be able to write a thesis on any archetypes you have discovered.
Theses require writing materials, as well as sufficient mental energy, or Magicka, to write out the magical theory.
Writing theses will also leave you mentally exhausted.
You can attempt to write a thesis of any complexity as soon as you discover the archetype. However, more complex theses require more materials, and if you do not have the necessary experience with that archetype when you try a spell composition, then that thesis will likely have mistakes and the composition will fail.
Once you have enough theses you can attempt to compose a spell.
Again, use your Research Journal, and select "Compose Spell". You will then choose which theses you will use in the spells composition.
The theses you use will determine what spell you are trying to find, as well as its complexity.
The complexity of the spell will be the same as the lowest complexity among the theses:
If you use all novice theses, you will get a novice spell. If you use several adept theses, and one apprentice thesis, you will get an apprentice spell.
Composing a spell will also require sufficient mental energy, or Magicka, and will leave you mentally drained.
To increase chances of success, use as many theses as you can, there is no consequences for using too many.
You should also have sufficient experience of all the archetypes you plan to use, and experience in the school of magic you are looking in.
To further increase your knowledge of spell archetypes, you can continue studying your spells, or expand your repertoire of studying techniques. However, I'll let you discover them for yourselves, you can find the in-game books by Feros Nightfall to learn about these other techniques as well as some lore explanation. Alternatively, you can just look at the guide in the MCM to tell you about all of the items and systems this mod adds.
Or, if you are really curious and want to spoil the exploration, you can click the spoiler below:
Spoiler:
Show
Well wishes on your studies.
演示截图:


资源查找:
回复区
昵称:
邮箱:
内容: