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上古卷轴5:重置版MOD Elegy ——难度与平衡大修

上古卷轴5:重置版MOD Elegy ——难度与平衡大修

发布用户:bity_1700368256发布类型:转载

原创作者:PushTheWinButton所在平台:互联网

发布日期:2023-06-05 11:58:39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:功能脚本运行环境:上古卷轴5:重置版

浏览次数:177

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MOD介绍:

挽歌

要求:

非官方的天际特别版补丁

生存模式(可选)

介绍

Elegy旨在创造一种更有价值,更平衡,更身临其境的天际体验,同时尽可能减少变化并保持尽可能多的香草游戏和视觉。这是通过大幅增加“天际”周围战利品的稀有性,改革制作体验,使其需要减少材料的垃圾邮件,以及调整技能水平的速度,以及其他各种变化来实现的。未充分利用,可利用或不一致的游戏元素,如回火食谱,炼金术和食物已经彻底完成和重新平衡 - 基本上,使它们从一开始就应该是它们。还包括一系列其他难度和平衡调整,所有这些都在下面的描述中完全列出。这些包括:减少携带重量,减少任务奖励和更快节奏的战斗。此外,Creation Club的生存模式得到全面支持,Elegy也可用于Bethesda.net上的Xbox One用户。

基本上,我想说的是Elegy是JSawyer Ultimate Edition,Skyrim风格。

请享用,

PushTheWinButton

描述

技能与水准

技能改革的目的是让你的技能更加自然。主要特征是从指数型线性经验增加到线性经验增长要求,意味着后期水平更容易获得,但早期水平更慢。所有的制作技巧都有他们的经验完全重新设计,现在不应该要求制作过量的魔药,武器和魔法物品以达到有效的水平(这个网格很好地与增加的战利品稀有性,使得制作更多的艺术)。一些特殊效应也已经改变,使它们更加可行,并且修正了香草经验收益中的一些疏忽和利用。

增加技能所需的经验现在线性增加,而不是指数增长,但从15到100所需的整体经验是相同的。这意味着在低水平时水平调节较慢,但在高水平时水平较快。

史密斯的经历彻底彻底改变。物品价值对获得的经验有更大的影响,回火提供了有意义的经验,并且第一次制作新物品使得经验倍增。因此,最好制作一系列物品以获得最佳体验。此外,如果您在偷偷摸摸时激活锻造伪造,您可以查看您之前已经完成的所有项目的列表,这样您就可以找到剩下的填补空白。

史密斯特权已经略微改造,因此重型装甲与轻型侧面的特权无关,反之亦然。一些特权改名:Steel Smithing - > Apprentice Smithing;矮人史密斯 - >古代史密斯;兽人史密斯 - >强化护甲; Glass Smithing - > Amorphous Smithing。

炼金术的经历彻底彻底改变,所以它不再是一种磨砺,不能被剥削。酿造的每种药水都可以提供一定数量的经验,而不是按价值进行扩展,因此制作高价值但无用的药水不再是快速提高技能的可行方法。

迷人的经历重新平衡。

轻型和重型装甲技能经验发生了变化,因此它不再依赖于伤害。这意味着无论您遇到什么困难,它们都会以相同的速度增加。

锁定特权(新手,学徒,行家,专家和主人)现在会影响所有锁定。每次振作使甜点大小增加20%,达到100%,这意味着所有特权与香草具有相同的效果。

除了他们的香草效果之外,魔法精通特权(新手,学徒等)逐渐增加法术量和/或持续时间20%,最多100%。

额外口袋的重量增加从100减少到50。

每级允许的训练课程从5级增加到10级。

手工艺

制作工艺的变化主要是对新的,不那么顽强的技能进步的补充。还包括所有香草武器和盔甲的调温配方(现在所有这些都受益于其中一项锻炼津贴),现有食谱的一些数量变化,以及一些用于制作香草物品的新配方。

所有武器和装甲现在都有与他们相关的史密斯特权,这意味着他们都可以从增加的改进中受益。

已经为之前遗失的所有装甲和武器添加了回火配方。

添加了一些先前不可制作的物品的配方,例如长弓,狩猎弓,Fireaxe,镐,银剑和其他一些。

冶炼铁现在需要2个矿石而不是1个,以匹配所有其他钢锭。

木炭可以通过冶炼木柴来制作,也可以分成2个Charocal Sticks。您可以在各种战利品中找到木炭,也可以在商家处出售。

使用2个铁矿石(或一个锭)和1个木炭(或2个木炭棒)冶炼钢,而不是要求刚玉矿石。

Dwemer废钢冶炼配方已经扩大和改变,因此铸锭产量更多地取决于废料重量。几件废品的重量也变得更合乎逻辑。

皮革和皮革产量是皮革的一半。这可以防止大规模生产皮革,并保持较少磨砺,改善史密斯体验的平衡。

Werewolf Pelts现在可以晒黑以生产皮革。

为烤韭菜和烤土豆添加烹饪食谱。

Lockpicks可以使用Iron Ingots制作(5个Lockpicks用于1个元宝)。

木柴重量从5减少到1。

战斗

而不是任意增加伤害,挽歌的战斗变化旨在提高相当笨拙和笨重的香草肉搏战的机动性。这里的变化相当少,意图是如果你愿意,可以将Elegy与你选择的专用战斗模式配对。

双手武器的摆动速度几乎快了两倍,使它们更加可行。它们仍然比单手武器摆动速度慢(例如,巨剑比剑慢,战斧比瓦拉克斯慢,战锤比狼牙棒慢等等)。

穿着护甲时的移动速度略微增加,玩家和NPC有助于提高战斗的流动性(例如有点像Oblivion)。

使用武器阻挡更有效,但不再随着敌人武器的伤害而扩展(这是香草中的一个错误 - 它似乎应该与你的武器的伤害相比)。

双铸造成本略有下降,效果略有提高。

抢劫

掠夺极其罕见。这包括箭头,螺栓,杂乱,宝石,魂石,黄金,药水,食物,成分,锁针,手工材料,以及在地牢战利品中发现的宝贵武器和盔甲。

所有级别的任务奖励项目已被删除。无论您当前的级别如何,您现在都收到了最高级别的变体。

不寻常的宝石(Barenziah的石头)发出声音,所以你知道什么时候在附近(信用:Pharros的Barenziah的声音)。

技能书籍标有他们改进的技能。

现在激活技能书可以选择它而不是自动读取它,允许您保存它们以供日后使用。

被亵渎的帝国和风暴披风尸体战利品从黄金(相当多的!)改变为与他们的生活同行相匹配的杂乱。

炼金术和食物

药水价值和效果得到了平衡。价值通常较低,因此通过出售它们变得更加困难。以前无用的药水,如Lingering Damage Health,现在更有用。

重新平衡成分的影响。炼金术不再被开发或用作快速致富计划,而一些以前无用的效果,如Ravage,现在更有用(信用:Skyrim Alchemy由chocolatenoodle修复)。

强化药水的持续时间延长至2分钟(也适用于精制药水)。

玩家制作的魔药和毒药有*前缀,因此可以轻松地将它们放在库存清单中。

食物效果完全重新平衡,包括通常增加的效果量。以肉类为基础的食物可以恢复健康;水果,蔬菜和饮料主要是恢复体力;和糖果和奶酪恢复magicka。食物仍然大多不如大多数药水有效,但更常见,更简单的工艺。这意味着它现在应该具有更多实用性,特别是由于药剂的稀有性增加。

小熟肉(Rabbit Haunch,Salmon Steak等)的重量已经增加,因此它们在生存模式下更加平衡。

一般

基本携带重量从300减少到150。

骏马的重量效应从100减少到50。

所有动物随从现在都处于受保护状态,这意味着只有你可以永久杀死它们(与所有其他随从一样)。

正如该地区的传说所暗示的那样,在天际的旷野中可以遇到高级别的狼人和耐磨熊。

增加狼的健康和伤害,使它们成为一种威胁(它们仍然是最弱的敌人之一)。

降低了Bleak Falls Barrow中受伤的Frostbite Spider老板的健康状况,这样你就不必依靠拱门漏洞杀死它。

易货难度增加,因此购买价格普遍较高,而且销售价格普遍较低。

商人黄金增加了。

Khajiit大篷车现在购买被盗物品。

魔药和毒药在商人中卖得少,你自己酿造的药水价值甚至更低。

缩短了NPC对玩家的距离,因此他们不再在街对面滔滔不绝地讲述他们的生活故事。

整体上,开锁难度略有增加。

删除了所有生物和NPC的旋转死亡动画,并用标准的布娃娃效果取而代之。

Dawnguard任务线现在直到20级才开始,并且吸血鬼攻击在19级之前不会开始。

生存模式支持

创意俱乐部的生存模式完全由补丁支持。这会修补所有食物,使挽歌的新效果与生存者的营养效果一起发挥作用,但也包括一些尚未包含在非官方天际生存补丁中的修复。此外,所有饮料都已从“非常小”改为“小”,以更好地代表其保湿效果。

可选文件

杂项制作经验:为杂项制作活动提供制作经验,如晒黑,冶炼和使用木匠的工作台。

恢复药水持续时间:恢复药水(Health,Magicka,Stamina)现在可以在几秒钟内完成,而不是立即行动。也会影响玩家制造的魔药。所有香草药水价格都保持不变。

没有Fortify制作:去除所有制作强化效果,因此在每个制作会议之前不会激励吞下魔药或穿上强化设备。这包括所有通用药水,魔法物品和成分,除了少数独特的物品,如Forgemaster's Fingers和Muiri's Ring等。成分已被分配不同的逻辑强化效果。

恢复药水持续时间+无强化手工艺:将上述两个文件合并为一个文件,并解决它们之间的冲突。

安装

这个mod需要:

非官方的天际特别版补丁

生存模式(可选)

应将挽歌放在尽可能低的负载顺序中。之后应加载任何补丁或可选文件。

如果您使用生存模式(来自Creation Club),您应该使用此mod的生存补丁和非官方天际生存补丁。

推荐的Mods

更好的死亡

野兽骷髅

鸟类和羊群

披风和披风

方便的马

切割室地板

加快采矿速度

身临其境的巡逻队

背包背包

基于传说的载入画面

指明道路

随机替代开始重生

真正的喂养

反思 - 升级消息

为你的生命奔跑

真实风暴 - 雷雨和雷诺天气

供应商评论

非官方的天际生存补丁

卸载

此mod可以随时卸载,对您的游戏没有永久性影响。只需从您的数据文件夹中删除该文件即可。

兼容性

在适当的情况下,包括非官方天际特别版补丁和非官方天际生存补丁的所有更改。 Elegy根据需要进行少量更改,因此应与大多数其他mod兼容。主要的一般例外是其他主要的大修mods(例如Morrowloot),以及其他对水平列表,炼金术,食物,技能练级或额外津贴进行大量更改的mod,因为这些很可能与Elegy中的类似元素发生冲突。但是,大多数冲突应该相对简单,可以使用SSEEdit的一些非常基本的知识进行修补,我建议您在更改加载顺序时始终使用它来检查冲突。

可选文件部分提供了Ordinator的补丁。

反馈

我很想听听有关Elegy的反馈意见,我会就新的可能功能提出建议。请记住,我不想偏离香草视野太远 - 已经有很多大修已经“走得太远”(当然,我认为)。

我的Mods

我花了很多时间来创建和支持我的mods,所以我们非常感激地收到任何捐款。

点击这里查看我的所有Mod

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

Elegy

Requirements:

Unofficial Skyrim Special Edition Patch

Survival Mode (optional)

Introduction

Elegy aims to craft a more rewarding, balanced, and immersive Skyrim experience, whilst making minimal changes and maintaining as much of the vanilla gameplay and vision as possible. This is achieved by drastically increasing the rarity of loot around Skyrim, overhauling the crafting experience to make it require less spamming of materials, and adjusting the rate at which skills level up, amongst various other changes. Underused, exploitable, or inconsistent game elements, such as tempering recipes, alchemy, and food have been thoroughly completed and rebalanced—essentially, making them as they should have been from the start. A range of other difficulty and balance tweaks are also included, all of which are fully itemised below in the description. These include: decreased carry weight, unleveled quest rewards, and faster paced combat. In addition, Creation Club's survival mode is fully supported, and Elegy is also available for Xbox One users onBethesda.net.

Basically, what I'm trying to say is that Elegy is JSawyer Ultimate Edition, Skyrim style.

Enjoy,

PushTheWinButton

Description

Skills & Leveling

The aim of the skill overhaul was to make increasing your skills much more natural. The main feature is the move from exponential to linear experience increase requirements, meaning that later levels are easier to gain, but earlier levels are slower. All the crafting skills have had their experience entirely reworked, and now shouldn't require crafting excessive quantities of potions, weapons, and enchanted items to level effectively (this meshes really well with the increased loot rarity, making crafting more of an art). A couple of perk effects have also been changed to make them more viable, and some oversights and exploits in the vanilla experience gains have been amended.

Experience required to increase skills now increases linearly, rather than exponentially, but the overall experience required to go from 15 to 100 is the same. This means that leveling is slower at low levels, but quicker at high levels.

Smithing experience completely overhauled. Item value has a greater influence on the experience gained, tempering gives a meaningful amount of experience, and crafting a new item for the first time grants double the experience. Therefore, it's best to craft a range of items to get the most experience. Also, if you activate a smithing forge whilst sneaking, you can view a list of all the items you've previously smithed, so you can find out what gaps you have left to fill.

Smithing perks have been reworked slightly so that heavy armors aren't associated with perks on the light side and vice versa. Some perks were renamed: Steel Smithing -> Apprentice Smithing; Dwarven Smithing -> Ancient Smithing; Orcish Smithing -> Reinforced Armors; Glass Smithing -> Amorphous Smithing.

Alchemy experience completely overhauled, so it's no longer a grind and can't be exploited. Each potion brewed grants a fixed amount of experience, rather than scaling with value, so crafting high-value but useless potions is no longer a viable way to quickly increase your skill.

Enchanting experience rebalanced.

Light and Heavy Armor skill experience changed so it is no longer dependent on damage. This means that they increase at the same rate, regardless of what difficulty you play on.

Lockpicking perks (Novice, Apprentice, Adept, Expert, and Master) now affect all locks. Each perk increases the sweetspot size by 20%, up to 100%, meaning that having all perks has the same effect as in vanilla.

Magic mastery perks (Novice, Apprentice, etc) incrementally increase spell magnitude and/or duration by 20%, up to 100%, in addition to their vanilla effects.

Extra Pockets carry weight increase decreased from 100 to 50.

Training sessions allowed per level increased from 5 to 10.

Crafting

The crafting changes mainly complement the new, less grindy skill progression. Also included are tempering recipes for all vanilla weapons and armor (all of which now benefit from one of the smithing perks), some quantity changes for existing recipes, and a couple of new recipes for crafting vanilla items.

All weapons and armor now have a Smithing perk associated with them, meaning that they can all benefit from increased improvement.

Tempering recipes have been added for all armor and weapons that were previously missing them.

Added some recipes for previously un-craftable items e.g. Longbow, Hunting Bow, Fireaxe, Pickaxe, Silver Sword, and a few others.

Smelting iron now requires 2 ore rather than 1, to match all other ingots.

Charcoal can be crafted by smelting Firewood and it can also be split into 2 Charocal Sticks. You can find Charcoal in various loot and for sale at merchants too.

Steel is smelted using 2 Iron Ore (or one ingot) and 1 Charcoal (or 2 Charcoal Sticks), rather than requiring Corundum Ore.

Dwemer scrap smelting recipes have been expanded and altered so that the ingot yield is based more on the scrap weight. The weight of several scrap items has also been changed to be more logical.

Pelts and hides yield half the amount of Leather. This prevents mass-producing Leather, and maintains the balance of the less grindy, improved Smithing experience.

Werewolf Pelts can now be tanned to produce Leather.

Cooking recipes added for Grilled Leeks and Baked Potatoes.

Lockpicks can be crafted using Iron Ingots (5 Lockpicks for 1 ingot).

Reduced Firewood weight from 5 to 1.

Combat

Rather than arbitrarily increasing damage, Elegy's combat changes aim to improve the mobility of the quite stilted and clunky vanilla melee combat. Fairly few changes have been made here, the intention being that you can pair Elegy with a dedicated combat mod of your choice if you wish.

Two-handed weapons all swing almost twice as fast, making them more viable. They still swing slower than one-handed weapons (e.g. Greatsword is slower than a sword, Battleaxes are slower than Waraxes, Warhammer is slower than a mace, etc).

Movement speed when wearing armor increased slightly for the player and NPCs to help improve the fluidity of combat (e.g. a bit more like Oblivion).

Blocking with a weapon is more effective, but no longer scales with the enemy weapon's damage (this is a bug in vanilla—it seems like it should have scaled with your weapon's damage instead).

Dual casting cost is decreased slightly, and effectiveness increased slightly.

Loot

Loot is drastically rarer. This covers arrows, bolts, clutter, gems, soulgems, gold, potions, food, ingredients, lockpicks, crafting materials, and valuable weapons and armor found in dungeon loot.

All leveled quest reward items have been removed. You now received the highest-level variant, regardless of your current level.

Unusual Gems (Stones of Barenziah) emit sound so you know when one is nearby (credit: Sounds of Barenziah by Pharros).

Skill books are labeled with the skill they improve.

Activating a skill book now picks it up instead of automatically reading it, allowing you to save them for later.

Desecrated Imperial and Stormcloak corpse loot changed from gold (rather a lot of it!) to clutter matching their living counterparts.

Alchemy & Food

Potion values and effects have been balanced. Values are generally less, so it's more difficult to get rich by selling them. Previously useless potions, like Lingering Damage Health, are now more useful.

Rebalanced ingredient effects. Alchemy can no longer be exploited or used as a get-rich-quick scheme, and some previously useless effects, such as Ravage, are now more useful (credit: Skyrim Alchemy Fixed by chocolatenoodle).

Fortifying potions have their duration extended to 2 minutes (applies to crafted potions too).

Player-crafted potions and poisons have a * prefix, so they can be easily located in inventory lists.

Food effects completely rebalanced, including generally increased effect magnitudes. Meat-based food restores health; fruit, vegetables, and drinks mainly restore stamina; and sweets and cheeses restore magicka. Food is still mostly less effective than most potions, but is much more common and simpler to craft. This means it should have more utility now, especially due to the increased rarity of potions.

The weight of small cooked meat items (Rabbit Haunch, Salmon Steak, etc) have been increased so that they are more balanced in Survival mode.

General

Base carry weight decreased from 300 to 150.

The Steed stone carry weight effect decreased from 100 to 50.

All animal followers now have protected status, meaning that only you can permanently kill them (the same as with all other followers).

Wearwolves and Wearbears can be encountered in the wilderness of Skyrim at high levels, as the region's lore suggests.

Increased the health and damage of wolves to make them a bit more of a threat (they're still one of the weakest enemies).

Reduced the health of the Wounded Frostbite Spider boss in Bleak Falls Barrow, so that you shouldn't have to rely on the archway exploit to kill it.

Barter difficulty increased, so that buying prices are generally higher and selling prices are generally lower.

Merchant gold increased.

Khajiit caravans now buy stolen items.

Potions and poisons sell for less at merchants, with potions you brew yourself being worth even less.

Reduced the distance that NPCs address the player at, so they no longer spout their life stories at you from across the street.

Lockpicking difficulty has been slightly increased overall.

Removed the spinning death animation for all creatures and NPCs and replaced it with standard ragdoll effects.

The Dawnguard quest-line doesn't start until level 20 now, and Vampire attacks don't start occurring before level 19.

Survival Mode Support

Creation Club's Survival Mode is fully supported by way of a patch. This patches all food items so that Elegy's new effects work alongside Survival's sustenance effects, but also includes some fixes that aren't yet included in Unofficial Skyrim Survival Patch. In addition, all drinks have been changed from 'very small' to 'small' meals, to better represent their hydrating effects.

Optional Files

Misc Crafting Experience: enable crafting experience for miscellaneous crafting activities, like tanning, smelting, and using the carpenter's workbench.

Restoration Potion Duration: restoration potions (Health, Magicka, Stamina) now act over a period of a few seconds rather than instantly. Also affects player-made potions. All vanilla potion prices are maintained.

No Fortify Crafting: removes all crafting fortification effects, so that gulping down potions or donning fortifying equipment isn't incentived before every crafting session. This covers all generic potions, enchanted items, and ingredients, with the exception of few unique items such the Forgemaster's Fingers and Muiri's Ring, etc. Ingredients have been allocated a different logical fortify effect.

Restoration Potion Duration + No Fortify Crafting: merges the two above files into a single file, and resolves conflicts between them.

Installation

This mod requires:

Unofficial Skyrim Special Edition Patch

Survival Mode (optional)

Elegy should be placed as low down in your load order as possible. Any patches or optional files should be loaded after.

If you play with Survival mode (from the Creation Club), you should use this mod's Survival patch and the Unofficial Skyrim Survival Patchtoo.

Recommended Mods

A Better Death

Beast Skeletons

Birds and Flocks

Cloaks and Capes

Convenient Horses

Cutting Room Floor

Faster Mining Plus

Immersive Patrols

Knapsack Backpacks

Lore Based Loading Screens

Point the Way

Random Alternate Start Reborn

Real Feeding

Reflection - Level Up Messages

Run For Your Lives

True Storms - Thunder Rain and Weather Redone

Vendor Comments

Unofficial Skyrim Survival Patch

Uninstallation

This mod can be uninstalled at any time and will have no permanent effects on your game. Simply remove the file from you data folder and you're done.

Compatibility

All changes from Unofficial Skyrim Special Edition Patch and Unofficial Skyrim Survival Patch have been included where appropriate. Elegy makes as few changes as necessary, so should be compatible with most other mods. The main general exceptions are other major overhaul mods (e.g. Morrowloot), and other mods which make extensive changes to leveled lists, alchemy, food, skill leveling, or perks, as these will most likely conflict with similar elements in Elegy. However, most conflicts should be relatively straightforward to patch with some very basic knowledge of SSEEdit, and I recommend you always use this to check for conflicts when you change your load order.

A patch for Ordinator is available in the optional files section.

Feedback

I'm interested to hear feedback on Elegy, and I'll take suggestions for new possible features. Keep in mind that I don't want to stray too far from the vanilla vision—there are plenty of overhauls already that go 'too far' (in my opinion, of course).

My Mods

I spend a lot of time creating and supporting my mods, so any donations are gratefully received.

Click Here to See All of My Mods

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