发布用户:bity_1700368256发布类型:转载
原创作者:DrPharmDawg所在平台:互联网
发布日期:2023-06-28 11:34:00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:杂项整合运行环境:上古卷轴5:重置版
浏览次数:33
MOD介绍:
导言
G安德R王牌ANdC姑娘E新进展
总之,本模块进行了以下更改:
属性现在是字符创建和开发的核心(类似于以前的TES标题,但已扩展)。
统计:HMS和再生率是降低和平衡的现实。HMS是根据用于提升的技能来增加的。
承载能力:每一级都增加,但程度较小。数额取决于性别和种族。
技能从1开始在奖金之前。你学习一项技能的速度取决于一个特定的属性和任何种族/阶级奖励/惩罚。
比赛仍然得到少量的技能奖励,但更重要的是,他们学习这些技能更快(更有用的以后游戏)。
每个种族都有3种被动能力,1种更强的力量,1种缺陷。其中很多都是按你的水平来衡量的,同时也保持了它们的相关性和实用性。
只有最有天赋的魔法比赛才以咒语开始.。并有一个上限,你可以学习多少咒语,根据你的属性。
类选择不会立即发生。相反,您必须按照您想要的类来播放(下面是更详细的内容)。
每个班有5级,由该等级的游戏获得。和种族一样,许多类的能力随着你在那个等级中的等级而增加。
我已经用尽可能多的组合测试了几乎所有的东西.。但我有可能漏掉了什么东西。如果你看到什么“关闭”,告诉我。同样,如果你喜欢Mod.。请背书。
如何与格蕾丝玩耍
这是对你如何创造和发展你的性格的一次广泛的大刀阔斧的改革。在这个过程中有几个“步骤”。
1)像往常一样选择你的种族和性别。
2)转到MCM菜单(属性)分发属性点。等待是没有好处的.。
3)玩.。直到你把你想要的班里的基本技能提高到20级。除非你适合这个角色,否则没有职业福利。
4)转到MCM菜单(类)并选择您的类。
5)转到MCM菜单(性状),选择你喜欢的性状。首先选择种族和类属性特征(它们是免费的)。
6)使用MCM菜单(参考)查看任何类的需求(属性和技能)。
7)继续扮演你所选的班级,你将以你的方式通过你的队伍(新手,学徒.,大师)。
为了获得职业资格,你必须同时满足属性要求(这里没有弱者野蛮人或愚蠢法师)和技能要求。要成为新手,你必须在六项基本技能中各达到20项技能。从那里,你可以发展你认为合适的六项技能。一旦你积累了另外120级技能,你就会自动提升到学徒等级。再来120位老手,然后是专家,最后是大师。
喜爱的特质比属性的计算值得到额外的奖励,在某些情况下,随着你的发展水平的提高,你还会继续发展。
属性
按时间顺序,你首先选择你的种族和性别.但鉴于这是最重要的变化,我将从属性开始。
一旦您创建了您的字符,您可以访问属性通过MCM菜单。每个比赛开始于一个预先分配的82个点到10个属性。然后你还有20点要分发。每个指向属性的点都会影响该属性下的3到4个特征。
破坏者:
秀
性别
随着属性的引入,性别现在变得更加多样化。我已经离开了原来的性别奖金从Lite版本以及。
虽然这些可能会使陈规定型观念永久化.。我想要的不是审美上的不同。
男:在水平上升期间获得一个额外的运载能力点。在身体上,男性往往更大更强壮。男性在五个属性(力量、坚韧、智慧、灵巧和运气)中也获得+1加值。
女:每10个等级额外获得一个额外的奖励点。毕竟,雌性成熟并且发育得更快。同样,女性在五个属性(耐力、智力、感知、敏捷和魅力)中获得+1加值。
种族
阿尔默
作为最神奇的种族,我喜欢香草的力量,但调整他们,使他们在整个游戏中保持相关性。一个额外的幻象,因为阿尔默是最强大的在这一领域。增加了抗病性(每知识),也增加了魔法的弱点(最有天赋,但最脆弱)。
破坏者:
秀
阿戈尼亚
组织皮肤的变化类似于Altmer的Magicka再生,因为它是以水平为尺度的。水呼吸能力保持不变,增加了较快的游泳速度和抗病性。为了说明阿戈尼亚皮肤的独特性质,增加了护甲加成,以及寒冷/霜冻的弱点。
破坏者:
秀
博斯默
命令动物持续时间现在按等级进行缩放,但在其他方面没有变化。毒药和抗病性保持不变。在森林地区增加了防御工事的偷偷摸摸能力(传说他们有变色龙一样的能力在树林中消失)。作为“最小”的种族,非武装伤害和伤害被调整(减少),移动速度(增加)也被调整。
破坏者:
秀
布雷顿
保持魔法抗性,并调整蜻蜓皮(现在的白喉皮)的大小和持续时间的水平。类似于Altmer获得的幻象奖励,Breton现在得到一个魔法奖励,它可以提高魔法的成本、持续时间和魔法强度。由于专注于学习魔法,战斗技能的学习速度降低了。(运动速度)略快于一般人。
开始咒语:法术熟悉(咒语)
破坏者:
秀
邓默
祖先的怒火现在等级的大小和持续时间上都有变化。耐火性能不变。毁灭奖励(类似于布列塔尼的符咒加成和阿尔默的幻象奖励)。言语惩罚(由于天边的种族偏见)与所有其他邓默。物理属性被调整,以适合于其他精灵种族(阿尔特默和博斯默之间的大致平均水平在每一种方式)。
起始法术:火焰(毁灭)
破坏者:
秀
帝王
皇帝的声音持续时间。帝国幸运被移除-我从来不明白你的种族是如何控制你找到多少黄金的。相反,增加了易货补贴(而不是找到更多,让你找到更多-这似乎是一个现实的解决方案帝国运气)。恢复奖励(就像上面提到的其他魔法学校奖金一样)。
起始法术:治疗(恢复)
破坏者:
秀
卡吉特
调整更大的力量,包括夜视,马弗勒和移动速度提高。现在你可以成为一个真正的掠食者,每天一次。增加徒手伤害通过额外的规模与水平。抵御霜冻,但对火(毛皮)很弱。
破坏者:
秀
诺德
战斗号角调整为包括伤害抗性和等级的等级。保持原样的抗冻性。和布列塔尼人一样(但相反),诺德人是战斗专家,因此学习魔法的速度较慢。
破坏者:
秀
兽人
狂暴怒火缩放。增加元素抗性。需要灵巧的隐身技能是以较慢的速度学习的。由于重型盔甲的锻造能力和亲和力,在锻炼重型装甲时提供了显著的奖励,但包括一和两只手握武器的程度较小。
破坏者:
秀
红卫军
肾上腺素拉什鳞片类似马奇卡再生能力的阿尔默和生再生能力的阿戈尼亚人。保持毒物的抗药性。使用单手剑提高武器速度。两只手和沉重的盔甲学得更慢。还调整耐力再生,同时冲刺。
破坏者:
秀
班
这是Mod的大部分。我从来不关心的一件事是从一开始就选一门课,然后得到你的奖金.甚至不玩。这就是-没有改变游戏的其余部分,没有限制,没有额外的奖励,等等(不去指责其他的MODS或者香草的体验,这只是游戏中最有趣的方面之一-角色的发展超越了他们的创造)。
GRACE的类组件要求您按照您希望成为的类来演奏。一旦您满足了类的要求(目前每个主要技能的级别为20级),您就可以选择该类。当你继续在这些技能中获得额外的等级时,你在这个等级中的排名也会增加。我纠结于坚持经典的TES课程,还是走自己的路.最后,我两样都做了。
如果您选择在第一次可用时不选择一个类,那么在5个技能级别之后,或者在一个新的类可用之后,您才会再次被问到(我这样做是为了防止每次技能级别达到不变的消息)。
这里是课程和他们的能力。
格斗
战士
战斗原型。塔米尔的职业军人和士兵。受过各种武器和盔甲样式的训练,受到长征、伏击、小规模战斗和战斗的制约。
破坏者:
秀
野蛮人
骄傲和拯救精英战士。残忍而直接,缺乏文明的优雅。擅长凶猛,疯狂的单一战斗与各种形式的武器和盔甲。
破坏者:
秀
六刃
重型装甲战斗机装备了一些施法术的力量和愿望,以满足他们的目标,无论付出多少代价。类似于圣骑士,但没有正义的理由。
破坏者:
秀
圣骑士
全副武装的神圣骑士装备了一些施法术的力量和正义而崇高的事业。圣骑士追捕怪物和恶棍,以清除世界上的邪恶。
破坏者:
秀
朝圣者
寻求真理和启迪。用武器、盔甲和魔法为道路和荒野设防。通过他们在这个世界上的广泛经验,清教徒们已经成为商业和说服的牺牲品。
破坏者:
秀
游侠
隐居和熟练的伐木工人。野生动物擅长于各种形式的肉搏战和利用自然资源生存。
破坏者:
秀
魔法
法师
魔术原型。法师学习魔法是为了获得智力上的回报,但也经常从它的实际应用中获利。脾气和动机差异很大,但所有人都对施法有着强烈的热爱。
破坏者:
秀
神职人员
九位虔诚的随从,施法者宣誓庄严宣誓要治愈患病者和治疗病人。古老的修复艺术是他们的盟友,轻甲和毁灭魔法他们的武器。
破坏者:
秀
德鲁伊
荒野居民掌握着大自然的力量。德鲁伊是隐秘和足智多谋,但致命的单手武器和自然主题的魔法。
破坏者:
秀
研讯员
施法者致力于根除和摧毁邪恶的黑暗艺术和世俗巫术的实践者。对吸血鬼、女巫、术士和亡灵法师进行魔法和军事战斗的训练。
破坏者:
秀
神秘主义
与大多数其他魔法使用者不同的是,神秘主义者回避传统的法术施放哲学,因为他们更喜欢装备精良,而且往往装备精良。
破坏者:
秀
暗影机
在偷盗和施法术中完成,更喜欢通过秘密和魔法来完成他们的目标。他们避免对抗和直接战斗不惜一切代价,没有经验,或渴望,近战。
破坏者:
秀
隐身
小偷
隐形原型。扒手和小偷,不像强盗杀人抢劫。窃贼通常选择隐秘和诡计,而不是暴力,并且经常在他们的贪婪活动中考虑到他们的魅力和聪明的浪漫观念。
破坏者:
秀
工匠
那些寻求通过广泛研究材料,物体和魔法来创造万物的人。以研究和发现古老而强大的文物为动力。
破坏者:
秀
刺客
依靠隐身和机动性来接近受害者而未被发现或在远处处决他们的杀手。为有原则的代理人或崇高的事业而残忍的杀人犯。
破坏者:
秀
巴德
靠幻想和快速说话的说书人和说书人。吟游诗人试图通过灵活和双管齐下地使用乐器和歌曲,甚至在必要时使用双手武器来影响局势。
破坏者:
秀
和尚
古代徒手搏斗和自卫的学生。僧侣们会在可能的情况下尽量避免这种冲突,但他们更愿意在没有盔甲或武器的情况下解决冲突,只需要拳头。
破坏者:
秀
流氓
冒险家和机会主义者有进进出出麻烦的天赋。依靠诡计,小刀刃,甚至一些施法术,才能在不幸中茁壮成长。相信他们的运气和狡猾才能生存。
破坏者:
秀
技术人员
现有游戏
理论上(未经测试),不需要新游戏。如果您添加到一个现有的游戏,它可能需要两个级别/技能水平的一切赶上您的角色当前的水平/技能水平。技能是通过额外的故事经理脚本的水平和技能增加。你应该立即得到基本的种族能力,并提高1级(对于能力的规模),每次你的水平上升,直到你到达了你将从Mod开始的地方。在课堂上:一旦你提高了技能,你就会得到这些选项。如果你立即选择一个,你将从第一等级开始,每次你增加技能时都会提升等级,直到你开始使用模块。
兼容性
这个模块改变了以下内容,因此可能会出现与MODS的兼容性问题。虽然它可能不是CTD,但记录可能会重叠,导致GRACE或其他MODS失去功能。
种族记录-为了做出格蕾丝所做的所有改变,我知道没有别的办法了。
香草种族能力-其中许多是由这个模式调整。
游戏设置
祭坛祝福-被牧师虔诚的奉献能力改变。
肉身法术-被质询者的奥术兵器能力改变。
绑定武器-被神秘者的神秘武器能力所改变。
酒精-被吟游诗人的勇气能力改变。
奖励金球奖-被幸运的奖励特征所改变。
所有技能都是通过法术和佩克斯通过故事管理器使用几个脚本添加的(增加技能和提高等级)。这应该是兼容的任何福利树大修(报告与协调员和SPERG工作)。
未来计划
-扩大能力和权力。
-根据角色扮演活动纳入额外的班级级别要求。
-双重等级的能力。
-增加“力学”,使课程更加独特。
-修补角色扮演MODS(需要、狩猎、露营等)
我的精神
Skyrim性别,种族和等级提升Lite(SkyGrace-Lite)加强对人物塑造和发展的全面改革。
SkyRIM Loot与经济大修(SkyLeo)*现实掠夺制度和经济。
俄语翻译为了天空-谢谢阿莱克斯!——
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Introduction
Gender Race And Class Enhancements
In summary, this mod makes the following changes:
Attributes are now the core of character creation and development (similar to previous TES titles, but expanded).
Stats: HMS and regeneration rates are lowered and balanced for realism. HMS increases based on skills used to level up.
Carry Capacity: Increases every level, but to a lesser extent. The amount is dependent on gender and race.
Skills start at 1 prior to bonuses. How fast you learn a skill is tied to a specific attribute and any race/class bonus / penalty.
Races still receive a small skill bonus, but more importantly they learn these skills more quickly (more useful later game).
Each race has 3 passive abilities, 1 greater power, and 1 flaw. Many of these scale as you level, also keeping them relevant and useful.
Only the most gifted magical races start with a spell... and there is a cap of how many spells you can learn based on your attributes.
Class selection does not happen immediately. Instead, you must play as the class you want to be (more details below).
Each class has 5 ranks, acquired by playing as that class. As with races, many class abilities scale as you level in that class.
I have tested nearly everything using as many combinations as possible... but it is possible [likely] I missed something. If you see anything "off", let me know. Likewise, if you like the mod... please endorse.
How to Play with Grace
This is an extensive overhaul on how you create and develop your character. There are several "steps" in this process.
1) Select your Race and Gender just as you always have.
2) Go to the MCM Menu (Attributes) to distribute your Attribute Points. There is no benefit to waiting...
3) Play... Until you have advanced the primary skills of the class you want to 20. No Class benefits until you fit the role.
4) Go to the MCM Menu (Class) and select your Class.
5) Go to the MCM Menu (Traits) and select your Favored Traits. Select your Race and Class attribute traits first (they are free).
6) Use the MCM Menu (Reference) to see the requirements for any class (Attributes and Skills).
7) Continue playing as your selected Class, and you will work your way through the Ranks (Novice, Apprentice..., Master).
In order to be eligible for a Class, you must meet both the Attribute requirements (no weakling Barbarians or stupid Mages here), and the Skill requirements. To become a Novice, you must reach Skill 20 in each of the six primary skills. From there, you can develop the six skills as you see fit. Once you have accumulated (among the six skills) another 120 levels, you will automatically move to the Apprentice rank. Another 120 to Adept, then Expert, and finally Master.
Favored Traits receive a bonus beyond the attribute calculated value, and in some cases continue to develop as you Level Up.
Attributes
Chronologically, you select your Race and Gender first... but with this being the most significant change, I am going to start with Attributes.
Once you have created your character, you can access the Attributes via MCM Menu. Each Race begins with a pre-distributed 82 points to ten Attributes. You then have an additional 20 points to distribute. Each point towards an Attribute affects 3 to 4 Traits under that Attribute.
Spoiler:
Show
Gender
With the introduction of attributes, genders are now more diverse. I have left the original gender bonuses from the Lite version as well.
While these may perpetuate stereotypes of sorts... I wanted some difference other than aesthetic.
Male: Receive an additional point to Carry Capacity during level up. Physically, males tend to be larger and stronger. Males also receive a +1 bonus in five attributes (Strength, Fortitude, Wisdom, Dexterity, and Luck).
Female: Receive an additional Perk Point every 10 levels. Females mature and develop faster after all. Likewise, Females receive a +1 bonus in five attributes (Endurance, Intelligence, Perception, Agility, and Charisma).
Races
Altmer
As the most magically inclined race, I like the vanilla powers, but tweaked them to make them stay relevant throughout the game. A bonus for illusion was added as Altmer are the strongest in this area. Added disease resistance (per lore), but also magic weakness (the most gifted, but the most vulnerable).
Spoiler:
Show
Argonian
Histskin changed similar to Altmer's magicka regeneration in that it scales with level. The water breathing ability was left unchanged, and faster swim speed and disease resistance were added. To account for unique nature of Argonian skin, an armor bonus was added, as was a weakness to cold/frost.
Spoiler:
Show
Bosmer
Command Animal duration now scales with level, but is otherwise unchanged. Poison and Disease Resistance are left unchanged. Added a fortify sneak ability when in forested areas (lore states they have a chameleon like ability to disappear amidst the trees). Being the "smallest" race, unarmed damage and reach were tweaked (decreased), as was movement speed (increased).
Spoiler:
Show
Breton
Kept magic resistance and tweaked Dragonskin (now Aetherial Skin) to scale in both magnitude and duration with level. Similar to the illusion bonus Altmer receive, Breton's now receive a conjuration bonus that improve cost, duration, and magnitude of conjuration spells. Due to focusing on learning magic, combat skills are learned at a reduced rate. Slightly faster (movement speed) than the average human.
Starting Spell: Conjure Familiar (Conjuration)
Spoiler:
Show
Dunmer
Ancestor's Wrath now scales in both magnitude and duration with level. Fire resistance unchanged. Destruction bonus (similar to Breton's Conjuration bonus and Altmer's Illusion bonus). Speech penalty (due to the racial bias in Skyrim) with all but other Dunmer. Physical attributes tweaked to be appropriate with other elf races (roughly average between Altmer and Bosmer in every way).
Starting Spell: Flames (Destruction)
Spoiler:
Show
Imperial
Voice of the Emperor duration scales. Imperial Luck removed - I never understood how your race governs how much gold you find. Instead, added a bartering perk (rather than find more, make what you do find go further - this seems to be a realistic solution to Imperial Luck). Restoration bonus (like the other magic school bonuses mentioned above) added.
Starting Spell: Healing (Restoration)
Spoiler:
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Khajiit
Adjusted greater power to include night vision, muffle, and movement speed enhancement. Now you can become a true predator once per day. Increase unarmed damage through perk that scales with level. Resists frost but weak to fire (fur).
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Nord
Battle Cry tweaked to include damage resistance and scale with level. Kept frost resistance as is. Like Bretons (but reversed), Nords are the combat specialists, and therefore learn magic at a slower rate.
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Orc
Berserker Rage scaled. Added elemental resistance. Stealth skills requiring dexterity are learned at a slower rate. Due to smithing ability and affinity for heavy armor, provided a significant bonus when tempering heavy armor, but included one and two handed weapons to a lesser degree.
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Redguard
Adrenaline Rush scales similar to magicka regeneration power for Altmer and health regeneration power for Argonians. Kept poison resistance as is. Improved weapon speed when using one handed swords. Two Handed and Heavy Armor are learned more slowly. Also tweaked stamina regeneration while sprinting.
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Classes
This is the bulk of the mod. One thing I have never cared for is selecting a class at the beginning and getting your bonus... without even playing. And that is it - no change the rest of the game, no restrictions, no additional bonuses, etc (not to impugn other mods or the vanilla experience, this has simply been one of the most interesting aspects of games to me - character development beyond their creation).
The class component of GRACE requires that you play as the class you wish to become. Once you have met the requirements of a class (currently level 20 in each of the primary skills), you are offered the option to select that class. As you continue to gain additional levels in those skills, your rank in that class will increase as well. I was torn between sticking to classic TES classes, or going my own way... in the end, I did some of both.
If you choose not to select a class when one first becomes available, you will not be asked again until after 5 skill levels, or a new class becomes available (I did this to prevent constant messages every time a skill leveled).
Here are the classes and their abilities.
Combat
Warrior
Archetype for combat. The professional men-at-arms and soldiers of Tamriel. Trained in various weapon and armor styles an conditioned by long marches, ambushes, skirmishes, and battles.
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Barbarian
Proud and save elite fighters. Brutal and direct, lacking civilized grace. Excel in fierce, frenzied single combat with all manners of weapons and armor.
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Hexblade
Heavily armored fighters equipped with some spellcasting powers and the desire to meet their goals no matter the cost. Similar to Paladins, but without the righteous cause.
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Paladin
Heavily armored holy knights equipped with some spellcasting powers and a just and noble cause. Paladins hunt monsters and villains to rid the world of evil.
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Pilgrim
Seekers of truth and enlightenment. Fortified for the road and wilderness with arms, armor, and magic. Through their wide experience in the world, Pilgrims have become shrew in commerce and persuasion.
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Ranger
Reclusive and skilled woodsmen. Creatures of the wild skilled in all manners of physical combat and use of natural resources to survive.
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Magic
Mage
Archetype for magic. Mages study magic for its intellectual rewards, but also often seek profit from its practical application. Vary widely in temperment and motivations, but all share an avid love for spellcasting.
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Cleric
Devout followers of the nine, spellcasters that have sworn a solemn oath to heal the afflicted and cure the diseased. The ancient art of restoration is their ally, with light armor and destruction magic their weapons.
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Druid
Wilderness dwellers wielding the power of nature. Druids are stealthy and resourceful, yet deadly with one handed weapons and nature-themed magic.
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Inquisitor
Spellcasters dedicated to rooting out and destroying perverted practitioners of the dark arts and profane sorcery. Trained for magical and martial combat against vampires, witches, warlocks, and necromancers.
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Mystic
Unlike most other magic-users, the Mystics shun traditional spell casting philosophies as they prefer to be well armored, and often well armed.
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Shadowcaster
Accomplished in thievery and spellcasting, prefer to complete their goals through stealth and magic. They avoid confrontation and direct combat at all costs, having little experience, or desire for, melee.
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Stealth
Thief
Archetype for stealth. Pickpockets and pilferers, unlike robbers that kill and loot. Thieves typically choose stealth and subterfuge over violence and often entertain romantic notions of their charm and cleverness in their acquisitive activities.
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Artificer
Those that seek mastery in creation of all things through an extensive study of materials, objects, and magic. Motivated by the research and discovery of ancient and powerful artifacts.
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Assassin
Killers that rely on stealth and mobility to approach victims undetected or execute them from a distance. Ruthless murderers for principled agents or noble causes.
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Bard
Loremasters and storytellers that rely on illusion and a fast tongue. The Bard's attempt to influence situations through the agile and ambidextrous use of instruments and song, and even with Two Handed weapons when necessary.
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Monk
Students of ancient hand-to-hand combat and self defense. Monks will attempt to avoid it when possible but prefer to solve conflict without armor or arms, just fists.
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Rogue
Adventurers and opportunsts with a gift for getting in and out of trouble. Rely on guile, small blades, and even some spellcasting to thrive on misfortune. Trust in their luck and cunning to survive.
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Technical Stuff
Existing Games
In theory (untested), a new game is not required. If you add to an existing game, it may take a couple of Levels / Skill Levels for everything to catch up to your characters current Level / Skill Level. The abilities are added via perks in a Story Manager script for Level and Skill Increases. You should receive the base racial abilities immediately, and raise 1 level (for abilities that scale) each time you level up until you get to where you would be had you started with the mod. For Class: you will receive the options as soon as you level up any skill. If you select one immediately, you will start at the first rank and rank up each time you increase any skill until you are where you would be had you started with the mod.
Compatibility
This mod alters the following, therefore there may be compatibility issues with mods that do the same. While it may not CTD, records may overlap causing either Grace or other mods to lose functionality.
Race Records - To make all the changes made by Grace, I knew of no other way.
Vanilla Race Abilities - Many of these are adjusted by this mod.
Game Settings - Particularly those used for leveling and a few related to character movement.
Altar Blessings - Altered by the Cleric's Pious Devotion ability.
Flesh Spells - Altered by the Inquisitor's Arcane Armory ability.
Bound Weapons - Altered by the Mystic's Arcane Weaponry ability.
Alcohol - Altered by the Bard's Spirit Valor ability.
Reward Globals - Altered by the Rewards Trait for Luck.
All abilities are added via Spells and Perks using a few scripts via the Story Manager (Increase Skill and Increase Level). This should be compatible with any perk tree overhauls (reported to work with Ordinator and SPERG).
Future Plans
- Expanding abilities and powers.
- Incorporating additional class rank requirements based on role-playing activities.
- Ability to dual-class.
- Additional "mechanics" to make classes even more unique.
- Patching for role-playing mods (needs, hunting, camping, etc.)
My Mods
Skyrim Gender, Race, and Class Enhancements Lite (SkyGrace - Lite): Enhancement overhaul to character creation and development.
Skyrim Loot and Economy Overhaul (SkyLeo): Realstic loot system and economy.
Russian Translation for SkyLeo - Thanks AlecsZ!
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