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上古卷轴5:重置版MOD 活力模式 - 基本需求 - 饮食和睡眠

上古卷轴5:重置版MOD 活力模式 - 基本需求 - 饮食和睡眠

发布用户:bity_1700368256发布类型:转载

原创作者:Narue所在平台:互联网

发布日期:2023-06-28 11:45:11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

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MOD介绍:

提供Oldrim版本:www#nexusmods#com/skyrim/mods/90608

描述

基本需求是mods的共同目标,因为香草游戏中的食物和饮料完全无用,而睡眠对技能增加奖金只是略微有益。这个模型给这些游戏机制带来了更多的重量,但是没有引入一个生存迷你游戏,人们需要在一个库存中保留大量的食物和饮料,或者在一个旅馆附近停留每隔几个小时。

目标是鼓励进食,饮水和睡眠,而不会分散游戏的其余部分。

要求

SKSE64:://skse#silverlock#org/

SkyUI SE:www#nexusmods#com/skyrimspecialedition/mods/12604

细节

活力模式可以立即从MCM开始。如果没有从MCM启动,您将可以选择在未绑定教程任务完成后的游戏时间内启动活力模式,或者使用备用启动模式。

在启动mod时,将跟踪饥饿,口渴和疲劳。当您穿越天际时,这些属性将从0%缓慢增加到100%。当所有属性都低于10%时,将应用基础耐力,健康再生,魔法再生和抗病性的活力加值。如果任何属性超过60%,将应用类似的debuff。如果任何属性达到100%,你就会死。然而,除非你是极度疏忽或将属性增长配置为更加核心,否则达到减益和死亡的程度是非常困难的。

减少饥饿,吃食物。所有食物都有饱腹感:

低:默认减少5%的饥饿感

平均:减少10%的饥饿减少

好:默认减少15%的饥饿感

高:默认减少20%的饥饿感

某些生食(例如肉类)被认为是不安全的,并且在烹饪之前它们的饱腹感效果会降低。此外,一些炼金术成分可以减少饥饿。

为了减少口渴,喝点东西。非酒精饮料默认减少20%的口渴,默认饮酒10%,某些食物如汤或炖菜也可以减少5%的口渴。鉴于天际几乎每种饮料都含有酒精,因此酒精没有额外的负面影响。纯水可以从旅店老板处购买,也可以使用聚集的水在灶具中制作。通过“装备”库存中的空容器,可以从积水和瀑布中收集水。有效的空容器是水桶,水壶,酒壶和空酒瓶。填充的容器可以被消耗,但与纯水相比,它们减少了口渴淬火。

为了减轻疲劳,睡在任何床上。睡眠一整晚(默认为8小时)时疲劳将被彻底清除,并且适当减少但如果睡眠不足一整夜则可能无法清除。

狼人不会遭受生食惩罚,疲劳增长速度快一半。

吸血鬼只能通过喂血或血液来减少饥饿和口渴。

食人族可以通过喂养尸体或某些原料来减少饥饿,并且不会遭受生食惩罚。

属性增加和减少是高度可配置的,如果食物或饮料项目无法识别,您将可以选择添加适当的统计数据。此外,仪表小部件可以直接在MCM中显示或隐藏,也可以使用可配置的热键显示当前属性状态。所有配置都可以通过提供的MCM完成。

仪表小部件颜色表示跟踪哪个属性。橙子为饥饿,青色为口渴,白色为疲劳。

常问问题

“这与其他需求模式有什么不同?”

正强化而不是负强化。其他需要mods往往会增加debuffs作为鼓励吃,喝和睡觉。活力模式反而提供活力奖励,作为定期管理需求的鼓励,但你不会因为忽视需求而直到活力变得危险低落而受到惩罚。

需求增长缓慢,足够容易满足您不需要在您的库存中保留大量食品/饮料,或经常担心床是否在附近。这个想法是让香草游戏机制变得有用,而不是引入一个生存迷你游戏。

“是否支持吸血鬼?”

是的,完全支持正常的吸血鬼和吸血鬼领主。作为一个正常的吸血鬼,喂养可以满足饥饿和口渴。作为吸血鬼领主,咬力攻击算作喂食。此外,血液药剂满足需要,并且可以添加吸血鬼饮料。

“狼人是否受到支持?”

是。以狼人的形式喂养将满足饥饿,而狼人则享受较慢的疲劳增长。

“食人?”

是。随着Namira戒指的装备,以尸体为食可以满足饥饿需求。食人族还可以食用人体肉或心脏等成分来满足饥饿感。

“如果我改变时间表怎么办?”

属性增长率与时间无关,因此时间刻度的变化不会改变Vitality Mode的工作方式。 相反,在更改位置以获得更轻的脚本负载时,属性会增长,并且避免要求您在地牢中管理需求。

“Mod兼容性?”

添加食物和饮料的Mods开箱即用; 使用VendorItemFood或VendorItemFoodRaw关键字的无法识别的项目将触发消息框,以便在使用时将这些项目添加到我的表单列表中。

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

Oldrim version available: www#nexusmods#com/skyrim/mods/90608

Description

Basic needs are a common target for mods, since food and drink in the vanilla game are utterly useless, and sleeping is only marginally beneficial for skill increase bonuses. This mod gives these game mechanics a bit more weight, but without introducing a survival mini-game where one needs to keep large stores of food and drink in one's inventory, or stay near an inn to sleep every handful of hours.

The goal is to encourage eating, drinking, and sleeping without distracting from the rest of the game.

Requirements

SKSE64: kse#silverlock#org/

SkyUI SE: www#nexusmods#com/skyrimspecialedition/mods/12604

Details

Vitality Mode can be started immediately from the MCM. If not started from the MCM, you will be given the option to start Vitality Mode one in-game hour after the Unbound tutorial quest is complete, or if using an alternate start mod.

Upon starting the mod, hunger, thirst, and fatigue will be tracked. As you travel through Skyrim, those attributes will slowly increase from 0% to 100%. When all attributes are below 10%, a vitality bonus of base stamina, health regeneration, magicka regeneration, and disease resistance will be applied. If any the attributes exceed 60%, a similar debuff will be applied. If any attribute reaches 100%, you will die. However, unless you are supremely negligent or configure attribute growths to be more hardcore, reaching the point of debuffs and death is very difficult.

To reduce hunger, eat food. All food has a satiety rating:

Low: 5% hunger reduction default

Average: 10% hunger reduction default

Good: 15% hunger reduction default

High: 20% hunger reduction default

Certain raw foods (meats, for example) are considered unsafe and their satiety effect is reduced until cooked. Also, some alchemy ingredients contribute a small reduction to hunger.

To reduce thirst, drink something. Non-alcoholic drinks reduce thirst 20% by default, alcoholic drinks 10% by default, and certain foods such as soups or stews also reduce thirst 5% by default. Alcohols have no additional negative effect given that almost every drink in Skyrim is alcoholic. Pure Water can be purchased from innkeepers or created at a cookpot using gathered water. Water can be gathered from standing water and waterfalls by "equipping" an empty container in your inventory. Valid empty containers are buckets, jugs, flagons, and empty wine bottles. The filled containers can be consumed, but they have reduced thirst quenching compared to Pure Water.

To reduce fatigue, sleep in any bed. Fatigue will be cleared completely when sleeping for a full night (8 hours by default), and reduced appropriately but may not be cleared if sleeping for less than a full night.

Werewolves do not suffer from raw food penalties and fatigue grows half as quickly.

Vampires can only reduce hunger and thirst by feeding on blood or blood potions.

Cannibals can reduce hunger by feeding on dead bodies or from certain raw ingredients and do not suffer from raw food penalties.

The attribute increase and decrease is highly configurable, and if a food or drink item is unrecognized you will be given the option to add it with suitable stats. Further, meter widgets can be displayed or hidden directly in the MCM or with a configurable hotkey which show the current attribute statuses. All configuration can be done through the provided MCM.

The meter widget colors denote which attribute is tracked. Orange for hunger, cyan for thirst, and white for fatigue.

FAQ

"How is this different from other needs mods?"

Positive reinforcement rather than negative reinforcement. Other needs mods tend to add debuffs quickly as encouragement to eat, drink, and sleep. Vitality Mode instead offers the vitality bonus as encouragement to manage needs regularly, but you are not punished for ignoring needs until vitality becomes dangerously low.

Needs grow slowly enough and are satisfied easily enough that you are not required to keep large stores of food/drink in your inventory, or constantly worry whether a bed is nearby. The idea is to make the vanilla game mechanics useful rather than introduce a survival mini-game.

"Are vampires supported?"

Yes, both normal vampires and vampire lords are completely supported. As a normal vampire, feeding satisfies hunger and thirst. As a vampire lord, the bite power attack counts as feeding. Further, blood potions satisfy needs, and vampiric drinks can be added.

"Are werewolves supported?"

Yes. Feeding while in werewolf form will satisfy hunger, and werewolves enjoy slower fatigue growth.

"Cannibalism?"

Yes. With the Ring of Namira equipped, feeding on dead bodies satisfies hunger. Cannibals can also consume ingredients such as human flesh or hearts to satisfy hunger.

"What if I change my timescale?"

Attribute growth rates are not tied to time, so timescale changes will not alter how Vitality Mode works. Instead, attributes grow when changing locations for lighter script load and to avoid requiring you to manage needs in a dungeon.

"Mod compatibility?"

Mods that add food and drink are compatible out of the box; unrecognized items with a VendorItemFood or VendorItemFoodRaw keyword will trigger message boxes to add those items to my form lists when consumed.

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