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上古卷轴5:重置版MOD 绝杀友好抵抗变化

上古卷轴5:重置版MOD 绝杀友好抵抗变化

发布用户:bity_1700368256发布类型:转载

原创作者:Calfurius所在平台:互联网

发布日期:2023-07-17 08:06:25更新日期:2024-10-27 00:58:30

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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:

我使用了各种各样的改变敌人抵抗力的模式,我经常遇到的问题是他们对敌人所做的改变对我来说太过激烈了。此外,他们往往与添加新型敌人的mods兼容性问题。另一个问题是,这些mod为敌人添加这些新变化的方法有时会变得迟钝,并导致可能导致与其他mod兼容性问题的更改。

例如,大多数模式,如高级对手遭遇或了解你的敌人,都会通过为每个NPC记录分配一个特权来改变敌人的抵抗力。然而,这种方法导致这些mod与mods不兼容,除非在它们之间进行补丁,否则这些mods会对这些敌人进行更改。此外,它导致新的敌人类型没有获得新的抵抗力,除非制作补丁也给他们的好处。

我觉得经常被忽视的是,Vanilla Skyrim已经采用了一种方法来改变敌人的抵抗力。他们通过插入比赛记录的能力/法术来做到这一点。例如,“天际”中的Draugr可以抵抗霜冻,因为Draugr Race有一个注入“Draugr能力”的能力/法术,允许所有参考该种族的暴徒在没有直接编辑NPC记录的情况下抵抗霜冻。这实际上是在天际中几乎所有的抵抗变化都是如此,这就是你遇到的每一个北方将如何抵抗冰霜,你遇到的每一个巨魔都有一个弱点,等等。

我只是进入这些效果并改变/添加新的阻力和能力。因为这些效果很少被其他mod所触及,所以它们与其他方法相比更加兼容。如果你想在Skyrim中更改阻力而不会过度使用并且无需处理许多兼容性补丁的麻烦,那么这个mod适合你!我设计它的方式是弱点和阻力应该相当直观,不应该与既定的传说冲突。在某些情况下,它正在纠正似乎是开发人员的疏忽。

尸鬼

抗霜冻50%(香草)

水吸(香草)

中毒100%(香草)

火灾的弱点15%(新)

Draugr是古代诺德人的重新生动的身体,因此他们保留对生命中的冰霜的抵抗是有道理的。然而,火会燃烧它们腐烂的身体。

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矮人自动机

抗魔法25%(香草)

毒性100%(香草)

水吸(香草)

冰霜的弱点25%(新)

耐火30%(新)

根据“Kemel-Ze的废墟”这本书,矮人机器人对霜魔的弱点,因为它冻结了为它们提供动力的蒸汽机。矮化金属,特别是在正确构造时,耐热,并且需要集中火来熔化它们的金属镀层。

巨魔

火灾的弱点50%(香草)

他们的健康再生加倍(新)

关于巨魔的改变并不多,其他事实上我认为他们的健康再生是相当废话,特别是在一个改装的游戏中,你的武器会造成更大的伤害,你几乎不会注意到他们的健康再生。

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抗霜冻100%(香草)

毒性100%(香草)

弱势冲击25%(新)

耐火33%(新)

由于他们的亡灵性质,鬼魂免疫霜和毒药攻击。然而,闪电法术会干扰他们的魔法身体,并打断他们与尼恩的联系。

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Mudcrabs

水吸(香草)

50%的冲击弱点(新)

这些可怜的生物绝对没有抵抗冲击魔法,并且因为他们的身体经常因生活在水中或附近而变湿,所以他们的身体特别容易受到冲击魔法的伤害。

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骷髅

抗霜冻25%(香草)

水吸(香草)

弱势冲击25%(新)

与幽灵一样,骷髅因其不死生物而对冰霜有抵抗力。然而,将骨骼保持在一起并恢复活力的神奇能量对基于冲击的攻击来说是微弱的。

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巨人

抗魔法33%(香草)

抗霜冻50%(新)

像诺德和法尔默一样,巨人也是天际的孩子。 他们在天际的寒冷,寒冷的气候中长大,因此他们已经产生了对寒冷的抵抗力。 在与一个巨人的战斗中,试图依靠霜魔来减慢它的冲锋可能不再是最可行的选择了。

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雪精灵

盲人(香草)

强化偷偷摸摸30(香草)

抗霜冻25%(新)

火灾的弱点15%(新)

法尔默生活在天际的时间甚至超过了北欧。 虽然由于Dwemer的叛逆和奴役而腐败和扭曲,但法尔默仍然保持着对寒冷的抵抗力。 然而,多年生活在地下并远离阳光使他们特别容易受到光线影响,而且他们皮革般的皮肤(多年来一直生活在地下)使他们容易受到火灾的影响。

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I've used a variety of mods that change enemy resistances and a problem I often have with them is that the changes they make to enemies is too drastic for my taste. Furthermore they tend have compatibility issues with mods that add new types of enemies. Another issue is that the method in which these mods add these new changes to the enemies can sometimes be obtuse and resulting in changes that can cause compatibility issues with other mods.

For example, most mods such as Advanced Adversary Encounters or Know Your Enemy will change enemy resistances via assigning a perk to each individual NPC record. This method however, results in these mods being incompatible with mods that would make changes to those enemies as well unless a patch is made between them. Furthermore, it results in new enemy types not gaining the new resistances unless a patch is made to also give them the perk.

What I feel is often overlook is that Vanilla Skyrim already has a method in place that changes the resistances of enemies. They do this via an ability/spell that's inserted into their race record. For example, Draugr in Skyrim are resistant to frost because the Draugr Race has an ability/spell called "Draugr Abilities" that injected into it, allowing all draugr who reference that race to be resistant to frost without directly editing the NPC record. This is actually how almost all resistant changes are done in Skyrim and it's how every Nord you meet will be resistant to Frost, how every troll you meet has a weakness to fire, etc,.

I simply go into these effects and change/add new resistances and abilities. Because these effects are so rarely ever touched by other mods, they have are far more compatible then other methods. If you wanted to change resistances in Skyrim without going overboard and without dealing with the hassle of numerous compatibility patches, then this mod is for you! I've designed it in a way that the weaknesses and resistance should be fairly intuitive and shouldn't conflict with established lore. In some cases it's correcting what appears to be a developer oversight.

Draugr

Resistant to Frost 50% (vanilla)

Waterbreathing (Vanilla)

Resistant to poison 100% (Vanilla)

Weakness to Fire 15% (New)

Draugr are the re-animated bodies of ancient Nords and therefore it makes sense for them to retain their resistance to Frost that they had in life. Fire however burns up their rotting bodies.

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Dwarven Automatons

Resistant to Magic 25% (Vanilla)

Resistant to Poison 100% (Vanilla)

Waterbreathing (Vanilla)

Weakness to Frost 25% (New)

Resistant to Fire 30% (New)

According to the book "Ruins of Kemel-Ze", Dwarven automatons have a weakness to frost magic because it freezes the steam engine that powers them. Dwarven metal, especially when properly constructed, is resistant to heat  and concentrated fire is needed to melt their metal plating.

Trolls

Weakness to Fire 50% (Vanilla)

Doubled their health regeneration (New)

Not much to change about trolls other then the fact that I thought their health regeneration was pretty crap, especially in a modded gameplay where your weapons do more damage to the point you'll hardly even notice their health regeneration.

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Ghosts

Resistant to Frost 100% (Vanilla)

Resistant to Poison 100% (Vanilla)

Weakness to Shock 25% (New)

Resistant to Fire 33% (New)

Because of their undead nature ghosts are immune to both frost and poison attacks. However, lightning spells interfere with their magical bodies and interrupts their connection to Nirn.

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Mudcrabs

Waterbreathing (Vanilla)

Weakness to Shock 50% (New)

The poor creatures have absolutely no resistance to shock magic and because of the fact their bodies are often wet due to living in or near water, their bodies are particularly vulnerable to shock magic.

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Skeletons

Resistant to Frost 25% (Vanilla)

Waterbreathing (Vanilla)

Weakness to Shock 25% (New)

Same with ghosts, Skeletons due to their undead nature are resistant to Frost. However, the magical energy that keeps their bones together and reanimated is weak to shock based attacks.

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Giants

Resistant to Magic 33% (Vanilla)

Resistant to Frost 50% (New)

Like the Nords and Falmer, the Giants are also children of Skyrim. They grew up in the harsh, cold climate of Skyrim and hence they have developed a resistance to the cold. When in combat with a giant, trying to rely on frost magic to slow down it's charge might not be the most viable option anymore.

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Falmer

Blind (Vanilla)

Fortify Sneak by 30 (Vanilla)

Resistant to Frost 25% (New)

Weakness to Fire 15% (New)

The Falmer have lived in Skyrim longer then even the Nords. Although corrupted and twisted due to the treason and enslavement by the Dwemer, the Falmer still retain their resistance to cold. However, years of living underground and away from sunlight have made them particularly vulnerable to light and their leathery skin, adapted from years of living underground, have made them vulnerable to fire.

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