MOD介绍:
这是TDF设备限制的端口,版本2#6#8。此端口包括用于保存/加载MCM设置的脚本。为了保存/加载所需的设置FISSES(不需要)。
复制自奥尔德里姆页:
“简短的描述
本模块旨在反映在某些RPG和MMO中发现的关于以下方面的级别/技能限制:
可用设备。武器,盔甲和魔法现在都有技能了
要求是可用的。
长描述
当装备武器和盔甲时,这个Mod将检查玩家是否
性格符合技能要求。从2.0版开始,武器就被处理了
在黑暗灵魂的风格:玩家仍然可以尝试挥动
武器,但会造成较小的伤害,遭受严重的耐力伤害,
摇摇晃晃的/暂时的晕眩。从V2.5开始,盔甲也不再是
只是没有装备。高级装甲仍然可以使用,但代价是
效力下降,就重型装甲而言,则增加
累赘。使用mcm菜单,每种材料的技能要求。
类型可以修改,并且可以使mod影响或不影响。
重型装甲,轻型装甲,射箭武器,单手武器,
双手武器,用来阻挡的装备和魔法。v2.6添加
护盾和魔法咒语的支援。高级护盾(和武器)
如果玩家无法通过阻止技能测试,则会造成惊人的后果。
当他们阻挡或击打时。可以使用更高级的魔法。
以降低效力(销毁和恢复)为代价
持续时间(魔法和幻象)和更高的费用(改变)。
若要用示例解释MOD,请假定播放机已将
50级铁设备的技术要求。
例如,此玩家的单手技能为60,双手技能为
40块技能为45,重型装甲技能为35。玩家可以
装备铁剑,没有问题。从2.0版本开始,尝试将
铁战锤将使玩家的伤害大大减少,
遭受惊人的和耐力的伤害。在黑暗灵魂中,概念是
你缺乏有效使用武器的力量/灵巧,
在你的史诗般的失败的秋千上的结果。玩家不能使用的弓
有效的不会造成耐力的伤害和蹒跚,但会
也能显著减少伤害。从V2.5开始,玩家的尝试
装备铁头盔会使头盔减少15%
有效的和不断增加的负担。同样,更高层次的光
护甲效果降低了30%,但不会影响护甲。截至
V2.6,玩家试图用铁武器阻挡或击打
让这名球员摇摇晃晃的。
默认情况下,Mod会影响重型装甲,轻型装甲,射箭武器,单手武器,
双手武器,用来阻挡的装备,魔法,以及等级。
所需经费如下:
采购产品Draugr,隐藏(和放弃),帝国,铁,皮革(和盗贼公会),风暴斗篷,木材-0
Bonemold,Steel(和Dawn卫兵),镶嵌-20
甲壳素,精灵,法尔默,玻璃-30
Aetherium,侏儒,北欧,Orcish-40
埃伯尼,斯塔林-50
戴德里克,龙-60
新手-0
学徒-20
老手-40
专家-60
师父-80
V2#6#5增加了一个新的MCM选项,其中包含了一个次要功能。现在,武器
当玩家有0的耐力时,挥杆会产生惊人的效果,如果
启用了该功能。
所需
SKSE
SkyUI(强烈建议允许定制和安全卸载)
安装
提取并合并数据文件夹中的内容。
可以按加载顺序放置任何位置,因为它不编辑任何香草
对象,因此与所有其他MODS完全兼容。
更新
设备齐全,节约使用。覆盖文件。
卸载
Unequip所有设备,并在MCM中使用卸载选项(如果可能的话,
否则,彻底卸载是不可能的)。
保存、退出、卸载模块、重新加载并再次保存。
常见问题(或至少是与概念相关的好问题)
这难道不是没用的,因为天边和玩家的水平,所以他们不会看到
更高级的设备,直到他们是一个更高的水平?
很多人使用mods来破坏世界,比如SkyRe和安魂曲,所以他们
能在较低水平上遇到较高水平的设备.即使没有这些
MODS,考虑一个高级角色,专门研究双手。
武器。他们将能够拿起一些高水平的单手。
武器,但可能无法使用,因为这个Mod。在.
感觉,这一模式阻止了多个级别的学习,并鼓励
专业化。另外,即使在香草的游戏中,也有很多独特之处。
中早期有资格作为较高级别项的项可用。
因此,这一模式阻止了它们的过早使用。
剑不只是一把剑吗?你为什么要比另一个更有效地运用一个?
考虑到高水平的剑更重。这意味着你需要更多
正确处理新重量的经验,这就解释了为什么
较低级别的玩家将使用更高级别的剑,效果不太好。
这种系统不是更适合基于技能投资而不是技能进步的游戏吗?
我同意,但我觉得它在Skyrim的系统中仍然运行得很好
尽管如此。你总是可以使用类似Skyrim这样的模式
你更喜欢技术投资。
这会影响来自其他MODS的定制设备吗?
如果Mod作者适当地添加关键字,它应该会影响该设备或魔术。
这种模式与任何MODS有冲突吗?
这个模块是为了最大限度的兼容性而设计的。我没有编辑任何现存的
额外津贴/武器/装甲/任务/等等。唯一的冲突可能是风格上的。
例如,如果您使用的是在挥杆时提供耐力的mod。
武器(没有任何意义),它会抵消体力
我的Mod造成的损害。
臭虫
-新的法术震级和持续时间可能在
天井,但我不认为我能做些什么。
谢谢
R0R0N0为了Mod的想法。
CGI有关MCM本地化的帮助。
ww13为MCM的德文翻译。
蒙巴伯在Mod的概念上有所帮助。
切斯科为了防止明确的附魔-冲锋错误的脚本。
版本历史
v1.0导致武器/盔甲,即玩家缺乏有效使用的技能,自动失去装备。
V2.0开发了武器方面。它允许装备武器
这名球员缺乏施展技能,但在战斗中使用武器。
会有后果。受黑暗灵魂的启发,这样的武器摇摆
会大幅度减少伤害,并使玩家遭受痛苦。
跌跌撞撞和体力受损。我删除了v1.0,因为我觉得
最初的概念非常平淡,太脱离现实。
V2.1做了一些小的调整。它因失败而造成惊人的和耐力的损害。
双手武器的摆动比他们的单手武器更厉害。
对口。与玩家可以攻击的香草游戏中的错误作斗争
这个版本虽然参差不齐,但也会导致武器摆动速度减慢。
戏剧性地模仿无法再次挥动武器
暂时的。
V2.5允许使用更高级别的盔甲,但以降低效果为代价(重型15%,轻型30%)。
此外,更高级别的重型装甲也会增加阻力。它还增加了
支持较少使用的装甲/武器类型,我之前错过了。
V2.6增加了对绑定武器的支持。对魔法的专门支持
护盾(和用于阻挡的武器)也增加了。玩家可以
为新手、学徒、熟练人员、专家选择级别要求
大师级法术。中的级别要求失败。
学校使改变法术花费更多的Magicka,幻象和
魔咒持续不了那么久,破坏和恢复
咒语要不那么强。如果阻塞,则无法满足级别要求。
造成故意击打和阻挡持用者错开
阻断效果降低25%。
V2#6#5增加了一个新的次要特性,可以通过MCM启用/禁用。当玩家
拥有0的耐力,武器的摆动会给玩家造成惊人的后果。
v2#6#5b适用于非DLC用户。
v2#6#6和v2#6#6b修正了单手绑定武器受到错误级别要求变量影响的问题。
v2#6#7和v2#6#7b(适用于Dawn卫士和龙出生DLC用户,以及非DLC用户,
)添加一个新选项,以便在
失败的武器挥杆、拦阻或击打。默认情况下,机会是10%,但是
机会可以在MCM中修改。
v2#6#8和v2#6#8b完成了我遗漏的任何关键字。非DLC版本(B)增加了对
暴风护甲;DLC版本增加了对道恩卫士的支持
装甲组和法尔默强化装甲组。
权限
修改/编辑/上传任何你想要的地方,但请相信我。“
所有的功劳都归于鲍勃兄弟.———————————————————————————————————————————————————————————————
This is a port of TDF Equipment Restriction, version 2#6#8. This port includes the script for saving/loading MCM settings. In order to save/load settings you need FISSES (not required).
Copied from the Oldrim page:
"Short Description
This mod seeks to mirror the level/skill restrictions found in some RPGs and MMOs regarding
usable equipment. Weapons, armor and magic will now have skill
requirements to be usable.
Long Description
When equipping weapons and armor, this mod will check to see if the player
character meets skill requirements. As of v2.0, weapons are dealt with
in the style of Dark Souls: the player can still attempt to swing the
weapon, but will deal less damage, suffer heavy stamina damage, and be
staggered/stunned temporarily. As of v2.5, armors are also no longer
simply unequipped. Higher-level armor can still used, but at the cost of
decreased effectiveness and, in the case of Heavy Armor, increased
encumbrance. With the MCM menu, the skill requirements for each material
type can be modified, and the mod can be made to affect or not affect
Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons,
Two-Handed Weapons, equipment used to block, and Magic. v2.6 adds
support for shields and magic spells. Higher-level shields (and weapons
for which the player fails the Block skill test) will cause staggering
to the wielder when they block or bash. Higher-level magic can be used
at the cost of lower effectiveness (Destruction and Restoration), lower
duration (Conjuration and Illusion), and higher cost (Alteration).
To explain the mod with an example, assume that the player has set the
skill requirement for Iron equipment to 50; for the purposes of the
example, this player has a One-Handed skill of 60, a Two-Handed skill of
40, a Block skill of 45, and a Heavy Armor skill of 35. The player may
equip an Iron Sword without issue. As of v2.0, attempting to swing an
Iron Warhammer will have the player deal significantly less damage and
suffer staggering and stamina damage. In Dark Souls, the concept is that
you lack the strength/dexterity to effectively wield the weapon, which
results in your epic-ly failed swings. Bows which the player cannot use
effectively will not cause the stamina damage and staggering, but will
also deal significantly reduced damage. As of v2.5, the player's attempt
to equip an Iron Helmet will result in the helmet being 15% less
effective and increasing encumbrance. Similarly, higher-level Light
Armor pieces are 30% less effective, but don't affect encumbrance. As of
v2.6, the player's attempt to block or bash with the Iron weapons will
cause the player to be staggered.
By default, the mod affects Heavy Armor, Light Armor, Archery Weapons, One-Handed Weapons,
Two-Handed Weapons, equipment used to block, and Magic, and the level
requirements are as follows:
Draugr, Hide (and Forsworn), Imperial, Iron, Leather (and Thieves Guild), Stormcloak, Wood - 0
Bonemold, Steel (and Dawnguard), Studded - 20
Chitin, Elven, Falmer, Glass - 30
Aetherium, Dwarven, Nordic, Orcish - 40
Ebony, Stalhrim - 50
Daedric, Dragon - 60
Novice - 0
Apprentice - 20
Adept - 40
Expert - 60
Master - 80
v2#6#5 adds a new MCM option that incorporates a minor feature. Now, weapon
swings when the player has 0 stamina will cause a staggering effect, if
the feature is enabled.
Requirements
SKSE
SkyUI (Highly recommended to allow customization and safer uninstallation)
Installation
Extract and merge contents with Data folder.
Can be placed anywhere in load order because it does not edit any Vanilla
objects, and is thus fully compatible with all other mods.
Updating
Unequip all equipment and save. Overwrite the files.
Uninstallation
Unequip all equipment, and use the Uninstall option in the MCM (if possible,
otherwise a clean uninstall is not really possible).
Save, quit, uninstall the mod, reload, and save again.
FAQ (or, at least, good concept-related questions)
Isn't this mod useless since Skyrim levels with the player, so they won't see
higher-level equipment until they are a higher level?
A lot of people use mods that delevel the world, like SkyRe and Requiem, so they
can encounter higher-level equipment at low levels. Even without these
mods, consider a high-level character specializing in Two-Handed
weapons. They will be able to pick up some high-level One-Handed
weapons, but probably would not be able to use them due to this mod. In a
sense, this mod discourages multi-classing and encourages
specialization. Additionally, even in the Vanilla game, many unique
items that would qualify as higher-level items are available early in
the game, so this mod discourages their premature use.
Isn't a sword just a sword? Why should you wield one more effectively than another?
Consider that high-level swords are heavier. That means that you need more
experience to deal with the new weight properly, which explains why a
lower-level player will wield a higher-level sword less effectively.
Isn't this sort of system better suited to games based on skill investment rather than skill progression?
I agree, but I feel that it still works quite well with Skyrim's system
despite this. You could always use a mod like Skyrim Experience Mod if
you prefer skill investment.
Does this affect custom equipment from other mods?
If the mod author added Keywords properly, it should affect that equipment or magic.
Does this mod conflict with any mods?
This mod was designed for maximum compatibility. I didn't edit any existing
perks/weapons/armor/quests/etc. The only conflicts might be stylistic.
For example, if you use a mod that gives you stamina as you swing a
weapon (which doesn't make any sense), it will cancel out the stamina
damage that my mod causes.
Bugs
- The new spell magnitudes and durations may not display properly in
SkyUI, but I don't think there is anything I can do about that.
Thanks
R0R0N0 for the mod idea.
CGi for help with the MCM localization.
ww13 for the German translation of the MCM.
monbabii for help with the mod concept.
Chesko for a script that prevents the unequip-enchantment-charge bug.
Version History
v1.0 caused weapons/armors, that the player lacked the skill to use effectively, to be automatically unequipped.
v2.0 developed the weapon aspect. It allowed the equipping of weapons that
the player lacked the skill to wield, but using the weapon in combat
would have consequences. Inspired by Dark Souls, such weapon swings
would deal significantly reduced damage and cause the player to suffer
staggering and stamina damage. I removed v1.0 because I felt that the
original concept was very bland and too removed from what is realistic.
v2.1 made minor tweaks. It causes staggering and stamina damage from failed
two-handed weapon swings to be more severe than their one-handed weapon
counterparts. To combat the Vanilla game bug where the player can attack
while staggered, this version also causes weapon swings to slow
dramatically to mimic the inability to swing the weapon again
temporarily.
v2.5 allows the use of higher-level armor pieces, but at the cost of decreased effectiveness (15% for Heavy and 30% for Light).
Also higher-level Heavy Armor will increase encumbrance. It also adds
support for lesser-used Armor/Weapon types that I missed earlier.
v2.6 added support for Bound Weapons. Specialized support for Magic and
Shields (and weapons used for blocking) was also added. The player can
choose level requirements for Novice, Apprentice, Adept, Expert, and
Master level spells. Failing the level requirements in the respective
school causes Alteration spells to cost more Magicka, Illusion and
Conjuration spells to not last as long, and Destruction and Restoration
spells to be less strong. For Blocking, failing the level requirement
causes attempted bashing and blocking to stagger the wielder while
blocking effectiveness is reduced by 25%.
v2#6#5 adds a new minor feature that can be enabled/disabled through the MCM. When the player
has 0 stamina, weapon swings will cause staggering to the player.
v2#6#5b is for non-DLC users.
v2#6#6 and v2#6#6b fix an issue with one-handed Bound Weapons being affected by the incorrect level requirement variable.
v2#6#7 and v2#6#7b (for Dawnguard and Dragonborn DLC users, and non-DLC users,
respectively) add a new option to cause a chance to be disarmed after a
failed weapon swing, block, or bash. By default, the chance is 10%, but
the chance can be modified in the MCM.
v2#6#8 and v2#6#8b finished up any keywords I missed. The No-DLC version (b) added support for
Stormcloak Officer armor; the DLC version added support for Dawnguard
armor sets and Falmer Hardened armor sets.
Permissions
Modify/Edit/Upload anywhere as you wish, but credit me."
All credit goes to BrotherBob.
演示截图:

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