MOD介绍:
想象一下:你带着你的武器来到一个强盗堡垒,匪徒流出来,你为战斗而关闭......突然主角匪徒决定在遥远的山坡上的鹿必须死。马上。他跑了,对鹿大声喊叫。有时其余的土匪加入,我们在苔原上形成一个快乐的本尼山康加线。这很有趣/烦人,我厌倦了它。这需要一个史诗般的时刻,并把它变成一场闹剧。
这些事情的发生是因为贝塞斯达在一般强盗和其他敌人身上设置了仇视滑块“非常具有侵略性”,而不是为游戏所拥有的派系系统而烦恼。这使得NPC想要谋杀任何与其阵营没有直接联系的东西,从那里它就是人工智能实际决定瞄准的东西。无论如何,那是我的理论。
如果你将仇恨滑块设置为不那么杀戮的东西,那么结果就是敌人的NPC只是站在那里,因为他们的AI不知道他们的敌人是谁。他们现在需要派系。所以让我们解决这个问题。并打破其他东西。有趣!
MOD目标:
“天际”中的不同派别与他们在香草(最小变化)中的方式大致相同,减去了大量的随机动物屠杀。
这个MOD做了什么:
对派系进行了14次编辑,简而言之:
土匪:讨厌所有其他主要派系,并且被所有人憎恨。
吸血鬼:讨厌所有其他主要派系,除了一些动物外,所有人都讨厌。
术士+亡灵巫师:彼此结盟,而不是其他。
Forsworn + Hagraven:彼此结盟,而不是其他。讨厌spriggans,爱山羊。
警卫派:在捍卫平民的同时,对抗怪物和掠夺者更具攻击性。
Dawnguard:主要是忙着与吸血鬼战斗,但不会超过一个小怪物追捕。
邪教徒:此刻与香草几乎没有变化。需要任务测试。
内战(儿子+帝国):会杀死坏人,但一般真的忙于那场战争。
同伴:将承担任何怪物并保护公民。
警惕:主要是对扼杀Daedra和Dremora感兴趣,但会在任何地方摧毁邪恶。
Thalmor:与香草几乎没有变化,需要使用当前设置进行更多任务测试。
对于所有普通香草强盗,吸血鬼,术士,死灵法师,死神,哈格文和邪教徒遇到NPC的“侵略性”,重置NPC记录的仇恨基线。这将导致那些派系攻击敌方派系并忽略中立派系(这是默认的派系派系国家)。
由于NPC不再被杀人狂暴所蒙蔽,他们的“信心”设置开始发挥作用(将其视为“勇气”)。上述派系中的大多数坏人仍然是你所知道并且喜欢杀人的“战死”疯子。但有些人会认出一个更强大的对手,并试图逃避战斗,有些人会在潮流逆转时逃离。土匪可以是懦夫,并且应用了不同的置信度设置以反映该游戏。
这个MOD没有做什么:
这个mod不会解决所有与坏人战斗“错误目标”的问题。两个例子:
1。一些坏人有一个'aggro radius',这意味着他们会先威胁,只有你太靠近才能打架。如果一些倒霉的动物打破了那个半径,它就会死亡,而且因为土匪都是伙伴,其余的土匪也会参与其中。这个是正常的。但是因为鹿是一个中立的派系,而你,玩家,是讨厌的,如果你参与,他们会更快地切换目标,并且通常更好地保持专注于战斗。不完美。更好。有趣!
2。有一些(故意的)派系不对称 - 想象派A与派系B结盟但讨厌派系C.派系B喜欢派系C.当他们都见面时会发生什么?有趣!
虽然他们在天际中占有很大的存在,但这个mod的派系根本不会改变:
- 不死族/龙/等派系,他们讨厌所有生命,并且没有与活着的凡人一样的思维过程和目标。
- 憎恨所有表面生活并且通常是杀气腾腾的堕落者。
- 任何动物派系,因为那里有很多野生动物模型已经比他们做得更好。
我没有更改此mod的范围之外的任何其他设置,如本页所述。
这个mod不会改变其他mods添加的任何坏人,并且会在重叠的情况下将任何NPC更改恢复为通用坏人,必须进行单独的NPC补丁(尽管派系更改仍然会生效)。我正在开发一个SIC + OBIS补丁,因为我安装了两个mod,但除此之外的任何补丁都必须由社区制作。我很高兴在这个页面上主持他们,如果你有一个就准备好我。
这个MOD突破的是什么:
我不知道。关于nexus,无数的香草任务线,有成千上万的mods,所以我肯定某个地方会破坏。我不知道为什么贝塞斯达决定让每个敌人都具有攻击性,而不是使用派系,但我认为他们有理由。似乎工作还可以。在安装此mod之前进行保存。
我一直在玩和测试,一般情况下似乎运作良好,我没有看到任何与预期完全不符的npc行为。总的来说,任何破损应该很容易回滚。如果您要报告问题,请避免“它不起作用”或其他无用的评论。具体和描述性。哪个NPC没有按预期工作?在哪发生的?在一个任务,哪一个?加载顺序中的mod在哪里?
安装:
下载其中一个主要文件。该模型的Vanilla版本仅需要USSEP作为主人。 USSEP编辑了所涉及的几个NPC记录,这些变化由此mod转发。该模型的OBIS和SIC版本需要USSEP,OBIS SE和SIC SE。再次,只安装一个。
将mod放在数据文件夹中,或者使用您选择的mod管理器进行安装。建议的加载顺序接近结束,在任何bashed补丁/ ASIS /其他花哨的自定义补丁之前。确保派系更改在您的补丁中转发!
在正在进行的现有保存/游戏中,可能需要等待所有小组游戏重置(31天),然后才能应用所有派系变更。
卸载:
转到没有其他NPC的内部单元格。保存你的游戏。退出游戏。删除mod。开始游戏。加载您的存档游戏。继续。
这个mod没有脚本或其他复杂的东西,只覆盖一些简单的记录。
兼容性:
这个mod改变了14个香草派系,其中许多通常不被其他mods使用(或Bethesda ha ha)。改变了一堆通用/未命名的坏人NPC。如果有不兼容性,它将主要显示在香草通用坏人NPC仍然放弃野生动物谋杀或只是站在不打架。该模式要求USSEP作为主人并将其所做的(次要)变更转发给所涉及的若干NPC记录。
如果你想要那些NPC中的相同行为,那么添加更多敌人的其他mod将需要打补丁,因为大多数都采用“非常激进”的设置。 SIC + OBIS的补丁正在开发中,本周应该在某个地方。您,社区需要编写其他补丁。
玩得开心!
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Picture it: you're coming up to a bandit fort with your weapon drawn, the bandits stream out, you close for the fight... and suddenly the lead bandit decides that deer on a faraway hill must die. Right now. Off he runs, yelling threats at a deer. Sometimes the rest of the bandits join in and we form a merry Benny Hill conga line on the tundra. It's funny/annoying and I got tired of it. It takes an epic moment and turns it into a farce.
These things happen because Bethesda set the aggro slider to "very aggressive" on generic bandits and other enemies instead of bothering with the faction system the game has. This makes a NPC want to murder anything not directly allied to its faction, and from there it's a crapshoot as to what the AI actually decides to target. That's my theory anyway.
If you set the aggro slider to something less murderous, the result will be that the enemy NPCs just stand around, since their AI has no idea who their enemies are. They now need factions for that. So let's fix that. And break other stuff. Fun!
MOD GOAL:
The different factions in Skyrim fight each other in much the same way as they do in Vanilla (minimal change), minus a lot of random animal slaughter.
WHAT THIS MOD DOES:
makes 14 edits to factions, here they are in a nutshell:
Bandits
: hate all other major factions, and are hated by all.
Vampires
: hate all other major factions, and are hated by all, except some animals.
Warlocks
+
Necromancers
: allied to each other, and to not much else.
Forsworn
+
Hagraven
: allied to each other, and to not much else. Hate spriggans, love goats.
Guard
faction: a bit more expressly aggressive versus monsters and predators while defending the civilians.
Dawnguard
: mainly busy fighting vampires but not above a little monster hunt.
Cultists
: nearly unchanged from vanilla at the moment. Needs quest testing.
Civil War (
Sons
+
Empire
): will kill bad guys but generally really busy with that war thing.
Companions
: will take on any monster and defend the citizens.
Vigilants
: mainly interested in snuffing out Daedra and Dremora but will stamp out evil wherever.
Thalmor
: nearly unchanged from vanilla, needs more quest testing with current settings.
resets the baseline for aggro on NPC records for all generic vanilla bandit, vampire, warlocks, necromancers, forsworn, hagraven and cultist encounter NPCs to "aggressive". This will cause those factions to attack enemy factions and ignore neutral factions (which is the default faction-faction state).
since the NPCs are no longer blinded by homicidal rage their "confidence" setting comes into play (think of it as "courage"). The majority of bad guys in the above factions are still the "fight to the death" maniacs you know and love to kill. But some will recognise a stronger opponent and try to evade combat, and some will flee when the tide turns against them. Bandits can be cowards, and a sprinkling of different confidence settings was applied to reflect that ingame.
WHAT THIS MOD DOESN'T:
This mod will not fix all issues with bad guys fighting "the wrong target". Two examples:
1. Some bad guys have an 'aggro radius', meaning they will threaten first and only fight if you get too close. If some hapless animal breaks that radius, it's going to die, and because bandits are all buddies, the rest of the bandits will engage too. This is normal. BUT since the deer is a neutral faction and you, the player, are hated, if you engage they will switch targets much quicker and generally be better at keeping focus in a fight. Not perfect. Better. Fun!
2. There is some (intentional) faction asymmetry - imagine faction A is allied with faction B but hates faction C. Faction B loves faction C. What will happen when they all meet? Fun!
Factions this mod does not change at all despite them having a large presence in skyrim:
- undead/dragon/etc faction who hate all life and don't have the same thought processes and goals as living mortals.
- the falmer who hate all surface life and are generally murderous.
- any animal factions as there are plenty of wildlife mods out there already doing a much better job with them than I ever could.
I did not change any other settings outside of the scope of this mod as outlined on this page.
This mod will not change any bad guys added by other mods and will revert any NPC changes to the generic bad guys in case of overlap, separate NPC patches will have to be made (although the faction changes will still take effect). I'm working on a SIC + OBIS patch, since I play with both mods installed, but any patches beyond that will have to be made by the community. I'm happy to host them on this page, ping me if you have one ready.
WHAT THIS MOD BREAKS:
I have no idea. There are thousands and thousands mods on the nexus, countless vanilla questlines, so I'm sure something somewhere will break. I don't know why Bethesda decided to just make every enemy mega-aggressive and not use factions, but I assume they had a reason. Seems to work okay though. Make a save before you install this mod.
I've been playing and testing and generally things seem to work well, I haven't seen any npc behavior that's grossly out of line with expectations. Overall, any breakage should be easy to roll back. If you're going to report an issue, please avoid "it does not work" or other useless comments. Be specific and descriptive. Which NPC(s) did not work as expected? Where did it happen? On a quest, and which one? Where is the mod in your load order?
INSTALL:
Download ONE of the main files. The Vanilla version of the mod requires only USSEP as a master. USSEP edits several of the NPC records involved and those changes are forwarded by this mod. The OBIS and SIC version of the mod requires USSEP, OBIS SE, and SIC SE. Again, install ONLY ONE.
Drop the mod in your data folder or install with your mod manager of choice. Suggested load order is somewhere near the end, before any bashed patch/ASIS/other fancy custom patch stuff. Make sure the faction changes get forwarded in your patches!
ON AN EXISTING SAVE/GAME IN PROGRESS it may be necessary to wait for all the cells ingame to reset (31 days) before all the faction changes get applied.
UNINSTALL:
Go to an inside cell with no other NPCs. Save your game. Exit the game. Remove the mod. Start the game. Load your savegame. Carry on.
This mod has no scripts or other complex stuff, and only overwrites some simple records.
COMPATIBILITY:
This mod changes 14 vanilla factions, many of which are not generally used by other mods (or by Bethesda ha ha). Changes a bunch of generic/unnamed bad guys NPCs. If there are incompatibilities it will mostly show in vanilla generic bad guy NPCs still murdering wildlife with abandon or just standing around not fighting. This mod requires USSEP as master and forwards the (minor) changes it makes to several of the NPC records involved.
Other mods which add more enemies will need to be patched if you want the same behavior from those NPCs as most go with the "very aggressive" setting. A patch for SIC + OBIS is in the works and should be up somewhere this week. Other patches will need to be written by you, the community.
Have fun!
演示截图:

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