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上古卷轴5:重置版MOD 野猫战斗疲劳整合

上古卷轴5:重置版MOD 野猫战斗疲劳整合

发布用户:bity_1700368256发布类型:转载

原创作者:Distar66所在平台:互联网

发布日期:2024-03-09 21:35:11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

浏览次数:63

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MOD介绍:

该mod将Combat Fatigue集成到Wildcat伤害系统中。

基本上,当你真正受伤时,你的角色会受伤。

说明:

当你的角色健康状况低于你可以修复的特定点时,战斗疲劳会播放受伤的动画。

当你的玩家健康状况低于你可以修复的特定点或在短时间内受到太大伤害时,Wildcat会认为你受伤了。

当野猫决定你受伤并完全忽略战斗疲劳状态时,我的mod让你的角色扮演受伤动画。

只有当您的伤势愈合时,您才会恢复正常状态。

我不够清楚?

在实践中,如果你使用基本的野猫伤害系统,如果你将战斗疲劳健康阈值和野猫伤害阈值设置为相同的百分比,你可以获得与此模型几乎相同的结果。我还是建议使用它,原因如下:

整合野猫“爆伤”系统

它使战斗疲劳模式更轻(我希望CTD免费,如果有一些开始)

因为它集成了mod,所以每次你决定为一个mod或另一个mod设置另一个伤害阈值时,你不必更改设置

优化和(临时?)妥协:

战斗疲劳模型得到了相当多的投诉,我停止使用它一段时间因为我怀疑它导致我CTD。

为了妥协,我删除了敌人发挥受伤动画的能力(并且在我使用它的时候我从未见过它),但我的剧本应该更轻。

因此,对于这个版本,就像你通过FNIS PCEA使用mod一样。

解释是在扰流板中。

如果你想让敌人玩动画告诉我,我会把它作为一个optionnal文件上传。

从我的理解(请记住,这是我的第二个mod,我不确定我在说什么,如果有错误请告诉我,我会纠正它:

Wildcat扫描你或NPC(取决于谁接受了射击)每次击中以检查它(Wildcat Mod是家畜)是否会认为你受伤了

战斗疲劳扫描你或NPC(取决于谁拍摄)每次击中以检查他们(战斗疲劳模型是mod创建者的辛迪加)是否会考虑你或NPC受伤或不受伤

我的mod删除了战斗疲劳扫描,所以负责改变动画的脚本只会在Wildcat告诉你受伤时触发(基本上每次击中一次扫描而不是两次)

致记:

EnaiSiaion for Wildcat Mod

Funnybizness受伤的动画(这些链接将直接带你到LoversLab,小心)

thegooglyman原来的战斗疲劳模型(和男孩,我可以感谢他,因为我是脚本的自闭症香肠)

hankgank为战斗疲劳SSE港口

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

This mod integrates Combat Fatigue to the Wildcat injury system.

Basically, your character will act injured when you're actually injured.

Explanations:

Combat Fatigue plays injured animations when your character health goes below a certain point you can fix. 

Wildcat consider you as injured when your player health goes below a certain point you can fix OR take too much damage in a short time span.

My mod makes your character play injured animation when Wildcat decides you're wounded and completely ignores the Combat Fatigue conditions.

You'll return to your normal state only when your injuries are healed. 

I'm not clear enough ?

In practice, if you use the basic Wildcat injuries system, if you set the Combat Fatigue health treshold and the Wildcat injury treshold to the same percentage you could get almost the same result as with this mod. I'd still recommend using it, here's why:

the integration of the Wildcat "burst injuries" system

it makes the Combat Fatigue mod lighter (and I hope CTD free, if it had some to begin with) 

as it integrates the mod you won't have to change the settings every time you decide to set another injury treshold for one mod or another

Optimization and (temporary ?) compromise:

The Combat Fatigue mod got a fair amount of complaint, and I stopped using it for a while because I suspected it caused me CTD. 

For the compromise, I removed the ability for the ennemies to play the injured animation (and to be honnest while I used it I never witnessed it) but my script should be way lighter.  

So with this version it's like you used the mod through FNIS PCEA. 

The explanation is in the spoiler. 

If you want the ennemies to play the animation tell me and I'll upload it as an optionnal file. 

From what I understood (keep in mind that it's my second mod, I'm not sure about what I'm saying, if there's a mistake please tell me I'll correct it:

Wildcat scans you or a NPC (depending on who took the shot) for every hit to check if it (the Wildcat Mod is a domestic animal ) is going to consider you as injured or not

Combat Fatigue scans you or a NPC (depending on who took the shot) for every hit to check if they (the Combat Fatigue mod is a syndicate of mod creators) are going to consider you or the NPC as injured or not

My mod removes the Combat Fatigue scan so the script in charge of changing the animation will only fire when Wildcat will tell that you're injured (basically one scan for every hit instead of two)



Credits to:

EnaiSiaion for the Wildcat Mod

Funnybizness for the injured animations (these links will bring you directly to LoversLab, beware)

thegooglyman for the original Combat Fatigue mod (and boy can I thank him because I'm an autistic sausage at scripting)

hankgank for the Combat Fatigue SSE Port

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