发布用户:bity_1701320570发布类型:转载
原创作者:Simon Magus所在平台:网友投稿
发布日期:2025-08-06 17:44:13更新日期:2025-08-06 17:44:13
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:游戏大修运行环境:上古卷轴5:重置版
浏览次数:6
MOD介绍:
不受侵犯的愤怒:兽人比其他种族造成的物理伤害降低10%。
工匠:兽人在锻造方面的表现要好10%。
作为Tamriel最天赋的战士,Hammerfell的Redguards拥有广泛的耐力储备和对毒药的天然抵抗力。
主要技能(+15):单手
小技巧(+10):炼金术,射箭,格挡,轻甲,史密斯
徒步旅行者:你的Redguard血液使你有50%的抗毒性。
武术训练:红卫兵的出生耐力比其他种族多50。
站立的石头,在Vanilla游戏中,13个常备石中的4个提供简单的体验奖励。在Aetherius中,Guardian Stones反而为早期游戏角色提供了有意义的奖励,而对于想要更快升级的用户来说,情人仍然没有受到影响。
我已经改变了一些更强大的力量,或者更高级别的目标(例如,仪式现在可以使敌人达到99级,而你不必担心掉掉Serpent's Spit)。可以用奖励,法术或其他游戏机制(骏马,主和影子)取代奖金的石头进行调整,以便它们对后期游戏角色继续有价值。
法师之石 - 所有法术的费用减少20%Magicka。
盗贼石 - 潜行,开锁和扒窃的效率提高了20%。
战士之石 - 力量攻击造成的伤害提高20%,体力降低20%Stamina。
学徒之石 - 你有100个额外的Magicka和100%额外的魔法恢复,但你的魔法要弱50%。
Atronach Stone - 法术便宜50%,你吸收50%的法术,但你不能再生魔法。
毒蛇之石 - 持续60秒,近战范围内的敌人中毒能力降低75%。
暗影之石 - 所有动作都是低沉的。潜行攻击强度提高25%。
骏马 - 你有100个额外的承载能力,10%的移动速度和50%额外的耐力再生。
勋爵石 - 抵抗10%的物理伤害和20%的魔法伤害。
Lady Stone - 你有100%额外的健康再生和额外的50%耐力再生
情人石 - 所有技能提高15%。
塔石 - 每天一次,解锁任何专家难度锁定或更低。
仪式之石 - 为你而战,为你而战。
兼容性
Aetherius编辑种族记录,因此与编辑它们的其他mod不兼容。这显然包括其他种族模式,但它也可能影响一些不太明显的模组。如果您遇到任何问题,请随时询问。
问题
我想使用一项未被列为主要或次要技能的技能,用于我的首选比赛。你的mod让这个技能从第5级开始。这不会让我太弱吗?
一点都不!事实上,凭借香草速度,你的非种族技能将如此迅速地提升,以至于你可以在一两个地牢中轻松获得等级达到15级的5级技能!
我试图锻炼我的武器,但我不能。你的mod打破了吗?
不!由于史密斯技能的香草缩放,你无法在技能达到等级14之前锻炼武器或护甲。由于香草游戏在史密宁中开始了至少15级的所有角色,大多数玩家以前从未遇到过这种机制。请保证,如果你的史密斯达到14级,一切都会按照需要运作(注意:我确保将史密斯作为种族技能给予帝国,诺德,兽人和红卫兵,以确保所有以“军事“种族将能够立即改善他们的武器”。
我发现了一个bug。我该怎么办?
在帖子或错误标签中报告,所以我可以尽快修复它!您可以包含的任何额外详细信息(错误发生的地方,您正在做的事情,您正在使用的其他mod)将非常有助于追踪问题的根源。
感谢Parapets对此mod的持续建议和反馈。 我们大约在同一时间研究Standing Stones,我认为我们的一些常设石头奖金可能是相同的。 如果你喜欢我的站立石之一,那可能就是他的想法! 我建议看看他的选择你的标志。 它与这个mod完全兼容,当你希望角色从你设计的Standing Stone开始在地图的另一侧时,它会有所帮助。
我还要感谢那些花时间测试模组的朋友,或者甚至让我在计划的时候反省他们的想法。 你们都知道你是谁,我感谢你们!
Aetherius - A Race and Standing Stone Overhaul
Aetherius is a Vanilla Plus overhaul that aims to make races more meaningful without making them more restrictive. It also reworks Standing Stones to offer compelling choices for early, middle, and late game characters.
Starting Skills
Aetherius sets all starting skills to 5 instead of 15. Each race then has a "major skill" that starts at level 20, and five "minor skills" that start at 15. This change nearly doubles the stat increase offered by races, which makes the player's racial choice more meaningful in the early game without changing much about the middle or late game.
Races
When assigning racial bonuses, attention was given both to lore and to the mechanical bonuses from other Elder Scrolls titles. My goal was to respect Elder Scrolls tradition without pigeonholing any race into a single build. For instance, a user who wanted to play as an Nord mage might see their race's health bonus as an opportunity to invest more points into Magicka when leveling up. Similarly, a heavily armored, warhammer-wielding Khajiit might use their increased Stamina Regeneration to deliver extra power attacks to their enemies. With a few exceptions (most notably, the crafting bonuses on the Argonian, the Dark Elf, and the Orc) enemies benefit from these racial bonuses in the same way that players do. This will be especially noticeable when fighting Nord, Orc, or Imperial NPCs, who have all received significant defensive buffs.
Altmer
Also known as "Altmer" in their homeland of Summerset Isle, High Elves are the most strongly gifted in the arcane arts of all the races. They have increased Magicka, and their Magicka regenerates more quickly.
Major Skill (+15): Destruction
Minor Skills (+10): Alteration, Conjuration, Enchanting, Illusion, Restoration
Highborn: Your Altmer blood gives you an extra 50% Magicka Regeneration
Syrabane’s Boon: High Elves are born with 50 more Magicka than other races.
Argonian
This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a hardy resistance to diseases and the ability to breathe underwater. They are naturally proficient with potions and poisons.
Major Skill (+15): Alchemy
Minor Skills (+10): Alteration, Illusion, Light Armor, Restoration, Sneak
Histskin: Your Argonian blood is 100% resistant to disease.
Marsh Dweller: Argonians are 10% better at alchemy.
Swamp Lungs: Your Argonian lungs can breathe underwater.
Bosmer
The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves make good scouts and thieves, and there are no finer archers in all of Tamriel. They have a natural resistance to poisons, and are faster and more nimble than other races.
Major Skill (+15): Archery
Minor Skills (+10): Light Armor, Lockpicking, One-handed, Pickpocket, Sneak
Resist Poison: Your Bosmer blood grants you 50% resistance to poison.
Y’ffre’s Blessing: Wood Elves move 10% faster and take 75% less fall damage than other races.
Breton
In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons are resistant to magic. Bretons cast spells more efficiently than other races.
Major Skill (+15): Conjuration
Minor Skills (+10): Alchemy, Alteration, One-handed, Restoration, Speech
Magic Resistance: Your Breton blood grants you 25% resistance to magic.
Magicka Mastery: All spells cost 10% less Magicka.
Dunmer
Also known as "Dunmer" in their homeland of Morrowind, Dark Elves are noted for their stealth and magic skills. They are naturally resistant to fire, and their long history of mixing magical and martial pursuits makes them particularly skilled at enchanting.
Major Skill (+15): Enchanting
Minor Skills (+10): Destruction, Illusion, Light Armor, One-handed, Sneak
Resist Fire: Your Dunmer blood gives you 50% resistance to fire.
Destructive Ancestry: Dark elves are 10% better at enchanting.
Imperial
Natives of Cyrodiil, Imperials have proven themselves to be equally gifted in diplomacy, magic, and warfare. They also make skilled merchants and traders.
Major Skill (+15): Speech
Minor Skills (+10): Enchanting, Heavy Armor, One-handed, Restoration, Smithing
Imperial Mettle: Imperials are born with 25 extra Health, Magicka, and Stamina
Diplomatic: Imperials receive 10% better prices.
Khajiit
Hailing from the province of Elsweyr, Khajiit are intelligent, quick, and agile. They make excellent thieves due to their natural stealthiness. All Khajiit can see in the dark, and have sharp claws that are deadly in melee combat. They regenerate Stamina faster than other races.
Major Skill (+15): Sneak
Minor Skills (+10): Alchemy, Archery, Lockpicking, Pickpocketing, One-Handed
Khajiit Claws: Khajiit have sharp claws that are deadly in melee combat. They deal 12 extra damage when unarmed.
Feline Endurance: Your Khajiiti blood grants you 50% extra Stamina Regeneration.
Night Eye: Improved Night Vision for 60 seconds.
Nord
Citizens of Skyrim, Nords are a tall and fair-haired people. They are famous for their resistance to cold and their rugged endurance. They are highly talented warriors, and often favor two-handed weapons.
Major Skill (+15): Two-Handed
Minor Skills (+10): Block, Light Armor, One-handed, Smithing, Speech
Resist Frost: Your Nordic blood grants you 50% resistance to frost.
Nordic Heritage: Nords are born with 50 more Health than other races.
Orc
The people of the Wrothgarian and Dragontail Mountains. Orcish smiths are prized for their craftsmanship, and Orc troops in Heavy Armor are among the finest in the Empire. Their hardy constitution allows them to shrug off all but the most devastating blows.
Major Skill (+15): Smithing
Minor Skills (+10): Block, Heavy Armor, Enchanting, One-Handed, Two-Handed
Unflinching Rage: Orcs take 10% less physical damage than other races.
Craftsman: Orcs are 10% better at smithing.
Redguard
The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have extensive reserves of stamina and a natural resistance to poison.
Major Skill (+15): One-Handed
Minor Skills (+10): Alchemy, Archery, Block, Light Armor, Smithing
Wayfarer: Your Redguard blood grants you 50% resistance to poison.
Martial Training: Redguards are born with 50 more Stamina than other races.
Standing Stones
In the Vanilla game, 4 out of the 13 Standing Stones give simple experience bonuses. In Aetherius, the Guardian Stones instead offer meaningful bonuses for early game characters, while the Lover remains untouched for users who want to level faster. I have altered some of the Greater Powers to be more useful, or to effect higher level targets (The Ritual now effects enemies up to level 99, for instance, and you don't have to worry about missing with Serpent's Spit). Stones whose bonuses could be replaced with perks, spells, or other game mechanics (The Steed, The Lord, and The Shadow) were adjusted so that they would continue to be valuable to late game characters.
The Mage Stone - All spells cost 20% less Magicka.
The Thief Stone - Sneak, Lockpicking, and Pickpocketing are 20% more effective.
The Warrior Stone - Power attacks deal 20% more damage and cost 20% less Stamina.
The Apprentice Stone - You have 100 extra Magicka and 100% extra Magicka Recovery, but you are 50% weaker to magic.
The Atronach Stone - Spells are 50% cheaper, and you absorb 50% of incoming spells, but you cannot regenerate Magicka.
The Serpent Stone - For 60 seconds, enemies in melee range are 75% weaker to poison.
The Shadow Stone - All movement is muffled. Sneak attacks are 25% stronger.
The Steed Stone - You have 100 extra carrying capacity, 10% increased movement speed, and 50% extra Stamina Regeneration.
The Lord Stone - Resist 10% of physical damage and 20% of magical damage.
The Lady Stone - You have 100% extra Health Regeneration and extra 50% Stamina Regeneration
The Lover Stone - All skills improve 15% faster.
The Tower Stone - Once per day, unlock any lock of Expert difficulty or lower.
The Ritual Stone - Raises all dead around you to fight for you.
Compatibility
Aetherius edits race records, and thus will be incompatible with other mods that edit them. This obviously includes other race mods, but it also may effect some less obvious mods as well. Feel free to ask if you run into any problems.
FAQ
I want to use a skill that's not listed as a major or minor skill for my preferred race. Your mod makes that skill start at level 5. Won't that make me too weak?
No, not at all! In fact, with the Vanilla speed, your non-race skills will level so quickly that you could easily get a level 5 skill up to level 15 in just one or two dungeons!
I tried to temper my weapon, but I can't. Did your mod break tempering?
Nope! Due to the Vanilla scaling of the Smithing skill, you are unable to temper a weapon or armor until you reach level 14 in the skill. Since the Vanilla game starts all characters with at least level 15 in Smithing, most players have never run into this mechanic before. Rest assure, if you level your Smithing up to 14, everything will work as desired (note: I made sure to give Smithing as a racial skill to Imperials, Nords, Orcs, and Redguards, to make sure all players who started with a "martial" race would be able to improve their weapons right away).
I found a bug. What should I do?
Report it, either in the posts or in the bugs tab, so I can try to fix it as soon as possible! Any extra details you can include (where the bug happened, what you were doing, what other mods you were using) would be super helpful in tracking down the source of the issue.
Why are you a constant disappointment to me?
Dad? Is that you?
Can you release a lite version of this mod without edits to race records?
If you want a super compatible, lightweight race mod, I suggest Morningstar. It's quite nice!
Will you release a race-only or a stone-only version of this mod?
If enough people ask me about it, sure!
Does this mod require USSEP?
No, but I made sure to forward all the edits I was aware of. Let me know if you find one that you think I missed!
Credits
Thanks are due to Parapets for constant advice and feedback on this mod. We were working on Standing Stones at around the same time, and I think some of our Standing Stone bonuses might be identical. If you like one of my Standing Stones, it was probably his idea! I recommend checking out his Choose Your Sign. It's fully compatible with this mod, and it helps a ton when you want your character to start on the other side of the map from your designed Standing Stone.
I also want to thank my friends who took the time to test out the mod or even let me bounce ideas off them while I was planning it. You all know who you are, and I appreciate you!
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