暗影法术包

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在3DM Mod站下载上古卷轴5:重置版最新的暗影法术包 Mod,由Teneb Kel制作。rei_3dm在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

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Mod作者: Teneb Kel Mod版本: 5.02SE Mod大小: 17.3 MB 更新时间: 2019-08-08 09:25:32 发布时间: 2019-08-08 09:25:32

详细说明

当我在“天际”中扮演法师时,我总是会想念更暗的法术,强大的排水沟和DoT。 火/霜/震撼元素很酷,但我更喜欢一种邪恶阴暗的术士游戏风格。 当然,我们确实有Conjuration学校,它看起来很阴暗,但它习惯了......好吧,召唤,而不是伤害。 所以...这一模式增加了“阴影”主题的毁灭/幻象法术和额外的天空边缘。这些法术是基于排水,伤害超过时间和调试效果.
我的灵感主要来自SWTOR疯狂巫师/仇恨刺客,你可以在其中一些咒语的名字中注意到:)

你可以拿奥尔德里姆的版本这里.



8次毁灭,9次改变,2次幻象和3次魔法法术,具有随时间变化的伤害效果,诅咒和排水。

2暗影武器魔法。

新的支柱和卷轴与阴影咒语。

当你提高你的毁灭技能时,法术会升级。通灵吸取法术现在总是有用的!

每个法术都有独特的技法(嗯,几乎)。暗影箭的力量越大,你的环境越黑暗,粉碎黑暗就有机会在每一个滴答中错开目标。

法术,支柱和卷轴被安全地集成到一个脚本的水平列表中。



可以找到确切的法术伤害值和Magicka成本。这里.


赛尔

新手通灵咒语。当销毁达到25、50和75时升级。

造成暗影伤害,最多叠加4次。


排水灵魂
新手通灵咒语。当销毁达到25、50和75时升级。
对目标造成暗影伤害并消耗它的生命。排水组件不工作的不死,机制,达德拉和龙。有机会诱捕目标的灵魂。

影子螺栓

学徒咒语。当销毁达到50和75时升级。

立即造成阴影伤害。由于施法者周围光线不足,伤害会增加。

如果光等级大于100个单位,则伤害不变。当光等级小于100个单位时,当光等级为0时,伤害增加60%。

粉碎黑暗

熟练的伤害-超期法术。当毁灭达到75时升级。没有双重铸造。

召唤一团乌云包围目标,使其受到18秒的伤害。每一个滴答都可能使目标错开。有机会诱捕目标的灵魂。

爬行恐怖

专家伤害-超期法术。没有双重铸造。

恐吓目标,使其瘫痪2秒,并在一段时间内造成阴影伤害。可能会使人士气低落甚至立即杀死目标。

如果目标是你的等级,或低于你的5级,并且低于你生命的35%,那么它就有机会被立即杀死。

如果目标比你低5级以上,它就有机会被立即杀死。

扼流圈

专家专注力咒语。没有双重铸造。

拉住一个目标,随着时间的推移造成巨大的伤害。

消费阴影

专家通灵咒语。

在地面上造成阴影,伤害所有通过它们的人。如果对手死在一块土地上,他的灵魂就会被困住。

影子裂痕

魔咒大师。

造成施法者周围的阴影爆炸,伤害半径60码范围内的每个人,降低他们的魔法抵抗力,并使他们受到超过时间的伤害影响15秒。



筋疲力尽的诅咒
学徒咒语。通过津贴升级。没有双重铸造。
削弱对手,降低其移动速度和身体攻击伤害15秒。


生命触角
学徒咒语。
将施法者20%的生命转化为40%失踪的Magicka。如果施法者的生命值低于20%,他可以并将杀死他。


影子魔法
学徒被动能力赋予你的武器以暗影魔法的能力(Sear和Hex)。


脆弱性诅咒
熟练的咒语。通过津贴升级。没有双重铸造。
削弱对手,降低其装甲等级和物理攻击伤害15秒。


影形
熟练的咒语。
减少施法者在潜行时被发现的机会,并减少受到的伤害。
暗影伤害治疗施法者10%的伤害。反过来,恢复法术费用增加75%。持续5分钟。施法时消耗80%的施法者最大魔法值。


夜眼
熟练的咒语。在黑暗中看到的能力。可以开关。施法时消耗80%的施法者最大魔法值。


腐朽诅咒
专家咒语。没有双重铸造。
削弱对手,使其再生速度停止15秒。


枯萎的灵气
精湛的斗篷法术。没有双重铸造。
削弱施法者周围的敌人,降低他们的移动速度、物理攻击伤害、装甲等级、魔法抗性和再生率(但不像专门诅咒那样高)。


黑太阳
掌握力量。需要道恩卫士DLC。
在天空中形成一个黑色恒星物体,吸收阳光15分钟。你更难被发现,你的暗影之箭也得到了充分的授权。不能在室内使用。


心灵爆炸

熟练的咒语。没有双重铸造。

在一段时间内完全瘫痪目标的头脑。不能用于战斗。

精神控制

魔咒大师。没有双重铸造。

假设控制目标的心智一段时间。心灵控制的目标可以移动和攻击,但不能使用法术。施法者在效果持续期间被隐形和隐形。无法控制必要的NPC。心灵链接可以随时被施法者打断。


幻影Atronach

学徒咒语。当魔咒达到50和75时升级。

召唤暗影法术1分钟。暗影法术抵抗物理和魔法伤害30%,并施放暗影螺栓。

召唤黑暗

熟练的咒语。

用阴影包围施法者,减少探测机会,并充分增强暗箭法术的能力。在环境太亮的情况下冷却并驱散自己。不能在户外使用。

召唤乌姆布拉凯斯

魔咒大师。

召唤乌姆布拉凯斯,冲突的无懈可击的阴影,来征服你的敌人。


赛尔

武器魔法。

造成暗影伤害,消耗25%的伤害作为生命值。

六角

武器魔法。

造成暗影伤害,并有15%的机会应用随机暗影诅咒(所应用的诅咒能力被魔法大师修改)。

要学习魔法,你必须获得暗影天赋的能力。





在探索最危险的地牢和废墟时,你可能会发现“黑暗艺术”。当阅读时,这些书将增加一个永久的能力,作为一个额外的作用,并赋予一个(或多个)你的影子法术。您可以在魔法UI中的Active Buffers选项卡中看到所有的活动黑暗艺术。这里列出了所有的书和它们的位置:

黑暗艺术:阴影掌握

世界上有两本书。
在安西文德殡仪馆和福雷霍斯特死胡同里找到的。

增加你的毁灭暗影法术造成的伤害25%。

黑暗艺术:精华流失

在Yngvild王座房间里找到的。

吸取灵魂有机会补充你的魔法,从目标吸收它。

黑暗艺术:痛苦

在盲崖堡垒里发现的。

坐垫堆叠5次,而不是4次。

黑暗艺术:绝望

在Valthume陵墓里发现的。

暗影闪电,粉碎黑暗和暗影租借者有机会让你的目标士气低落。

最大的可恐惧目标等级取决于任何增加你的毁灭和/或暗影法术伤害的东西(尤其是黑魔法天赋)。错觉树的额外功能不会修改它(仍然无法理解为什么,我确实使用了正确的关键字)。

黑暗艺术:折磨

在被遗弃的克莱普特体内发现的。

你的影子诅咒持续的时间是你的两倍。

黑暗艺术:诅咒掌握

在Vokun的王座室里找到的。

你对疲惫的诅咒和脆弱的诅咒被更强大、更昂贵的专家版本所取代。

黑暗艺术:心碎

在Potema的圣殿里发现的。

你的心灵爆炸和精神控制法术在更高水平的目标上工作,持续时间延长50%。



影箭卷轴(学徒、熟练和专家)

粉碎黑暗的卷轴(熟练和专家)

影纹卷轴

穷竭卷轴

脆性卷轴

衰变卷轴

影形卷轴

影的卷轴

黑暗卷轴

乌姆布拉凯斯卷轴

灼烧工作人员(学徒、熟练和专家)
灵魂虹吸工作人员(学徒、熟练和专家)

暗影螺栓工作人员(学徒、熟练和专家)

粉碎黑暗的工作人员(熟练和专家)

消费阴影工作人员

窒息人员

精疲力竭工作人员(学徒和专家)

脆弱工作人员(熟练和专家)

衰变杖

你的奖金做施法术用棍棒施法术。

你也可以安装龙出生的工作人员手工艺补丁,以便能够在龙出生的工作人员施法者制造这些支柱。当然,依赖是龙出生的DLC。


你的低等级暗影法术现在不会完全无用,因为你在游戏中前进。几乎所有的法术都通过额外技能或你到达特定的毁灭技能检查点(25,50,75级技能等级)升级为专家。自动升级的法术:

(25、50、75)

排水灵魂(25、50、75)

暗影螺栓(50,75)

粉碎黑暗(75)

幻影Atronach(50,75)

通过特惠升级的法术:

筋疲力尽的诅咒

脆弱性诅咒

当一个法术升级时,它的旧版本会被移除,升级后的版本会立即添加到你的法术书中。您可能需要重新分配您的键绑定,因为升级的法术被认为是“新的”。
法术不会在战斗中突然升级。


要求SKSE正常工作

只需使用“下载与管理器”按钮,然后按照安装程序的步骤。


使用NMM或删除所有以“ShadowSpellPackage”开头的内容。更新管理器脚本和滴答点脚本将杀死自己,下次当你加载游戏,不会打扰你。


水平列表是通过脚本来填充的,所以法术、拼写书、杖和卷轴应该与周围的一切都兼容。

版本5不对Perk树进行任何更改,因此不再需要使用兼容性修补程序。


问:您能创建一个没有SKSE依赖/控制台版本的版本吗?
答:没有。哦,我试着在没有SKSE的情况下把所有的东西都记录下来,结果失败了。有太多不可替代的功能。我通常试着写一些美好的小东西-比如当你投影时去除抛撒粒子,然后进入第一人称相机模式。粒子在屏幕上杂乱无章,我跟踪相机状态并将它们移除。该脚本使用SKSE方法。因此,它基本上是美丽的,取决于SKSE,或丑陋和不。很明显我不想让Mod变丑。

问:这和X兼容吗?
答:应该是的。

问:当你和Z一起使用时,你的模式是如此的易操作!
答:叹息*是的。我不能使我的模式平衡围绕每一次大修模式,改变你的游戏。我的伤害值和Magicka成本完全基于香草法术。

问:你能创造出Y的咒语吗?
答:很可能不是。我已经实现了我想要的一切,我认为这个咒语包已经完成了。另外,我最近没多少时间为Skyrim做贡献。

问:我发现了一个窃听器。你能修一下吗?
答:我当然会!或者,至少,我会尝试。张贴评论或错误问题,我会尽快调查。


版本2.7增加了两个新法术:心灵爆炸和精神控制。这些想法来自于这里:心灵大师幻象法术包..我“重新发明”了脚本(因为没有源代码,只编译了数据),并且从头重写了这些咒语。
心灵爆炸在功能上很简单(目标被禁用了N秒,没有战斗使用),而心灵控制则要复杂得多。这里有一个小的常见问题:

问:我不能在控制心灵的时候使用目标的魔法。为什么?
答:你只能使用目标装备的武器或拳头。你可能不会冲刺,魔法(甚至装备)也不能施展。所以,是的,你不能介意控制法师杀死他们的同志。我不知道为什么引擎允许我发射武器摇摆动画攻击按钮,但不是魔术。也许最终我会发现。

问:我不能在控制动物的时候发动攻击。为什么?
答:请参阅前面的QA。同样的问题-动物攻击不是“武器摆动”事件,不能在攻击时自动开火。我想是吧。

问:为什么当我想跳的时候,我会被绊倒?
答:跳转动画是(再次!)不适合在NPC上工作。它们开始漂浮在地面上。没有办法阻止一个动画,但它可以被超越与另一个。IdleStop动画并没有打断跳跃的动作,但是参差不齐的动画是这样做的。

问:我不能控制一个NPC,但他的水平低于精神控制的程度。搞什么鬼?
答:你可能不介意控制基本人物。
因为它可能会导致永久的忠诚级联。Irileth是精神控制和攻击Balruuf。巴鲁夫很生气然后反击了。Irileth不再是精神控制的人,但是对Balruuf的攻击和反击感到愤怒。忠诚级联。他们没完没了地互相攻击,因为他们不知道为什么他们会被攻击和保护自己。
能够控制前面提到的巴鲁夫、乌尔弗里克或图利厄斯就是该死的行动。他们应该有坚强的意志。去把一些愚蠢的强盗从悬崖上扔下去。

问:为什么相机总是在第三人称,而精神控制?请让第一个人来!
答:不行。第一人称摄像机视图无法跟踪目标,由于引擎的限制,它会卡在您的角色中。摄像机状态存储在变量中,然后切换到第三人称,跟踪目标,然后在效果结束时返回到保存状态。


埃纳西翁还有他的超赞天启-天际的魔力MOD。我不是那么多的建模师/设计师,所以大部分资源都是由启示录法术包提供的,然后由我来修改。

蜘蛛龙王, 联合4, 塔米拉以及乌姆布拉凯斯召唤所使用的韦列维文化模式。

中保因为他的魔法效果。

近视他的符文着色器材质。

DON蛋白用于MOD视频预览和支持。

TI36X, EIIME, 霍伊和帕伦蒂尔为他们的反馈,错误跟踪和一些真正好的建议。
————————————————————————————————————————————


When I play mages in Skyrim I always miss more darker spells, strong drains and DoTs. The fire/frost/shock elements are cool, yet I prefer something of an evil shady warlocky playstyle. Sure, we do have the Conjuration school, it looks shadowy enough, but it is used to... well, conjure, not damage. So...

This mod adds "shadow" themed destruction/illusion spells and perks to Skyrim. These spells are based around drains, damage-over-time and debuff effects.
I've been drawing inspiration mostly from SWTOR Madness Sorcerer/Hatred Assassin, as you can notice in the names of some of the spells :)

You may grab the Oldrim version here.







8 Destruction, 9 Alteration, 2 Illusion and 3 Conjuration spells featuring damage over time effects, curses ands drains.

2 shadow weapon enchantments.

New staves and scrolls with the shadow spells.

The spells are upgraded as you increase your Destruction skill. The channeling drain spell is now always useful!

Unique mechanics for each spell (well, almost). Shadowbolt is more powerful the darker your environment is, and Crushing Darkness has a chance to stagger the target each tick.

The spells, staves and scrolls are safely integrated into leveled lists by a script.









Exact spell damage values and magicka costs can be found here.



Sear

Novice channeling spell. Upgraded when Destruction reaches 25, 50 and 75.

Deals shadow damage and stacks up to 4 times.


Drain Soul
Novice channeling spell. Upgraded when Destruction reaches 25, 50 and 75.
Deals shadow damage to a target and drains it's health. Drain component does not work on undead, mechanisms, daedra and dragons. Has a chance to trap the target's soul.



Shadowbolt

Apprentice spell. Upgraded when Destruction reaches 50 and 75.

Deals shadow damage instantly. Damage can be increased by the lack of light around the caster.

If the light level is greater than 100 units, the damage is unchanged. If the light level is less than 100 units, the damage is increased up to 60% at light level 0.



Crushing Darkness

Adept damage-over-time spell. Upgraded when Destruction reaches 75. No dual casting.

Summons a dark cloud around a target that will damage it for 18 seconds. Each tick may stagger the target. Has a chance to trap the target's soul.



Creeping Terror

Expert damage-over-time spell. No dual casting.

Terrifies a target, paralyzing it for 2 seconds and dealing shadow damage over time. May demoralize and even instantly slay the target.

If the target is your level or up to 5 levels lower than you and has less than 35% of health, it has a chance to be instantly slain.

If the target is more than 5 levels lower than you, it has a chance to be instantly slain.



Choke

Expert concentration spell. No dual casting.

Pulls and chokes a target, dealing massive damage over time.



Consuming Shadows

Expert channeling spell.

Creates shadowy patches on the ground that damage everyone who passes through them. If an opponent dies on a patch, his soul will be trapped.



Shadow Rend

Master spell.

Causes a shadowy explosion around the caster, damaging everyone in a 60 yard radius, reducing their magic resistance and afflicting them with a damage-over-time effect for 15 seconds.




Curse of Exhaustion
Apprentice spell. Upgraded by a perk. No dual casting.
Weakens an opponent, reducing it's movement speed and physical attack damage for 15 seconds.


Life Tap
Apprentice spell.
Converts 20% of caster's health to 40% of missing magicka. Can and will kill the caster if he has less than 20% health.


Shadow Enchantments
Apprentice passive ability.Grants an ability to empower your weapons with shadow enchantments (Sear and Hex).


Curse of Fragility
Adept spell. Upgraded by a perk. No dual casting.
Weakens an opponent, reducing it's armor rating and physical attack damage for 15 seconds.


Shadowform
Adept spell.
Decreases the caster's chance to be detected while sneaking and reduces damage taken. 
Shadow damage heals the caster for 10% damage dealt. In turn increases Restoration spells cost by 75%. Lasts for 5 minutes. Drains 80% of the caster's max magicka when cast.


Nighteye
Adept spell.An ability to see in darkness. Can be toggled on and off. Drains 80% of the caster's max magicka when cast.


Curse of Decay
Expert spell. No dual casting.
Weakens an opponent, stopping it's regeneration rates for 15 seconds.


Withering Aura
Adept cloak spell. No dual casting.
Weakens opponents around the caster, reducing their movement speed, physical attack damage, armor rating, magic resistance and regeneration rates (but not as high as the specialized curses do).


Dark Sun
Master power. Requires Dawnguard DLC.
Creates a black stellar object in the sky which absorbs sunlight for 15 minutes. You are harder to detect and your Shadowbolt is fully empowered. Cannot be used indoors.


Mind Blast

Adept spell. No dual casting.

Completely disables the target's mind for some time. Cannot be used in combat.



Mind Control

Master spell. No dual casting.

Assumes control of the target's mind for some time. Mind controlled target can move and attack, but cannot use spells. Caster is made invisible and stealthed for the duration of the effect. Cannot mind control essential NPCs. Mind link can be interrupted by the caster at any time.




Conjure Shadow Atronach

Apprentice spell. Upgraded when Conjuration reaches 50 and 75.

Conjures a Shadow Atronach for 1 minute. Shadow Atronach is 30% resistant to physical and magic damage and casts Shadowbolts.



Conjure Darkness

Adept spell.

Envelops the caster with shadows that reduce detection chances and fully empower the Shadowbolt spell. Has as cooldown and dispels itself if the environment is too bright. Cannot be used outdoors.



Conjure Umbra' Keth

Master spell.

Conjures Umbra' Keth, the invulnerable Shadow of Conflict, to maul your enemies.






Sear

Weapon enchantment.

Deals shadow damage and drains 25% of the damage done as health.



Hex

Weapon enchantment.

Deals shadow damage and has a 15% chance to apply a random shadow curse (the applied curse power is modified by the Hex Master perk).



To learn the enchantments you must get the Shadow Enchantments ability.






You may find Dark Arts tomes while exploring the most dangerous dungeons and ruins. When read, these tomes will add a permanent ability which acts like a perk and empowers one (or more) of your shadow spells. You can see all active Dark Arts in your Active Buffs tab in magic UI. Here's a list of all the tomes and their locations:

Dark Arts: Shadow Mastery

There are two tomes in the world.
Found inside Ansilvund Burial Chambers and Forelhost Refectory.

Increases the damage done by your Destruction shadow spells by 25%.



Dark Arts: Essence Drain

Found inside Yngvild Throne Room.

Drain Soul has a chance to replenish your magicka by absorbing it from the target.



Dark Arts: Agony

Found inside Blind Cliff Bastion.

Sear stacks 5 times instead of 4.



Dark Arts: Despair

Found inside Valthume Catacombs.

Shadowbolt, Crushing Darkness and Shadow Rend have a chance to demoralize your target.

Max fearable target level depends on anything that increases your destruction and/or shadow spell damage (especially Dark Arts perk). Illusion tree perks DO NOT modify it (still cannot figure why, I do use the correct keywords).

Dark Arts: Torment

Found inside Forsaken Crypt.

Your shadow curses last twice as long.



Dark Arts: Curse Mastery

Found inside Vokun's Throne Room.

Your Curse of Exhaustion and Curse of Fragility are replaced by more powerful and more expensive expert versions.



Dark Arts: Mind Shattering

Found inside Potema's Sanctum.

Your Mind Blast and Mind Control spells work on higher level targets and last 50% longer.










Scroll of Shadowbolt (Apprentice, Adept and Expert)

Scroll of Crushing Darkness (Adept and Expert)

Scroll of Shadow Rend

Scroll of Exhaustion

Scroll of Fragility

Scroll of Decay

Scroll of Shadowform

Scroll of Shadow Atronach

Scroll of Darkness

Scroll of Umbra' Keth


Staff of Searing (Apprentice, Adept and Expert)
Staff of Soul Siphoning (Apprentice, Adept and Expert)

Staff of Shadowbolts (Apprentice, Adept and Expert)

Staff of Crushing Darkness (Adept and Expert)

Staff of Consuming Shadows

Staff of Choking

Staff of Exhaustion (Apprentice and Expert)

Staff of Fragility (Adept and Expert)

Staff of Decay



Your perk bonuses do apply on spells casted by a staff.

You may also install the Dragonborn Staff Crafting patch to be able to craft these staves at the Dragonborn staff enchanter. The dependency is, of course, the Dragonborn DLC.






Your low-level shadow spells now won't be completely useless as you progress through the game. Almost all of the spells upgrade themselves to Expert either by perks or by you reaching specific Destruction skill checkpoints (25, 50, 75 skill levels).The spells that are upgraded automatically:

Sear (25, 50, 75)

Drain Soul (25, 50, 75)

Shadowbolt (50, 75)

Crushing Darkness (75)

Conjure Shadow Atronach (50, 75)


The spells that are upgraded via perks:

Curse of Exhaustion

Curse of Fragility


When a spell is upgraded it's old version gets removed and the upgraded version is immediately added to your spell book. You may need to reassign your keybinds, because the upgraded spell is considered "new".
The spells won't suddenly upgrade in combat.




REQUIRES SKSE TO WORK PROPERLY

Just use the "Download with manager" button and then follow the installer steps.






Use NMM or delete everything that starts with "ShadowSpellPackage" from your Skyrim/Data dir. The update manager scripts and ticking dot scripts will kill themselves next time you load the game and won't bother you.




Leveled lists are populated via a script, so the spells, spell books, staves and scrolls should be compatible with everything around.

Version 5 does not make any changes to the perk trees, so there is no need to use compatibility patches anymore.




Q: Can you create a version without the SKSE dependency / a version for consoles?
A: Nope. Oh, I've tried to rescript everything to work without the SKSE and failed. Too many irreplaceable functions. I usually try to script nice little things - like the cast particle removal when you cast Shadow Rend and enter the first person camera mode. The particles clutter the screen a lot and I track the camera state and remove them. And that script uses SKSE methods. So it's basically beautiful and depends on SKSE, or ugly and does not. Obviously I don't want the mod to be ugly.

Q: Is this compatible with X?
A: It should be.

Q: Your mod is so OP when used with Z!
A: *sigh* Yeah it is. I cannot make my mod balanced around EVERY overhaul mod that changes your game. My damage values and magicka costs are based purely on vanilla spells.

Q: Can you create a spell that does Y?
A: Most likely no. I've implemented all I wanted and I think this spell package is complete. Besides, I don't have much time to contribute to Skyrim lately.

Q: I've found a bug. Will you fix it?
A: Of course I will! Or, at least, I will try. Post a comment or a bug issue and I will look into it ASAP.


Version 2.7 adds two new spells: Mind Blast and Mind Control. The ideas came from here: MindMaster illusion spell pack. I've "reinvented" the scripts (because there were no sources, only compiled data) and have rewritten those spells from scratch.
While Mind Blast is functionally simple (target is disabled for N seconds, no combat usage), Mind Control is much more complex. Here is a small FAQ:

Q: I cannot use the target's magic while mind controlling. Why?
A: You may only use your target's equipped weapon(s) or fists. You may not sprint and magic (even equipped) cannot be cast. So yes, you cannot mind control mages to kill their comrades. I don't know why the engine allows me to fire weapon swing anims on attack button press, but not magic. Maybe eventually I'll find out.

Q: I cannot attack while mind controlling an animal. Why?
A: See the previous QA. It's the same problem - animal attack is not a "weapon swing" event and cannot be automatically fired on attack. I guess.

Q: Why I am staggered when I try to jump?
A: Jump animation is (again!) not properly working on NPCs. They start to float above the ground. There's no way to stop an animation, but it can be overriden with another one. IdleStop anims are not interrupting the jump anim, but stagger anim does.

Q: I cannot mind control an NPC, but his level is lower than the Mind Control magnitude. What the hell?
A: You may not mind control essential characters.
Well, it's disabled because it may cause permanent loyalty cascades. Example: Irileth is mind controlled and attacks Balgruuf. Balgruuf is pissed and strikes back. Irileth is no longer mind controlled, but is pissed about Balgruuf attacking her and strikes back too. Bam, loyalty cascade. They attack each other endlessly because they do not know why the heck they are being attacked and defend themselves.
And being able to mind control aforementioned Balgruuf or Ulfric or Tullius is damn OP. They are supposed to have strong wills. Go throw some dumb bandit plunderers off a cliff.

Q: Why is the camera always in third person while mind controlling? Make it first person please!
A: No way. First person camera view cannot follow a target, it becomes stuck in your character because of the engine limitations. The camera state is stored in a variable, then switches to third person, follows a target, then returns back to the saved state when the effect ends.




EnaiSiaon and his awesome Apocalypse - Magic of Skyrim mod. I'm not that much of a modeler/designer so the majority of resources were provided by Apocalypse Spell Package and then altered by me.


SpikeDragonLord, jboyd4, Tamira and mr_siika for their Werevulture model used by the Umbra' Keth summon.


Sinobol for his enchantment effect mesh.


Myopic for his runic enchant shader texture.


Don Protein for the mod video preview and support.


TI36X, EIIME, hoihoihoihoihoihoi and palentier for their feedback, bugtracking and some really good advices.


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