灵魂山-隐士-等中没有吸血鬼阳光伤害

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在3DM Mod站下载上古卷轴5:重置版最新的灵魂山-隐士-等中没有吸血鬼阳光伤害 Mod,由cthunsthrall制作。danielwny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: cthunsthrall Mod版本: 1.0 Mod大小: 0.51KB 更新时间: 2020-06-10 09:24:36 发布时间: 2020-06-10 09:24:36

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简单的小ESL标记了ESP(由于只有一条记录,因此很适合合并),以禁用不应真正视为明亮的世界空间中的太阳伤害,但出于某种原因。在Update.esm中,有一个免于遭受太阳伤害的世界空间的列表。它被用作香草,圣域和大多数其他吸血鬼装备中日晒伤害能力的条件。它包括Sovngarde,Karthspire Redoubt之类的东西,以及许多其他外部世界空间,这些世界空间甚至不在遗忘之星或任何东西上,但应该在Nirn上。之所以包含这些内容,是因为引擎在决定“内部”和“内部”方面并非超级聪明。


因此,Karthspire Redoubt的世界空间包含许多内部区域,这些内部区域仍与露天区域位于同一单元中。我想他们认为禁用外部阳光伤害比让吸血鬼在内部区域伤害更好。因此,那些世界空间被免除,但由于某种原因,遗忘飞机并没有被免除。因此,您可以在那些区域遭受阳光伤害,并且没有任何内部牢房可以躲避。我认为灵魂山和隐士应该完全被免除,因为它们看起来像是吸血鬼避光的理想场所。至于Darkfall Passage,它完全是内部的,因此将其排除在外是没有意义的。当然,通常来说,光线水平会很低,但是如果您使用将发光光源添加到发光的蘑菇和其他东西上的模组,我敢肯定您会在那里受到伤害。前提是您使用的吸血鬼mod可以启用基于阴影的再生。


不需要任何特定的mod,但是如果某些吸血鬼mod已经解决了此问题,则可能不需要。我还没有尝试全部。如果它不适用于您的吸血鬼mod,则可能是因为该mod不像vanilla那样使用表单列表。如果您需要有关特定吸血鬼mod的帮助,请告诉我,我将对此感兴趣。


而且,不要问自己更改光照水平或更改世界空间中的潜行参数。这要复杂得多,并且可能需要一个netscript插件来挂接引擎的内存,因为在计算光照水平时不会涉及很多面向用户的功能或变量。您可以获取灯光水平,但据我所知无法设置。因此,影响它的唯一方法是更改天气和光源本身。没有任何方式可以改变虚拟的“灯光水平”,而无需触及影响它的所有视觉变量。不过,偷偷使用参数本身也会使用一些全局值,请参阅Ordinator的“小偷技能重新平衡”可选插件。

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Simple little ESL flagged ESP (ideal for merging since there is only one record) to disable sun damage in worldspaces that shouldn't really be considered bright, but are for some reason. In Update.esm there's a formlist of worldspaces that are exempted from sun damage. It's used as a condition for the sun damage abilities in vanilla, Sacrosanct and most other vampire mods. It includes the likes of Sovngarde, Karthspire Redoubt, and a lot of other exterior worldspaces that aren't even on plane of Oblivion or anything but are supposed to be right here on Nirn. Those are included because the engine's not super intelligent about deciding what is and isn't "interior."

So Karthspire Redoubt's worldspace includes a lot of interior sections that are still in the same cell as the open-air sections. I guess they decided it's better to disable the exterior sun damage than to let vampires take damage in the interior sections. So those worldspaces are exempted but for some reason, the planes of Oblivion aren't exempted. So you can take sun damage in those areas and there aren't any interior cells to take refuge in. I think the Soul Cairn and Apocrypha should just be exempted entirely since they otherwise look like ideal places for a vampire to take refuge from the sun. As for Darkfall Passage, it is entirely interior so it doesn't make sense to leave it off the list. Of course generally speaking the light level is gonna be pretty low, but if you use mods that add light sources to the glowing mushrooms and stuff, I'm pretty sure you could take damage in there. Provided you use a vampire mod that enables shade-based regeneration I mean.

Doesn't require any particular mod but it may not be necessary for some vampire mods if they already dealt with this problem. I haven't tried all of them. If it doesn't work for your vampire mod it might be because that mod doesn't use the formlist the same way vanilla does. If you need help with a specific vampire mod let me know, I'll be interested to look into it.

And don't ask about changing light levels themselves or changing the sneaking parameters in a worldspace. That's much more complicated and probably requires a netscript plugin to hook the engine's memory, since there aren't many user-facing functions or variables involved in calculating light levels. You can get the lightlevel, but you can't set it as far as I can tell. So the only way you can influence it is by changing the weathers and light sources themselves. Not any way to change just the virtual "lightlevel" without touching all the visual variables that influence it. There are some global values used by sneaking parameters themselves though, see the "thief skills rebalance" optional plugin from Ordinator.

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