护甲等级Redux SE - 无帽 - 更好的配方 - Morrowind般

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简单简介

在3DM Mod站下载上古卷轴5:重置版最新的护甲等级Redux SE - 无帽 - 更好的配方 - Morrowind般 Mod,由DaJay42制作。killmed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!

详细介绍

Mod作者: DaJay42 Mod版本: 2.0.1 Mod大小: 92.4 KB 更新时间: 2018-09-03 02:06:28 发布时间: 2018-09-03 02:06:28

详细说明

对于Oldrim:

https://www.nexusmods.com/skyrim/mods/78419

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翻译:

Deutsch:可选文件下提供。

匹配:https://www.nexusmods.com/skyrimspecialedition/mods/17934/


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问题:

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香草护甲系统彻底彻底破碎。

装甲评级为0 - 300几乎没有意义,因为你仍然需要

几乎全部伤害。

装甲等级为300 - 600突然意味着每一点都很有价值,

因为你的生存能力会增加。

防护等级超过667(如果是全装甲则为567)意味着任何进一步的装甲

增加是毫无意义的,因为你的抗伤害力只是平稳。


有关更详细的讨论,请参阅这个六年前(!)论坛帖子:

http://forums.nexusmods.com/index.php?/topic/481577-skyrims-armor-system-is-broken/


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解决方案:

-------------

用Morrowind中的一个替换破损的系统,其中每个点都有

盔甲很重要。

这个mod试图做到这一点。


它用3个公式中的一个替换天际的伤害抗性计算,

如下所述。所有这些都可以在mod的MCM中进行微调

还有一些先进的选项,为你真正具体的盔甲配方

从来不知道你需要。

所有更改都适用于玩家和任何NPC。

另外,mod提供两种(可选的)通知玩家的方式

他们目前的阻力:通过通知或具有(假)魔法效果。


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定义:

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为了确保我们谈论同样的事情,让我们首先定义一些术语:


护甲等级:当前护甲值显示在您的清单中,如

由你的技能,津贴等修改


隐藏护甲等级:在其可见护甲等级之上,每一块

你穿的盔甲可以额外增加25点固定的隐形护甲

评分。这似乎是贝塞斯达半心半意的结果

平衡他们破碎的系统。这完全搞砸了平衡

使用超过标准数量的盔甲。


伤害抵抗(ance):受到伤害的伤害部分

盔甲。


受到的伤害:穿过你盔甲的伤害分数。


生存能力:你的护甲增加你的伤害生存能力。

例如具有+ 400%的生存能力和100点生命值,你可以造成500点伤害

临死前


等级调整的生存能力:你的护甲增加你的能力

生存伤害,相对于你的敌人造成多大的伤害

水平可以处理。在“天际”中,武器伤害随技能线性增加,

所以你需要至少保持生存能力的线性增长

曲线的前方。


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公式:

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mod目前支持3种计算模式:


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双曲:

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晨风般。每一点护甲等级都会提高你的生存能力

固定百分比。这意味着每个装甲都值得一试。相比

对于香草,你的早期护甲会更多地保护你,同时护甲过去

上限仍然有用,但很难达到疯狂的高点

保护价值。

HypDiv控制每点的增加。默认值为0.6%,这意味着您

在667护甲等级下将达到80%的保护(+ 400%生存能力),就像

香草。


你的生存能力会线性增加,受到的伤害会双倍下降。

装甲等级的两倍意味着生存能力的两倍。

受到的伤害=输入伤害/(护甲等级* HypDiv + 1)



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指数:

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Morrowind式生存性与香草“平衡”之间的妥协。

每一点护甲都会减少固定乘数所造成的伤害。

你的早期护甲的价值将低于“双曲线”,但是你的游戏已经晚了

盔甲会让你接近100%抵抗。

ExpBase控制每点的伤害乘数。默认值为99.76%,即

意味着您将在大约667处达到80%的保护(+ 400%生存能力)

装甲等级,就像香草一样。


你的生存能力会呈指数增长,受到的伤害也会减少

成倍。每个'x'点的护甲等级,你的生存能力翻倍。

受到的伤害=输入伤害* ExpBase ^护甲等级

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线性:

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香草般,但没有隐藏的盔甲等级。只是因为。

每个护甲点减少了减去固定值所造成的伤害。

结果如上所述。

LinearMult控制每点的减少量。默认值为0.12%。

LinearFloor控制尽可能低的乘数。默认值为0.2

默认值可让您达到80%的保护(+ 400%生存能力)

667护甲等级,就像香草一样。


你的生存能力会剧增,受到的伤害也会减少

线性。

受到的伤害=输入伤害*最大值(LinearFloor,1 - LinearMult *护甲等级)




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高级选项:

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从1.1.0开始,这些高级选项可用:


FloorExpHyp:如果激活,则对双曲线的阻力施加硬限制

或指数模式,相当于linearFloor在线性模式下的作用。


MultExpHyp:如果启用,则降低双曲线或指数的阻力

乘法器的模式,作为软天花板。

感谢Neker07的想法!



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保持兼容:

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- 应该在更改与之相关的游戏设置的其他mod之后加载

盔甲。

- 与尝试做同样事情的任何mod都不兼容(duh)。

    

兼容其他一切。

...大概。



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注意事项:

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- 魔法效果描述将圆形抵抗下一个整数

值。要了解您的精确阻力,请使用“通知”选项。


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要求:

- SKSE 2.0.7或更高版本

- SkyUI SE


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变化:

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2.0.1 SE

- 修正了SE插件中的疏忽,可能导致演员负面

如果是双曲线模式,则护甲等级受到无限或负面伤害

活性。


2.0.0

- 彻底检查mod的内部结构。现在进行计算

SKSE插件,而不是Papyrus代码。 (非常感谢你

让我使用他的SKSE代码!)

由于这是对mods工作的巨大改变,一个干净的保存

绝对值得推荐。

这种变化有一些整洁的效果:

- 显着提高了性能。

- 不再需要播放器版本,因为NPC的计算是否定的

更长的潜在性能消耗。

- 护甲等级的变化总是立即生效。

- 没有更多的ActorValue或AVI Skill Mult导致不兼容。

- 高伤害抵抗值不再导致奇怪的耐力消耗

阻止NPC。

- NPC伤害抵抗不再是硬顶。

- 在另一个注释,使mod翻译友好。请注意所有

包含的翻译文件是虚拟文件,包含英文文本。

- 添加了德语翻译作为示例。翻译为其他

语言欢迎!


1.2.1

- 修正了一个可能导致玩家过多的问题

超过香草抵抗限制时的损坏。


1.2.0

- 将使用过的actor值从“Fame”更改为“Variable07”。这应该

希望减少冲突。

- 改变了对待NPC的方式。新方法的硬性上限为99%

阻力,可能会稍微更新,但应该是很多

更可靠,并减少脚本活动中的“尖峰”。

- 为那些重视表现的人添加了“仅限播放器”版本

公平。切换时建议进行干净保存

“Everyone”和“Player Only”版本。


1.1.0

- 添加了高级选项:如果激活,则FloorExpHyp会对其施加硬性限制

你在双曲或指数模式下的阻力,相当于什么

linearFloor在线性模式下执行。 MultExpHyp,如果启用,会减少你的

乘数的阻力,并作为一个柔软的天花板。

感谢Neker07的想法!


1.0.1

- 修正导致调试输出不正确的小问题。


1.0.0

- 初始发行。

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

for Oldrim:
https://www.nexusmods.com/skyrim/mods/78419
===============================================================================

Translations:
Deutsch: Available under optional files.
русскоязычная: https://www.nexusmods.com/skyrimspecialedition/mods/17934/

===============================================================================

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The Problem:
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The vanilla armor system is utterly, utterly broken.
Having an armor rating of 0 - 300 is pretty much pointless, as you still take 
almost full damage. 
Having an armor rating of 300 - 600 suddenly means every point is valuable, 
as your survivability increases hyperbolically.
Having an armor rating of over 667 (567 if in full armor) means any further 
increase is pointless, as your damage resistance simply goes flat.

For a more detailed discussion, see this six years old(!) forum thread:
http://forums.nexusmods.com/index.php?/topic/481577-skyrims-armor-system-is-broken/

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The Solution:
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Replace the broken system with one like in Morrowind, where every point of 
armor counts.
This mod attempts to do just that.

It replaces Skyrim's Damage Resistance calculation with one of 3 formulas, 
as described below. All of them can be fine-tuned in the mod's MCM, which 
also has some advanced options for that really specific armor formula you 
never knew you needed.
All changes apply to both the player and any NPCs.
Additionally, the mod provides two (optional) ways of informing the player of 
their current resistance: by notification or with a (fake) magic effect.

===============================================================================

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Definitions:
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To make sure we're talking about the same thing, let's first define some terms:

Armor Rating: The current armor value displayed in your inventory, as 
modified by your skills, perks, etc.

Hidden Armor Rating: On top of its visible armor rating, every piece of 
armor you wear grants an additional 25 points of fixed, invisible armor 
rating. This seems to be the result of a halfhearted attempt by Bethesda 
to balance their broken system. This completely messes up the balance when 
using armors with more than the standard amount of pieces.

Damage Resist(ance): The fraction of incoming damage that is negated by your 
armor.

Damage Taken: The fraction of incoming damage that passes through your armor.

Survivability: By how much your armor increases your ability to survive damage.
e.g. with +400% survivability and 100 health, you could take 500 damage 
before dying.

Level-Adjusted Survivability: By how much your armor increases your ability 
to survive damage, relative to how much damage your enemies of the same 
level can deal. In Skyrim, weapon damage increases linearly with skill, 
so you need to have at least a linear increase in survivability to stay 
ahead of the curve.

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Formulas:
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The mod currently supports 3 computation modes:

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Hyperbolic:
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Morrowind-like. Every point of armor rating increases your survivability by a 
fixed percentage. This means every point of armor is worth the same. Compared 
to vanilla, your early armor will protect you a lot more, while armor past 
the cap will still be useful, but it is difficult to reach crazy high 
protection values.
HypDiv controls the increase per point. The default is 0.6%, which means you 
will reach 80% protection (+400% survivability) at 667 armor rating, just like 
vanilla.

Your survivability will increase linearly, damage taken decrease hyperbolically.
Twice the armor rating means twice the survivability.
Damage Taken = Input damage / (Armor Rating * HypDiv + 1)


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Exponential:
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A compromise between Morrowind-style survivability and vanilla "balancing". 
Every point of armor will reduce damage taken by a fixed multiplier. 
Your early armor will be worth less than with "Hyperbolic", but your late game 
armor will let you come closer to 100% resistance.
ExpBase controls the damage multiplier per point. The default is 99.76%, which 
means you will reach 80% protection (+400% survivability) at approximately 667 
armor rating, just like vanilla.

Your survivability will increase exponentially, damage taken decrease 
exponentially. Every 'x' points of Armor Rating, your survivability doubles.
Damage Taken = Input damage * ExpBase^Armor Rating


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Linear:
-------
Vanilla-like, but without the hidden armor rating. Just because.
Every point of armor reduces damage taken by subtracting a fixed value.
Results as described above.
LinearMult controls the reduction per point. The default is 0.12%.
LinearFloor controls the lowest possible multiplier. The default is 0.2
The default values let you reach 80% protection (+400% survivability) at 
667 armor rating, just like vanilla.

Your survivability will increase hyperbolically, damage taken decrease 
linearly.
Damage Taken = Input damage * max(LinearFloor, 1 - LinearMult * Armor Rating)



===============================================================================

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Advanced Options:
-----------------

As of 1.1.0, these advanced options are available:

FloorExpHyp: If activated, imposes a hard limit on your resistance in Hyperbolic 
or Exponential modes, equivalent to what linearFloor does in Linear mode. 

MultExpHyp: If enabled, reduces your resistance in Hyperbolic or Exponential 
modes by a multiplier, acting as a soft ceiling. 
Thanks Neker07 for the ideas!


===============================================================================

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Compability:
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- Should be loaded after other mods that change Game Settings related to 
Armor.
- Not compatible with any mod that attempts to do the same thing (duh).
    
Compatible with everything else.
...probably.


===============================================================================

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Caveats:
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- The magic effect description will round resistance to the next integer 
value. To know your precise resistance, use the "notify" option.

===============================================================================

Requirements:
- SKSE 2.0.7 or later
- SkyUI SE

===============================================================================

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Changes:
--------
2.0.1 SE
- Fixed an oversight in the SE plugin that could cause actors with negative 
armor rating to take infinite or negative damage if hyperbolic mode is 
active.

2.0.0
- Complete overhaul of the mod's internals. Now does its computation in a 
SKSE plugin, rather than Papyrus code. (A HUGE thank you to 
underthesky for letting me make use of his SKSE code!)
Due to this being a huge change to the mods workings, a clean save 
is absolutely recommended.
This change has some neat effects:
- Significantly increased performance.
- Player Only version no longer required, as calculations for NPCs are no 
longer a potential performance drain.
- Changes in armor rating always have immediate effect.
- No more ActorValue or AVI Skill Mult caused incompatibilities.
- High Damage Resist values no longer cause weird stamina consumption 
on blocking NPCs.
- NPC Damage Resist is no longer hard capped.
- On a different note, made the mod translation-friendly. Note that all 
included translation files are dummy files and contain English text.
- Added a German translation to serve as an example. Translators for other 
languages welcome!

1.2.1
- Fixed an issue that could cause the player to take excessive amounts of 
damage when exceeding vanilla resistance limits.

1.2.0
- Changed the used actor value from "Fame" to "Variable07". This should 
hopefully create less conflicts.
- Changed the way NPCs are treated. The new method has a hard cap at 99% 
resistance, and might be slightly slower to update, but should be a lot
more reliable and cause less "spikes" in script activity.
- Added a "player only" version, for those who value performance over 
fairness. A clean save is recommended when switching between 
"Everyone" and "Player Only" versions.

1.1.0
- Added advanced options: If activated, FloorExpHyp imposes a hard limit on 
your resistance in Hyperbolic or Exponential modes, equivalent to what 
linearFloor does in Linear mode. MultExpHyp, if enabled, reduces your 
resistance by a multiplier, and acts as a soft ceiling. 
Thanks Neker07 for the ideas!

1.0.1
- Fixed minor issue that caused incorrect debug output.

1.0.0
- Initial release.

文件说明

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