安魂曲 - 调整的独特项目

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在3DM Mod站下载上古卷轴5:重置版最新的安魂曲 - 调整的独特项目 Mod,由Folken制作。jeatgun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: Folken Mod版本: 1.0 Mod大小: 3.06 KB 更新时间: 2018-10-15 20:16:03 发布时间: 2018-10-15 20:16:03

详细说明

我对安魂曲中的一些独特物品非常不满意,我觉得其中有些物品实在太弱了,其中有些物品没有足够的替代物,其中一些物品存在不一致性,其中一些物品太好了。所以我决定稍微改变一下,一开始我个人使用,但后来我想为什么不分享那些对这些项目有类似看法的人,所以这里是:


学者的王冠:学者的王冠对我来说根本没有多少用处,甚至对我的纯法师角色来说,仅仅因为对于一个独特的物品,所有魔法学校的5%成本降低对我来说似乎总是很弱这仍然很难获得。相反,我总是更喜欢为额外的magicka佩戴法师头巾,这些很常见,感觉不对,所以我决定对王冠进行加重:

- 将所有魔法学校的成本从默认的安魂曲中的5%降低到10%。

-Buffed盔甲等级从35增加到75.不会打破法师护甲,因为它仍然被认为是一块布。

-Base值(没有附加值增加)从505增加到3000。

- 重量不变:1。


萨沃斯阿伦的护身符:对于一个独特的护身符,不亚于弗里德霍尔德自己的大法师,安魂曲使其默认的50魔法附魔不受影响,甚至没有次要的有益效果,这对我来说真的很失望。我真的很想做一些值得大法师自己佩戴的东西,同时也是一个有价值的替代品,可以替代普通的Necro护身符给纯粹的法师。所以我决定对它进行缓冲:

-Buffed magicka从50增加到150,并且可以防止魔法在跑步时甚至在被击中时丢失。

- 基础值(没有附加值增加)从300增加到3000。

- 重量不变:1。


Arch-mage的长袍:我知道你只有在完成Labyrinthian之后才能获得它们,到那个时候,无论如何,任何游戏的任何游戏都已经完全结束了,但与此同时我觉得Arch-mage的长袍太多了附魔,其中一些并不直接与魔法能力直接相关,如健康和携带重量,所有这些附魔都非常压倒性,往往会使更多的内容变得无足轻重,所以我决定减少或删除其中一些附魔:

- 抗药性:从100%变为50%

-Fortify Carryweight 35:已删除

-Fortify Health 25:已删除

-Fortify Stamina 25:已删除

- 基础值(没有附加值增加)从100增加到7500。

- 重量不变:1。

作为参考,未受影响的是:所有魔法学校的成本降低15%,抗病能力100%,魔法抗性15%,魔法抗性200%,魔法恢复250%。所以我们可以看到,即使有那些nerf,Arch-mage的长袍仍然是BY FAR最好的胸部,你可以拥有纯粹的法师身材。


Arch-mage的靴子:我觉得它们处于25%元素阻力的好位置,所以我只是增加它们的价值以反映它们的效力:

- 基础值(没有附加值增加)从100增加到3000。


死灵法师的护身符:它几乎总是纯粹的法师构建的护身符和安魂曲的一些混合版本,无论这些版本是否真的依赖于死灵术/咒语,这对我来说总是感觉不对。与Savos Aren护身符的变化相结合,死灵护身符的护身符现在将成为重复使用Conjuration / Necromancy的构建的护身符,我觉得这更符合其名称/主题/传说。我也觉得它太容易获得并且在低水平上使用。所以我做了以下事情:

- 删除了200 magicka buff。

-Nerfed魔术成本从30%降低到20%。

- 使它佩戴护身符会使角色能够在任何给定的时间内有一个更多的被抬起的尸体或被召唤的仆从活动(有效地将活跃的召唤或尸体限制提高1,累积在咒语中)。

- 增加了使用护身符所需的基础魔法,没有诅咒(健康排水)效果从150到225。

- 将健康再生减益效果从75%提高到90%。


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

我总是困扰着从中到晚任务或任务线的独特武器,并且据说传说中的工艺,甚至有时候甚至是渊源的daedric,它们会在经常使用后耗尽其费用,有时甚至相当快,并且你必须充电他们自己利用他们的力量。它对我来说没有任何意义,并且当这些武器实际上被认为是最好的时候,根据传说和获得它们的方式使它们感觉相当便宜。所以我决定给这些武器无限的费用,同时削弱它们的一些效果以保持类似的平衡。我想这对于那些已经依赖于附魔或者不介意为自己独特的传奇武器充电的玩家来说是一种神经,但对我而言,这是一种改变生活质量的因素,我感觉超过了附魔的削弱,所以我们走了:


Volendrung:

- 无限费用。

-Nerfed Absorb Stamina效果从75降至35。

-Nerfed麻痹机会从80%降至35%。

-Nerfed麻痹持续时间从6秒到2秒。

- 从26增加到35。

它显然仍然是一个非常好的战锤,如果它的daedric神器状态仍然值得。但更重要的是,它已经成为一个更好的武器,纯粹的战士建设,不想依赖附魔或不得不为RP的原因充电他们的魔法武器。我决定首先为自己实现这个改变,就像这个mod的其余部分一样,但是当我想要RP一个纯粹的兽人战士时,我想到了这个问题,他们不想与魔法有任何关系,但仍然想要为了纪念Malacath并成为他的冠军和一个自豪而强大的兽人。因此,Volendrung绝对是他的首选武器,但我最终很快耗尽了这些费用,然后我被卡住了,因为我没有办法在没有打破角色RP的情况下重新充电。这就是这种变化的原因。我明白,对于不关心这种角色扮演问题的人来说,它是100%纯粹的nerf,并且无论如何都会通过附魔,滚动或Honed Metal充电,但我试图在有意义和有意义的东西之间平衡这个mod。是可信的,而不是纯粹的,内在的整体平衡。显然,如果你不喜欢这个改变,你可以自由地使用xEdit从mod中删除它。 /结束租金。


南丁格尔武器:

与上述相同的理由,我不想依靠附魔或卷轴或Honed Metal来充电武器,我觉得他们本来应该首先有无限的指控,因为它们的起源,传说和你获得的方式他们在游戏中。与此同时,我也不想太多地降低附魔的数量,因为我觉得即使是无限的指控,考虑到武器的历史,这些附魔仍然是非常有效的。我仍然希望在晚会中使用这些武器感觉不错,而不会觉得我在**自己。所以:


Nighingale弓:

- 无限费用。

-Nerfed霜冻伤害从15点降至12点。

- 从15点到12点的受到冲击的伤害。

- 使霜冻效果从25%降至20%。


夜莺剑:

- 无限费用。

-Nerfed Absorb Health效果从15增加到12。

-Nerfed Absorb Stamina效果从15降至12。


Chillrend:

- 无限费用。

- 造成的伤害从30减少到20。

- 从8减少到7。


腐败之颅:

在我看来,太多的原始伤害。我觉得在目前的状态下它太过于“我赢”的武器了。它也很容易获得,即使你喜欢我并等待兽人和牧师在与他们交往之前完全站起来,在我看来它仍然太容易获得:

- 对66的常规伤害为50。

在将梦想从666中偷到200之后,造成了伤害。

未来的计划 :

- 从Sanguine的玫瑰永久性(不定时)制作dremora,但是在需要充电之前,工作人员只需要支付2或3个费用。

- 目前还不满意吴斯拉德的魅力。在保持其反精灵主题的同时,我想给它一些更好/更普遍有用的东西。可能会受到一些冲击伤害,以保持接近反魔法主题和一些霜冻损害,以尊重其Atmoran根源。等着瞧。

- 我觉得有些龙祭司面具比其他人更有吸引力。我想让它们或多或少同样具有吸引力/适用于各种构建。

- 我想让夜莺盔甲更加面向战斗。现在它与盗贼的公会大师盔甲套装重叠了一些效果,而夜莺套装感觉有点多余,如果你已经拥有TGM护甲套装,那真的不是一个很好的奖励。


任何建设性的批评/反馈都表示赞赏。但是,我不希望并且不会就为什么我改变我所做的事情以及出于什么原因进行无休止/无聊的辩论。我觉得mod描述是非常不言自明和完整的,所以你可以很好地理解为什么我改变了我改变了。如果您不同意这些变化中的部分或全部,请随意修改mod以供您自己使用xEdit,或者完全忽略mod但对于mod的内容有负面评论或抱怨,特别是当你说你不会使用时无论如何,因为这个或那个,mod绝对毫无意义,不会让任何人在任何地方,所以请克制。


兼容性:

从我的测试来看,这个mod和Requiem之间存在轻微的不兼容性 - Immersive Sounds Compendium补丁和Requiem - 身临其境的神圣祝福。就ISC而言,这些是非常微小的不兼容性,并且从我在xEdit中看到的内容来看,如果你在它下面装载这个mod,它不会感觉IDB的任何重要功能都会破坏,只有死灵法师的护身符不会做IDB说它在mod描述上做了什么,所以我建议在这两个之后加载这个mod,否则一些更改将不适用或具有不同的值。当然可以随意制作自己的补丁。但如果不确定,你会想要在你的安魂曲补丁/附加组件列表中尽可能低地加载这个mod。


错误:

我只在SE上进行测试,而不是在LE上进行测试,但我假设我在转换时没有出现任何错误。我所测试的内容按预期工作,但我没有测试所有内容,所以如果有任何错误,请告诉我。请确保在我的mod之后没有加载任何mods,但在报告bug之前会改变相同的项目或效果。


Permissions:

您无权在其他地方上传此内容,也无权在Nexus上重新分发此mod的修改版本。


积分:

-Xarrian,Ogerboss,Axonys和其他安魂曲地牢大师为安魂曲

-Applesaucez为亡灵巫师的护身符缓冲召唤限制的原始想法

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

I was pretty dissatisfied with some unique items in Requiem, I felt some of them were simply too weak, some of them didn't have enough worthy alternatives, some of them had inconsistencies, and some of them were simply too good. So I decided to change things a bit, for my own personal use at first, but then I figured why not share it for people with similar opinions on those items, so here it is :

Diadem of the savant : The diadem of the savant didn't really see much use for me at all even on my pure mage characters, simply because the 5% cost reduction to all magic schools has always seemed quite weak to me for a unique item that's still pretty hard to obtain. I'd always rather wear a mage hood for the extra magicka instead, and those are pretty common, and it felt wrong, so I decided to buff the diadem :
-Buffed all magic school cost reduction to 10% from 5% in default Requiem. 
-Buffed armor rating to 75 from 35. Doesn't break mage armor perk since it's still considered a cloth piece.
-Base value (without value added by enchants) increased to 3000 from 505.
-Weight unchanged : 1.

Savos Aren's amulet : For a unique amulet worn by no less than the freaking Archmage of Winterhold himself, the fact that Requiem left it untouched with its default 50 magicka enchant and not even a secondary beneficial effect was really disappointing to me. I really wanted to make it something that would be worthy of being worn by the Archmage himself and at the same time a worthy alternative to the usual go-to Necro amulet for pure mages. So I decided to buff that as well :
-Buffed magicka to 150 from 50, and prevents magicka loss when running and even when hit.
-Base value (without value added by enchants) increased to 3000 from 300.
-Weight unchanged : 1.

The Arch-mage's robes : I know you only obtain them after completing Labyrinthian, and by that time, any playthrough is pretty much over for pretty much any build anyway, but at the same time I felt like the Arch-mage's robes had too many enchants, some of which weren't really related directly to magical capabilities, such as health and carryweight, and all those enchants together were pretty overwhelming and tended to trivialize even more content, so I decided to nerf or remove some of those enchants :
-Poison Resistance : Nerfed to 50% from 100%
-Fortify Carryweight 35 : Removed
-Fortify Health 25 : Removed
-Fortify Stamina 25 : Removed
-Base value (without value added by enchants) increased to 7500 from 100.
-Weight unchanged : 1.
For reference, what was left untouched : 15% cost reduction for all magic schools, 100% disease resistance, 15% magic resist, 200 magicka, 250% magicka regen. So we can see that even with those nerfs, the Arch-mage's robes are still BY FAR the best chest piece you could ever have for a pure mage build.

Arch-mage's boots : I feel like they were in a fine spot with 25% elemental resistances, so I only increased their value to reflect their potency :
-Base value (without value added by enchants) increased to 3000 from 100.

The Necromancer's amulet : It's pretty much always been the go-to amulet for pure mage builds and some hybrid builds in Requiem, regardless of if those builds would actually rely on Necromancy/Conjuration or not, which always felt wrong to me. In conjunction with the changes to Savos Aren's amulet, the Necromancer's amulet will now be the go-to amulet only for builds that make heavy use of Conjuration/Necromancy, which I feel is more fitting to its name/theme/lore. I also felt like it was too easy to obtain and make use of at low level. So I did the following :
-Removed the 200 magicka buff.
-Nerfed conjuration cost reduction to 20% from 30%.
-Made it so that wearing the amulet would make a character able to have one more raised corpse or summoned minion active at any given time (effectively raising the active summons or corpses limit by 1, cumulative with the Conjuration perk).
-Raised the base magicka required to make use of the amulet without the curse (health drain) effect to 225 from 150.
-Raised the health regen debuff to 90% from 75%.

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

It always bothered me that unique weapons from mid to lategame quests or questlines, and supposedly of legendary craftsmanship and even daedric in origin sometimes, would have their charges deplete after some regular use, sometimes even fairly quickly, and that you'd have to recharge them yourself to make use of their powers. It never made sense to me and made them feel pretty cheap when those weapons are actually supposed to be the best of the best according to lore and the way obtain them. So I've decided to give those weapons infinite charges, while nerfing some of their effects to keep a similar balance. I guess it's a nerf to builds that already rely on Enchanting or for players that don't mind having to recharge their own unique legendary weapons, but to me it was a quality of life change, that I felt outweighted the weakening of the enchants, so here we go :

Volendrung :
-Infinite charges.
-Nerfed Absorb Stamina effect to 35 from 75.
-Nerfed Paralysis chance to 35% from 80%.
-Nerfed Paralysis duration to 2 seconds from 6 seconds.
-Weight increased to 35 from 26.
It's obviously still a really really good warhammer, and still worthy if its daedric artifact status. But more importantly, it has become a much better weapon for pure warrior builds that don't want to rely on Enchanting or having to recharge their enchanted weapons for RP reasons. I decided to implement this change for myself first obviously, like the rest of this mod, but I came across the issue when I wanted to RP a pure orc warrior that didn't want to have anything to do with magic in general but still wanted to honor Malacath and become his champion and a proud and powerful orc. So Volendrung was definitely the go-to weapon for him, but I ended up depleting the charges pretty quickly and then I was kind of stuck because I didn't have a way to recharge it without breaking the RP of the character. So that's the reason for this change. I understand that it's 100% a pure nerf for people who don't care about such roleplay issues and would have recharged it anyway either via Enchanting, or scrolls, or Honed Metal, but I tried to balance this mod around what made sense and what was believable and likely, rather than pure, intrinsic overall balance. Obviously if you don't like this change, you're free to delete it yourself from the mod using xEdit. /end rent.

Nightingale Weapons :
Same reasons as above, I didn't want to have to rely on Enchanting or scrolls or Honed Metal to recharge weapons that I feel personally should have infinite charges in the first place anyway, because of their origin, their lore and the way you obtain them in the game. At the same time, I didn't want to lower the magnitude of the enchants too much either because I felt like even with infinite charges, it made sense for the enchants to still be quite potent considering the weapons' history. I still wanted to feel good about using those weapons into the lategame without feeling like I was gimping myself. So :

Nighingale bow :
-Infinite charges.
-Nerfed frost damage to 12 from 15.
-Nerfed shock damage to 12 from 15.
-Nerfed the frost slow effect to 20% from 25%.

Nightingale sword :
-Infinite charges.
-Nerfed Absorb Health effect to 12 from 15.
-Nerfed Absorb Stamina effect to 12 from 15.

Chillrend :
-Infinite charges.
-Frost damage reduced to 20 from 30.
-Weight reduced to 7 from 8.

Skull of Corruption :
Simply too much raw damage in my opinion. I felt like in its current state it was too much of an "I-win" weapon. It's also quite easy to obtain, even if you do like me and wait for the orcs and priests to fully stand up before engaging with them, it's still too easy to obtain in my opinion :
-Nerfed regular damage to 50 from 66.
-Nerfed damage after stealing dreams to 200 from 666.

Future plans :
-Make the dremora from Sanguine's Rose permanent (not timed) but have the staff hold only 2 or 3 charges before it needs to be recharged.
-Not currently satisfied with Wuuthrad's enchantment. I'd like to give it something better/more universally useful, while keeping its anti-elf theme. Maybe some shock damage to stay close to the anti-magic theme and some frost damage to honor its Atmoran roots. Will see.
-I feel like some dragon priests masks are a lot more attractive than others. I'd like to make them all more or less equally attractive/viable for various builds.
-I would like to make the Nightingale armor set more combat oriented. Right now it overlaps some effects with the Thieves' Guild Master armor set and the Nightingale set feels kind of redundant and not really a great reward if you already have the TGM armor set.

Any CONSTRUCTIVE criticism/feedback is appreciated. I do not wish however, and will not engage in endless/sterile debates on why I changed what I did and for what reason. I feel like the mod description is pretty self-explanatory and complete enough so that you can have a good enough understanding of why I changed what I changed. If you disagree with some or all of those changes, feel free to modify the mod yourself for your own use with xEdit or ignore the mod altogether but negative comments or complaints about what the mod does, especially whenyou say that you're not gonna use the mod anyway because of this or that, are absolutely pointless and will not get anyone anywhere, so please refrain.

Compatibility : 
From my testing, there are slight incompatibilities between this mod and Requiem - Immersive Sounds Compendium patch and Requiem - Immersive Divine Blessings. Those are very minor incompatibilities as far as ISC is concerned, and personally from what I've seen in xEdit it doesn't feel like any important functionalities from IDB would break if you loaded this mod below it, only the Necromancer's amulet wouldn't do what IDB says it does on the mod description, so I would suggest to load this mod after those two anyway, otherwise some changes will not apply or have different values. Of course feel free to make your own patches. But if unsure, you'll want to load this mod as low as possible in your Requiem patches/add-ons list.

Bugs :
I've only playtested on SE and not on LE but I'm assuming I didn't make any errors while converting. What I've playtested works as intended but I haven't playtested everything so if there are any bugs, please let me know. Please, make sure that you don't have any mods loaded after my mod that alters the same items or effects before reporting a bug though.

Permissions :
You do NOT have permission to upload this anywhere else or redistribute a modified version of this mod on the Nexus.

Credits :
-Xarrian, Ogerboss, Axonys and the rest of the Requiem dungeon masters for Requiem
-Applesaucez for the original idea for the Necromancer's amulet buffed summon limit

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