持续魔法 - 让你的法术继续下去

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在3DM Mod站下载上古卷轴5:重置版最新的持续魔法 - 让你的法术继续下去 Mod,由nicholasdwebb制作。48974857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: nicholasdwebb Mod版本: 1.1.1 Mod大小: 11.7 KB 更新时间: 2019-01-17 22:50:33 发布时间: 2019-01-17 22:50:33

详细说明

关于天际神奇系统的最大抱怨之一就是大多数法术的持续时间不会超过一两分钟。这使得使用像法师护甲这样的法术或者Conjuration学校中的所有东西都不必要地繁琐。这个mod通过使法术永久化来解决这个问题 - 但使用它们可以减少你的最大魔法。


例如,你可以永久召唤一个Flame Atronach,但这样做会使你的Magicka减少80点。如果你有Apprentice Conjuration特权,这个费用减少到40分。如果atronach在战斗中丧生,或者你自己驱散它,你的Magicka积分将归还给你。

该系统适用于几乎所有的召唤法术(包括Dawnguard和Dragonborn法术),但已经是永久召唤的法术除外,例如Dead Thrall。

其他学校的法术就像翻转一样。因此,如果你施放像烛光这样的咒语,它会使你的魔法减少15点(或者新手改变7点)。它将一直保持活跃状态,直到你再次施放咒语,这将消除它并返回你的魔法点数。


在这一点上,你可能想知道:“当投资魔法已经存在时你为什么要这样做?” (如果你不熟悉NineInchNall的优秀mod,你可以在这里看到oldrim版本)。我这样做有几个原因。


1.没有可用的SSE版本。在nexus上发布了一个由其他人移植的内容,但是已经删除了一些重要的功能,比如对新魔法系统无用的更改。它还引入了新的bug,例如由于某些原因依赖于Alteration特权的一些Conjuration法术。


2.虽然最初的Invested Magic是一个制作精良的mod,它确实有一些错误,它们作为一个重型魔术用户显着地摆脱了我的游戏平衡。最值得注意的是,如果你的法术以不寻常的方式被驱散,它可能无法正确地返回你的魔法。例如,在某些情况下,当一个召唤死亡或被敌人偷走时(一种罕见的事件),你可能无法让你的魔法回来。一个更常见的错误是Mage Armor法术(Oakflesh,Ironflesh等)会比你有时投入的更多Magicka。这个错误让我在玩了大约20个小时之后有超过120点的Magicka积分。


修复这些错误需要处理您的Magicka投资的脚本能够正确响应可能导致您的法术被驱散的每种情况。我最初想在Invested Magicka中重写脚本来做这件事,但事实证明这样做太难了。因此,我使用了另一种处理Magicka投资的方法,该方法不会直接改变您的最大Magicka。作为奖励,此方法大大减少了此mod对游戏的脚本加载。权衡是我需要很长时间才能完成每个法术的工作。我将在下面对这些mod之间的差异进行全面的技术描述。


技术说明:

剧透:显示


我还对原始Invested Magicka mod的无关功能进行了一些调整。这些变化如下所列。


1.投入魔法:“稳定性增加了交错阻力[当法师护甲法术活跃时]并防止你的魔法护甲法术在你用完魔法时被释放。”

我的mod只会增加交错阻力,因为当你用完magicka时,剧本不能消除已经活跃的法术(如果你没有魔法,它仍会阻止你施放法术)。


2.投入Magicka:“召唤师增加你可以控制的生物数量。”

我的mod并没有延长Con Jiuration法术的投射范围,比如Invested Magicka,因此召唤师振作的原始功能(增加距离召唤可以从中施放)仍然有用。你仍然可以使用Twin Souls特权来获得一次以上的召唤。


3.投资Magicka:“黑暗之魂实际上做了它所说的。(贝丝把这个狗搞砸了。)”

我的mod还包含一个修复程序。但是,我纠正了相对召唤法术使用额外伤害的方式,而不是使用脚本在投入魔法之后添加100点额外生命值。


4.投入Magicka:“死灵法术让你的亡灵迅速康复。”

相同。然而,我的版本增加了与复活不死生物所需技能成比例的治疗效果(即,提升僵尸法术的治疗效果会比Revenant少)


5.投资Magicka:“元素效力让atronachs与你的等级一起扩展.Srsly。”

相同。我也将Atronachs的基础级别(他们将达到你的水平的60%),而强大的Atronachs将达到80%。如果有足够多的人喜欢这个功能,我可以将所有传票与玩家等级进行比较。

6.投入Magicka:“Atromancy使你对你召唤的atronach元素产生抵抗。常规召唤25%,thralls 50%。”

也一样。感谢NineInchNall,我只是按原样移植了他的脚本。


我没有在破坏树中包含NineInchNall的更改,因为我更喜欢使用类似Full Magic Scaling的mod来实现该功能。


我做了一些值得一提的其他变化:

复活的尸体在被杀或被驱散时会变成灰烬。这被Invested Magicka移除,这样你就可以不断恢复同一个尸体。我觉得这有点不平衡,并且降低了像Dead Thrall这样的法术的实用性。 Daedra仍然可以无限次复活,就像基础游戏一样。

恐惧僵尸(最强大的复活尸体法术)将对最高等级99的敌人进行攻击。

法术费用通常是线性而不是指数地缩放(即两倍于两倍的强度成本的两倍)。这使得使用高等级法师护甲特别比投入魔法更加合理,后者使用Dragonhide需要400点。

您的“活动效果”选项卡将准确说明哪些法术处于活动状态以及每个法术使用的魔法数量。



以下是此mod目前更改的所有法术列表:

剧透:显示

如果你想看到另外一个咒语,请随时问。


兼容性:

这应该与任何不编辑我提到的法术的东西兼容。如果您正在使用perk大修,此mod的某些功能可能无法正常工作。这是我的loadorder,所以你可以看到我实际验证哪些mod兼容:

剧透:显示

这是否支持Ordinator?请停止问我并在这里阅读剧透:

剧透:显示


未来的计划:

如果我有时间,我可能会加入对天启神奇模式的支持。

2.如果有足够的人需要它,我可能会添加对同一召唤的两个以上并发实例的支持。

3.我可以添加一个更健壮的xp系统。实施


已知问题/限制:

我的剧本只能同时处理最多两个相同的召唤。如果你有一个允许你召唤更多的mod,它们将无法正常工作。但是,你仍然可以召唤两个以上不同的传票(即两个火焰atronachs和一个霜冻atronach)。

你的传票可能并不总是跟着你进入新的细胞。这是基础游戏中出现的问题,其他永久传票如Dead Thrall。搬到另一个新的牢房应该带回你的召唤。或者,您可以通过使用此mod加载时自动添加的“驱散魔法”法术来消除它以消除Magicka惩罚。

你只有在第一次施法时获得经验。只要你的法术在战斗情况下处于活动状态,就可以使脚本不断增加经验,但这需要相当多的工作,并且意味着脚本必须不断监视战斗状态的变化。我觉得这不值得。

如果你担心这会减慢你的xp进展,我建议Smart Cast根据你的情况自动激活和停用你的法术,例如在绘制武器时激活法师护甲,在潜行时激活马弗等。这样,你的法术将更频繁地重铸,并且xp增益不会减少。但是,这是一个oldrim mod,您将不得不自己移植(记得在执行此操作时解压缩BSA)。

新的XP系统已经实施,在战斗期间随着时间的推移奖励XP

4.我相信如果你的系统特别弱或有脚本超载并且你试图同时召唤两个生物,它可能只适用于其中一个生物的debuff。我无法在测试中实现这一点,但如果它发生在你身上,我有兴趣知道它实际上是可能的。

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

One of my biggest complaints about the magic system in Skyrim is that most spells do not last more than one or two minutes. This makes using spells like Mage Armor or pretty much everything in the Conjuration school unnecessarily tedious. This mod gets around that by making the spells permanent - but using them reduces your max Magicka. 

For example, you can summon a Flame Atronach permanently, but doing so will reduce your Magicka by 80 points. If you have the Apprentice Conjuration perk, this cost is reduced to 40 points. If the atronach is killed in battle, or you dispel it yourself, your Magicka points will be returned to you. 
This system applies to pretty much all of the Conjuration spells (including Dawnguard and Dragonborn spells), with the exception of spells that are already permanent summons such as Dead Thrall.
Spells in the other schools function as toggles. So if you cast a spell like Candlelight, it will reduce your Magicka by 15 points (or 7 with Novice Alteration). It will stay active until you cast the spell again, which will dispel it and return your Magicka points.

At this point, you're probably wondering:"Why did you make this when Invested Magic already exists?" (if you aren't familiar with NineInchNall's excellent mod, you can see the oldrim version here). There are a couple of reasons I did this. 

1. There isn't an SSE version available that works properly. There is one posted on the nexus that was ported by someone else, but several important features have been removed, like the changes to perks rendered useless by the new magic system. It also introduced new bugs, such as a few Conjuration spells relying on Alteration perks for some reason.

2. While the original Invested Magic is a very well made mod, it does have a few bugs that significantly threw off the balance of my game as a heavy magic user. Most notably, if your spell is dispelled in an unusual way it may not return your Magicka correctly. For example, in some cases when a summon dies or is stolen by an enemy (an admittedly rare occurrence), you may not get your Magicka back. A more common bug is that that the Mage Armor spells (Oakflesh, Ironflesh, etc.) will return more Magicka than you invested on occasion. This bug caused me to have over 120 extra points of Magicka after ~20 hours of play. 

Fixing these bugs requires that the script that handles your Magicka investments be able to correctly respond to every situation that may cause your spells to be dispelled. I initially wanted to rewrite the script in Invested Magicka to do this, but it proved too difficult to do comprehensively. As a result, I used another method of handling the Magicka investments that does not directly alter your max Magicka. As a bonus, this method greatly reduces the script-load this mod places on the game.The trade off is that it takes me a long time to make each spell work. I'll give a full technical description of the differences between these mods below.

The technical description:

Spoiler:  

Show




I've also made a few tweaks to the extraneous functionality of the original Invested Magicka mod. These changes are listed below.

1. Invested Magicka: "Stability increases stagger resistance [when mage armor spells are active] and prevents your mage armor spells from being released when you run out of magicka." 

My mod only increases stagger resistance, since the script does not dispel already active spells when you run out of magicka (it will still prevent you from casting a spell if you don't have the Magicka). 


2. Invested Magicka: "Summoner increases the number of creatures you can control." 

My mod does not extend the casting range of the Conjuration spells like Invested Magicka, so the original functionality of the Summoner perk (increasing the distance summons can be cast from) is still useful. You can still use the Twin Souls perk to get more than one summon.


3. Invested Magicka: "Dark Souls actually does what it says. (Beth screwed the pooch on this one.)" 

My mod also includes a fix for this. However, I corrected the way that the perk is used by the relative conjuration spells, rather than using a script to add the 100 points of extra health after the fact as Invested Magicka does.


4. Invested Magicka: "Necromancy gives your undead rapid healing." 

Same. However, my version increases the healing proportionally to the skill required to reanimate the undead (i.e., the Raise Zombie spell will give less healing than Revenant)


5. Invested Magicka: "Elemental Potency lets atronachs scale with your level. Srsly."

Same. I've also made the base level Atronachs scale (they will reach 60% of your level) while the Potent Atronachs will reach 80%. If enough people like this feature, I can make all summons scale with player level.


6. Invested Magicka: "Atromancy grants you resistance to the element of the atronach(s) you summon. 25% for a regular summon, 50% for thralls."

Also the same. Credit to NineInchNall, I just ported his script for this function as is.


I did not include NineInchNall's changes to the destruction tree, as I prefer to use a mod like Full Magic Scaling for that functionality.

There are a few other changes I've made that are worth mentioning:

Reanimated corpses will turn into ash when they are killed or dispelled. This was removed by Invested Magicka so that you could continually revive the same corpse. I feel that this is a bit unbalanced and reduces the utility of spells like Dead Thrall. Daedra can still be reanimated infinite times, just like the base game.

Dread Zombie (the most powerful reanimate corpse spell) will work on enemies up to level 99.

Spell costs generally scale linearly rather than exponentially (i.e. a spell that is twice as powerful costs twice as much). This makes using high level mage armor spells in particular more reasonable than in Invested Magicka, which charged 400 points to use Dragonhide.

Your Active Effects tab will give an exact accounting of which spells are active and how much Magicka is being used by each.



Here is a list of all spells this mod currently changes:

Spoiler:  

Show



If you would like to see another spell added, feel free to ask.

Compatibility:
This should be compatible with anything that doesn't edit the spells I mentioned. If you are using a perk overhaul, some of the features of this mod may not function. Here is my loadorder, so you can see which mods I've actually verified to be compatible:

Spoiler:  

Show



Does this support Ordinator? Please stop asking me and read the spoiler here:

Spoiler:  

Show



Future Plans:
1. If I have the time, I might add support for the Apocalypse Magic mod.
2. If enough people need it, I might add support for more than two concurrent instances of the same summon.
3. I may add a more robust xp system. implemented

Known Issues/Limitations:
1. My script only handles conjuring a max of two of the same summon at once. If you have a mod that allows you to summon more, they will not work properly. However, you could still summon more than two of different summons (i.e. two flame atronachs and a frost atronach).
2. Your summons might not always follow you into new cells. This is an issue present in the base game with other permanent summons such as Dead Thrall. Moving to another new cell should bring your summon back. Alternatively, you can dispel it to remove the Magicka penalty by using the "Dispel Magic" spell that is automatically added when this mod loads.
3. You are only awarded experience when you first cast the spell. It is possible to make the script continuously add experience whenever your spell is active in combat situations, but that would require a fair bit of work and would mean that the script would have to be continuously monitoring for changes in combat status. I did not feel that this was worth it.

If you are worried about this slowing down your xp progression, I recommend Smart Cast to automatically activate and deactivate your spells based on your context, such as activating Mage Armor when a weapon is drawn, activating muffle while sneaking, etc. That way, your spells will be recast more frequently and xp gain won't be reduced. However, this is an oldrim mod that you will have to port yourself (remember to unpack the BSA when you do this). 

The new XP system has been implemented that awards XP over time during combat

4. I believe it is possible that if your system is particularly weak or overloaded with scripts and you attempt to summon two creatures at the same time, it may only apply the debuff for one of them. I have not been able to make this happen in testing, but if it happens to you I'd be interested to know that it is in fact possible.


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