TES
  • Although
    #27144
    Hosszú idő után, kicsit szétnéztem reggel.

    Orsinium
    2GB kis mod. Ráadásul emberünk csinál más modokat is ellenőrizhető a neve alatt.
    Ennek is vannak használható ötletei.
    nesbit098

    Végül kijött a rajongói által tűkön ülve várt patch ha requiemhez. Kis részlet.
    SPOILER! Kattints ide a szöveg elolvasásához!
    1 Requiem 1.8.x
    { Ranged combat has been rebalanced completely. The overall damage has been re-
    duced to re
    ect the new stats of common NPCs and NPCs no longer deal double
    damage at short ranges. Requiem now knows light and heavy ranged weapons. The
    former can be drawn/reloaded fast, while the latter deal signi cantly more damage
    per shot. Furthermore the skill-dependent range scaling for the player has been
    revised to allow for a smoother leveling experience.
    { The full set of exertion related stamina drains is now also implemented for NPCs,
    including heavy armor spellcasting penalties. The only exception are untrained
    heavy armor perk drains because there are many "non-combat" NPCs that wear
    heavy armor, like Ulfberth War-Bear from the Warmaiden's shop. These NPCs
    usually have no heavy armor perks and therefore would be permanently exhausted.
    { The strength of the magicka and stamina drain you su er from taking hits is now
    decreased by your armor rating. Each point armor rating will reduce the e ect
    strength by 0.1% up to a maximum of 80% at 800 armor rating.
     Skills and Perks
    { Armor and weapon perks now a ect the mass e ect. Depending on your perk-set,
    only a fraction of your equipment weight will be used to determine your mass-derived
    penalties for movement speed, attack stamina drain etc.
     NPCs and creatures
    { Generic NPCs (at the moment guards and bandits) now have much larger optical
    variety. The look of an NPC is no longer tied to his skill as it was in Vanilla. Instead
    skills and looks are now separate templates, which are cross-combined with SkyProc
    to yield all possible look-skill combinations.
    { Housecarls now wear a robed steel plate emblazoned with the crest of their respective
    hold, instead of a common steel armor.
    { Selected NPCs (for now only guards and bandits) now have their stats, skills and
    perks determined with the same rules the player uses when leveling up. They have
    the same stats as you could have at their level and access to the same perks. And
    most importantly, they are now really specialized with their weapon, a crossbow
    marksman no longer has any training for warhammers and the like.
    { Ulfric Stormcloak now wears the Stormlord Armor (courtesy by gechbal) instead of
    the Dragonknight armor, which had lore issues with the design and material.
     Game Mechanics
    { The Mass e ect has been rewritten and now takes virtually no time to update its
    variables for the player. For NPCs the mass e ect no longer relies on a wide-ranged
    cloak spell.
     Items
    { All normal crossbows and bolts are now craftable with the respective smithing perks.
    Only the enhanced Dwemer/Steel crossbow and the explosive bolts still require join-
    ing the Dawnguard.
    { Crossbows and bolts are now available for all common materials, thanks to assets
    from Jokerine, DJjojo and scot.
    { Imperial Guards have new weapons at their disposal: maces, short swords and dag-
    gers, taken from PrivateEye's Heavy Armory.
    { Selected NPCs now can use tempered weapons and armors. At present only bandits
    and hold-guards are equipped with tempered equipment.
     Interface
    { Fan-made artwork from Vallen128, Metaseverity and Lazuri is now used to decorate
    some menus.
     Compability with other mods
    { The mechanism to prevent armor changes in combat is now based on a keyword
    approach. As a consequence, other mods like Dual Sheath Redux can add the
    keyword to their items to explicitly allow their item to be (un)equipped during
    combat.
    { The script init is now more resilient than before and will detect the common pitfalls
    like missing/outdated SkyUI/SKSE, missing or outdated SkyProc patches, over-
    writes on playable races etc. During the SkyProc patch generation it will also be
    checked if your installation is correct, i.e. the Requiem-added textures are present.1.2.2 Tweaks and Balancing
     Combat
    { Armor-piercing properties from crossbows and projectiles can now also be used by
    NPCs.
    { Crossbows now use double the stamina while aiming and reloading, i.e. half of the
    stamina needed to keep a bow drawn while aiming.
     Magic
    { Meditating on Feim now grants a signi cantly higher regeneration while being ethe-
    real. Under normal conditions the regeneration equals 4% of your total health per
    second.
     Skills and Perks
    { Barbaric Might now only requires 20 points in Two-handed combat.
    { Stamina now grants a signi cantly lower movement speed bonus, instead you can
    use your perks to reduce the movement speed penalties from the mass e ect.
     NPCs and creatures
    { Aela and Farkas no longer a hidden perk that negated 80% of all physical damage.
    { Followers no longer have their ever-respawning special bow and arrows.
    { Followers that should be pro cient with heavy armor, now have a selection of armor
    perks. This means they will no longer move at crawl speed while wearing their
    armor. They have not been reskilled completely like guards and bandits.
     Quests
    { Faleen no longer wears a helmet. Now she is unhindered in a speci c quest scene.
    { Hadvar and Ralof are now useful guides through the Helgen keep. Their skills, perks
    and equipment have been completely reworked and are now on par with a veteran
    city guard. Both can stand their ground in the tutorial ghts instead of being in
    bleedout mode all the time.

    8