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 signicantly 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 suer from taking hits is now
decreased by your armor rating. Each point armor rating will reduce the eect
strength by 0.1% up to a maximum of 80% at 800 armor rating.
Skills and Perks
{ Armor and weapon perks now aect the mass eect. 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 eect has been rewritten and now takes virtually no time to update its
variables for the player. For NPCs the mass eect 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 signicantly 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 signicantly lower movement speed bonus, instead you can
use your perks to reduce the movement speed penalties from the mass eect.
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 procient 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 specic 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