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[游戏大修] [应求搬运]Weapons and Armor Fixes Remade

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发表于 2020-2-27 14:36:58 | 显示全部楼层 |阅读模式

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本帖最后由 ldx1213 于 2020-2-27 14:40 编辑

平常不怎么看空间消息,结果发现要搬运的消息时已经一周过去了


如果作者要求将删除本帖



——原址——



——SE原址——


——版本——
5.4


——作者——

kryptopyr



——赞助作者——



——百度分流——

https://pan.baidu.com/s/1NmkG3z8OdB1T-kU7UGWs0Q

游客,如果您要查看本帖隐藏内容请回复



——作者原文——

个人英语水平有限,恐翻译有误,故只能复制粘贴

This mod fixes bugs and incorrect settings for Skyrim's weapons and armors, as well as changing values, keywords, and other properties to achieve greater consistency between the different weapons and armors.


FEATURES

Corrects many of the bugs found in the vanilla weapon and armor records.

Improves consistency and balance between different items.

Weapons and armor will scale in a predictable and consistent manner.

Perks that didn't apply consistently to all items in the game have been fixed.

Certain items have been renamed for easier sorting or to better fit the in-game appearance of that item.

Changes the crafting categories to help organize and declutter the crafting menus.

Includes options for faster arrows and bolts and material-based corrections for dragon priest masks.


REQUIREMENTS

The Unofficial Skyrim Patch is strongly recommended, but it's not technically required. This mod was created to compliment the Unofficial Patch. I have not included any changes already made by the Unofficial Patch except when it was necessary due to further edits that this mod makes to the items. Therefore, it is expected and strongly recommended that you use this mod alongside the Unofficial Skyrim Patch.


INSTALLATION

Simply download the all-in-one installer and follow the installation options.

If you prefer to install the mod manually, please follow the detailed Manual Installation Instructions that are included in the download.


LOAD ORDER

Load this mod near the TOP of your load order; just after the Unofficial Patches.


If using any of the optional "True Weapons" files, load them just after the main WAFR file.  The True Weapon versions also include an additional file called Weapons & Armor_TrueWeaponsLvlLists.esp.  This file should be placed at the very end of your load order.  It contains a copy of the leveled list edits from WAFR and is basically a "helper" file for creating a Bashed Patch.  The reason for this is that the Bashed Patch doesn't do a great job at combining the type of edits that the True Weapons files make to the leveled lists.  Often, if you have another mod that edits the same leveled list, the Bashed Patch will end up reverting the leveled list changes from WAFR's True Weapons.  By loading this helper file last, it will help to ensure your Bashed Patch contains the correct edits.  However, the good news is that when you build your Bashed Patch, Wrye Bash will merge this file into the Bashed Patch, meaning that it won't actually take up an additional plugin slot. After creating your Bashed Patch, you can disable this plugin, but leave the disabled file in your load order.


If using any of the optional patches, load the patch last, after both Weapons & Armor Fixes and the other mod that is being patched.


Recommended load order:

- Unofficial Patches

- Weapons & Armor Fixes Remade



- Smithing Perks Overhaul Remade——https://www.nexusmods.com/skyrim/mods/33959

....

- Weapons & Armor_TrueWeaponsLvlLists.esp (this should be at the very bottom of your load order)


UNINSTALLING

As with any Skyrim plugin, there is no guaranteed safe method for uninstalling an esp file from an existing save.  It is recommended that you start a new game whenever you remove a plugin from your load order or else revert to a save made prior to installing this mod.  




OPTIONAL FILES & MESHES

Weapons & Armor Fixes Remade includes several options that can be chosen separately or installed together as part of the all-inclusive version.  These options include:

True Orcish Weapons - adjusts the level and quality progression of all Dwarven, Elven, and Orcish weapons to make them consistent with their respective armors and the arrangement of the Smithing perks.

True Daedric Weapons - switches the values and stats of Daedric and Dragonbone weapons, so that Daedric weapons are the most powerful.

Faster Arrows - increases the speed of nearly all arrows and bolts by 50% and also makes them fly at a slightly flatter trajectory.

Dragon Priest Masks - changes the stats and keywords for the dragon priest masks to better balance them with other gameplay options.

Better Fitting Glass Helmet - installs a slimmer-fitting glass helmet mesh.

Dark Brotherhood Masked Cowl Fix - installs alternate Shrouded Cowl meshes, which will add masks to the masked version of the cowl for men and beast races. NOTE: There may be some clipping with particularly large chins and/or beards.


Click here for additional information on these options.



COMPATIBILITY

This mod makes edits to a lot of the vanilla weapon and armor records.  Other mods that change the vanilla weapons or armors may conflict with this mod.  The easiest solution is simply to load those other mods after WAF and allow their changes to overwrite the changes made by WAF.  You may lose some of the bug fixes made by WAF, but in most cases this will amount only to some slight inconsistencies in an item's price, sounds, or crafting category.  A better, but more time-consuming, solution is to open up both mods in TES5Edit and carry forward any fixes and keywords from WAF into the mod overwriting it.  


This mod also edits a number of the leveled lists, particularly in the versions that include the "True Weapons" edits.  If you are using other mods that edit leveled lists, then you will need to create a Bashed Patch to merge the changes to leveled lists.  Please also read the information above, under "Installation," concerning the Weapons & Armor_TrueWeaponsLvlLists file.


Finally, WAF also edits the Default Object Manager and several of the perks related to weapon damage.  Very few mods edit the Default Object Manager, but those that do may need to have WAF changes carried forward if the changes conflict.  Immersive Weapons changes the DOM record as well and a compatibility patch for that mod has been provided in the installer.  If using perk mods, you can simply install them after WAF and allow them to overwrite any changes that WAF makes to the perks, presumably those mods should include their own bug fixes for these perks.


For compatibility with Guard Dialogue Overhaul, make sure that GDO is loaded BEFORE Weapons & Armor Fixes. As of Version 5.0, Weapons & Armor Fixes has added SPIKE-VE keywords to relevant Dawnguard and Dragonborn items. This allows the changes to guard comments from Guard Dialogue Overhaul to extend to the DLC-added armors and weapons.


A patch for PerMa is available here[https://www.nexusmods.com/skyrim/mods/59257/?].

A patch for Requiem is available here[https://www.nexusmods.com/skyrim/mods/61520/?].

A patch for SkyRe is available here[https://www.nexusmods.com/skyrim/mods/48629/?].

A patch for Unique Uniques is available here[https://www.nexusmods.com/skyrim/mods/63111/?].

A patch for Skyrim Immersive Creatures is available here[https://www.nexusmods.com/skyrim/mods/64062/?].


Please direct questions about using WAF with PerMa, Requiem or SkyRe to the sites above.  The authors of those patches will have a much better idea of what sort of conflicts exist between the two mods, what their patches do, and how best to resolve any remaining issues.



INTEGRATED COMPATIBILITY

Beginning in Version 2.0, I introduced a new Integrated Compatibility System. The Integrated Compatibility System requires no additional Master files, and will allow other mod authors to use the new keywords added by this mod without creating a dependency on Weapons & Armor Fixes.  The following article explains how to create compatibility between WAF and other mods:

Weapons & Armor Fixes: Integrated Compatibility Guide

Creating compatibility with Weapons & Armor Fixes is incredibly simple to do and will generally only take a few minutes in Tes5Edit.





CHANGES

The changes this mod makes take several forms. The first type of change are the straight-up objective bug fixes. These are things that are obviously wrong, such as heavy armor keywords on a light armor cuirass.  The second type of change is slightly more subjective and was made to improve consistency and balance between different items. Weapons and armor types were designed to scale in a particular way, and some items rather obviously break from that established pattern. This mod attempts to bring these wayward items into line with the normal progression of value, weight, damage, speed, and other properties.


To get a better idea of what changes are included, click here to see a list of changes included in this mod.


I'm not going to list every change made by this mod. If you want a complete list, open the mod up in TES5Edit and take a look. You can also look at the spreadsheet provided in the downloads section for many of the changes to item stats. Keep in mind that the spreadsheet does not include changes such as keywords, bash/block data, and equip/unequip sounds.


CONSISTENCY

Beyond straight-up bug fixes, this mod also changes the value and properties of some items so that they conform better to established patterns of progression among different material types. Many of these changes are fairly obvious when looking at a list of item stats. However, in some cases where the pattern was unclear, I had to make judgement calls on how (or if) to change a particular item. In these cases, I considered: 1) properties

for similar items, 2) the appearance and lore of that particular item and how changing the properties of that item might impact the game, 3) was the item unique, and 4) was the change significant enough to be worth making. If a change was indicated, but was minor and didn't upset the overall progression (for example, repricing Elven shields from 110 to 115), then generally I chose to leave it alone.


There are also a handful of changes that I felt were consistent with the appearance and/or lore of the item, but did not strictly conform to the vanilla conventions. These were personal choices that I felt were justified given the item's nature in-game. These changes are fairly few in number.


CRAFTING CATEGORIES

This mod makes a several changes to the crafting categories for improved organization and to help declutter certain categories such Leather, Steel, and Misc which often get rather crowded with the addition of weapons and armors added by other mods.  For more information on the changes made to the categories, including a reference for modders, click here.


SMITHING PERKS

Changes have been made to the smithing perks to allow all weapons & armor in Skyrim to be improved further based on one of the smithing perks. The perk tree itself hasn't been altered, but keywords have been added to the various smithing perks to allow them to apply more consistently to the different types of weapons and armor in Skyrim and those added by the official DLCs.  For a list of what items are affected by which perks, click here.


To create an even more balanced smithing experience, I recommend using Smithing Perks Overhaul Remade. While it isn't required, it goes a step further in addressing some of the imbalances and inconsistencies in the vanilla Smithing tree.  It was designed specifically for use with Weapons & Armor Fixes.


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好棒,小水管吸不动啊。
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