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Not yet. I'm waiting to extend this mod until I've completed my Dragonborn playthrough. I've recently suffered a major blow to my free time, unfortunately.
Sounds like a good idea, and something I could likely impliment. I shall look into it.
what if bandit chiefs/leaders could have a lucky variant of a weapon instead of an enchanted one?
Crafting is a bit of a drag for many people since it really doesn't do any good at all when one finds an identical item almost anywhere in the game. Breaking items back down into pieces to resmelt them into an ignot gave reason wo loot corpses again, while this could put a dent into the 'uselessness' of smithing in general. It levels VERY slow as is, which could be a good thing with the combination of normal crafting and breaking down items. Your mod could possibly go a step farther. Impliment a very low rate of return on crafting those delicate lucky 'hidden' enhancements so that, the more you craft the higher the return.
Sorry for long double post.
Currently, Lucky weapons share the exact same recipes as their normal counterparts except they require nighthsade in addition.
I actually have plans to look into making these Lucky weapons occur at random during regular crafting. A similar pattern already exists in the game via Sinderion's Serendipidy: a perk that lets alchemists occasionally create an extra potion for the cost of one.
Hopefully I can hijack and alter that property somehow, but I doubt I'd be able to do it with with Creation Kit alone. SKSE or a similar program will probably be necessary.
I'm sorry too, Data. I was in the moment when I recieved the dagger in the image above. I thought, hey I'd like that on my bow! However, this mod is highly overpowered mathematically, but in the same sense, an arrow to the eye and surviving is quite unreasonable as well.
Looking forward to seeing the vanilla version to add it to my subscription list.
@ the cooks, "Don't forget to pull your pants back up before you stir the pot. You may get burned."
Nice mod dude but quick question. Do you have to add something to make the luck enchantment, if so what?, or does it have a random chance of occurring when making weapons?
Plus, it seems to me that you want extra content for Skyrim. The developers of the game have created extra content for a fair price.
Just because a mod requires Dawnguard to play doesn't mean that you need to ♥♥♥♥♥ and moan about it. There are plenty of mods out there that don't require Dawnguard to play. Why don't you try downloading some of those?
Quit whining when you don't meet the bench marks for a FREE mod. Data was nice enough to share it with us. If you had any reasonable comments or questions, I'm sure he would have answered them reasonably.
I'm sorry, but I made this mod for myself first, and I have Dawnguard. I wanted the weapons from the DLC included, so I included them. I'm happy to share my mods with anyone who wants to download them.
As I already told you, the Vanilla version is in construction and it will be posted separately whenever it's finished.
Should I expect a full report of counter-arguments or other assorted bits of mud being slung?
Anyway, one look at your library tells me you don't have a damn thing against DLC content. Maybe you should make your own mod instead of ♥♥♥♥♥♥♥♥ over what other people elect to make.
Next thing you know, I've got to $120 worth of DLC's to use a single mod. -.-
People that invest the time into making a mod should make it compatible with the main game before they invest into the DLC's. Just saying.
I'm sure this would have been a great mod, if it was compatible with more than just a small percentage of players versus the 100% of players that bought Skyrim. >Remember your roots<
Yes, I made "new" duplicates of every smithable weapon, and gave them the enchant found on Valdr's Lucky Dagger.
All lucky weapons are exactly the same as their original counterparts except for the luck enchantments: All have identical damage, weight, and value statistics.
I DID however add in the Imperial bow and Imperial sword into the forge list, effectively making them "new" forgeable weapons. I was going over all the weapons anyway and always found it odd that those two weren't craftable before.
Honestly. The forge list has an entire category dedicated to only one set of Imperial armor, yet it doesn't cover the weapons? Hmm. Smells like a new mod to me. Maybe not a very flashy one, but a fix for a vanilla flaw.
If I were to guess (which I did when I said Dawnguard DLC required), I'd say the mod is dependent on the DG DLC because I included perameters for weapons that don't exist in vanilla mode; the dragonbone weapons and crossbows.