安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Q) it seems there are to many creatures running around, can the creature count be turned down?
A) there are two ways to increase the number of spawns in both the world space and interior cells, one is to add new spawn markers to both, I will not do this as it would make the mod incompatible with other mods that edit those same cells
and its just buggy and causes ctds as well
the other is to increase the number of spawns at a single spawn point, this is worse because as new cells are loaded and the spawns are created, if there is no room for the new creatures to all fit in an area around the spawn marker, they can be forced into a rock or tree or into an area that has no navmesh and this will cause an instant ctd
so there is no increased creature spawns in the mod, only new ones added to vanilla leveled lists to give more variety to the creatures you will see
Q) what does this mod require?
A) nothing, just hit subscribe, please be patient and give the mod plenty of time to install fully, its big, then when you start skyrim and it takes you to the launcher window, before you hit start, check to be sure that you get the message that all workshop files have finished installing, then hit the "DATA" button, you will see a list of all your mods, move "SkyMoMod.esp" to the bottom of the list
Q) is this mod compatible with mod "X"
A) SkyMoMod is compatible with anything, even other mods that also edit leveled lists, its the reason for moving SkyMoMod to the bottom of the mod list as this will make sure that the new creatures will appear in game
Q) can you remove the weapons as I already have a favorite weapon mod?
A) there is no reason to remove the weapons as they are not added to any crafting tables or stores, they only appear in the hands of the creatures and they have been balanced so you will not find an overpowered weapon at level 1
the images I added here are of just the new creatures that were added to the new version 13