-无脚本
-相容性高
-可随时安装卸载
-更合理的游戏体验
这个MOD旨在鼓励採取不同策略打败不同种类的敌人,解决天霜中的重複性战斗问题。 你再也不能拿把弓箭就横行无阻了,而是需要灵活地应用战略面对各种敌人。
属灵(火焰,寒霜和风暴)***熊(标準,洞熊和雪熊)***巢螋(标準和收割者)***殭犬***鹿***驯养的动物(鸡,牛,山羊,狗)***龙祭司***师鬼***矮人自动机械(蜘蛛,机械球和百夫长)*** 法莫***石像鬼***巨人***乌鸦鬼婆***海象***冰幻灵***魔灾游灵***长毛象***泥沼蟹***兔子***剑齿虎(标準和雪地剑齿虎)***恶鼠***骷髅***食人鱼***蜘蛛(标準和巨型)***树精(标準和树精婆)***三眼巨猿(标準和寒境三眼巨猿)***幽魂之母***野狼
如何运行
举例:
尸鬼有4种特质 (1) 亡者,(2) 邪恶, (3) 穴居,及 (4) 意志薄弱
(1) 亡者:抵抗闪电 (-50%),抵抗钝击 (x0.5),抵抗箭矢 (x0.5),免疫毒素 (-1000%),免疫疾病 (-1000%)
(2) 邪恶:抵抗疾病 (-50%).
(3) 穴居:火焰虚弱 (+50%),抵抗寒霜 (-25%),抵抗毒素 (-50%),疾病虚弱 (+50%).
(4) 意志薄弱:魔法虚弱 (+25%)
这些特质的结合让尸鬼整体效果如下:
免疫:疾病、毒素
抗性:寒霜 (-31%),闪电 (-62%),钝击 (x0.5),箭矢 (x0.5)
虚弱:火焰 (+62%)
Spoiler
As a note, if the addPerk function could be fixed such that it worked on NPCs then this mod could work solely through racial edits, but until that happens NPC edits will be necessary too.
Know Your Enemy is extremely unlikely to cause the kind of incompatibilities that will crash your game. The worst case scenario is that it might overwrite change made by other mods (or itself be overwritten) which might mean some resistances or weaknesses fail to be applied properly. If you are willing to spend a couple of hours learning to use Mator Smash you can make your own patches as needed, otherwise see below for advice on load order. I've made a patch for Mortal Enemies available in the files section too.
Compatible:
Arrows and bolts tweaks - fully compatible
Birds and flocks -&&the birds added by this aren't NPCs and so you can't fight them anyway
Cats of Skyrim - all but one of the cats are in custom races and so won't be affected by KYE, the one that isn't will inherit its racial magical weaknesses, but not physical ones.
Combat evolved - fully compatible
Diverse dragons - KYE doesn't touch the dragon race as I think plenty of existing mods do a great job.
Imperious (and any other playable race mods) - KYE doesn't touch the playable races as I think there are already plenty of great alternatives.
Increased Enemy Spawns - fully compatible
Monster Mod SE -&&no conflicts, but no KYE traits will be applied to the new races created by MM. Moreover, any new NPCs of existing races will get the magic resistances/weaknesses, but not the physical ones
Morrowloot Ultimate is far more compatible than I was expecting, but there are a couple of minor conflicts which can be resolved with the patch in the file section. If you don't use the patch: MLU makes changes to the weapons carried by some types of draugr (and makes them 7% taller) and this will overwrite the physical damage resistances/weaknesses added by KYE (but the magical resistances will work fine). Personally I'd let KYE overwrite MLU in these cases, but I can see why others might disagree as you might get some seriously dangerous draugr.
Mortal enemies edits races and so seriously conflicts with KYE, but I've added a compatibility patch in the files section above. Just load the patch after both KYE and mortal enemies.
Skyrim Immersive creatures - adds a lot of new races which KYE won't mess with. Any new NPCs that use vanilla races will inherit the magical weaknesses/resistances, but not physical ones. I'll look into making a patch to extend the KYE system over these creatures.
Smilodon doesn't affect races or NPC records so its fully compatible, as are any other mods that change combat styles but not races and NPCs.
Violens - fully compatible
Wildcat - fully compatible, just like Smilodon
Minor conflicts:
Audio overhaul Skyrim 2 makes one change to the horse race, changing its impact data set to medium melee punch instead of large. If this is critical you can use Mator Smash to combine them, but I would just let KYE overwrite AOS2
Cloaks of Skyrim adds cloaks to dragon priests by editing the NPC records, the same way that KYE gives them physical resistances and weaknesses. You can have both with a merged patch, otherwise which ever is later in your load order will win out.
High level enemies - almost 100% conflict free but it changes the level of dragon priests which conflicts with the perks to them added by KYE. I'd let HLE overwrite KYE in this case. Otherwise the magic resistances/weaknesses will be inherited by the new NPCs added by HLE, but the physical resistances/weaknesses will not. If there is demand I'll think about making a patch.
skyBirds and Birds of Skyrim make several changes to chickens. To keep these you should load these mods after KYE. This will mean the KYE resistances and weaknesses of chickens will be lost, but unless you are desperate to fight chickens this is no great loss. The new birds added by these mods are in their own races and so won't be affected by KYE at all, though hopefully you don't spend your time attacking them anyway.
Major conflicts:
Advanced adversary encounters makes similar changes to Know Your Enemy and then some. Which ever you load last will overwrite the other. AAE will overwrite virtually all of KYE, KYE will overwrite AAE's racial and NPC changes, but leave the combat styles and leveled list changes untouched. You could make a merged patch but this would combine the effects of the two mods and (almost certainly) produce weird and undesirable results.
Revenge of the enemies, lots of conflicts and no point making a patch because it would make enemies OP (even more so than RoTE does already). If you want super tough enemies go for RoTE, if you want a more varied experience without radically changing difficulty go for KYE.