加强版欧陆风云4v1.11.4mod1版本的有什么MOD可以用的吗

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KNGUltimateLightingMod
1.1.2版本在1.11下的修复
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本帖最后由 yinghanwen 于
17:59 编辑
KNGUltimateLightingMod已经下架,现在分享“绝版”的文件,没有删除脚本。可在1.11版本下运行
69a28adfaf06bdb899f31d.png (264.77 KB, 下载次数: 89)
17:58 上传
游客,如果您要查看本帖隐藏内容请
可以说明下什么内容吗
跪求同一作者的KNG Extreme Weather Condit.
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是些什么内容哦。。
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亲测可用 楼主好人啊 么么哒
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脚本。可在1.11版本下运行
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多谢分享辛苦了
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万分感谢,亲测可用
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ddddddddddddddddddd
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中级玩家, 积分 157, 距离下一级还需 93 积分
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ddddddddddddddddddddddd
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初级玩家, 积分 85, 距离下一级还需 15 积分
1.10的时候,用了这个光照打怪会跳英文,我MOD就用了楼主发的那个终结技慢动作的MOD,也不知道这俩MOD到底谁影响谁
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...........
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中级玩家, 积分 126, 距离下一级还需 124 积分
是什么东西啊
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good& && && && && &
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◆★◆★◆★◆★◆★◆★◆★◆★◆★◆★◆★
超级玩家, 积分 981, 距离下一级还需 19 积分
超级玩家, 积分 981, 距离下一级还需 19 积分
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高级玩家, 积分 405, 距离下一级还需 195 积分
高级玩家, 积分 405, 距离下一级还需 195 积分
谢谢楼主分享啊
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高级玩家, 积分 279, 距离下一级还需 321 积分
高级玩家, 积分 279, 距离下一级还需 321 积分
啊大大大大
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高级玩家, 积分 396, 距离下一级还需 204 积分
高级玩家, 积分 396, 距离下一级还需 204 积分
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高级玩家, 积分 446, 距离下一级还需 154 积分
谢谢分享!!!!!!
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高级玩家, 积分 429, 距离下一级还需 171 积分
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游戏达人, 积分 2078, 距离下一级还需 1422 积分
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这个会掉帧吗?
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多谢分享辛苦了
宇宙CQC1周测试版
端午小水呱
端午節獲得的特殊活動勳章
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3级电、3级冰、3级击飞、4级毒、4级流血、4级燃烧附魔MOD (4月24日更新 1.11.1版本可用)
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
本帖最后由 meipekiro 于
16:33 编辑
由游侠第一猎手Sub_Zero 亲自制作的MOD呦!!!
使用前请备份游戏目录下DW文件夹内Data0.pak文件
使用时用压缩文件形式打开DW文件夹内的Data0.pak文件
将下载好的data文件夹放入Data0.pak内覆盖
MOD覆盖后,游戏里的三个盾牌附魔(电3、击飞3、冰3)和一个炸弹附魔(毒4),可以附魔在武器上
(注:这四个附魔触发几率都是100%呦!!!)
(更新:新加入 ①燃烧4 ②流血4 附魔)
以上所有修改完后的武器,在还原数据(删除mod)后(将备份的Data0覆盖回去以联机)
不会消失!!! 所以打上mod,制作武器,删除mod,
然后联机和你的小伙伴们装B去吧~~~~(下载在本帖下方)
QQ图片MOD47.jpg (21.69 KB, 下载次数: 0)
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(9.9 KB, 下载次数: 12059)
16:33 上传
点击文件名下载附件
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高级玩家, 积分 574, 距离下一级还需 26 积分
高级玩家, 积分 574, 距离下一级还需 26 积分
求个枪械附魔。。。
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
zgzg 发表于
求个枪械附魔。。。
枪械附魔没多大用,不增加伤害也不触发属性,于是就没有把代码写进去
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中级玩家, 积分 158, 距离下一级还需 92 积分
中级玩家, 积分 158, 距离下一级还需 92 积分
支持一个,66
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超级玩家, 积分 839, 距离下一级还需 161 积分
1.61版好像不能用哦,希望改进下本人特喜欢枪械MOD
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
<font color="#4172250 发表于
1.61版好像不能用哦,希望改进下本人特喜欢枪械MOD
我就是根据1.61版本修改的,亲测可用,请您按照上述步骤,确保正确安装后,在游戏中寻找盾牌的3个附魔和一个炸弹附魔(已可以附魔在武器上)
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高级玩家, 积分 307, 距离下一级还需 293 积分
高级玩家, 积分 307, 距离下一级还需 293 积分
这个mod不错 下载试试
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新手玩家, 积分 23, 距离下一级还需 7 积分
新手玩家, 积分 23, 距离下一级还需 7 积分
覆盖后手枪不能附魔
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
mikumikuyou 发表于
覆盖后手枪不能附魔
亲枪械附魔不增加伤害,也不触发属性,所以up主没有把枪械附魔代码加进去,请谅解(表打我)
但是你可以按F6对枪械进行升级呀~(就是加国王那一类的东西)来增加自己枪械的伤害
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高级玩家, 积分 288, 距离下一级还需 312 积分
高级玩家, 积分 288, 距离下一级还需 312 积分
游戏还没下好
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游戏精英, 积分 6026, 距离下一级还需 2974 积分
游戏精英, 积分 6026, 距离下一级还需 2974 积分
或说正版会不会影响成就?单机
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新手玩家, 积分 11, 距离下一级还需 19 积分
asdsafffffffffffff
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
向凌风 发表于
或说正版会不会影响成就?单机
正版亲测可正常使用,使用后联机无法搜到房间,需要还原数据(删除mod)后才能搜到人
还原数据后改过的武器效果不会消失 不会影响成就
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游戏菜鸟, 积分 1, 距离下一级还需 1 积分
游戏菜鸟, 积分 1, 距离下一级还需 1 积分
我想问下有没有可能做出毒+冰这种属性的附魔?
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新手玩家, 积分 10, 距离下一级还需 20 积分
新手玩家, 积分 10, 距离下一级还需 20 积分
怎么给V2附魔呢。我这里有好多吧金色V2.就是不知道怎么加上冰冻什么的
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游戏狂人, 积分 1083, 距离下一级还需 917 积分
游戏狂人, 积分 1083, 距离下一级还需 917 积分
LZ打完MOD后游戏停止工作了~~~~
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高级玩家, 积分 386, 距离下一级还需 214 积分
高级玩家, 积分 386, 距离下一级还需 214 积分
顶顶顶顶顶顶顶顶顶
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初级玩家, 积分 76, 距离下一级还需 24 积分
初级玩家, 积分 76, 距离下一级还需 24 积分
yech516 发表于
LZ打完MOD后游戏停止工作了~~~~
LS一定是加强版的吧,真是非常抱歉LZ还没有更新加强版MOD的资源,以后会更新哒,所以暂时这个MOD不适用于加强版
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游戏狂人, 积分 1083, 距离下一级还需 917 积分
游戏狂人, 积分 1083, 距离下一级还需 917 积分
meipekiro 发表于
LS一定是加强版的吧,真是非常抱歉LZ还没有更新加强版MOD的资源,以后会更新哒,所以暂时这个MOD不适用于 ...
哦,原来如此~~希望LZ大大可以更新一下加强版的MOD哦
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超级玩家, 积分 775, 距离下一级还需 225 积分
超级玩家, 积分 775, 距离下一级还需 225 积分
yech516 发表于
哦,原来如此~~希望LZ大大可以更新一下加强版的MOD哦
我也是加强版,看到这个帖子就进来,本来准备下载用用的,结果看到帖子日期是1月17号,而加强版是2月的,所以不敢用,就问了问别人,果然不能用,幸亏没用,不然又得重新下载游戏了。期待楼主赶快更新信徒加强版的枪械改造mod
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新手玩家, 积分 28, 距离下一级还需 2 积分
新手玩家, 积分 28, 距离下一级还需 2 积分
谢谢楼主!!!!!!!!!!!!!!
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初级玩家, 积分 71, 距离下一级还需 29 积分
初级玩家, 积分 71, 距离下一级还需 29 积分
信徒可以吗撸主
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新手玩家, 积分 19, 距离下一级还需 11 积分
新手玩家, 积分 19, 距离下一级还需 11 积分
鸭马跌路过顶一下。
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中级玩家, 积分 120, 距离下一级还需 130 积分
中级玩家, 积分 120, 距离下一级还需 130 积分
话说毒有什么用?
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新手玩家, 积分 14, 距离下一级还需 16 积分
新手玩家, 积分 14, 距离下一级还需 16 积分
dwad adw ad a
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游戏狂人, 积分 1726, 距离下一级还需 274 积分
游戏狂人, 积分 1726, 距离下一级还需 274 积分
支持加强版吗
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初级玩家, 积分 97, 距离下一级还需 3 积分
初级玩家, 积分 97, 距离下一级还需 3 积分
坑爹打了折Mod进入游戏无响应
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新手玩家, 积分 5, 距离下一级还需 25 积分
新手玩家, 积分 5, 距离下一级还需 25 积分
实打实大师大师大师
3DM死忠专属勋章
Powered by【MOD】新手慎用:支持1.12版本的Better Combat Enhance(BCE)_巫师3吧_百度贴吧
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【MOD】新手慎用:支持1.12版本的Better Combat Enhance(BCE)
武功部分: 1.修改绝大...
1,电能工具 2,魔法四...
我发现现在刚更新好多人...
1.1更新内容 1、支持1.0...
暂时将吧友们发现的诸...
ie x08mod版 直接上图
充满着邪恶?(亡魂?)...
话不多说上图片,这是在...
所有mod由steam创意工坊...
1、将苏族改成蒙古,新...
这是我在玩1.20时经过...
也就是著名的更好的战斗改进MOD:BCE(或者说战斗体验,战斗平衡之类的),让游戏难度一直保持一个比较平衡的线性发展,而不是原版的开头难的要死,后期简单的要死基本上重做了所有的技能天赋,魔药,煎药,炸弹,战利品的效果,还有怪物的强度完全改变了原版单调而无敌的战斗模式自虐狂必装MOD,5种难度跟原版的完全不是一个档次由于原作者最后发布的版本是2015年发布的,而且安装比较麻烦和繁琐,也不支持1.12的游戏版本,所以有另外一个外国达人更新了这个MOD并且使之支持1.12的游戏版本,并修复了一些bug,具体的更新内容如下,本人英文苦手就不翻译了,直接原文:Better Combat Enhanced UpdateUPDATED TO PATCH 1.12Better combat enhanced (BCE) is a popular mod that adjusts combat difficulty curve of the Witcher 3 game. Unfortunately the author of the mod has stopped updating it, making the mod incompatible with the new patch (1.10) and presumably future expansions. The modBCEm is a maintenance fork of the BCE mod. The purpose is mainly to update the code to keep up with the main game and keep fixing bugs. The mod is currently maintained by JimmyJr.What&#39;s in this mod (BCEm)---------------------------------------------------------------------------* It implemented all original BCE features.* It is compatible with 1.12 patch.* It does not require a new game restart in order to switch from vanilla game playthrough.* It uses the standard modKit format.* It fixed many bugs existed in BCE.Installation---------------------------------------------------------------------------* Unzip and copy the modBCEm folder into the [Witcher3 main folder]/Mods/ (create if not exist). You do not need to install the original BCE in order to use BCEm. You also don&#39;t need to uninstall original BCE if you already applied patch 1.10.* (Recommended) Run Script Merger (by AnotherSymbiote, available in NexusMods) to check for, and resolve any conflicts with other mods you might be using.* Important Note: If you have script compilation errors, It&#39;s most likely due to this:Some Witcher 3 versions/editions/etc do not have that specified file. Check your game installation for that file, if it&#39;s not there, create it, as instructed in the reddit post (pay attention to the last line). This is a known issues that affects many mods.Uninstallation---------------------------------------------------------------------------Delete the modBCEm mod and replace it with modBCEmUninstall (in optional file section). Load your savefile. Resave to a new slot. Done.Afterwards you can delete &#39;modBCEmUninstall&#39; from you Mods folder.Bug reports---------------------------------------------------------------------------Describe as much detail as possible and keep a backup savefile which we may need to reproduce the problem.modBCEm 1.9 changelog---------------------------------------------------------------------------* Fixed Killing Spree skill not stacking after level 3. (thanks to Akhsarius, for reporting and helping with this issue)modBCEm 1.8 changelog---------------------------------------------------------------------------* Fixed caption for &Fast Metabolism& skill (was always showing 0).* Fixed caption for &Protective Coating& skill (was always showing multiples of 5).modBCEm 1.7 changelog---------------------------------------------------------------------------* Reverted stamina change from 1.5 to keep in line with the original mod. (If you enjoyed this change, stick with 1.6 for now, and give us some feedback in NexusMod. We might create a parallel version of the mod with these and others changes.)modBCEm 1.6 changelog---------------------------------------------------------------------------* Added support for newest (and prettiest) bomb icons.* Fix support for NG+.modBCEm 1.5 changelog---------------------------------------------------------------------------* Updated to patch 1.12.* Fast sword atack consumes more stamina.* Strong atack consumes more stamina.* Parry consumes more stamina.modBCEm 1.4 changelog---------------------------------------------------------------------------* V1.3a may not install cleanly with patch 1.11. This fixes it.modBCEm 1.3a changelog---------------------------------------------------------------------------* Fixed a bug causing Keira to have very low vitality (Contributor: sirfrenchalott).* Corrected several invalid trophy effects. * Added new trophies introduced by HoS expansion.* Food no longer provide regen during combat (described by original BCE but was incorrectly implemented).* Added minimal intrinsic attack power so fist fights won&#39;t be unwinnable (described by original BCE but was incorrectly implemented).* Swallow out-of-combat regen is now slightly faster than in-combat regen (described by original BCE but was incorrectly implemented).modBCEm 1.2 changelog---------------------------------------------------------------------------* Bug fix: high-level Lightening Reflexes causes game to freeze (original BCE bug).* Implement a framework to reload skill definition when there is a change (necessary for the above fix). As a side a effect, we no longer need to start a new game in order to switch from vanilla game to BCE.modBCEm 1.1 changelog---------------------------------------------------------------------------* Fixed a problem where oil is missing.modBCEm 1.0 changelog---------------------------------------------------------------------------* Convert mod to the new modkit format for simpler installation.* Incorporated bug fixes introduced in patch 1.10.* Fixed a bug in Frenzy skill causing game to freeze (original BCE bug).Known issues---------------------------------------------------------------------------* Possible unbalanced enemies with Hearts of Stone expansion.安装很简单,也就是把mod放进游戏的mods目录就行了,然后用WitcherScriptMerger工具跟其他mod合并一下脚本啥的避免冲突,这个mod的兼容性很好,目前只发现和slotslotSLOT这个MOD有冲突,其实用了这个MOD之后96技能插槽这个MOD也就没有使用的必要了,因为技能系统重做已经精简和平衡了许多技能,插槽神马的应该是足够的三楼开始正式介绍这个MOD的详细内容(英文),并做一下简要介绍
===============================================================================================================================General changes:===============================================================================================================Removed all skill points requirements. Now you can mix and match the skills you prefer with no restrictions on how many points you invest in a tree.Removed all skill points innate bonuses to vitality, stamina and potion duration. All the bonuses are tied exclusively to equipment and specific skills now.Geralt doesn&#39;t acquire stats increases with levels anymore (apart a minimal attack power increase that&#39;s necessary for fist fights). Every increase is to be acquired via skills and equipment. All alternate signs/swords techniques (i.e. Firestream or Whirl) usable from the beginning, without a slot reserved for the ability.Ability to parry arrows usable from the beginning without investing a slot on it (but NOT reflecting arrows at the attacker as Geralt is not a sort of Jedi).Overhauled stamina resource management by actions: every action will cost stamina and/or delay stamina regeneration depending on its type, especially for the actions tied to combat. No move is without cost now.Revisited XP progression curve: it start faster then becomes slower and slower as Geralt progresses in levels, to reach about 15%-20% slower progression in total by level 25 onwards (level 30 in BC is like level 35 in vanilla).Revisited difficulty modes (apart easy): normal is slightly more difficult than default broken bones, broken bones is (much in many instances) more difficult than the old death march and death march is very much harder than in vanilla.Revisited humans strength in the game: poorly equipped enemies (as bandits) will be much less troublesome than monsters, for example, however the best equipment humans have the more sturdy they will become (as it should be).Removed arbitrary bonuses given by the game to enemies of higher (or lower) level than you. In this way you will be able to fight enemies much higher level than you if you can cope with their strength, without the engine setting limitations on this possibility.Increased enemies&#39; resistances reductions for death march and added them to broken bones difficulty too.Increased enemies&#39; stamina regeneration in Broken Bones and Death March (moderately on the former case, greatly on the latter), so they will use parry/dodge/roll/attacks etc. much more than in normal and easy.总体改变:去掉所有技能的学习点数前置要求,一开始就能学习所有的技能,去掉所有技能的被动属性加成(就是红色技能的肾上腺增加点数,蓝色技能的体能恢复速度),杰洛特升级的时候没有任何属性加成,所有的加成只能从技能和装备上获得,剑舞、拜年、格挡弓矢、5个长按Q技能发动的法印技能在一开始就能使用(就是说不需要花费额外的技能点去学习并且浪费一个技能槽去安装了)重做体力系统、重做难度系统、重做人形怪强度等等Items/effects:Green Mutagens: changed vitality bonus to +100/150/200.Blue Mutagens: changed sign intensity bonus to +4/6/8%.Red Mutagens: changed attack power bonus +3/4/5%.Green Mutagens bonus per linked skill: +100 (+66.67 for general skills).Blue Mutagens bonus per linked skill: +4% (+2.334% for general skills).Red Mutagens bonus per linked skill: +3.334% (+1.667% for general skills).Tweaked status effects so that poison & bleeding & fire in duration and fire & poison & bleeding in strength.Increased duration of armor and weapon enhancements when visiting a forge to 1 hour (was 15 min), but decreased the bonuses to 10% (was 20%).Reduced permanent shrine bonuses to +10% (was +20%). All starting resistances are removed.Food regenerates health much slower but for longer time and only when not in combat.Weight limit increased to 100 (was 60).突变诱发物安装之后的加成修改,食物只能在战斗外使用,默认负重增加到100Skills:Cat School Techniques: damage per piece decreased to +2.5% (was 5%).Griffin School techniques: increased sign intensity bonus to +7.5% per piece (was 5). Reduced stamina regeneration to +1s per piece (was +5s).Bear School Techniques: damage per piece increased to +7.5% (was 5%). Decreased vitality bonus to 4% (was 5).Sun and Stars: increased stamina regeneration at night to +2s (was 1).Steady Shot: increased damage to +50%.Rage Management: skill removed.Metabolism control: increased toxicity bonus to +40 (was 30).Razor Focus (new): adds 1 adrenaline point at the start of combat, and gives +10% bonus to adrenaline regeneration for every attack.黄色技能修改Reasons for these changes:The changes to skills give much more freedom to users to mix and match how they desire, without being constricted by arbitrary requirements. The skills, however, have been thoroughly balanced one another so that none of them are vastly more powerful than another and all are perfectly viable in the right circumstance.With the removal of skill bonuses and levelup bonuses the reliance is all on equipment and skills to increase the power of Geralt. This is both truer to the lore of the game and it also removes the loot swap syndrome in the game plus already increasing the difficulty in itself.For the lore it made no sense that Geralt couldn&#39;t use some of the basic techniques he learned in his Witcher training (as suggested in the tutorial area) if not putting skill points in them and utilizing a slot. In the first fight of the game (after the the tutorial) you have Geralt fighting Ghouls along Vesemir and this last can use a lot of techniques you have no access to, and this made no sense at all as those are basic Witcher abilities. That you had to invest skill points to parry arrows was, then, totally ridiculous imo.Death March should be an hardcore mode, but it is not so difficult in vanilla and as far as broken bones, well, that&#39;s as normal difficulty in Witcher 2. With the changes in difficulty the normal gameplay becomes moderately challenging, hard becomes literally hard and hardcore becomes what it stands for: hardcore difficulty meant for those that want a good challenge from the game. Refer to the specific section on the difficulties for more information on what every single option does.The difficulty curve of the game is changed: in the default game the game is difficult in the beginning and then becomes easier and easier as time passes, to become a cake-walk in the last part. With Better Combat the thing is reversed: the game is more forgiving in the beginning given the increased usage of signs at your disposal but then it becomes harder by and by as you encounter strong enemies since bonuses you receive from skills and levelling are drastically reduced. In little words the difficulty curve is on a rising pattern instead of a descending one.The revisited stamina changes balance the increased signs&#39; usage in this mod and also penalize constant rolling, spamming attacks and &guard camping&. You have to be more aware of when to perform actions correctly if you don&#39;t want to always have your stamina bar depleted and/or not regenerating.The changes to human encounters turn the gameplay more similar to the lore of the books. Bandits should pose little challenge to a Witcher, apart in special circumstances (as many of them of much higher level in a group, and even then they can be beaten using a little of strategy).The bonuses should be tied to the characteristic of the enemy itself (including its level, if it is a boss or not, etc.) and not adding an artificial bonus on top that makes &skull level& encounters forcibly have 100% resistance to everything and 3 times the vitality, just because they are higher than tot levels than you (let the strength of the creature itself decide how difficult the encounter is, not an arbitrary external imposition).The changes to the Mutagens have been made so that 3 swords skills linked to a Greater Red Mutagen will give +15% attack power bonus, 3 signs skills linked to a Greater Blue Mutagen will give +20% sign intensity bonus and 3 alchemy skills tied with a Greater Green Mutagen will give +500 vitality. For general skills (yellow ones) the bonuses attached to mutagens are +10% attack power for Greater Red Mutagen, +15% sign intensity for a Greater Blue Mutagen and +400 Vitality for a Greater Green Mutagen.Rage Management has been removed as it unbalanced signs usage. 3 full signs use outside of stamina regeneration, then, it is really too powerful and since there&#39;s no way to alter the skill in anyway (as it is hardcoded) it&#39;s better to have it gone.The increase of duration on forge&#39;s enhancement means less hassle to always return to a blacksmith/armorer and easier journeying. The bonuses are reduced from default so it is a incentive on correct role playing in this way.作者巴拉巴拉半天说明以上修改的理由
尼玛发网盘连接发了10来次又被系统秒删,没办法了,只能用截图代替了现在贴吧发帖怎么这么恶心了
===============================================================================================================================Sword attacks changes:===============================================================================================================================Whirl: Usable from beginning and removed from the tree.Rend: Usable from beginning and removed from the tree.Arrow Deflection: Usable from beginning and removed from the tree. Cold Blood: Removed from the tree.Razor Focus: Transferred in General skills.Reduced base adrenaline gained by attacks and greatly increased reduction of adrenaline from being hit.Whirl and Rend cost more to use and delay stamina regeneration for longer after every usage.Increased base critical damage to +50% (was 25%). This includes backstab damage.Increased crossbow bolt damage (normal ones only).红色技能的详细改变Skills:Muscle Memory: decreased damage bonus to 4% per rank (was 5%).Precise Blows: critical chance decreased to 1% per rank (was 2%), critical damage increased to 20% per rank (was 15).Whirl: number of ranks decreased to 3 (was 5).Crippling Strikes: bleeding damage decreased to 5 vitality/second per rank (was an insane 25 in vanilla) and increased effect duration to 10s.Crushing Blows: critical chance increased to 3% per rank (was 2).Rend: number of ranks decreased to 3 (was 5).Sunder Armor: decreased damage resistance to 4% per rank (was 5).Arrow Deflection: third rank damage dealt back decreased to 50% damage (was 100%).Fleet Footed: decreased damage taken by 15% per rank (was 20).Counterattack: decreased damage per skill level to 15% (was 30), critical chance decreased to +15% (was 100%).Lightning Reflexes: increased slowdown to 20% per rank (was 15).Crippling Shot: decreased number of seconds to 4 per rank (was 5).Resolve: decreased reduction of adrenaline loss on taking damage by 6% per rank (was 20).Undying: decreased bonus vitality regeneration to +10% (was 20%, hidden). Decreased number of ranks to 3 (was 5).Flood of Anger: decreased sign intensity per rank to 6% (was 25).红色技能的详细改变Reasons for these changes:Light attacks were clearly superior to strong ones, and so with these changes I tried to fill in the gap. The base damage of light attacks are decreased so to have a light attack build be effective you need to learn to capitalize on your criticals (as it should be imo).Critical chance is now a much more rare occurrence, but it packs more of a punch. This means that correct positioning, more than simply spamming attacks and hoping a critical will proc, is paramount to do strong damage to enemies. This change is also enhanced by the one that removes arbitrary bonuses from high level enemies, as one of them is being immune to back attacks.Bleeding builds were completely overpowered in the default game. The DPS was insane at high levels. It is not fun when you can simply spam an attack and win automatically.Overwhelm, instead, costed too much for too little benefit. Now it should be better without being too powerful (balancing a hit kill chance on attack is very tricky as even the minimal difference can turn what was once weak in broken).Whirl and Rend, especially Whirl, was too spammable and hence could make short work of groups while many enemies at once should be the most dangerous situations in the game.Adrenaline gain is greatly reduced from vanilla and it is more difficult to endure. This balances the use of skills tied to adrenaline usage.又是巴拉巴拉一堆为何要如此修改
===============================================================================================================================Signs changes:===============================================================================================================================All signs cost less to cast (Aard: 52, Yrden/Igni: 55, Quen/Axii: 60).Aard Sweep: Usable from beginning and removed from the tree.Firestream: Usable from beginning and removed from the tree.Magic Trap: Usable from beginning and removed from the tree.Puppet: Usable from beginning and removed from the tree.Igni can cause burning only when channelled, the burning causes less damage and it has less chance to proc. Increased base damage to 150.Quen base duration greatly increased (4 min), but shield strength greatly reduced (1 hit base) and added 5s stamina regeneration delay.Alternate Yrden now does much less damage when shocking the target and last less time.Axii stun duration against humans decreased to 4s (was 5) and for animals to 10s (was 20).法印改变,消耗体力改变Skills:Far-Reaching Aard: increased range bonus to +1.67 (was 1) to reach a max of +5 yards at third rank.Aard Sweep: the stagger effect lasts longer for the alternate usage of Aard. The price is, however, longer stamina regeneration delay.Shockwave: decreased damage per rank to 30 (was 40).Melt Armor: decreased armor penetration per rank to 10% (was 15).Pyromaniac: decreased burning chance bonus to 10% per rank (was 20).Sustained Glyphs: decreased sign duration bonus to +4 (was 5). Number of ranks increased to 3 (was 2).Supercharged Glyphs: damage per second decreased to 7 (was 10).Exploding Shield: chance to knockdown decreased to 6 (was 15). Number or ranks increased to 5 (was 3).Quen Discharge: decreased damage reflection to 3% per rank (was 5).Puppet: target damaged is decreased to 50%.Domination: decreased number of ranks to 2 (was 3).Aard/Yrden/Igni/Quen/Axii intensity: increased bonus per rank to 8% (was 5).技能树加点效果改变Reasons for these changes:One of the most obvious shortcomings of the combat, imo, is the design reliance on using a single sign instead than multiple ones. This is clearly evidenced by the fact that, since every sign usage requires full stamina, it is more beneficial to simply decide a sign to use for the battle and stick to it. This is exacerbated by the fact that the UI is designed in a way that you first need to select a sign and then pr this means that alternating between signs becomes somewhat a nightmare. With the changes to stamina requirements for signs you are instead actively encouraged on mixing and alternating between them for the best outcome and stamina management. However, at the same time, the too powerful effects on certain signs are removed, so utilizing them more doesn&#39;t make combat easier than before (the contrary in fact)To everyone that played the game with a signs&#39; build it was quite evident how Igni, alternate Axii and Yrden were completely OP at high levels. Igni for the constant stunlocking caused by burning, Axii because its alternate mode had puppets do all the work for you and for Yrden alternate mode it was the same. Now Igni cannot cause burn anymore if the sign is not channelled (and this is fine because the alternate method is much more risky), Axii puppet has much less damage bonus from upgrades and Yrden alternate mode has less traps and does minimal damage along stunning (I always found the bit about stunning + hig or you go for a CC direction or you go for damage, not both as doing so it is an easy recipe for an OP skill).The difficulty curve with these changes is more forgiving in the beginning (since you can use more signs and so have more instruments at your disposal) but it lowers by and by in comparison to default (where the broken high-end skills turn difficulty in a joke). The default difficulty curve in Death March is something like this: very difficult at beginning, moderately easu by middle game, very easy in the end. With these changes it is more like: moderately difficult in the beginning, moderately difficult to difficult in the middle game, normal to moderately difficult in the end (values are naturally dependent on player skill).做这些改变的原因
===============================================================================================================================Alchemy changes:===============================================================================================================================All normal decoctions last 1 hour in game time (4 min), and their toxicity is increased by 2/3.Mutagen decoctions last 4 hours game time (16 min) and their toxicity level is lovered to 60 (was 70).Potions duration is the same for all ranks and only their power is tied to it now.Toxicity degeneration is slowed down considerably from vanilla game so that spamming potions is more difficult.Greater Mutagens requirement of lesser component to craft increased to 5 (was 3).Potion count is fixed to 2/3/5 (depending on potion&#39;s type) for all ranks. Only exception is White Honey that is single usage only.Bomb count decreased by 1 per rank.Oils weapon damage bonus per rank decreased to +10/20/30% (was +10/25/50%). Increased oil duration that is now the same for all ranks (100 instead of 20/40/60).炼金和药水相关的改变,魔药持续4分钟,突变药持续16分钟,剑油统一为能使用100次,魔药统一能使用2、3、5次,突变诱发物合成需要5个了Skills:Heightened Tolerance: decreased overdose threshold bonus to 4% per rank (was 5).Refreshment: increased vitality restored per rank to 6% (was 5%).Delayed Recovery: removed.Side Effects: increased chance bonus by rank to 15% (was 20).Poisoned Blades: lowered poison chance to +4% per rank and +2% per oil power.Protective Coating: lowered number of ranks to 3 (was 5).Fixative Coating: removed.Steady Aim: Increased number of ranks to 5 (was 3).Efficiency: removed.Cluster Bombs: decreased number of ranks to 3 (was 5).Acquired Tolerance: removed.Tissue Transmutation: vitality reduced to 150 per rank (was 200). Number of ranks decreased to 3.Adaptation: increased mutagens&#39; duration bonus to 20% per rank (was 10). Decreased number of ranks to 3 (was 5).Frenzy: slowdown decreased to 10% per rank (was 15). Number of ranks increased to 5 (was 3).Fast Metabolism: decreased number of ranks to 3 (was 5).Synergy: removed.Killing Spree: decreased critical hit chance bonus to 3% per rank (was 10).黄色技能树修改详情Potions:White Raffard decoction: changed vitality bonus to +25/40/70% (was 20/40/100%).Thunderbolt decoction: changed damage bonus to +20/25/30% (was 20/30/30) and removed rank 3 critical chance.Maribor Forest decoction: changed to increase effects as other potions.Petri Philter: increased sign intensity bonus to +20/25/30% (was 15/20/25%).Swallow decoction: slightly decreased vitality regeneration while in combat (so it is slightly less than when outside of it).Tawny Oil decoction: decreased stamina regeneration to +2/3.5/5s (was 5/8/10) and decreased toxicity of 1/4.各种魔药效果修改详情Mutagens:Alghoul decoction: +25% stamina regen per hit (was +50%).Ekhinda decoction: 1% healing per stamina spent.Archgriffin decoction: 3% max health per strong attack.Ekimmara decoction: 6% life leech.Wyvren decoction: 2% attack power per hit.Fiend decoction: +80 max encumbrance.Katakan decoction: changed to increase the actual critical chance by 50%.Griffin decoction: +3% damage resistance per hit (15% max).Foglet decoction: +50% sign intensity on cloudy day (was 25).Forktail decoction: +35% sign intensity and attack power (was +50%).Grave Hag decoction: added a maximum increase to combat vitality regeneration of +100 (had none).Nightwraith decoction: added a maximum to vitality gained of +1000 (had none).Wraith decoction: reduced HP at which the shield triggers to 33% (was 50%).Ancient Leshen: +1s stamina regeneration per cast (+20s max).突变诱发药物修改详情Trophies:Cave Troll: +500 HealthNekker: +5% crit chanceNekker Warrior: +10% crit chanceDead Drowner: +20% adrenaline on hitMinion/Wildhunt dog: +20% elemental resistLeshy: +50 ToxicityElder Leshy: +50 Toxicity, +0.5s toxicity degenerationForktail: +20% Attack PowerWyvern: +25% IgniRoyal Wivern: +50% IgniFogling: +20% physical resistCzart/Chort: +5s stamina regenLamia/Ekhidna: +3% kill chance on hitErynie: +20% potion durationCockatrice: +50 ArmorWraith: +25% YrdenNightwraith: +50% YrdenNoonwraith: +25% AardNoonwraith2: +50% AardEkimmara: +25 Health Regen while in combatArachas: +50% bonus exp (human and monster)Grave Hag: +25% QuenWater Hag: +50% QuenFiend: +25% AxiiBies (fiend2): +50% AxiiSuccubus: +15% Burning chance per hitKatakan: +100% critical damageGriffon: +15% Sign IntensityRoyal Griffon: +30% Sign IntensityArch Griffon: +40% Sign IntensityDao/Earth Elemental: +15% Bleeding chance on hit.Doppler: +15% Poison chance on hit.怪物脑袋(战利品)效果修改详情Bombs:Dancing Star: increased damage to 100/150/200 (was 100 for all ranks). Reduced burning duration to 3/5/7 (was 4/7/10).Devil&#39;s Puffball: increased damage to 100/150/200 (was 100 for all ranks). Reduced poison duration to 10/15/20 (was 10/20/30).Dimeritium: reduced duration to 10/15/20 (was 15/30/30).Dragon&#39;s Dream: changed damage to 250/350/500 (was 300/400/400), and reduced duration to 10/15/20 (was 15/30/30).Grapeshot: changed damage to 500/650/800 (was 600/700/700) and increased damage ratio for silver/physical to 1.5:1 (was 1:1).Moon Dust: superior version lasts 120 seconds instead of being permanent.炸弹效果修改详情Reasons for these changes:Ah, alchemy, with its permanent vitality! These changes removes the broken synergy between using Refreshment, Delayed Recovery and double potions to practically have permanent Swallow and insane vitality. The synergy is still strong, but not by &win by itself& margins as before.The changes to potions made their spamming much less likely given the increased toxicity (and this will also help with all associated bonuses on alchemy for every potion consumed).Mutagens should clearly be strong, yes, but also here strong and god cheat are two different things. Hopefully now Mutagens are still supremely good without them being the same as enabling a cheat on CE. Their much lower basic duration will make Mutagen tied skills at last relevant now, and their increased toxicity means that using other potions along them becomes risky, given the increased harm caused by toxicity. Also the changes to Adaptation will make taking the skill much more interesting now (since with all 5 ranks it doubles the duration of mutagens to 30 min as it was before).Bombs were too strong in the vanilla game. Now they should be more balanced and less spammable given the less amount.为何如此改变
总体而言就是战斗的时候你需要灵活运用不同的法印,药水,炸弹,攻击,所有的战斗都充满了挑战所有不合理,太强大的技能都被移除或者削弱改变了原版单调乏味毫无变化的战斗,在你适应了所有的改变之后你会觉得这个MOD的改变更加合理,更加平衡和更加有趣
3DM论坛有位朋友发过旧版的说明,我偷个懒搬运一下,大家更好理解一点吧原帖地址:一般性改动:去除了所有技能升级的需求限制,现在你可以毫无限制将你的技能点加到任意技能树上,从而在游戏前期就可以自由搭配所想要的build。去除了所有技能点本身固有对生命,耐力和药水持续时间等的属性奖励。所有的奖励都讲独一无二的仅仅和升级的技能以及装备相关了主角不再在升级时获得相应的属性奖励了(除了极小的拳击奖励之外)。所有的奖励都只跟技能和装备相关了。全游戏耐力使用结构修改:所有的行动都将消耗耐力或根据你的行为而延迟耐力的恢复,特别特别是在战斗状态中。现在没有什么行动不跟耐力相关了。修改了经验获取曲线:10~20经验获得进度渐渐地减慢,20级之后经验奖励又会以10%的幅度渐渐增加。倒数第二难度和最高难度都比原版相应的难度要难很多了,特别是最高难度。所以请认真对待每一个敌人。去除了对比你等级高很多或者低很多的敌人专有的奖励(原版游戏本身有这个设置)。所以你现在只要你觉得能应付得过来,完全可以试着去消灭比你等级高很多的敌人。增加了最后两个难度中敌人的抗性减少量增加了最后两个难度中敌人的耐力恢复速度,特别是最高难度。所以敌人将会更多的使用回避/躲闪/翻滚/连招了(Ps:这个设定可以说让难度增加不少。个人在开始的时候没注意就被虐了好多次)物品/效果改动:括号内为原版数值绿色突变物链接的奖励降为150(200)蓝色突变物:法印强度奖励为4.5/6/7.5%(5/7/10%),链接奖励为+7.5%(10%)红色突变物:攻击强度奖励为3/4/5%(5/7/10%)。链接奖励+5%(10%)黄色链接:更改为+3%攻击强度,+5%法印强度以及+100生命值(原版+10%的攻击强度)微调了DOT伤害:效果时间是中毒&流血&燃烧,伤害强度上 燃烧&中毒&流血增加了使用锻造工具后武器和护甲增强的持续时间到1小时(15分钟) 但是减少了其增加的强度+10%(20%)所有的初始抗性都被移除食物的hp恢复幅度大大减少而且只在非战斗状态下才能使用(这个是个人觉得比较赞的改动吧 谁在紧张的战斗中各种啃面包 喝牛奶 吃葡萄苹果啊----观众嘘声_(:зゝ∠)_抓根宝还吃卷心菜呢)。重量限制增加到了100(60)——PS:这个相信大家都会修改吧.改不改都无所谓啦一般技能 猫系学派技能:轻击伤害/件减少到了+2.5%(+5%)狮鹫学派技能:增加法印强度奖励+7.5/件(+5%),减少了耐力恢复时间到+1s/件(+5s)熊系学派技能:伤害/件增加到+7.5%(+5%),减少生命奖励到4%(5%)星辰力量:增加晚上耐力恢复到+2s(+1s)鹰之眼:增加伤害值+50%删除了狂怒管理技能(这个技能太imba)代谢控制:增加了毒性条+40(30)剑术改动极大地增加了在被击中时候肾上腺素的减少量,减少了基本肾上腺素随攻击而获得的量。回旋在每次被使用时将会花费更多的耐力和更长地延迟耐力的恢复增加了基础暴击值到+50%。这也包括了背刺在内。增加了默认的十字弓矢的伤害。(就是初始获得的那个)法印基本改动:所有的法印耗耐减少:Aard: 52, Yrden: 52, Igni: 52, Quen: 55, Axii: 55Igni现在只有在火流时候才能造成燃烧dot伤害,同时dot伤害和proc(每秒伤害次数)也降低,Quen的基本持续时间被大大增加(4min),但是其强度被大大减少(只能承受一次攻击)同时增加3s的耐力恢复延迟Quen的主动护盾给予更少的生命/伤害获得量5%(10%)Yrden的魔法陷阱在电击敌人的时候造成的伤害减少,没有升级的话持续时间减少,同时基本充能减少为4(5)Axii眩晕持续时间 对人类减少为2s(5s)对动物是10s(20s)Axii掌控每秒花费更多的耐力 升级增加量也相对少了一些+10%(+15%)炼金基本改动所有的基本药煎持续游戏内的一个小时(显示现实时间为4min),同时毒性增加了三分之二突变物药煎持续游戏内4小时(16min)他们的毒性增加到75(70)药水持续时间保持不变,其威力将一直保持显示的数值一致毒性的消散速度变得相对的慢些。所以叠着喝变得比较困难。巨大突变物组件需求数由3变为5药水数量按照各阶级修改为2、3、5(按照要谁的种类) 唯独白蜜修改为只有一个炸弹的数量各阶级减少1.最新2.10版本改动日志所有的的法印剑术技能在一开始就可以使用(比如剑舞,火流),并且没有保留在技能树里面挡箭技能从一开始就可使用,并且无需装备在技能槽里(但是Geralt不能将箭反弹回敌人,毕竟他不是绝地武士)从技能树中修改了一些太强大或者一些从未被使用的技能(从视觉持续性和平衡性来考虑)调整了一些技能的平衡使低等级的敌人随主角等级的提升而提升。本mod的敌人同步系统和真正的同步系统还是有些差距(总之效果就是低等级的敌人不会被你像切菜割草一样不费吹飞之力了)平衡了人类的力量和血量具体的技能树改动:剑舞:一开始就可使用,从技能树中去掉撕裂:同上挡箭:同上冷血:从技能树中去掉聚精会神:转变成一般技能阿尔德扫击: 一开始就可使用,从技能树中去掉火流: 同上魔法陷阱: 同上玩偶: 同上延迟回复: 被砍掉剧毒之刃: 被砍掉效率: 被砍掉同步: 和快速代谢互换忍耐疼痛: 被砍掉具体技能改动:撕裂:现在将会花费点65点耐力(一次性消耗耐力,而非只要你装备使用了的话就持续消耗),其攻击效果是一个附带暴击的强力击。肾上腺素每点会增加10%的攻击力。玩偶:被控制的敌人一旦被攻击就会醒来。和原版相比造成一半的伤害奎恩释放:增强了其强度聚精会神:改变为增加一格肾上腺素和每次攻击增加肾上腺素生成率10%。因为是普通技能 所以只有一级刷新:增加了每级别血量的奖励为3%(2%)主动护盾:减少了防御力到4%(5%)但是增加了其升级阶梯为5(3)代谢控制:增加了毒性到50(40)炸药:弹药数随级别改为2,3,4。突变药煎:减少了毒性为70(75)Ekhinda decoction:增加了一个硬上限为35%的血量恢复。上述改动理由:1,
从Lore上看,Geralt是一个巫师大师,毫无理由如果他没有升级那些基本技能并且装备在技能槽里面的话,就无法使用那些基本技能。原版的那些设定在我看来是非常荒谬的。2,
许多上述的技能非常难以平衡, 因为在升级时候其内在固有的设定(比如玩偶技能)。现在那些技能现在只有一个等级了,所以可以更好的平衡他们的威力。3,
上述被砍掉的技能都是因为其内部固有不平衡的设定,或者就是因为其收效胜微。(无论你在技能树上投资多少点,其实际效果并不值得你浪费一个技能槽——PS:作者在做mod的时候肯定把游戏内部的原始数据设定都翻出来了,所以大可不必怀疑此处作者的陈述)。其中一些被砍掉的技能是因为它们破坏了mod本身的平衡(比如药水的毒性)。作者原话:我进了我最大的努力想让最新的版本可以直接从旧版升级。然而上述修改改动原版内在的诸多数据机构,使得此次仍旧无法使用旧的存档来玩。请不要使用旧版存档来运行这个mod,否则后果自负。写在最后————作者对mod使用者的一些建议: ##飘过0-0注意:由于对各难度都有大型改动,新版mod需要新建游戏。1,
在战斗中请记住使用法印,经常地。2,
奎恩法印确实很实用,但别过度用它3,
别盲目地执行一些看上去很垃圾的,毫无节奏感游戏动作。(举例说 敌人根本没打你你一个劲的翻滚,或者强按着右键格挡不放,还有死按着左键一个劲的攻击)4,
在最高难度别只依靠你的两把剑,多使用药水和其他物品5,
把你的技能点尽量分配到更多的技能上来完成你角色的build
好玩的游戏不会腻,
66666,战斗完全变了的感觉,可是用了mod打不开游戏怎么破?
我在想马上更新血与酒了那不是又要作废了?
好长。楼主真有毅力
好顶赞这个mod绝对合我口味
楼主请问下这个可是n网上的?
我是新手,最喜欢受虐,不虐没快感
好帖要顶,先收藏了
这个Mod阿,我几个月前在吧里发过了,当时主要求最新翻译,不过已经沉了
还有一周就更新了,不敢这会装啊
顶起来,求吧主加精
那么多说没难度后期切菜的看样子也是不敢用这个MOD啊
怎么装啊?我在3DM看见好多
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