稀饭 确实是【NPCs use Potions】和【zxlice’s ultimate potion animation】
—————————使用 【ZUPA】搭配【NPC喝药】效果将会非常不错
—————————不过,显然的是,【ZUPA】本身已经停止更新,不受支持
—————————哪怕,【NPCs use Potions】有给到兼容模式,这往往不代表不会出问题
—————————不如说,这往往更会出问题,唉,做水下攻击的时候就为了和跳跃攻击的兼容性给我带来了不少麻烦
—————————【NPCs use Potions】刚出的时候我有关注过,不过我没有使用,因为我怀疑它会出问题
————————— 不过,您还可以 使用 脚本的 【Smart NPC Potions】 它一样能让NPC喝药
————————— 并且,可以和【ZUPA】搭配的很好,而且没有遇到【ZUPA】相关的闪退
—————————我以前装过【ZUPA】后来,我为了保险起见把【ZUPA】移除了,因为它本身确实存在问题(虽然我没怎么遇到)
—————————不过,您要是想让NPC做到【喝药】【喝药动画】您可以使用【Smart NPC Potions】搭配【ZUPA】
——————————————————————————————而不是,【NPCs use Potions】搭配【ZUPA】
————————————————————————这其中最大的区别就是【Smart NPC Potions】问题更少
————————————————————————哪怕我一直在使用旧版本,我仍然没有注意到问题
————————————————————————就,我个人的使用经验而言,我更推荐您使用【Smart NPC Potions】
————————————————————————而,不是【NPCs use Potions】
————————————————————————其实,您还可以通过,【判断Mod的更新日志】来选择同类型的Mod,哪一个更好
————————————————————————哪个,更加利于我现在的Mod环境,或者,哪个,在我的Mod环境中,会更少的出问题
————————————————————————以下,是【NPCs use Potions】的更新日志
Version 3.0.1
[Fix]
- Fixed possible CTD
- Further reduced amount of logging.
- Fixed problem, where followers could not use fortification potions
Version 3.0.0
[Rules]
- Updated CACO rules
- New rules for Apothecary
- Rules for all creation club content in the Anniversary Edition
- Rules for all currently available Mihail monster mods
- Updated Hammets Dungeon Pack 01 Rules
- Rules for New Vominheim
- Rules for Wyrmstooth
- Rules for Vigilant
- The Ebony Warrior now has his own Rule
- Fortification potions are now correctly sorted into different tiers
- Merchants and Trainers now have a chance / a higher chance to carry a potion appropriate for their occupation
[Changed / Fixes]
- Items will only be distributed once every 24 hours
- Information about distribution times and cooldowns now persist across game sessions. (Does not affect save game size)
- All npcs are now tracked instead of only those in combat
-- Out-of-combat only the usage of health potions is supported
-- In-combat mechanics are retained
- Added an option to disable out-of-combat potion usage (enables the old processing system and only tracks in-combat npcs) (automatically disables combat style scaling for distribution)
- Dynamically fixes consumption sounds of all consumables including mod-added sounds
- NPCs may now only use food items when the duration of the last food item has worn off
- food is now used during normal potion handling instead of at the beginning of a fight, to account for changed timing
-- New Setting to retain the prior functionality
- food that has beneficial effects regarding combat style and weapons/magic is now prioritized
- Support for player automatically using food has been restored (and the option works again as it should)
- Fixed an issue calculating cooldowns
- Fortify Health, Magicka, and Stamina is now differentiated from restore Health, Magicka, and Stamina potions and counted as fortify potions
- The option "DisableItemUsageWhileStaggered" now also disables potion, poison and food usage while paralyzed, or otherwise unable to use animations
-- This is automatically activated, when using ZUPA, AnimatedPotionFX, AnimatedPoisons, and AnimatedPotions
- Fixed an issue where the mod was not able to load correctly (mostly VR)
- Which poison an NPC uses, is now based off of their enemies equipped weapons and spells (same as fortify potions for themselves).
[New]
- Potions that are excluded from distribution will not be used by any NPCs even if they are already in their inventory
- Creatures that do not have any explicit rule, can now automatically be excluded with a mod setting
-- (rules may be present even if it is not expected, due to faction assignments, etc.)
- New Dosage system for poisons
- Added an option to allow potion, etc usage for followers and player only (player can be disabled using player options)
- Hirelings are now handled as Followers
- Settings to allow/disable the usage of detrimental potions and food, and the usage of poisons with positive effects
- Fomod option that disables all ReflectDamage potions
- Reflect damage potions are automatically excluded if they reflect more than 50% damage
- NPCs that have "Ghost" in their EditorID and do not bleed, are considered ghosts and excluded from distribution and potion, etc. usage
- Added GlobalCooldown for item
[Distribution Rules]
- Rule support for additional Effects, including Alchemy, Carry weight, Speech, Smithing, Waterbreathing, CurePoison and CureDisease
- New Rules with support for custom items that are not recognised by their effects
- New version of distribution rule to account for more potions, poison and fortify potions
-- Combat style scaling: rules with this enabled are more likely to distribute items that fit an npcs combat style.
- New rule that allows setting the strength of items to avoid automatic categorisation
- New rule that allows to adjust the strength of an actor
- New Rule that excludes all items from a plugin/light plugin from distribution
- New Rule that allows to exclude all potions, poison, food with a specific Alchemy Effect
- New Rule allows to exclude all NPCs from a plugin (only affects npc, or race exclusions)
- New Setting that keeps excluded NPCs from using potions, poisons, or food
- New Rules allow setting dosages for individual poisons (e.g. "weak poison of damage health") and for poison effects (e.g. Health, Magicka, ...) respectively
- Alchemic effects that are not used by any items are dynamically removed from distribution lists
[Whitelist]
- Overhauled Whitelist mode to include NPCs, Factions, Keywords, etc.
- Whitelisted NPCs receive potions, poisons and food. All other NPCs won't receive any items.
- Existing whitelist rule, now can whitelist actors, npcs, factions, races, combat styles, and classes
- New rule that allows the whitelisting of all consumables from a given plugin
[Compatiblity]
- Full support for Animated Poisons -> see article on animation mod compatibility
- Full support for Animated Potions -> see article on animation mod compatibility
[General]
- Restructured settings to improve readability (old settings will still be recognized)
-- Some settings have been removed, since they are now obsolete,
- General performance improvements
- General crash prevention improvements
- Split logging for loading the plugin and in-game events to reduce logging overhead if unneeded
-- New Setting EnableLoadLogging which prints information during pluginload. Use it if there are problems with your rules, etc.
- Separate profiling log file "NPCsUsePotions_profile.log"
Version 2.3.4u
[New]
- Support for Skyrim AE 1.6.640
- Rules for "Nightingale Hall Restored - Karliah as a Follower"
- Rules for "Immersive world Encounters"
- Patch for Decoction in Skyrim (after potion usage item is given to drinker instead of player)
- Notice: The plugin version did not change since only the AE version has been recompiled for the current Skyrim version
Version 2.3.4
[Fixes]
- Fixed an issue that would make npcs (non-followers) use poison even if they already applied some without using it
- Fixed a ctd related to temporary npcs
- Should fix LoadGameIssues once and for all, found a reliable solution
Version 2.3.3
[Fixes]
- Fixed blackscreen on reload
- Fixed duration tracking issue
Version 2.3.2
- Fixed a possible issue related to potion spamming.
- Fixed an issue where npcs wouldn't eat food.
- Added support for any type of food.
- Added option that disallows npcs to use potions and poisons while they are staggered
- Removed a problematic script from compatiblity plugin
-- the upgrade version contains the problematic file, for those that already use the plugin, since it may lead to corrupted saves otherwise
-- the install version does not contain the file
-- both versions do not use the file anymore, so you can remove it with resaver or so, if you so desire
Version 2.3.1
[Fixes]
- Fixes consumption sounds being played for items without sounds
- Fixes unintended changes to potion price
[New]
- NPCs won't use poison when targetting NPCs with ActorTypeDwarven keyword anymore (doesn't work for player)
Version 2.3
[Fixes]
- Assigns the "Medicine" flag to potions, since it is missing from all vanilla potions.
- Fixes Potions without the "Medicine" flag and without the keyword VendorItemPotion not playing potion drink sound correctly.
[New]
- Debug mode that removes all potions, poisons and food from actors before distributing new ones.
--- for those that had problematic items distributed
- Debug mode that removes all potions, poisons and food from actors 5 seconds after loading a game.
--- Additional option to only remove excluded items
- Rules for Phenderix Magic World
- Rules for CACO prisoners
- Rules for Coldhaven
- Rules for Skyrim Underground
- Rules for Skyrim Immersive Creatures
- Rules for SkyTEST
- Rules for Forgotten Dungeons
- Rules for Easierrider's Dungeon Pack
- Rules for More Bandit Camps
- Rules for Sofia - The Funny Voiced Follower
- Rules for Frozen in Time - definitely not another snow elf waifu mod
- Rules for Animallica
- Rules for Skeever Follower Mod
Version 2.2
[New]
- Rules for Hammet's Dungeon Packs
- Rules for Last Seed
- Rules for Skyrims Got Talent - Improve as a Bard
- Added Whitelist Mode (Compatibility) - Items must be explicitly whitelisted to be distributed
--- If you have massive problems with items from some of your mods, you can use this mode
--- Please report the problematic mods anyway, so that I can make rules for them
- Whitelist rules for base game
[Fixes]
- Fixed Item exclusion rule not working properly
Version 2.1.2
[Fixes]
- Fixes the other savegame reload issue
Version 2.1.1
[Fixes]
- Fixed save game reload crashes
Version 2.1
[New]
- Support for poison on left-hand weapons (only one poisoned weapon at a time)
- Quest items are no longer used as normal potions, poisons or food
[Changed]
- Further increases performance (shifts work from game threads into the background)
[Fix]
- Fixed bug causing Potion Pickup sound not to be played correctly
- Fixed poison apply sound not being played when poison was applied
- Fixed crashes related to keywords on Races
- Fixed crashes in debug tools
- Minor internal Fixes
Version 2.0.0.3
Actually fixes the stuff of the earlier versions (I compile the wrong version)
Version 2.0.0.2
Fixes Poison and fortify potion chances in configuration file
Version 2.0.0.1
Fixes the Potion, Poison and Food Use sounds not being heard
Possible CTD while using poisons on npcs
Version 2.0.0
[NEW]
- VR support
- Poison usage for normal NPCs
- Smart poison usage for followers (and player)
- Smart fortify potion usage for all
- Potions and Poisons can be taken with a chance
- Distributes the AlchemySkillBoosts and PerkSkillBoosts Perks to all NPCs (needed for fortify effects)
- Potion Distribution
- Poison Distribution
- Fortify Potion Distribution
- Food Distribution
- Item and actor strength scaling with Level or game setting
- optional item removal on actor death
- distribution takes items already in the inventory into account
- exclusions of specific items (like the White Phial)
- Distribution rules for NPCs, Keywords, Factions, Races, Classes and CombatStyles with Priorities
- Default Rule to capture everything else
- Exclusion of NPCs, Factions, Keywords and Races from either all distribution or the default rule only
- console command to display the distribution rules for NPCs
- console command to reload the configuration files while in-game.
- Dynamically fixes the potion and Poison use sound effects coming from the player.
- Unique distribution rules for most factions, npcs in the Skyrim and Solstheim
[Changed]
- removed upper thresholds for normal potions since they no longer apply (the lower values will automatically be transformed in existing configuration files).
- improvement of log files
- compatibility options for ZUPA changed
[Fix]
- fixes bug in duration detection for potions
- tries to fix bug, where an NPC would use a potion while dying (timing issue with game engine)
Version 1.1.1
[Fixes]
- Fixes the bug where potions were applied on the playercharacter even though the option was disabled
Version 1.1
The 1.1 version update is here! Since its only a dll, don't worry about your savegame.
[Compatibility]
- support for xlice's Ultimate Potion Animation
- support for Potion Animated Fix
- support for Animated Potion Drinking
[Fixes]
- no longer does some food get selected as a potion
- Stuff I forgot I fixed
[New]
- Potion cooldown is now considered! It is tracked individually for each major stat and a new potion is only drunk after the end of the duration.
- Option to disable EquipSounds (Not the sound of drinking the potion, but of equipping it, only occurred with Ultimate Potion Animation so far).
- More debug options for those who really want to know what the plugin does.
Version 1.0
Initial Version
—————————————————————————————以下是【Smart NPC Potions】的更新日志
Version 1.11
Updated to work with latest AE version. That's the only change in this update. Still compatible with VR/SE/AE out of the gate.
Huge thanks to Nightfallstorm for providing the updated DLL. It's a nice day with you around.
Version 1.1
AE and VR versions are now fully supported, including poison use. This is all possible thanks to Nightfallstorm. My favorite cat in the entire world. Even cooler than Oh Long Johnson (no, seriously, google it). Nightfallstorm managed to get the poisons working for all versions of the game. Also kudos to PowerOfThree and Noah Boddie for helping make this possible.
No need to update if you're a SE (downgraded) user.
Version 1.05
Improved several scripts. All new changes were implemented by Nightfallstorm and Fuzzles. Big kudos to them! Nightfallstorm just released "Vanilla Scripting Enhancements", definitely check this mod out for even further improvements to the performance of your game!
Vanilla Scripting Enhancements: https://www.nexusmods.com/skyrimspecialedition/mods/68139
AE users please read: Some of the poison functions of the mod (from assassins) won't work for AE users. It shouldn't be a big deal, Assassins should still get access to the health potions, but unfortunately not their poisons.
Version 1.04
- Reduced the frequency that bandits use invisible potions considerably. You will encounter them very rarely, as I originally intended.
- Also fixed a bug that could make a bandit spam invisible potions.
- Lastly for this update, I added support for DLC drinks to the "play drinking sound" formlist.
Version 1.03
Fixed a bug that made drinks (like wine or mead) not play the "drinking" sound when drank. Mods that add new drinks need to be added to the formlist "NPCPotion_DrinkList" or you can use the optional version of this mod below.
Version 1.01-ESL
Made file into an ESL.
——————————————————————### 选择Mod要选择,稳定的,哪怕它使用脚本,只要不过多,那就还好
——————————————————————且,【Smart NPC Potions】可直接跟【ZUPA】兼容
——————————————————————您要是实在想要NPC实现【喝药】【喝药的同时有动画】
——————————————————————可使用【Smart NPC Potions】
——————————————————————当然,这不代表您不会遇到【ZUPA】的CTD
——————————————————————因为,【ZUPA】本身已停止更新
——————————————————————您如果使用【Smart NPC Potions】,里面存在MCM设置可供玩家自行调整NPC的喝药频率
——————————————————————https://www.nexusmods.com/skyrimspecialedition/mods/40102
——————————————————————怕麻烦每次开档都要设置的MCM菜单的
——————————————————————可以搭配【https://www.nexusmods.com/skyrimspecialedition/mods/63662?tab=files】