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发表于 2022-12-27 12:00:16
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Many of the settings in the mod are not changeable for a reason. That said, here are contributing factors you should consider:
Sanity, Stress and Alignment are active values and are affected by interaction in the world.
Trauma, Depression and Grief are passive values and are affected by passive events such as sleeping, the passage of time, outcomes of events, and they increase or decrease over time. These can be marginally affected by drug use, sleeping, drinking, being with a companion with high affinity, etc...
A few ever-present factors:
Depression is permanent, and though it can drop to zero for short periods of time, it will always continue to go up. This is affected by many things, such as weather, length of time finding Shaun, and the types of drugs/alcohol you take. It is also affected by the follower affinities.
Grief starts with the realization of the death of Player's spouse and abduction of Shaun. This builds consistently until Shaun dies. But the outcome of the final decisions made by the player with regards to Shaun -- and of course other Characters that may or may not be killed in game, such as decimating the Railroad, or decimating the BoS.
Trauma is a function of all noteworthy events that happen to the character. This is not able to be reduced without significant intervention. I plan to add a mental health professional and a single dose of an unnamed potion that the Player will be able to find via a quest. This will reset trauma once. After that, it will no longer reduce trauma again without restarting the quest. So, use it wisely.
This dictates how fast Depression, Grief and Trama increase or decrease over time.
To be transparent in the equation:
4 weights - fwEsteem, fwTrauma, fwWill, fwSpirit (these will be applied so that they are weighted from 0 to 1, and the sum will equal 1)
4 variables from SA - selfesteem, trauma, willpower, spirit
L网原址基本说了这些,任务线相关的去他的评论区里找一下吧 |
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