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









Deleted from line 15:
&& The.Game.GetStringGameState("Gnarf_CampfireCheckpoint") == "Enabled"
That eliminates the game mode check so you can save at any campfire in any mode (and was able to do what I wanted to do, use the mod for an existing RPG save file).
Thank you gnarf and ngmir!
I should also have mentioned (sorry) that I did this for a save that was already roleplay mode. I just now tried taking a save of Classic mode and setting `_enabled` to always true. This did make the option show up, but on death the savegame is still deleted (obviously). It might be worth a try to inspect the `Primary.json` file in the savegame directory and change the property `GameMode` from `Classic` to `Roleplay`.
I installed this mod via the Steam Workshop, found the files and simply removed the game mode check from the code. This enables the "checkpoint" option in the campfire dialog and it seems to save the game just fine. (Of course no guarantees, just did a quick test for now.)
Second condition in here:
https://bitbucket.org/gnarf37/qud-campfire-checkpoint/src/b0e50025d0921810f5a99ceac29b5cf23d3b2ed2/CampfireCheckpoint.cs#lines-15