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









Appreciate the pointers! I've tried the approach of using a "generic" package for making small voice mods, but I kept running into strange problems with that approach. Might revisit it later, though. I'll be sure to look into cooking these mods some time soon. Cheers.
And check https://www.reddit.com/r/xcom2mods/wiki/index/cooking_for_dummies/ - Xcom2 is kinda weird about this, where we have to work with WAV files, but when you compile the mod it converts them to OGGs, leaving WAVs in the package for no reason, making it weight like 10 times more than it should.
And last but not least, check https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2798541285 - you can add bunch of events to your robojumper script and then when people will use that mod your cues will play.